I think I found problem with tables. There is some 'height' code missing in .png generator (compared to 'render game window' code). I will fix it soon, but next week I start OTS and I don't have timeI'm having an issue:
Can somebody confirm this?
I think I found problem with tables. There is some 'height' code missing in .png generator (compared to 'render game window' code). I will fix it soon, but next week I start OTS and I don't have time
About black lines.. I don't know. What browser do you use? Lines are at same positions no matter what zoom you set?
Do you see same lines on my server map? My server map:
http://map.eloth.net/#zoom,14,position,32341,32216,7
Compiling on Windows is also waste of time for other reason:
Windows compilator users 32-bit libraries and it limits program RAM to ~2 GB, so you can't load map bigger then ~50MB
2. Put all rendering in C++. Maybe it will be faster then PHP version. I made most of it in PHP, because I had problem with 'shadow' effect (lower floors) in C++ and first versions of 'otclient_mapgen' crash every few minutes.
1. Done. 115 MB ORTS map generated on 32 bit windows (use less then 1.6 GB ram).I got 2 ideas:
1. Make OTClient load part of map (from X1 to X2, all floors) to not exceeed ~1GB ram. Render images of that part, then reload map and load other part. I'm just not sure how look .otbm format and how it will work.
2. Put all rendering in C++. Maybe it will be faster then PHP version. I made most of it in PHP, because I had problem with 'shadow' effect (lower floors) in C++ and first versions of 'otclient_mapgen' crash every few minutes.