ThanksChillCore wrote:
You come at the right moment.
I have a very busy week ahead...
Please,
feel free to make all changes you feel are needed without considering me.
(I will adapt and learn all over if need to be).
The easiest for you to see what i did is pull a diff with v4.1, i think
Good bughunting to you.![]()

Just one question regarding the reduction of the max. possible height to 255: I agree that you will hardly ever exceed this range. So, I can live with this change and don't think that I will reach it in my scenarios.
However, I would like the patch being that flexible that you can easily switch to another decision. After all, I would not say that considering future ideas like flexible sea level we may not under any circumstances touch the boundary at 255 height levels. Altough I think it's not very probable.
So, did you (not you personally, I read the forum posts for that change) just alter the type of the extended heightlevel type and the savegame handling code, or did you switch to byte as data type at more places? After having a look at some source files, I suppose you did the former. (no, I didn't take a diff between 4.1 and 7.6...).
Considering the work such a patch involves, I just don't want to take the risk of introducing a bottleneck one reaches in some months or years, so except for the real saving I want to write as much code as possible using nothing smaller than int16 as type of the z value.