Fox, on 01 April 2014 - 11:26 PM, said:
There is no way to distinguish beetween these two modes, since screen_size is set to 4 for both. Is it possible to make the second one return a value of 6?
As TD said, making changes like this would break compatibility and is out of the question. Looking into the code, it looks like userdef[].statusbarmode is what you're looking for. The change occurs at screen_size==8, though. In game.c, G_DrawBackground():
// draw in the bits to the left and right of the non-fullsize status bar
if (ud.screen_size >= 8 && ud.statusbarmode == 0)
{
// (some rotatesprite() calls...)
}
A cautionary note: do not attempt to modify statusbarmode, as that may throw off setting the "screen size" in the menu.
Micky C, on 04 April 2014 - 01:14 AM, said:
Is there a way in mapster script to make some changes to a sprite based on its proximity to another sprite (of a certain tile number) in the x-y plane?
M32script has the findnearsprite*
commands known from CON. They use the
current sprite as the one to search from.
MrGlasses, on 04 April 2014 - 01:27 AM, said:
Decided to check out Polymer render and only to be greeted with this.

This only happens when using 32bit. 8bit is working just fine.
What did I miss?
Please post a screenshot with the new "cl_showcoords 2" mode, which displays information some relevant settings for the current rendering mode.
EDIT: cl_showcoords (which is the same as the DNCOORDS cheat) is only available in the game.
Aside: if you change to 8-bit, you're
not using Polymer any more, even if you ticked the "Polymer" box in the startup window.