Problem description:
This is what I'm trying to do:
1) I want to use SEE_PIXELS for what it's purpose is: so that you can see an object as it comes out of the darkness (step_x/y) instead of it just popping into view once it has completed the cross into the new tile (atomic movement).
2) I want to use screen images to give the player a HUD. These images are larger than world.icon_size.
This is the problem:
Shadows cast by the environment (opaque turfs) cause dark patches to appear on the HUD. Has anyone ever dealt with this problem and know a way around it? If you'd like to see the issue in action, download this zip file and add the following line to any code file:
mob/sight = SEE_PIXELS
ID:1701482
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I tried overriding client/Click() to see if the blackness was an object or something, but it didn't respond at all.
It could be a BYOND bug, but I'm not sure how you triggered it (unless it's newly introduced).