Descriptive Problem Summary:
When a map contains a sufficiently large number of unique atoms and areas, the renderer may malfunction when moving to a different /area on the map. The malfunction appears to be some internal change of an area's luminosity value.
We were able to verify this by modifying the mob's see_in_dark variable to high values, which more or less erased the luminosity issues. However, the luminosity value for an area was never reflected at runtime, which suggests that it is being improperly read internally.
Numbered Steps to Reproduce Problem:
- Compile twice. First compile will complain about icons only being available in resource file. Second compile will work as intended.
- Run the game, click "Start Move" verb. It will move you Northeast then Southwest.
- Here you will observe that parts of the map are not rendered until you enter the area.
Expected Results:
Don't render black spots if I am not in an area.
Actual Results:
We cannot see anything.
Does the problem occur:
Everytime.
When does the problem NOT occur?
If so, what was the last version that worked? I've added a "ChangeSeeInDark" verb that lets you adjust your mob's see_in_dark variable. Give it a super high value and this issue will not occur. But this is just bandaging a shortcoming in the engine.
I also provided a second DMM file called "empty_world" where I replace the building turfs with simple grass. When I do this, the bug no longer appears.
Did the problem NOT occur in any earlier versions? Don't know.
Workarounds:
- Changing see_in_dark variable.
- Not having a high amount of unique pops on a map.
I have provided the link in discord to the test case. Link: https://discord.com/channels/725444629172060262/ 725458744711839873/1330199797520404591
ID:2960810
Jan 18, 7:41 am (Edited on Jan 20, 7:46 pm)
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Resolved
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Jan 18, 7:46 am
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I'd like to add to this that "see_in_dark" set to a high value prevents black areas, however it still won't properly show the assigned icon_state of the area that would otherwise be black.
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Lummox JR resolved issue with message:
The server was not always re-sending area information that got garbage-collected by the client, which only happened in projects with a lot of areas on the map. |
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