[Mod] Compass GPS [compassgps]

User avatar
DevilRomeoAPLUS
Member
 
Posts: 38
Joined: Sun Dec 14, 2014 10:53
In-game: DevilRomeo2

Re: [Mod] Compass GPS [compassgps]

by DevilRomeoAPLUS » Sat Mar 14, 2015 02:27

Fix it

Irrlicht log: Irrlicht Engine version 1.8.1
Irrlicht log: Microsoft Windows 7 Ultimate Edition Service Pack 1 (Build 7601)
Irrlicht log: Using renderer: OpenGL 2.0.0
Irrlicht log: Intel 965/963 Graphics Media Accelerator: Intel
Irrlicht log: OpenGL driver version is 1.2 or better.
Irrlicht log: GLSL version: 1.1
Irrlicht log: Resizing window (800 600)
10:26:20: ACTION[main]: WARNING: Mod name conflict detected: "farming"
10:26:20: ACTION[main]: Will not load: E:\minetest-0.4.10-win32\bin\..\games\minetest_game\mods\farming
10:26:20: ACTION[main]: Overridden by: E:\minetest-0.4.10-win32\bin\..\mods\farming
10:26:21: ERROR[main]: Error loading mod "compassgps-master": modname does not follow naming conventions: Only chararacters [a-z0-9_] are allowed.
10:26:21: ERROR[main]: Server: Failed to load and run E:\minetest-0.4.10-win32\bin\..\mods\compassgps-master\init.lua
10:26:21: ERROR[main]: ModError: ModError: Failed to load and run E:\minetest-0.4.10-win32\bin\..\mods\compassgps-master\init.lua
Bananana Banananana *Nom*
 

User avatar
Napiophelios
Member
 
Posts: 752
Joined: Mon Jul 07, 2014 01:14
GitHub: Napiophelios
IRC: Nappi
In-game: Nappi

Re: [Mod] Compass GPS [compassgps]

by Napiophelios » Sat Mar 14, 2015 04:21

DevilRomeoAPLUS wrote:Fix it

10:26:21: ERROR[main]: ModError: ModError: Failed to load and run E:\minetest-0.4.10-win32\bin\..\mods\compassgps-master\init.lua


Naming conventions – read this if “mod doesn't work”
 

User avatar
DevilRomeoAPLUS
Member
 
Posts: 38
Joined: Sun Dec 14, 2014 10:53
In-game: DevilRomeo2

Re: [Mod] Compass GPS [compassgps]

by DevilRomeoAPLUS » Sat Mar 14, 2015 04:27

O.O Oh thanks lol
Bananana Banananana *Nom*
 

Kilarin
Member
 
Posts: 649
Joined: Mon Mar 10, 2014 00:36

Re: [Mod] Compass GPS [compassgps]

by Kilarin » Mon Mar 16, 2015 12:08

Nathan Salapat has done a nice youtube review of CompassGPS:
https://www.youtube.com/watch?v=ow4qGGiYN3s
 

User avatar
12Me21
Member
 
Posts: 826
Joined: Tue Mar 05, 2013 00:36

Re: [Mod] Compass GPS [compassgps]

by 12Me21 » Mon Mar 16, 2015 12:54

Here are some of my suggestions:
Better texture:
-As someone else said, the default texture is the same as the watch mod
-It's also not very good to begin with, as it uses anti-aliasing, which is never a good thing to do in small textures.
-The other texture is nice, but it is just a larger image that has been scaled down. This is a really lazy thing to do (for something this simple), and looks really bad (compared to actually making a new texture). It also has a higher resolution texture, which is really not necessary, and looks really bad and out of place.
 

Kilarin
Member
 
Posts: 649
Joined: Mon Mar 10, 2014 00:36

Re: [Mod] Compass GPS [compassgps]

by Kilarin » Mon Mar 16, 2015 22:51

12Me21 wrote:The other texture is nice, but it is just a larger image that has been scaled down. This is a really lazy thing to do (for something this simple), and looks really bad (compared to actually making a new texture). It also has a higher resolution texture, which is really not necessary, and looks really bad and out of place.

