Rick Tanner wrote: > Currently, the default tile size in Crossfire is 32x32 pixels > > What is involved in making the default tile size 64x64 pixels? > > Client only change? Server only change? Both? > > A massive amount of work? Trivial change? Depends. At the most basic level, client only change. Make 64x64 images for all graphics, and point the client to them (so it as a grass.111 that is 64x64). This works except when you run into an image that has been added. Simple solution would be to just resize that - at least in the gtk client, there are resize functions (and you can in fact use them right now, to adjust the size of images for the inventory and map window). I believe the actual size of images the client will draw is either a variable or define, so trivial to make that be 64. The server code itself cares less what the image size is - it doesn't even care what the images are, format, etc. However, the said, the server (and arch) does now support the idea of different image sets. The classic and base set are the two sets currently in the game, bug you could easily add a 'big' or '64' or whatever you want to call it set. In this mode, the client just requests it wants the big set, and any images that are served to it which are not in that set (because it is missing), it could then resize. this also is a pure client change, other than to put the images into the arch directory. All this presumes adding a new image set that is 64x64, not changing the default (current) set - to change that would break all sorts of things (basically, any old client that is not expecting it). And simply put, converting everything to 64x64 is not a trivial process - 4000 some odd images out there. And almost certainly, you'll have enough people that want to keep with the 32x32 images (less bandwidth, more shown on the display, etc), that you just couldn't get rid of it anyways. I know some number of people weren't happy that the 24x24 images went away until the resize code was added, simply because if you want to play on a laptop or otherwise resolution limited screen, you don't have a lot of extra space to play with. After all, with a 25x25 viewable map, if the images are 32x32 pixels, this is 800x800. Isn't hard to see that a 25x25 with 64x64 pixels is 1600x1600 - too large for most any screen. If we presume the players have 1600x1200 screen (a very generous assumption probably), you could maybe use 1200x1200 of it or so, with that remaining 400 down the side for stats and whatnot? This gives you abou an 18x18 display. So you're now talking a tradeoff - bigger images, thsu more detail, but you see less of what is around you. _______________________________________________ crossfire-devel mailing list crossfire-devel at lists.real-time.com https://mailman.real-time.com/mailman/listinfo/crossfire-devel