Scott MacFiggen wrote: > This should be fixed now.. I was making a bad assumption about how > SDL was padding the scanlines in the pixel array. Works like a charm now. A very cool feature - makes doing some of the random maps much easier to verify you've covered the spaces, and also positioning for the ideal position when casting the various detection spells. I do notice that it gets confused when using the shop mats, and I imagine it would get confused with all inter map transports. Unfortunately, I don't have a perfect solution - if we tell the client exactly where the player has gotten moved to, this will make some maps much easier (as you will very easily know what way you likely need to get back to where you where, or know where all the secret chambers are more likely to be, etc. For shop mats, sending an offset of how much the player got moved would probably be OK, as most all cases the destination mat is in plain view of hte source, and even in cases where the wall is pretty solid, its pretty obvious where the mat leads. Unfortunately, I know there are maps that use many teleporters in which the destination is not readily available, and the same goes for pit traps, etc.