ID:84718
 
Not a bug
BYOND Version:454
Operating System:Windows XP Home
Web Browser:Firefox 3.5.3
Applies to:Dream Seeker
Status: Not a bug

This is not a bug. It may be an incorrect use of syntax or a limitation in the software. For further discussion on the matter, please consult the BYOND forums.
Descriptive Problem Summary:
When I wish to output something to a second map, it needs to be on the same window as the default map, such in my demo.
I am unable to add a new window, with a new map control, and output the objects there instead of having that same control in the same window as the default map.
Numbered Steps to Reproduce Problem:
Using my demo:
Load it up, notice that it works functionally.
Close and edit the skin, to add a new window, with a new map. Edit these few lines:
#define BOTTOM_TO_TOP "skilltree:[posy-1],[posx-1]"
#define TOP_TO_BOTTOM "skilltree:[proto.layout.len-posy],[li.len-posx]"
#define LEFT_TO_RIGHT "skilltree:[posx-1],[posy-1]"
#define RIGHT_TO_LEFT "skilltree:[li.len-posx],[proto.layout.len-posy]"

to reflect your new window (change skilltree to window1.map1 or whatever).
Load it up again, and notice how it doesn't work.

Code Snippet (if applicable) to Reproduce Problem:


Expected Results:
The screen objects load in the second map, in the other window.
Actual Results:
The second map is blank.
Does the problem occur:
Every time? Or how often? Every time.
In other games? Yes, I tried implementing it into my own game in the same fashion.
In other user accounts? Assumably so.
On other computers? Yep.

When does the problem NOT occur?
When the two map controls (default and extra) are in the same window.
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.)
No idea.
Workarounds:
Either put both controls in the same window, or find a different way to do it.
I can re-create this okay. Not sure it's strictly a bug though.
I don't know under what circumstances this was verified, but following the instructions as given I was not able to reproduce the problem in 464. It's possible this got fixed in an earlier release. This is what I did.

1) I downloaded the demo in question.
2) I added another window to the interface. I gave it a map called "skilltree2", not marked as a default.
3) I edited the four lines given to send output to skilltree2 instead of skilltree.

The icons appeared in the correct control.

[edit]
The problem doesn't appear in 454 either. This was either verified in error or the problem stems from an incorrectly made skin (e.g., multiple default windows or maps).
I've actually had this solved for a while now, sorry. Apparently it was just my fault for doing 'window.map' instead of just 'map' for the controls. Or vice versa, I forget which.
Ah, that explains much. The secondary HUD code really isn't aware of how to use fully decorated names at this point.