Hi,
texmex wrote:On the macOS side of things
make gives error:
Code: Select all
No headers found, ui driver cannot be detected. Install libsdl2-dev.
Also check if the header files are in MINGSDL or MACSDL paths.
Try to run 'find / -name SDL.h' in a terminal to find the header.
make: *** [configure] Error 1
My SDL.h path is
/usr/local/include/SDL2/SDL.h
Then you should follow the instruction in the message.
Open
Makefile in a text editor, and right at the beginning specify MACSDL path as
MACSDL=/usr/local/include/SDL2. I was wondering when will someone pop up with a manually compiled SDL :-D I'm so sorry that I don't have MacOSX, I really wish I could provide a pre-compiled package for you!
Just for completeness, if you were to use manually compiled SDL under linux, they you'd have to set
LINUXSDL=/usr/local/include/SDL2, and for Windows you should set
MINGWSDL.
ShadMOrdre wrote:I was wondering if there was an easier way to add node defs
Hi, thanks for trying out my editor! The thing is, you'll need two things for each node: a string (being the technical name of the node within the game), and images to be displayed by the editor (frankly, these latter are optional, but those "unknown node"s look terrible when you edit a schematic).
Right now, you have ways to automatically generate both:
1. use "/mtsedit export (game name)" chat command to generate a db with the technical names (you seem to be familiar with this).
2. use "/mtsedit imgs" chat command and then "./mtsedit -t blockimgs.csv" from the command line to generate the block images. This is a new feature.
The second is not perfect, I know, but better than nothing especially when you have to generate lots of blocks. This way you only have to manually fix/create that few images which "-t" weren't able to generate (in contrast to create all the images by hand). If you haven't tried this feature yet, please do so, and let me know how it went. I'm also planning to add param2's 04-1F rotations to be generated automatically.
I'm open to suggestions with this. The proper way would be to use GL and lift the node display code from the engine, I know, but unfortunately that's beyond what I can do in my spare-time.
ShadMOrdre wrote:Yes, I used the mod to generate a block.csv file. This part does seem more complex than it should be.
Couldn't agree more. The thing is, figuring out which node is which is not an easy task. First, more nodes might have share the same name (typically Something_Slab has three technical names, default:something_slab, default:something_slab_inner, default:something_slab_outter). Unfortunately Lua lists those in random order (which order changes by runs btw), so there's a need to explicit technical name checks. Then, there's a need for a canonical name check, otherwise you couldn't tell that mcl_core:tree is actually the same block as default:tree. Finally, you should manually check the generated list, because there's no guarantee that the Lua script got all nodes 100% correctly :-(
ShadMOrdre wrote:Why does one need to choose mcl_core or default? This will lock you into only supporting MCL2 and MTG, when there are other bases out there
Oh, but you're not locked to those two! You are free to add as many coloumns to the blocks.csv as you like, and there'll be as many options in the save window as coloumns you have! For example, if you'd use "/mtsedit export Lord of the Test", then a new "Lord of the Test" coloumn would be added to the csv, and with that you'd have 3 options on the save window. Block type mappings are not hardwired in the editor, they are fully configurable via the csv! :-)
ShadMOrdre wrote:As a side note, I like the idea of using biome nodes. Could you also add support for aliases, ie, single name aliases. Instead of default:stone or mcl_core:stone or lib_materials:stone, there is also mapgen:stone, and just stone.
This is something I was thinking about, but finally haven't implemented it. Now that I have at least one user asking for this feature, I probably will add it to the Lua script. The good thing is, you can do this without modifying the editor :-) Just add a "mapgen" coloumn to the csv.
ShadMOrdre wrote:This will work well with a schematics library mod that I am working on, that allows schematics to be built, not with hardcoded node names, but with a predefined "code" value, that is then replaced with the desired node def. This seems to be similar to what you've described for MTEdit.
Not exactly. Mapgen nodes are picked based on the mapgen used. What I'm proposing, and what I've already implemented in MTSEdit does not care about mapgen, it depends on the biome where the schematic is placed (thus using a different wood for roof for example in the desert and on the taiga, regardless if those biomes were generated by V7 or carpathian etc.).
ShadMordre wrote:I'll download this latest version, and update this if I find anything relevant.
Thank you, and all of you for helping me making MTSEdit better! Your feedback and participation is much appreciated!
EDIT: question, what do you mean by the list is too long and does not look like your nodes? The Lua script did not picked the right names or something?
Cheers,
bzt