http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=430





------- Comment #18 from [EMAIL PROTECTED]  2007-11-02 08:35 -------
(In reply to comment #17)
> Lately, I've been thinking that I don't really see a reason why teleporttomap
> should cause a wait anyway. It could load the map, and then resume executing.
> If the map load causes a map autorun script to trigger... then it should get
> control (I think we have a suspend command to stop it, if not, we should)
> 
> What does everyone think: Is it too late to 'fix' teleporttomap? I've been
> noticing bugs in games caused by it lately. The only way to work around it is 
> a
> fade out (if you want to immediately change the map on teleporting, that is).
> 

If I recall correctly, the wait is (or was) a technical limitation based on the
way new map data gets loaded... *checks* Yep. "preparemap" is still a GOSUB
block, which makes it unavailable directly to the script interpreter subs. The
one-cycle wait implicit in teleporttomap is there to allow control to flow back
to the main loop where the GOSUB to preparemap can take place.

The only objection I have to changing it is the risk of breaking old games that
depend on that one-cycle wait in obscure ways.

Here is what I would propose:

* SUBify preparemap (no small task!)
* create a new command "teleport" that lacks teleporttomap's wait
* Try remapping telporttomap->teleport
* make a testing build, and get a bunch of people to test old games with it
* If breakages occur, document telporttomap as deprecated, but leave it alone. 
* If no breakages are found, remove teleporttomap entirely.


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