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map cleanup

Posted: 13 Mar 2013, 20:22
by o11c
I've been working on a super-secret event, and noticed that a lot of maps have layer violations.

Additionally, the server has problems with noncontigious areas on a single map.

I propose the following as a long-term project:
  • Replace most tile stitching with oversized tiles, and put them on the Fringe layer.
  • Find and fix places where Fringe is misused as Ground2, and such things.
  • Split maps with unconnected areas into multiple maps. A few will not be split - in some of the outside areas you can and should be able to see across an unwalkable cliff.
There is one problem: there are places in the server and in the magic script that hard-code the assumption that maps are of the form ###-#.gat, though nothing is *fatal*. Though I believe suffixes *should* work.

Re: map cleanup

Posted: 13 Mar 2013, 20:28
by 4144
if use oversized tiles better oversized only in height.
Oversized width can broke perfomance and can be very bad drawed in client.

Re: map cleanup

Posted: 13 Mar 2013, 20:33
by o11c
4144 wrote:if use oversized tiles better oversized only in height.
Oversized width can broke perfomance and can be very bad drawed in client.
Then fix the client - you should be able to flatten a 64x64 tileset into a 32x64 tileset at load-time, as long as *overlapping* extrawide tilesets are not used.

You might also be able to optimize the fringe layer based on collisions, but I'm not sure if that would break your multiple-collision-types as used in Evol.

Re: map cleanup

Posted: 13 Mar 2013, 20:56
by 4144
o11c wrote:Then fix the client - you should be able to flatten a 64x64 tileset into a 32x64 tileset at load-time, as long as *overlapping* extrawide tilesets are not used.
If split tiles, this mean need rebuild whole map or add pseudo layers. all this bad for perfomance.
Anyway now oversized tiles can be drawed with errors. If it already correct drawed, then we speaking about other issues.