Hi Thrash,
I ran a test using your settings, and it worked OK:
(note: these images weren't rendered at full texture res in Sapphire because my graphics card is a piece of junk.)
However, my testing box was a single-core system, and this bug is caused by the multi-core calculation manager. In particular, I just read
this MSDN article, that mentions way down in the 'remarks' section that the Microsoft Win32 API can only allow up to 2048 threads to be created. I never knew that before, but that's rather important for multithreaded apps. Hmph!
At the moment in L3DT's calculation manager, a new thread is created for each tile and discarded once the tile is complete. At any given time, L3DT ensures that the thread count is no more than the number of logical processing units in your system (i.e. two for dual core, four for quad, etc), but what seems to count here is the total number of threads created, regardless of whether they have been destroyed since.
By increasing the tile size, you reduced the number of tiles, which had the effect of reducing the number of threads created during the lifetime of the calculation. If you had run the calculation again, it probably would have crashed then.
Anyway, the upshot is that I need to rewrite the calculation manager to reuse worker threads. I'll get right on it.
In the mean-time, one solution may be to disable parallel multithreading. To do this, go to 'settings->local settings' in the menu, then set 'calc->ThreadManager->MaxThreadCount' to 1 and set 'calc->ThreadManager->AutoDetectCoreCount' to false. To reverse these changes afterwards, simply set 'calc->ThreadManager->AutoDetectCoreCount' back to true.
Oh yeah, I nearly forgot:
Was there an easy way to get that data?
Yes there is. In the project directory, L3DT will have saved a file called 'YourMapName summary.html'. If you open this in a web-browser (i.e. double-click), it will show you all the settings down at the bottom of the page. Alternatively, you can go to 'settings->current project' in the menu, which shows you all the settings in a tree view. Finally, a third way to get the settings is to look in the 'YourMapName.def.xml' file. For users I would recommend the first two options, by I myself prefer the third option, because if I open that file in L3DT it will actually start re-creating the map based on those settings (a feature of the
batch engine). That's awfully convenient when you're trying to reproduce a bug, and that's why I normally ask users for copies of their '.def.xml' files when they encounter a bug (although I seem to have forgotten to do that in this case, curiously.)
Cheerio,
Aaron.