PresetMaps.wiki
changeset 371 3f01f1fd7bb3
parent 370 1f534f49715a
child 372 3ba6ae9321df
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    58 === map.png ===
    58 === map.png ===
    59 Image of visible land area.
    59 Image of visible land area.
    60   * Usually _width/length ratio_ of 2:1
    60   * Usually _width/length ratio_ of 2:1
    61   * Typical size: 2048 x 1024
    61   * Typical size: 2048 x 1024
    62   * Max size: no limit, 0.9.18+.  4096 x 2048 or less in 0.9.17 and earlier.  There are a few practical limits to map size that should be examined for people trying to make very large maps.
    62   * Max size: no limit, 0.9.18+.  4096 x 2048 or less in 0.9.17 and earlier.  There are a few practical limits to map size that should be examined for people trying to make very large maps.
    63     * SDL 1.2 - SDL 1.2 can only load maps that are <=16,384px wide, and <=65,536px high. SDL 1.2 rect is only capable of handling a map that is <=32767 high, making that the real effective limit.
    63     * SDL 1.2 - SDL 1.2 can only load maps that are <=16,384px wide, and <=65,536px high. SDL 1.2 rect is only capable of handling a map that is <=32768 high, while behaviour in Hedgewars 0.9.20 or lower forces <=16,384 if using a mask.png without a map.png.
    64     * SDL 2.0 - SDL 2.0 failed to load a 999,936x512 map. A 499,968x512 map succeeded. Those would use ~244MiB/~122MiB of your graphics card with Blurry Land enabled, and ~977MiB/~488MiB without it.
    64     * SDL 2.0 - SDL 2.0 failed to load a 999,936x512 map. A 499,968x512 map succeeded. Those would use ~244MiB/~122MiB of your graphics card with Blurry Land enabled, and ~977MiB/~488MiB without it.
    65     * GIMP.  GIMP 2.8 can only create PNGs that are 262,144px wide or high - is an arbitrary hardcoded sanity check.  GIMP 2.10 allows 524,288 wide or high.
    65     * GIMP.  GIMP 2.8 can only create PNGs that are 262,144px wide or high - is an arbitrary hardcoded sanity check.  GIMP 2.10 allows 524,288 wide or high.
    66     * libpng - libpng can only load maps that are < 1 million px wide or high, with default configuration.
    66     * libpng - libpng can only load maps that are < 1 million px wide or high, with default configuration.
    67     * Graphics card. This is the big one. Your graphics card probably has anywhere from 256MiB to 2GiB of vRAM.  If blurry land is enabled and the map has a typical amount of empty space, you can make a map w/ ~2x the pixels as a card has vRAM. But. Most people don't like using Blurry Land, so best to limit to ~½ the pixels as a card has vRAM. Targetting support for people on 256MiB of vRAM, that means a 2:1 rectangular map should not be larger than 16,384x8192 which coincidentally fits in the SDL 1.2 width limit.
    67     * Graphics card. This is the big one. Your graphics card probably has anywhere from 256MiB to 2GiB of vRAM.  If blurry land is enabled and the map has a typical amount of empty space, you can make a map w/ ~2x the pixels as a card has vRAM. But. Most people don't like using Blurry Land, so best to limit to ~½ the pixels as a card has vRAM. Targetting support for people on 256MiB of vRAM, that means a 2:1 rectangular map should not be larger than 16,384x8192 which coincidentally fits in the SDL 1.2 width limit.
    68     * There is also a completely arbitrary check in game for widths/height < ~billion pixels which avoids possible integer issues, and a limit on size in pixels of 6 billion or so, which was just a basic sanity limit.  However given the limitations above, these are not likely to be reached.
    68     * There is also a completely arbitrary check in game for widths/height < ~billion pixels which avoids possible integer issues, and a limit on size in pixels of 6 billion or so, which was just a basic sanity limit.  However given the limitations above, these are not likely to be reached.