Reply to Re: WDE 2 crash
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If the engine's locking up, it usually means you forgot to chuck a wait in somewhere. Unsure if it was brevity but the command is get_sprite_with_this_brain.
To Robj: I cannot replicate it in my tests. The one duck on the edge of the screen is an editor sprite that spawns a script sprite (when it moves top left) and then runs draw_hard on it which works every time.
Interestingly, it also recalculates it for the editor sprite duck, even without draw_hard_map, which appears to be an undocumented feature. Map sprites may also be distinguished by leaving behind a slightly different-coloured box on the overlay. If someone can make a minimal reproduction that semi-reliably fails i'll look into it.
edit: tried again using collapsible boxes and ran into a wrong hardbox when not using preload_seq which would explain SimonK's inconsistency, but even then draw_hard still worked. Might need a wait between creating the sprite and its draw_hard for the engine that doesn't support preload_seq .
To Robj: I cannot replicate it in my tests. The one duck on the edge of the screen is an editor sprite that spawns a script sprite (when it moves top left) and then runs draw_hard on it which works every time.
Interestingly, it also recalculates it for the editor sprite duck, even without draw_hard_map, which appears to be an undocumented feature. Map sprites may also be distinguished by leaving behind a slightly different-coloured box on the overlay. If someone can make a minimal reproduction that semi-reliably fails i'll look into it.
edit: tried again using collapsible boxes and ran into a wrong hardbox when not using preload_seq which would explain SimonK's inconsistency, but even then draw_hard still worked. Might need a wait between creating the sprite and its draw_hard for the engine that doesn't support preload_seq .