When I create turfs in the my game, which is an isometric icon game, if the z level is above 16 (like 32, 48) the turfs below it get deleted. This also happens during mapping as well. Here is a picture of the description:
(In Game) - http://i51.tinypic.com/1z3wg9y.png
(Mapping) - http://i51.tinypic.com/2nc4h75.png
Numbered Steps to Reproduce Problem:
Check code, put in 32
Code Snippet (if applicable) to Reproduce Problem:
mob/verb/TestMakeSnow()
var/pixSnow=input(usr,"What is the pixel z?","0 16 32 48") as num
var/turf/P = new/turf/Z1/Snow(usr.loc)
P.pixel_z=pixSnow
turf
Z1
icon='Minecraft_Blocks.dmi'
density=1
Grass
icon_state="Grass"
Stone
icon_state="Stone"
Sand
icon_state="Sand"
Water
icon_state="Water"
Snow
icon_state="Snow"
Expected Results:
For the bottom turf to stay the same...
Actual Results:
View pictures.
Does the problem occur:
Every time? Or how often?
Everytime.
In other games?
Yep.
In other user accounts?
Yep.
On other computers?
Yep.
When does the problem NOT occur?
....
Workarounds:
Well, in mapping I've found out that after I put the higher z level turfs in, I can fill in the turfs they take out and get it to look right once again, but the only draw back with this is that then the bottom turf that I put in is at the top of the list so when my Enter() proc chooses what to do with the usr's pixel_z it makes him go down, because he runs into the lower proc instead of the bigger one. But besides that...
Likewise in-game you're replacing the turf outright, not preserving an image of the old one as an underlay.