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Same tile ids with different tile size in tile_config.json cause problems with rendering #48819
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Having two sprites of different size for the same entity makes no sense right? So it's just a matter of choosing big or small trees and removing the other one. I've had this problem a lot with Chibi Ultica and a little bit initially with MSX but sorting the sprites properly fixed it. |
As this is a recurring problem (and one that may be affecting other tilesets in this repo right now), some kind of automated solution could be useful (edited in some suggestions in "Expected behavior"). |
right so chosing the biggest prite by default and maybe reporting an error could be nice. No idea how feasable it is though. |
Workaround for tiles with same ids and different sizes causing rendering issues CleverRaven/Cataclysm-DDA#48819
This may have same root cause as #45563, as sprites with same ID no longer get overwritten after #44917: |
#51080 Probably fixed this |
Will close until a report there is an issue. |
Describe the bug
Same tile ids with different tile size in tile_config.json cause problems with rendering.
As an example, ChestHole16 tileset which defines trees first as 16x16 tiles, then again as 32x40 tiles.
Steps To Reproduce
Expected behavior
The game either produces debug message on load, or overwrites such tiles in consistent manner.
In case of ChestHole16, one of the options of how trees should look is:
This screenshot was done after I removed 16x16
t_tree_maple*
definitions fromgfx/ChestHole16Tileset/tile_config.json
.Versions and configuration
272a1d4 (Experimental build 18)
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