Admin ADMIN
2026.08.11
Confirmed, and Meet the Parents is a textbook case of it.
When you walk through a portal the screen fades to black and that black overlay *is* the loading screen — the game only starts drawing once the destination's art is in. To make that instant, the game pre-warms every map connected to the one you're standing in. The problem: that pre-warm step only queues textures. It never fetches the two things a map like this actually needs first — the lazy object-set metadata, and the base64 art bundle the pixels live in. Meet the Parents draws from the WeddingGL set, which we serve locally as bundles (Back_WeddingGL.json is 1.1 MB and Obj_WeddingGL.json is 1.8 MB) because the CDN won't serve that art. With no bundle loaded, the pre-warm resolves zero frames and warms nothing at all, so arriving there means fetching ~3 MB and decoding a couple of hundred images while you stare at black. Every bundled map behaves this way — the wedding maps, the interiors, the event and regional maps.
The fix is to make the cascade do the same two awaits the real map load does (ensureObjSets + ensureArtBundles) before it queues the neighbour's textures. After that the bundle is already in memory when you step through and the map paints immediately.
On Mom and Dad specifically: that's one NPC, id 9201003, "Mom and Dad" — the map genuinely has a single life entry in v83, so nothing is missing there. Their sprite is fetched lazily after the map draws, which is why they arrive a moment late. The cascade fix shortens that too; warming NPC art per neighbour is a separate, smaller follow-up.
When you walk through a portal the screen fades to black and that black overlay *is* the loading screen — the game only starts drawing once the destination's art is in. To make that instant, the game pre-warms every map connected to the one you're standing in. The problem: that pre-warm step only queues textures. It never fetches the two things a map like this actually needs first — the lazy object-set metadata, and the base64 art bundle the pixels live in. Meet the Parents draws from the WeddingGL set, which we serve locally as bundles (Back_WeddingGL.json is 1.1 MB and Obj_WeddingGL.json is 1.8 MB) because the CDN won't serve that art. With no bundle loaded, the pre-warm resolves zero frames and warms nothing at all, so arriving there means fetching ~3 MB and decoding a couple of hundred images while you stare at black. Every bundled map behaves this way — the wedding maps, the interiors, the event and regional maps.
The fix is to make the cascade do the same two awaits the real map load does (ensureObjSets + ensureArtBundles) before it queues the neighbour's textures. After that the bundle is already in memory when you step through and the map paints immediately.
On Mom and Dad specifically: that's one NPC, id 9201003, "Mom and Dad" — the map genuinely has a single life entry in v83, so nothing is missing there. Their sprite is fetched lazily after the map draws, which is why they arrive a moment late. The cascade fix shortens that too; warming NPC art per neighbour is a separate, smaller follow-up.








