Descriptive Problem Summary:
Whenever many large icons are used which are very, VERY large, in relatively close proximity to each other (eg, less than a screens distance away) the resulting map output is horribly buggy looking, and messes with the movement-to-map sync.
Numbered Steps to Reproduce Problem:
Create a few large turfs (greater than 20x20 tiles of whatever world.icon_size you like) and place them very near each other (eg, the top of one turf links onto the bottom of the next), run the game in the default topdown perspective and try to move the player between them.
Code Snippet (if applicable) to Reproduce Problem:
N/A
Expected Results:
The player should walk cleanly between the turfs, with no lag or desync, and no visual artifacts.
Actual Results:
Completely skewed map, with no concept of the player's x/y in relation to dense turfs etc.
I have included a screenshot illustrating the problem in greater detail here: http://upload.majhost.com/gallery/RayJT9/BYOND/ bigicons_bug_report.png
Does the problem occur:
Every time? Or how often?
Every time.
In other games?
N/A
In other user accounts?
N/A
On other computers?
Yes.
When does the problem NOT occur?
Tiled Icon Map.
Did the problem NOT occur in any earlier versions? If so, what was the last version that worked?
N/A
Workarounds:
Chop the map up a whole lot smaller if you're using large icons for it, or go back to tiled icon map and use multi_tiled mobs.
ID:92029
![]() Feb 24 2010, 6:10 am
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Not a bug
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![]() Feb 24 2010, 12:28 pm
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I see the issue in your image but I'm not sure I fully understand what's happening. Do you have a demo I can take a look at? If not you can send me source in a .zip file at [email protected] and I can take a look.
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Lummox JR wrote:
If not you can send me source in a .zip file at [email protected] and I can take a look. Certainly, I'll send that presently. |
While using a ton of giant icons to make up your map is not advisable, it should work. The problem however is that you are still using a map that was designed for tiled mode. Opening your topdown map in a text editor reveals that you're still using the tiled format's icon_state values for each turf.
What you're seeing therefore is that a lot of giant turfs are overlaying each other. In r1.png for instance instead of having 12x20 turfs where the .png is used only by the bottom left corner, you're using it for every single turf in that group. On any given tile you've got a few hundred icons competing to appear in its space. Our big icon layering code just can't handle a situation that chaotic. The solution is to remake the map properly for topdown mode. You'll need some simple turfs that use one-tile icons, and then in the lower left corner you can plunk down the big icon. |