Remember thats the server has to send this pictures too and he has buffer ranges too. Not sure but it was something about 15-20k when i remember right. > > > > By the time I wrote the parser there were no images bigger > > than square 32. > > > > I think the problem lies in the following line > > in ArchObjectStack.java: > > stream.getBufferedStream().mark(10000); // mark position > > > > This limits the stream buffer to 10000 chars which is probably > > not enough for your large images. > > Increase the value to something like 100000 and see if it works then. > > > > Will you put these large images in the game, or are > > they for testing only? > > > > Even if the smoohting templates aren't directly incorporated (the editor > wouldn't need to display them to mapmakers but it might use them to do > smoothing...), I expect some of the larger pictures will eventually get > reconsolodated into a single PNG. The larger ones will be done > first likely > since they are hardest to maintain in sections. They may not be quite > 512x64 but they will be large. Actually that brings up a > question - how big > can things get? How about a 512x64 giant worm? This is especially > interesting line of thought when you see some of the newer clients with > really large map display areas. > > > _______________________________________________ > crossfire-devel mailing list > crossfire-devel at lists.real-time.com > https://mailman.real-time.com/mailman/listinfo/crossfire-devel _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel