ID:118072
 
Resolved
BYOND Version:490.1101 and 490.1102
Operating System:Windows 7 Ultimate 64-bit
Web Browser:Chrome 13.0.782.220
Applies to:Dream Daemon
Status: Resolved (490.1103)

This issue has been resolved.
Descriptive Problem Summary:
In 490 monster's movement is pixel based by default, causing it to 'teleport', however player's mob is fine. Bumping into monster causes bugs player's character too.

Demo compiles successfully using 489.1099. Movement is animated.
Compiling same demo with 490.1101 or 490.1102 causes this problem.

Numbered Steps to Reproduce Problem:
Compile demo with 490.1101 or 490.1102 and run it. Notice monster's movement isn't animated. Walk and bump into monster to get character bugged, bump into maps corner to fix character's movement. Bumping into monster again will cause bug again.

Demo to Reproduce Problem:
http://dl.dropbox.com/u/2637453/BYOND/BugDemo_src.zip

Expected Results:
Move normally 'gliding' between tiles

Actual Results:
Teleporting

Does the problem occur:
Every time? Or how often? Everytime
In other games? Not known
In other user accounts? Yes
On other computers? Not known

When does the problem NOT occur?
Using old version helps :)

Did the problem NOT occur in any earlier versions? If so, what was the last version that worked?
489.1099 doesn't have this bug.

Workarounds:
None known
It looks to me that the monster is step_rand()ing with a step_size of 32 instead of world.icon_size.
My original code uses step_to() and it has this bug too. According to F1 they both use ref.step_size, which is defaulted to world.icon_size, therefore it shouldn't be a problem (unless it doesn't use it).
Workaround till the patch is released:

atom/movable
bound_width = 56
bound_height = 56
step_size = 56


The problem stemmed from the world's icon size not being loaded before the map objects.