[CF-Devel] Error in CFJavaEditor
crossfire-devel-admin at archives.real-time.com
crossfire-devel-admin at archives.real-time.com
Fri Jul 18 01:41:06 CDT 2003
Todd Mitchell wrote:
>
>
Even if the smoohting templates aren't directly incorporated (the editor
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wouldn't need to display them to mapmakers but it might use them to do
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smoothing...), I expect some of the larger pictures will eventually get
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reconsolodated into a single PNG. The larger ones will be done first likely
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since they are hardest to maintain in sections. They may not be quite
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512x64 but they will be large. Actually that brings up a question - how big
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can things get? How about a 512x64 giant worm? This is especially
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interesting line of thought when you see some of the newer clients with
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really large map display areas.
There are two real limits:
1) The size of the image itself. For practical purposes, this would be a bit
less than 64k (max packet size is 64k, and you need a few bytes for other data).
In addition to that, I believe that when the server sends an image to the
client, it only uses 2 bytes for how big the image is. So having a bigger
packet size doesn't fix that problem.
Note that such big images could still have a problem in other regards (if such
a large image was sent during play, that could create a bit of latency). But if
the user downloads all the images first, that isn't a big deal.
2) The number of spaces the image expands. This is currently defined to be 6
spaces (really 7 - it is 6 off the edge of the map). So this effectively means
a 192x192 image.
At some level, images bigger than that may not make a lot of sense - after
all, the player may not run with the full 25x25 map, and at some level, scale is
relative - some of the very big monsters right now can even seem a bit big.
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