ID:167943
Jan 7 2006, 6:46 am
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I'm not sure if this is even possible, but maybe it could be considered as some sort of feature request... Before using SwapMaps, I ran into a "Map Cell Limit", which basically meant the number of unique turfs I had in my world was too large. I'm guessing BYOND somehow tracks each individual instance of a "unique turf type". Is there some way I can "assign" turfs to that same unique instance? Say I have a wall turf, and it generates an overlay with a pixel_y offset. If I have a lot of walls in my level, each individual wall is going to have to perform this operation. Eventually they'll all reach that same "state". The idea popped into my head today while I was trying out my icon modification stuff on turfs. I keep a list of the modified icons stored so new turfs that are created can just see if their icons are already generated, rather than generating upwards of 100 icons just for a 10x10 region of the same turf.
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