I have to disagree with you on both. I think the texture by Bas080 looks fine, and I like the high resolution texture by Andre Goble quite a bit.
But then, the whole point of having multiple textures to choose from is to provide choice for people with different opinions. Please feel free to design a texture that you prefer, code it, and give me a pull request. More textures introduce negligible overhead while providing users with more choices, which is always good in my opinion.

Bas080 (slight modifications by Kilarin)
compass c textures: CC BY-SA by Andre Goble
 

User avatar
12Me21
Member
 
Posts: 826
Joined: Tue Mar 05, 2013 00:36

Re: [Mod] Compass GPS [compassgps]

by 12Me21 » Mon Mar 16, 2015 23:56

Kilarin wrote:
12Me21 wrote:The other texture is nice, but it is just a larger image that has been scaled down. This is a really lazy thing to do (for something this simple), and looks really bad (compared to actually making a new texture). It also has a higher resolution texture, which is really not necessary, and looks really bad and out of place.

I have to disagree with you on both. I think the texture by Bas080 looks fine, and I like the high resolution texture by Andre Goble quite a bit.
But then, the whole point of having multiple textures to choose from is to provide choice for people with different opinions. Please feel free to design a texture that you prefer, code it, and give me a pull request. More textures introduce negligible overhead while providing users with more choices, which is always good in my opinion.

Bas080 (slight modifications by Kilarin)
compass c textures: CC BY-SA by Andre Goble

I think the alternate 16x16 texture is nice, but the others both use a lot of anti-aliasing, which is not really good in smaller textures. other than that, this is a pretty nice mod.
 

SpaghettiToastBook
Member
 
Posts: 15
Joined: Sun Feb 22, 2015 21:11

Re: [Mod] Compass GPS [compassgps]

by SpaghettiToastBook » Tue Mar 17, 2015 00:57

I'd love it if the maps could be placed on walls and read from walls as well.
 

Kilarin
Member
 
Posts: 649
Joined: Mon Mar 10, 2014 00:36

Re: [Mod] Compass GPS [compassgps]

by Kilarin » Tue Mar 17, 2015 01:39

SpaghettiToastBook wrote:I'd love it if the maps could be placed on walls and read from walls as well.

I thought the same thing while I was playing with the maps. Just haven't implemented it yet.
Wall mounted maps would have the added advantage of letting you put up maps that anyone could use to add a bookmark to their compassGPS but that no one could TAKE, so they would be there for the next player.
 

Kilarin
Member
 
Posts: 649
Joined: Mon Mar 10, 2014 00:36

Re: [Mod] Compass GPS [compassgps]

by Kilarin » Wed Mar 18, 2015 02:43

I just accepted a pull request from Miner59. He added wall mounted maps!!!!
https://github.com/Kilarin/compassgps/archive/master.zip

BUT, he added one feature that while I think it is INCREDIBLY cool, I'm not certain if its practical. The maps get bigger as they mark an area further away from the current location. I didn't even know this was possible, its some incredibly clever code that places the map as an entity (like item frame does). Here is a screenshot with some maps of various ranges from 50 nodes away to 60,000 nodes away
Image
I should have looked at the distances in the code and picked the ranges a bit better, but this does give you the general idea.

Like I said, I think this is incredibly cool, but I'm picturing trying to put a map on a wall in a castle or at spawn and having a very difficult time fitting it in. :)

What do you folks think, should we keep the interesting increasing map size, or modify it to be more boring but practical?

And Miner59, THANK YOU, whether we keep the increasing map size or not, it was some incredibly clever code that taught me tricks I did not know. And having wall mounted maps is GREAT!
 

SpaghettiToastBook
Member
 
Posts: 15
Joined: Sun Feb 22, 2015 21:11

Re: [Mod] Compass GPS [compassgps]

by SpaghettiToastBook » Wed Mar 18, 2015 03:01

These are indeed great. I think the maps should stay the same size regardless of distance, though it seems like it would be simple to make a configuration option for it.
 

