Inocudom wrote:How would a programmer address the issue of unknown nodes causing gsmapper to crash? I guess something similar to what was done in minetestmapper could be a viable solution. When gsmapper comes back, he could use whatever solution is proposed.
It's trying to get a texture to use as a colour, and failing non-gracefully.
This fatal error would have to be fixed by somebody first.
Yes, it is very difficult to get the masses interested in something, unless you know the right sciences.
Krock wrote:I'd be interested when the xray-like cave view gets removed.
Why? I don't know why it is a bad thing to have, as long as it requires a privilege to use. I am also interested in this. (maybe in developing it, but I don't know c very well)
/home/stormchaser3000/minetest-gsmapper/src/map.cpp: In member function ‘bool ServerMap::initBlockMake(BlockMakeData*, v3s16)’:
/home/stormchaser3000/minetest-gsmapper/src/map.cpp:2597:21: warning: unused variable ‘sector’ [-Wunused-variable]
ServerMapSector *sector = createSector(sectorpos);
^
/home/stormchaser3000/minetest-gsmapper/src/map.cpp: In member function ‘std::string ServerMap::getSectorDir(v2s16, int)’:
/home/stormchaser3000/minetest-gsmapper/src/map.cpp:3265:1: warning: control reaches end of non-void function [-Wreturn-type]
}
^
/home/stormchaser3000/minetest-gsmapper/src/map.cpp: In member function ‘bool ServerMap::initBlockMake(BlockMakeData*, v3s16)’:
/home/stormchaser3000/minetest-gsmapper/src/map.cpp:2597:21: warning: unused variable ‘sector’ [-Wunused-variable]
ServerMapSector *sector = createSector(sectorpos);
^
/home/stormchaser3000/minetest-gsmapper/src/map.cpp: In member function ‘std::string ServerMap::getSectorDir(v2s16, int)’:
/home/stormchaser3000/minetest-gsmapper/src/map.cpp:3265:1: warning: control reaches end of non-void function [-Wreturn-type]
}
^
Amaz wrote:
I updated my branch of this to the latest dev version, and added proller's fix, which seems to work. Github: https://github.com/Amaz1/minetest/tree/ ... r-uptodate
Your version seems to differ hugely from the latest git version. Is there a way to just include the patches for the mapper into the current dev build? Inocudom has made so much advertisement for it, and I do get lost in caves so often, I'd really love to have that functionality. I didn't get around to test it up until now. Apart from that, my minetest version differs in two aspects from the normal dev one: It has sfan5's map saving function integrated (plus per server/port saving instead of just localmap), and it has that can't-build-where-you-stand "patch" reverted.
Sokomine wrote:...It has sfan5's map saving function integrated...
I stopped fiddling with that when I wrecked my toolchain for personal winbuilds so I still use the 047 version where it works.
Sokomine wrote:...(plus per server/port saving instead of just localmap)...
now that would save me a lot of renaming folders. I would really like to have a toggle function for these features in mainstream.
But back to this thread,
as gsmapper creates mape tiles, could it dump these in a local folder? They could be used for slippy maps such as the google-maps api, openlayers or leaflet.
kidmondo wrote:
People, can someone please explain to me how to get this mod to work, i am a bit of a noob :P
It's not a mod as such. At least not the main part that's integrated into the client. You have to patch the source code. And adjust it whenever that part of the source code changes.
Inocudom wrote:
ause the stable version shown on the home page of the website is way to old
I had applied Amaz' version some time ago to a copy of the current git version. That worked eventually, but it is tiresome to keep it up to date. I eventually gave up and only keep the save to localmap (with folders named server_port) up to date.
Another reason why I gave up on gsmapper is that the map size I want depends on the situation. When actually consulting the map, it has to be sufficiently large in order to see anything. Such a big map then disturbs normal gameplay (reading signs, accessing chests etc). What turned out to be most useful was the "compass needle" indicating the look direction. That alone might help a lot with orientation.
Minimap will be implemented in core in the future. But definitely not in this form. Its laggy, doesnt have zoom, textures are just single pixels.
At its current stage i can hardly believe proller merged it into fm.
RealBadAngel wrote:Minimap will be implemented in core in the future. But definitely not in this form. Its laggy, doesnt have zoom, textures are just single pixels.
At its current stage i can hardly believe proller merged it into fm.
It's still useful, however (as in, I use it.) It is not an abysmal piece of garbage, but it does need some improvements.
RealBadAngel wrote:Minimap will be implemented in core in the future. But definitely not in this form. Its laggy, doesnt have zoom, textures are just single pixels.
At its current stage i can hardly believe proller merged it into fm.