Descriptive Problem Summary:
Objects with "Big Icons" seem to stick into a player's view even if the original object is not in the view(). This happens especially when a big icon is adjacent to an opaque object, and a player moves to the opposite end of the wall. The big icon, if large enough to "stick" into the wall, would be completely visible on the other side regardless of the opacity.
I made a post about this here.
Screenshots:
[1]
[2]
[3]
Numbered Steps to Reproduce Problem:
The only way I could work around this would be to use separate 32x32 icons, but I wish to avoid that.
Code Snippet (if applicable) to Reproduce Problem:
Expected Results:
The trees in the above screenshots (1-2) should not be visible outside of the luminous area, and in the 3rd screenshot, the tree should not be visible at all.
Actual Results:
The trees are visible in both situations.
Does the problem occur:
Every time? Or how often?: If you move at a certain position you can get the tree to be visible and invisible to the player.
In other games?: I haven't tried.
In other user accounts?: Yes.
On other computers?: I haven't tried.
When does the problem NOT occur?: Never.
Did the problem NOT occur in any earlier versions? If so, what was the last version that worked? (Visit http://www.byond.com/download/build to download old versions for testing.)
It occurs in all versions I've tried.
Workarounds:
Splitting the trees into 32x32, which would be more effort than it's worth at this point.
ID:111753
![]() Apr 8 2011, 6:09 pm
|
|||||||||||||
Not a bug
| |||||||||||||
From what I see, the unlit tiles in your selection images aren't being properly covered with blackness, which I think is the fault of the specific luminosity engine you're using. Mixing a system that was only designed for single-tile icons with one that was not is what's causing the confusion.