Miner59
Member
 
Posts: 46
Joined: Mon Sep 22, 2014 19:14

Re: [Mod] Compass GPS [compassgps]

by Miner59 » Wed Mar 18, 2015 16:00

Hi, I know map size is a bit extreme.
Maybe limit it to about 3 blocks in lenght and height?
You currently need to go away 5000 blocks to get a bigger map, because I thought without teleport this is a really big distance and not much players even reach this.
 

Kilarin
Member
 
Posts: 649
Joined: Mon Mar 10, 2014 00:36

Re: [Mod] Compass GPS [compassgps]

by Kilarin » Wed Mar 18, 2015 22:28

SpaghettiToastBook wrote:it seems like it would be simple to make a configuration option for it.

great idea. And done https://github.com/Kilarin/compassgps/archive/master.zip
in cgpsmaps.lua change
local growing_wall_maps=false to true and the incredibly cool growing wall mounted maps will come back. leave it false and the wall mounted maps will be more boring but practical sized.

Miner59 wrote: I know map size is a bit extreme.

Yeah, but it IS awesome!

However, I seem to have found a bug on further testing. The growing maps all shrink back to small once you exit the game and reload?
 

User avatar
Don
Member
 
Posts: 1641
Joined: Sat May 17, 2014 18:40
GitHub: DonBatman
IRC: Batman
In-game: Batman

Re: [Mod] Compass GPS [compassgps]

by Don » Mon May 11, 2015 16:15

I tried to use this mod but it keeps crashing. The download was from today and I am running Minetest - dev as of 3 days ago. The game crashes right away.

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
2015-05-11 09:12:33: ERROR[main]: ServerError: /home/don/.minetest/mods/compassgps/init.lua:1034: attempt to perform arithmetic on field 'x' (a nil value)
2015-05-11 09:12:33: ERROR[main]: stack traceback:
2015-05-11 09:12:33: ERROR[main]:    /home/don/.minetest/mods/compassgps/init.lua:1034: in function </home/don/.minetest/mods/compassgps/init.lua:989>
2015-05-11 09:12:33: ERROR[main]:    /usr/share/minetest/builtin/game/register.lua:341: in function </usr/share/minetest/builtin/game/register.lua:329>
compassgps writing settings
2015-05-11 09:12:33: ACTION[ServerThread]: singleplayer leaves game. List of players:
compassgps writing settings
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here
 

TeTpaAka
Member
 
Posts: 131
Joined: Sat Dec 28, 2013 21:54

Re: [Mod] Compass GPS [compassgps]

by TeTpaAka » Mon May 11, 2015 17:07

Don wrote:I tried to use this mod but it keeps crashing. The download was from today and I am running Minetest - dev as of 3 days ago. The game crashes right away.

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
2015-05-11 09:12:33: ERROR[main]: ServerError: /home/don/.minetest/mods/compassgps/init.lua:1034: attempt to perform arithmetic on field 'x' (a nil value)
2015-05-11 09:12:33: ERROR[main]: stack traceback:
2015-05-11 09:12:33: ERROR[main]:    /home/don/.minetest/mods/compassgps/init.lua:1034: in function </home/don/.minetest/mods/compassgps/init.lua:989>
2015-05-11 09:12:33: ERROR[main]:    /usr/share/minetest/builtin/game/register.lua:341: in function </usr/share/minetest/builtin/game/register.lua:329>
compassgps writing settings
2015-05-11 09:12:33: ACTION[ServerThread]: singleplayer leaves game. List of players:
compassgps writing settings

Weird. I can't reproduce the bug. Could you post the content of your bookmarks file out of the world folder? Maybe there is a mistake, but I doubt it.
Looking at the code, neither pos nor target could be nil.
The strangest thing there is, is the double occurrence of "compassgps writing settings" after the crash. (EDIT: Ok, this is probably because it saves after a player leaves and on shutdown.)
Is this a fresh world or are there other mods installed? Maybe it collides with another mod. If so, could you post a list of your mods?
Thanks.

EDIT: Oh, and could you also post the content of minetest.conf? Thanks.
 

