http://www.byond.com/members/ BYONDHelp?command=view_tracker_issue&tracker_issue=2835
Does anyone have a hope on that?
If its practically difficult to get more information on our icon, can we atleast have an icon delay multiplier?
Why? Because changing tick_lag would cause the world to be either too fast or too slow, inorder to avoid that we could just multiply the delays of each frame by the reciprocal of the world.tick_lag so we don't see the change in graphical animation.
ID:260935
![]() Mar 1 2011, 4:31 am
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Yea, you could write a DLL to parse the PNG comments in a DMI and find that stuff out. Keep in mind that you would need to have a local copy of the DMI (so if it's a user-uploaded file, you'll have to copy it out of the dynamic RSC to a folder). Also, the host will have to the allow the DLL.
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DarkCampainger wrote:
Also, the host will have to the allow the DLL. Not to mention needing to convince DD to reload the image. |
Audeuro wrote:
DarkCampainger wrote: Ah, you're right. I didn't see that he also wanted to alter the delay. Still, if the tick_lag is constant during runtime, he could write a DLL to go through all his icons before-hand and update their delays inversely proportional to the tick_lag. Of course, by that point, using a DLL specifically is unnecessary. And I'm guessing that's not what he wants to do... |
tick_lag is constant. I was asking if the BYOND devs would do that? o.O?
Feature Multiply_Delay(factor) ? that would multiply the delay of each frame the icon with the factor. It would nullify the effect of tick_lag on the graphics of the game. Would you support this -->http://www.byond.com/members/ BYONDHelp?command=view_tracker_issue&tracker_issue=2835 ? |
Hiro the Dragon King wrote:
tick_lag is not constant. duh. I was refferring to my project in which tick_lag is constant. |
No one has an idea about this? This question was to the BYOND devs. >.>
Or atleast can I make a C++ program on to do this? Tom said .dmies are nothing but .pngies with comments. If I could change the delay comment?