gsmapper + map mod

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Inocudom
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Re: gsmapper + map mod

by Inocudom » Post

Jordach wrote:
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.

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JPRuehmann
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Re: gsmapper + map mod

by JPRuehmann » Post

The masses would be interested if it is in the master branch.
I thing.

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Re: gsmapper + map mod

by rubenwardy » Post

I am interested in this.
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Krock
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Re: gsmapper + map mod

by Krock » Post

I'd be interested when the xray-like cave view gets removed.
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Re: gsmapper + map mod

by Evergreen » Post

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)

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Re: gsmapper + map mod

by proller » Post

Merged to freeminer (disabled by default)

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Re: gsmapper + map mod

by Inocudom » Post

proller wrote:Merged to freeminer (disabled by default)
Even if disabled by default, that is still progress.

What will you do about the unknown node error?

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Re: gsmapper + map mod

by proller » Post

Inocudom wrote:What will you do about the unknown node error?
maybe fixed, need test.

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Re: gsmapper + map mod

by stormchaser3000 » Post

Code: Select all

/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]
 }
 ^

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Inocudom
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Re: gsmapper + map mod

by Inocudom » Post

stormchaser3000 wrote:

Code: Select all

/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]
 }
 ^
You did not say why you posted that.

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Re: gsmapper + map mod

by Amaz » Post

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
Krock's Build: viewtopic.php?f=42&t=9515&p=149036#p149036

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Re: gsmapper + map mod

by Sokomine » Post

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.
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Re: gsmapper + map mod

by twoelk » Post

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.

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Re: gsmapper + map mod

by kidmondo » Post

People, can someone please explain to me how to get this mod to work, i am a bit of a noob :P

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Re: gsmapper + map mod

by Sokomine » Post

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.
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Re: gsmapper + map mod

by Inocudom » Post

This is not a mod, but a patch. You can find it in the fork of Minetest known as Freeminer:
http://forum.freeminer.org/threads/crai ... uilds.124/
http://forum.freeminer.org/threads/jojo ... uilds.132/
These two topics link to the development builds for Windows ('cause the stable version shown on the home page of the website is way to old.)

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Re: gsmapper + map mod

by Sokomine » Post

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.
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Re: gsmapper + map mod

by PatrocloPicchiaduro » Post

Will this ever be included in the next version of Minetest, like 4.11+?

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RealBadAngel
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Re: gsmapper + map mod

by RealBadAngel » Post

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.

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Re: gsmapper + map mod

by Inocudom » Post

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.

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Re: gsmapper + map mod

by Hybrid Dog » Post

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.
just remove the laggy part and keep the other one

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RealBadAngel
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Re: gsmapper + map mod

by RealBadAngel » Post

I just started to rework gsmanners code and here are the effects:
Underground scanner - scans for air:
Image
This is how it works over surface:
Image

Surface scanner - its dynamic and not bound to specific level, areas closer to you get brighter:
Image

How do you like it?

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Hybrid Dog
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Re: gsmapper + map mod

by Hybrid Dog » Post

lf it doesn't cause much lag then l like it.

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twoelk
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Re: gsmapper + map mod

by twoelk » Post

/me wants
where can I test

even if the little map doesn't get added straight away - adding that little arrow to mainstream would be extremely usefull

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paramat
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Re: gsmapper + map mod

by paramat » Post

Excellent work. Good to see you with us again.

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