ID:1799054
 
BYOND Version:507
Operating System:Windows 7 Home Premium 64-bit
Web Browser:Chrome 40.0.2214.115
Applies to:Dream Seeker
Status: Open

Issue hasn't been assigned a status value.
Descriptive Problem Summary:
In Dream Seeker the SIDE_MAP map format causes overlays and underlays to occasionally switch their orientation when using pixel movement and crossing tiles.

Examples:

Shows the hair going back and forth from being on top and under the player.


Shows an idle NPC with all overlays under them. (I was the one moving around)

Numbered Steps to Reproduce Problem:
Set map_format to SIDE_MAP
Add an overlay
Move around on a map
Every once in a while the overlay will become an underlay

Code Snippet (if applicable) to Reproduce Problem:


Expected Results:
Underlays and overlays to not switch orientations.
Actual Results:
Underlays and overlays switch orientations.

Does the problem occur:
Every time? Or how often?
Only on certain y coordinates (seems random).
In other games?
Happens in another of my projects.
In other user accounts?
Yes.
On other computers?
Yes
When does the problem NOT occur?
When using the web client.

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 think it did the same thing in 506, not 100% certain though.

Workarounds:
Use the web client. (game isn't being built for it, so not ideal)
I noticed this same issue in isometric mode around 5 years ago, particularly with anything that's offset by pixel z or pixel y.
I am using version 507.1274 and I can't seem to recreate the issue.
If you have a test project I can take a look sometime.
/*
These are simple defaults for your project.
*/


world
fps = 25 // 25 frames per second
icon_size = 32 // 32x32 icon size by default
view = 6 // show up to 6 tiles outward from center (13x13 view)
map_format = SIDE_MAP


// Make objects move 8 pixels per tick when walking

mob
step_size = 4

obj
step_size = 8

mob
icon = 'Player.dmi'
New()
..()
overlays += /obj/TestOverlay/

obj
TestOverlay
layer = FLOAT_LAYER + 0.1
icon = 'Overlay.dmi'

turf
Grass
icon = 'Grass.dmi'
New()
..()
layer = BACKGROUND_LAYER


I created a fresh environment and that's the only code there.

This is the result:

The red box on top is the overlay.

It might be an issue with how BACKGROUND_LAYER or FLOAT_LAYER are working with SIDE_MAP; just a guess, though.
Yea, the issue is definitely mob related (as seen in the gifs).
was this fixed? just wondering before i decided if i need to drop some stuff to switch to side view