ID:83201
 
Resolved
Fixed in 459
BYOND Version:454
Operating System:Windows XP Home
Web Browser:Firefox 3.5.3
Status: Resolved (459)

This issue has been resolved.
Duplicates:id:83156, id:87137
Descriptive Problem Summary:
I use a container object filled with letter objects which each have a unique location on the screen. The letters use a pre-rendered icon containing the English alphabet, common punctuation, and 0-9 numerals.

When chatting the message is converted into a series of letter objects and added to a list of text containers. The text containers are queued to flow up and off the screen like in a normal scrolling chat window.

Everything works fine, but sometimes letters seem to fall through the cracks. In that screenshot the S from SuperAntx and the first g in the message is missing. That screenshot was taken online.

The missing letters seem to magically appear the next time the text is updated. This fact alone proves there isn't something wrong with the way the letters are created. They all share the same y value when they're created and the update only effects the y position.

Expected Results:
Every letter of every text string should show.

Actual Results:
Some letters fail to load.

Does the problem occur:
Every time? Or how often?No. Very often.
In other games?N/A
In other user accounts?Yes.
On other computers?Yes. Other people see the same problem.

When does the problem NOT occur?
When chatting very slowly.

Workarounds:
Don't talk very fast.
This has been reported before (and was supposedly fixed)
Easiest workaround for it is to just keep a special HUD object moving around/changing icon_states. Throw it on the area layer so that its never truly visible to players, but make sure it is something that graphically exists.
Falacy wrote:
This has been reported before (and was supposedly fixed)

That's a pretty messed up hud. I can see some of the letters having similar problems but I have no trouble with the other stuff.

Easiest workaround for it is to just keep a special HUD object moving around/changing icon_states. Throw it on the area layer so that its never truly visible to players, but make sure it is something that graphically exists.

I guess I could try that, though it would pretty much throw all optimization out the window.
SuperAntx wrote:
That's a pretty messed up hud. I can see some of the letters having similar problems but I have no trouble with the other stuff.

The screen-shot posted was about a secondary issue.

I guess I could try that, though it would pretty much throw all optimization out the window.

Yea, having a single object move around would completely destroy ALL optimization. You must have some oddly reliant systems if that's going to mess with all of them.
Not to mention how easy it should be to remove if they ever manage to fix the problem.
Falacy wrote:
Yea, having a single object move around would completely destroy ALL optimization. You must have some oddly reliant systems if that's going to mess with all of them.
Not to mention how easy it should be to remove if they ever manage to fix the problem.

That's not very helpful at all.
I think this is tied to issue 607 and may actually be the same bug. If you can supply a demo I can confirm if I've fixed it. You can send any project files to me at [email protected].
I believe this bug to be a duplicate of issue 607, but I can verify neither issue without a test case.

While this is probably fixed for 456, because I don't have a test case I'm moving this bug to Unverified status for the time being. If I do get a test case I can use to reproduce the bug, I can try it in the new version to verify the fix and update this report accordingly.
I'm still having this problem with 458.1050.
A demo will be needed to reproduce this issue.
Bug fix: When information about the appearance of a screen object arrived after the screen object itself, the object sometimes would not appear until the next change to client.screen.
This bug may be cropping up again.
http://i50.tinypic.com/2s76r9t.png

The entire hud on the bottom left should vanish while the respawn timer is up. Most of the time it works properly but every now and then a few tiles will fail to update.
Any new information? What version are you running now?
I'm on 462.1057, which is the latest at the moment.

I was connected to my WAN address when it was happening.
I had two DS windows open, the exact same tiles in both instances were having issues.
It didn't always happen, but when it did the same tiles would be glitched until a reboot.
All right, I'll try some retesting on that myself to see what's up. You might also want to try out pre-release 463.1060. That also improves your layering issue with the tree stumps in that demo BTW, and fixes the flickering problem in RetroGame.
I was unable to confirm any problem exists in 463.1061 with either your old screen text demo or the HUD demo.