User avatar
Don
Member
 
Posts: 1641
Joined: Sat May 17, 2014 18:40
GitHub: DonBatman
IRC: Batman
In-game: Batman

Re: [Mod] Compass GPS [compassgps]

by Don » Mon May 11, 2015 17:30

I just compiled 4.11 and tried it. It works fine. Must be an issue in minetest 4.12-dev.

I was testing to see why LazerRay had an issue with mymillwork. He posted this on my thread.

LazerRay wrote:I ran into a very nasty crash bug when I had this mod active, every 2 or 3 minutes I would get a "Bad Allocation" error and then Minetest crashed to desk top.

With out the mod activated things work fine, even with a heavily modded game and a 32 pixel texture pack running.


(I run a Windows 7 based gaming based laptop, maxed out with 4GB of physical RAM and I run Minetest through Game Booster to shut down un-needed programs)

+ Spoiler
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here
 

TeTpaAka
Member
 
Posts: 131
Joined: Sat Dec 28, 2013 21:54

Re: [Mod] Compass GPS [compassgps]

by TeTpaAka » Mon May 11, 2015 17:34

Don wrote:I just compiled 4.11 and tried it. It works fine. Must be an issue in minetest 4.12-dev.

I was testing to see why LazerRay had an issue with mymillwork. He posted this on my thread.

LazerRay wrote:I ran into a very nasty crash bug when I had this mod active, every 2 or 3 minutes I would get a "Bad Allocation" error and then Minetest crashed to desk top.

With out the mod activated things work fine, even with a heavily modded game and a 32 pixel texture pack running.


(I run a Windows 7 based gaming based laptop, maxed out with 4GB of physical RAM and I run Minetest through Game Booster to shut down un-needed programs)

+ Spoiler

I don't think so. I have nearly current master and it works for me.
Did you compile in a new folder? If this is the case, your minetest.conf file is different. And this might be the issue. The only thing there might be as far as I see is a difficulty with static_spawnpoint. Do you have a setting like this?
But anyway, I'm glad it works.
 

User avatar
Don
Member
 
Posts: 1641
Joined: Sat May 17, 2014 18:40
GitHub: DonBatman
IRC: Batman
In-game: Batman

Re: [Mod] Compass GPS [compassgps]

by Don » Mon May 11, 2015 17:56

For some reason I did have a static spawn point. I do not remember doing that. It works fine now.
Thanks.
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here
 

TeTpaAka
Member
 
Posts: 131
Joined: Sat Dec 28, 2013 21:54

Re: [Mod] Compass GPS [compassgps]

by TeTpaAka » Mon May 11, 2015 17:59

Could you please post your static_spawnpoint?
At this point, I'm pretty sure, this caused the problem. I can make minetest crash with ",," but I wonder if there is a valid spawnpoint that would cause such a crash.

EDIT: I made a pull request that should fix the problem (At least, if I was right with my assumption that only faulty spawnpoints would cause a crash like this.)
 

User avatar
Don
Member
 
Posts: 1641
Joined: Sat May 17, 2014 18:40
GitHub: DonBatman
IRC: Batman
In-game: Batman

Re: [Mod] Compass GPS [compassgps]

by Don » Mon May 11, 2015 18:36

Sorry but I deleted the spawn point and never backed it up. But after deleting it I have not been able to reproduce the issue.
I set static_spawnpoint to 0,0,0, created a new world and tried again but it would not crash.

Wish i could be more help. I am just glad that is was a simple issue with my setup.
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here
 

Kilarin
Member
 
Posts: 649
Joined: Mon Mar 10, 2014 00:36

Re: [Mod] Compass GPS [compassgps]

by Kilarin » Mon May 11, 2015 18:53

Thanks for reporting this Don, and thanks for tracking down the probable cause and a fix TeTpaAka. Pull request pulled! And what an elegant fix!

https://github.com/TeTpaAka/compassgps/commit/06e0f9aea7eb913d06daa39dfacaf4829c13fb62
 

User avatar
Don
Member
 
Posts: 1641
Joined: Sat May 17, 2014 18:40
GitHub: DonBatman
IRC: Batman
In-game: Batman

Re: [Mod] Compass GPS [compassgps]

by Don » Mon May 11, 2015 19:03

That's the first time using this mod. I really like it.
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here
 

Kilarin
Member
 
Posts: 649
Joined: Mon Mar 10, 2014 00:36

Re: [Mod] Compass GPS [compassgps]

by Kilarin » Mon May 11, 2015 19:43

Don wrote:That's the first time using this mod. I really like it.

