ID:97439
 
BYOND Version:470
Operating System:Windows 7 Ultimate
Web Browser:Firefox 3.6.4
Applies to:Dream Seeker
Status: Unverified

Thus far we've been unable to verify or reproduce this bug. Or, it has been observed but it cannot be triggered with a reliable test case. You can help us out by editing your report or adding a comment with more information.
Descriptive Problem Summary:
Very unusual Map when I run and compile my game. Happens when someone else hosts to. I cannot describe it very well, so a picture will help more. Its not like I'm lagging or anything and the maps distorting because of the lag, I'm moving just fine and my memory being used in task manage is average.

I run 3 Gigs ram and a generic 64 bit AMD Processor if that effects anything.

MAP EDITOR:http://img687.imageshack.us/i/25380236.png/
IN GAME:http://img267.imageshack.us/i/17360777.png/
Numbered Steps to Reproduce Problem:
1.) Run game
2.) View map?

Expected Results:
A regular looking map.
Actual Results:
The map distorts itself.
Does the problem occur:
Every time?. Or how often?. It only seems to appear in my game, but I don't know what I could be doing that does that. but It happens every time.
In other games?No
In other user accounts?Yes
On other computers?Not able to test.
According to my friend it happened to him to, but I'm not sure if its true or not.

When does the problem NOT occur?
Unknown?
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.)
I was not on BYOND for atleast a year almost and before I left it worked just fine.
Workarounds:
As of now Unknown.
Look up the new map_format.
I know, it defaults to TOPDOWN_MAP which should be the normal way? Like, the proper way without the whole distortion? I never changed anything about that var, so should it just be the default?
From the looks of it, BYOND's map editor doesn't properly represent the TOPDOWN_MAP format.
So, you have 2 options. Either use the default map_format; with no clue how the map will actually look through the editor. Or, switch map_format to TILED_ICON_MAP; which BYOND has always been & should always be. Why it isn't that by default? Nobody knows.
The map editor should represent all three formats properly.

I think what is happening here is that the map editor is interpreting your file to use TILED_ICON_MAP but the game itself is compiling it as TOPDOWN_MAP. This is likely due to some code that was put in a while back to try to make things backwards-compatible for old games. That may be glitchy, or it may be something else, but related.

Try to specifically compile the game with world.map_format = TILED_ICON_MAP and see if that fixes it.
ISOMETRIC_MAP changes how the map editor looks, but TOPDOWN_MAP just looks like TILED_ICON_MAP.
TOPDOWN_MAP still effects things when running the game though. As this bug report shows.
I tried setting it to all three, and not setting it at all for default, same results.
If you make a new game and stick with the map format, it should be represented properly in both the map editor and the player. The problems occur when you switch between them, because TOPDOWN_MAP and TILED_ICON_MAP have different interpretations of the map data.

TOPDOWN_MAP: always draws one object per placement, but the object can take up multiple tiles (visually).

TILED_ICON_MAP: the map editor can draw multiple tiles per placement; objects always occupy a single tile.

So if you have a map that is intended for TILED_ICON_MAP (as the OP probably did, being an old game) and it is run in TOPDOWN_MAP, the map data will appear wonky because it will interpret each of the multiple tiles per (big) object as larger objects.

It really sounds like the map editor is interpreting his game as TILED_ICON_MAP but the player is running it as TOPDOWN_MAP. That is a bug but I'd like to verify this theory by having him manually fix it.
Well, I can duplicate the bug he's having...
Are you building the map in TOPDOWN_MAP and later switching to TILED_ICON_MAP, or are you not touching world.map_format at all?

Present a list of steps you did to get the problem to occur and then we can fix it.
Tom wrote:
Are you building the map in TOPDOWN_MAP and later switching to TILED_ICON_MAP, or are you not touching world.map_format at all?

Building in TILED then switching to TOPDOWN (This seems to be the problem)
If you do it the other way (TOPDOWN to TILED), the map editor displays properly, condensing the large icon into a single tile.

Present a list of steps you did to get the problem to occur and then we can fix it.

Change map format to TOPDOWN, look at map in editor, look at map in game?
Yeah, that's not a bug, but we should probably document that somewhere (or maybe have a popup when you make the switch). Like I said in the earlier comments, the two formats interpret the map data differently.

When you layer a "big" object down in TILED_ICON_MAP, it actually places multiple tiles, because that format has no concept of an object taking up multiple tiles. In TILED_ICON_MAP, there is a 1:1 tile:object relationship. So if you have a 64x64 object on a 32x32 map, you actually are placing four objects.

When you switch to TOPDOWN_MAP, it sees those four objects but now it turns each of them into its own big object. Because in TOPDOWN_MAP, objects can span multiple tiles.

I suppose we could try to fix this by recognizing when an object previously placed with TILED_ICON_MAP is a sub-tile because it uses one of the tiled substates, and ignore it in TOPDOWN_MAP. However, it's a pretty weird case that will only come up when switching like this.

The OP has a slightly different problem because AFAIK he is not actually changing the map-format. I think that the player & the map-editor are assigning different map-formats. So I would like him to manually assign TILED_ICON_MAP to confirm this (it should fix the problem).

BTW, TOPDOWN_MAP is the default because, when starting from scratch, it is a far better format for big icons. It doesn't require the client to break up and then merge big objects that are only ever meant to be displayed together. It makes it much easier to manipulate such objects. And if you only ever use small objects, it makes no difference.
Actually, easy way to fix this, This happens to me as well sometimes, I noticed when placing a "big" object, if you use Add instead of Fill it should place a single object as a whole instead of placing multiple objects like fill does, in the map editor it shows as a part of the object if you didn't get the size just right, but when using add the "ghost" image of the objects size should match that of the actual object. I don't know if you're using fill but lit looks exactly like the problem I was having back in my first game, all I did was use Add for lager objects and they went in without an issue.