Would it be possible to have an option in the editor, similar to the existing "show/don't show item icons", which just hides/shows the "No Save/No Sleep/No Magic" icons.
These Icons are very destructive visually. I have a level full of items and puzzles and floor items, etc. But as soon as I cover the level with "No sleep" icons so the party can't sleep on that level, I can no longer see anything on the level other than a giant ugly collection of yellow icons - I can't see my items, my puzzles, my floor items because they are under the no sleep icons which cover everything.
Since I know that there is no sleeping on this level, can I please turn off the display of the no sleep icons?
No Sleep Icons destroy the dungeon view
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- George Gilbert
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- Artisan
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Graph paper!
Moving the tile order doesn't really help, as the icons get lost in the background.
I've done as suggested and changed the icon associated with the no sleep point to a blue dotted square. This actually has a fantastic unexpected effect in that the entire level now looks like graph paper. Instead of empty sections of the dungon just being long empty expanses of white, I have dotted squares drawn around every square of the level - which means I can see exactly how many squares tall and wide rooms are which I couldn't before.
Unfortunately, I can't do this to the rest of my dungeon as there is no replaceable icon associated with a blank tile. Shame, it would be good to see the whole dungeon as graph paper.
I've done as suggested and changed the icon associated with the no sleep point to a blue dotted square. This actually has a fantastic unexpected effect in that the entire level now looks like graph paper. Instead of empty sections of the dungon just being long empty expanses of white, I have dotted squares drawn around every square of the level - which means I can see exactly how many squares tall and wide rooms are which I couldn't before.
Unfortunately, I can't do this to the rest of my dungeon as there is no replaceable icon associated with a blank tile. Shame, it would be good to see the whole dungeon as graph paper.

- George Gilbert
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Yep - that would work too; put it earlier in the dungeon.txt file (or move it vertically up the list in the edit tile menu - same thing).
Incidently, the first suggestion (use clones where the only difference is the icon), is handy for other stuff. For example, if you've got a number of different wallsets in a level, you might want to clone the wallset object once for each type so the view in the editor is easier to understand.
Incidently, the first suggestion (use clones where the only difference is the icon), is handy for other stuff. For example, if you've got a number of different wallsets in a level, you might want to clone the wallset object once for each type so the view in the editor is easier to understand.