Glad to hear it! It's the combined work of several people.
 

Kilarin
Member
 
Posts: 649
Joined: Mon Mar 10, 2014 00:36

Re: [Mod] Compass GPS [compassgps]

by Kilarin » Mon May 18, 2015 12:30

Two bug fixes:
https://github.com/Kilarin/compassgps/archive/master.zip
bug fix from myoung008, type causing crashes when entering bad color.
bug fix from TeTpaAka fix bug when static_spawnpoint is invalid
 

Kilarin
Member
 
Posts: 649
Joined: Mon Mar 10, 2014 00:36

Re: [Mod] Compass GPS [compassgps]

by Kilarin » Fri Jul 31, 2015 20:46

Version 2.7 available for download:
https://github.com/Kilarin/compassgps/archive/master.zip
amadin reported a bug. After a catastrophic server crash, the compassgps_settings file existed, but was empty. When compassgps tried to load the file, the table ended up as nil instead of empty and that crashed the server on startup. VERY BAD!!!!

I corrected the code so that on an existing but empty file it resets the table to empty (avoiding the server crash) and puts a error in the log warning the server owner that the file was empty and they should restore settings or bookmarks from backup if possible.

Thank you amadin for reporting the bug and sorry for the problem!
 

amadin
Member
 
Posts: 471
Joined: Tue Jun 16, 2015 16:23
GitHub: Amadin

Re: [Mod] Compass GPS [compassgps]

by amadin » Thu Aug 06, 2015 11:48

I propose to replace the picture in craft guide and default picture in inventory (compass_0) with a compass_c0 because it better seems on compass.
 

amadin
Member
 
Posts: 471
Joined: Tue Jun 16, 2015 16:23
GitHub: Amadin

Re: [Mod] Compass GPS [compassgps]

by amadin » Sun Nov 15, 2015 07:11

How to replace compass in the hand with one constant static image? Because it moving and jumping while player walk and it is a bit irritate. I tried, but could not find where it.
 

Kilarin
Member
 
Posts: 649
Joined: Mon Mar 10, 2014 00:36

Re: [Mod] Compass GPS [compassgps]

by Kilarin » Tue Dec 15, 2015 13:26

amadin wrote:How to replace compass in the hand with one constant static image? Because it moving and jumping while player walk and it is a bit irritate. I tried, but could not find where it.

I wish I could find a solution to this one. It didn't used to do this, now it does, and it drives me BATTY.
If anyone has any clue how to fix this, I would really appreciate it.
 

User avatar
LazerRay
Member
 
Posts: 146
Joined: Sun Jul 27, 2014 01:32
GitHub: LazerRay

Re: [Mod] Compass GPS [compassgps]

by LazerRay » Tue Dec 15, 2015 17:57

I usually have my compass in the last slot in my hotbar and only select it when I set bookmarks or teleport, it still points in the correct directions in the inventory icon, there is not much of a need to have it held in hand when exploring.

As for fixing the bug, I have no clue where to look, but is seems to be related to engine updates with Minetest itself.
 

Martno
Member
 
Posts: 77
Joined: Thu May 28, 2015 07:09

Re: [Mod] Compass GPS [compassgps]

by Martno » Tue Feb 02, 2016 08:24

I like this mod very much!
A question: is there a way to erase the content of a marked map if I don't need that any more? If I want it to be blank again. Or I just have to throw it away and craft another one?
 

PreviousNext

Return to Mod Releases

Who is online

Users browsing this forum: No registered users and 28 guests

cron