ID:151595
 
Large icons may be more efficent and helpful but the walking bug is an issuue, so it ends up being less enjoyable for the player. Will they be fixed any time soon? Because right now I havn't seen people enjoy the use of them.
"The walking bug" will never, ever be fixed as it is not, in fact, a bug.

Of course, I haven't the slightest clue what you're talking about, but that makes me no less certain in my assertion there.
In response to Garthor
He's asking when Big Icons will be "fixed".

Fixed being creating an alternative that gets rid of the flickering and other unpleasant side effects.
In response to Duelmaster409
In response to Garthor
If big icons cant be fixed maybe some kind of function could be made where when you post a large icon into a file you could choose the ability to create a text file that you can name which would basically code the entire handling of the turf
In response to Darkjohn66
...What are you even on about?
In response to Garthor
Say I have a large building...thats 50+ icons..... that takes a lot of time you could be spending working on your game.
In response to Darkjohn66
Can't you just set the icon to 'largebuilding.png' and place it down as a big old turf? That works in the basic mode.
In response to EGUY
The bug is that the icon flickers when walking near it and you also cant have masked parts
In response to Darkjohn66
Not really a bug. You must be in range of the object's actual location to see it, so if it has a really large icon it will naturally 'pop up' once you are in range of its real location ([link]).
This is essentially due to a change in behavior of the map editor with atoms with large icons. As far as turfs go you can solve this perfectly by mapping with world/map_format = TILED_ICON_MAP, which reverts to the older, more suitable behavior.
In response to Kaioken
the only issue is there is no color that byond converts from paint to mask, it would be convienent if there was. Else we have to go on a large string of organizing turfs which takes quite some time
In response to Darkjohn66
There is an alternative, though. Just run your icon through this proc:
proc/mask( icon/i, c ) // c is the color to convert into mask
var/icon/j = new( i )
j.SwapColor( c, "[c]00" )
return j

mob/verb/convert( f as icon, c as color )
var/icon/i = new( f )
src << ftp( mask( i, c ), "dump.dmi" )
In response to Darkjohn66
If you use a proper image editing program, transparencies will be preserved.