Feb 16 2015, 8:20 am
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This annoys me that this bug is been around for 3 years now and no fix for it -_-
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It'll begin flickering once, maybe twice the first time you see it (you may or may not notice a stutter in frame rate when it happens), but after that it stops and appears the way it should. Other things I've tried include using image objects, adjusting step_* and/or pixel_* values, etc. None of those did any good (although I feel like using images should have for some reason). |
I dont think that will help because even without it aftar 3-5 times you pass by them they wont dissapear but aftar 30-1h then they will start dissapearing again. Test it aftar you do the 3-5 times walk by and then run somewhere where there is no building leave ur character afk ther and then go back xD!
Only solution I found is by making blocks of the building like 96x96 parts! |
In response to Zasif
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Yeah you're right. I just tested it again in a different spot and it didn't help at all.
Guess I'll be doing atom chunks as well... or something. |
Years ago this wasnt an issue, dunno what they did to break it! And its been an issue for 2-3 years now and no sign of any dev saying we are on it lol.
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If you put any sort of overlay over the tile where you place the big turf/object it makes the issues a lot more noticeable, even if the overlay you placed over no icon
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I've found a workaround since I've dealt with this bug 1 year ago.
If you change grid size you can eliminate the problem but it is not something I'm willing to do. |
What you mean by grid size? And what does grid size have anything to do with this? O.o
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I think Victorqr is referring to changing the default icon size, not the size of a grid control.
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I've also noticed there's some issues with Cross()/Crossed() being called incorrectly from time to time. I think both of these issues might be somehow related in that somewhere deep in BYOND's source code some math for determining what objects are within a particular AABB rectangle is off. I don't remember when I reported that bug, but you put it on the backburner maybe 2-3 years ago, Lummox? I think I reported it to you via PM though, so I've forgotten how to reproduce it and I didn't have the foresight at the time to put it on the forums for the sake of documentation.
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I'm positive the cross thing is not related to this issue. This is a matter of icons disappearing from view prematurely. It's unrelated to the movement routines, except for that fact that a change of location might trigger it.
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Yeah I meant the icon_size because I have some huge objects on one level I was forced to use icon_size=192 for that level and change it dynamically to 32 on others...
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Yeah you're right I did something like that but also changing the view for each client, don't remember it though did it about a year ago I'll check it out I believe I must have changed the view to counter balance the icon_size var or something like that
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@Zagros: This bug will probably get fixed faster if you can create a test project where this problem occurs that doesn't have too much code in it so he can isolate the problem.
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First page already has a ton of demonstrations, and you can do it urself just add a bunch of big Icons over 255x255 and you will see them dissapear.
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There is a workaround for this issue, actually. If your icon is set to even multiples of the world's icon_size, it won't have the disappearing problem.
I've had 1024x768 icons showing up just fine no matter what direction or distance I view them from. |