the "waay to big" error now gives an upper bound on zoom level
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@@ -80,7 +80,7 @@ class QuadtreeGen(object):
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if depth is None:
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if depth is None:
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# Determine quadtree depth (midpoint is always 0,0)
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# Determine quadtree depth (midpoint is always 0,0)
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for p in xrange(15):
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for p in xrange(64):
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# Will 2^p tiles wide and high suffice?
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# Will 2^p tiles wide and high suffice?
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# X has twice as many chunks as tiles, then halved since this is a
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# X has twice as many chunks as tiles, then halved since this is a
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@@ -92,10 +92,12 @@ class QuadtreeGen(object):
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if xradius >= worldobj.maxcol and -xradius <= worldobj.mincol and \
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if xradius >= worldobj.maxcol and -xradius <= worldobj.mincol and \
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yradius >= worldobj.maxrow and -yradius <= worldobj.minrow:
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yradius >= worldobj.maxrow and -yradius <= worldobj.minrow:
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break
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break
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else:
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raise ValueError("Your map is waaaay too big! Use the 'zoom' option in 'settings.py'.")
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if p < 15:
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self.p = p
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self.p = p
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else:
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raise ValueError("Your map is waaaay too big! Use the 'zoom' option in 'settings.py'. Overviewer is estimating %i zoom levels, but you probably want less." % (p,))
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else:
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else:
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self.p = depth
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self.p = depth
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xradius = 2**depth
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xradius = 2**depth
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