[Ohrrpgce] SVN: teeemcee/5077 Set the visibility of map layers based on whether they're set to visible
Ralph Versteegen
teeemcee at gmail.com
Tue Feb 28 14:51:26 PST 2012
On 29 February 2012 04:01, James Paige <Bob at hamsterrepublic.com> wrote:
> On Mon, Feb 27, 2012 at 11:14:57PM -0800, subversion at HamsterRepublic.com wrote:
>> teeemcee
>> 2012-02-27 23:14:57 -0800 (Mon, 27 Feb 2012)
>> 106
>> Set the visibility of map layers based on whether they're set to visible in the map editor (fixes bug 952)
>> ---
>> U wip/game.bas
>
> I wonder if this breaks any games that left layers disabled in the
> editor but that did not intend them to be disabled in the game? Seems
> like rpgbatch could tell us, maybe?
>
> ---
> James
Luckily that would only affect games made with nightlies since Zenzizenzic.
It's also virtually impossible because the maps would appear
completely different in-game and in the map editor. (Incidentally, the
reason that this was noticed in Philip's Adventure was because the
default grass tile is not tile number 0, so the unused layers, fully
of grass, were opaque when not disabled.)
rpgbatch is currently lacking support for scanning maps. I was going
to do that next, but I don't know when "next" is. IIRC partially it's
due to incomplete support in nohrio for maps (at least the high level
interface class).
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