[Ohrrpgce] SVN: teeemcee/5077 Set the visibility of map layers based on whether they're set to visible

James Paige Bob at HamsterRepublic.com
Tue Feb 28 15:01:35 PST 2012


On Wed, Feb 29, 2012 at 11:51:26AM +1300, Ralph Versteegen wrote:
> 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.

Yeah, you are right. The chances of a game being broken by this are 
pretty slim, so I am not worried.

One thing that I am^H^Hwas a little worried about is that if I read the 
code correctly, the visibility of map layers was never changed when you 
moved from map to map, and now with this fix it is. That means a script 
might have hidden a map layer and then expected it to stay hidden as the 
player moved from map to map. That would have been bad scripting, but it 
seemed like a real enough possibility that it scared me into 
double-checking to see if I do that in any of my own games (Turns out 
that I don't)

However, in spite of my fear, I think it is not that huge a deal. the 
chances of somebody doing something like that are probably even slimmer 
than the other issue :)

> 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).

---
James



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