![]() Yes, I know dev's don't need to do the translations, but why forbid them doing that, especially if I am native czech speaker? :) This comment was imported from FlySpray: I have not noticed any side effects or odd behavior. I have not yet tried to create a train, bus and ship route across all the 260000 squares. I played several hours with plane route over 260000 squares, with several times saving, exiting and loading the map again. On some of the large maps I tested old AI was present and it behaved normally, as on regular size maps. I tried to generate many maps of various width and playing some games on it. Not so common, but sometimes such tracks are build, mainly for testing :) It may be possible that some other internal limit will be triggered, but I am not aware of any currently.Īs to the larger map sizes. A bug which will not happen on 1024 x 1024 maps. ![]() Like there is #716 - a bug that will occur with long straight 2000 tiles of track without signals. Technically, as the patch basically only removes some hardcoded limitations to max size and adapts GUI to that (with exception of raising the pool size to be able to load/save large sizes properly), I can almost guarantee that map sizes under 2048x2048 are not affected by this patch, so if this patch uncovers any bugs, they will manifest only with at least one of the dimensions being 4096 or more. Savegame compatibility is maintained, except older versions won't be able to load maps with one or both of dimensions larger than 2048 tiles The last one is very nicely playable with fast airplanes, planes now actually spend more time in flight than by accelerating, landing, circling, taxiing, loading, unloading, etc. Performance on smaller map sizes is unaffected by this patch. Changing the limit in map.h is all that is needed for the limit to change, rest of the code will accomodate to this. ![]() There is maximal number of tiles, changeable in map.h - theoretically it could be upped to 16384 16384 and still work on 32bit machines (possibly even more for 64bit ones), but I decided to limit it to 16.7 million tiles (40964096 map), which is the most that reasonably fast computers (~2ghz, 512mb ram) can reasonably handle. This patch enable to play on maps up to 262144 high and up to 262144 wide, although not that large in both dimensions at once. I think that the extra large maps path is now enough stable to be candidate for including into trunk.Īnd there it is - attached is patch for r10634
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