BYOND Version:506
Operating System:Windows 7 Ultimate 64-bit
Web Browser:Chrome 34.0.1847.116
Applies to:Dream Seeker
Status: Verified

A member of our crack team of bug testers has verified that this issue is reproducible, and has handed it off to the development team for investigation.
Descriptive Problem Summary:
world.view ignores any settings for client.view.

Numbered Steps to Reproduce Problem:
Just make world.view shorter than client.view.

Code Snippet (if applicable) to Reproduce Problem:
view = 1

view = 6

Expected Results:
client view should still see 6 tiles ahead.
Actual Results:
client view is auto set to world.view
Does the problem occur:
Every time? Or how often?

In other games?
Not sure

In other user accounts?
Same with every account

On other computers?
Have not tried

When does the problem NOT occur?
Roll back to a version where it does not occur

Did the problem NOT occur in any earlier versions? If so, what was the last version that worked? 498.1158

none as of yet.

I have supplied a video to help out as much as possible(watch in 1080p HD).
Setting the client view in code does change it still for anyone wondering.
Out of curiosity, why would you set both world.view and client.view at compile time? Are you setting world.view as a means of controlling the range of step_to() or something?
In the game feed, I limit the world view to 1 to save cpu and just use the client.view and write my own get view/range/oview code using block. Little handy trick I started using for pixel games.

I did some messing around with world.view and client.view. It seems regardless of the number, client.view defaults to world.view.

A workaround is setting client.view under client/New().
Oh thanks a bunch I didnt try that. Now I can move forward with byond updates it was the only thing holding me back.
Kaiochao changed status to 'Verified'
Bumpage, still happening, annoying.
I'll put this on my 510 look-at list to see if I can get it dealt with soon.