[Mod] MAPP - map for Minetest - optimized! [0.2.4]

4aiman
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by 4aiman » Sun Mar 10, 2013 21:53

Wow! Thanks for links! ;)
As for merging - any good change will be merged. Higher performance certainly is good :) In fact, there hardly 25% of my code in this mod atm, because of splendid support. So, I can't fail merging any improvement of this.
I didn't merge coroutines (threads version by kaeza) only because w/o coroutine support in world generation mods this mod (mapp) becomes much slower. However, in multiplayer that version still may prove itself more useful.
 

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KingSmarty
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by KingSmarty » Mon Mar 11, 2013 15:28

Why isn't it working for me have i got to move it to the game/mod folder?
 

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kaeza
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by kaeza » Mon Mar 11, 2013 17:49

4aiman wrote:Kaeza, maybe you can add "threading" support to, for example, floatlands mod, so anyone can test that with current mod?

That would be very hard becauseworld generation should run as fast as possible in on_generate(); also, with this system, I would have to create a new coroutine for every map block that is generating (can cause MASSIVE lag with high render distances).

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Josh
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by Josh » Fri Mar 15, 2013 03:20

The last time i tried this mod it came up as "Unknown Item" Has anyone encountered this problem? has it been fixed?
Last edited by Josh on Fri Mar 15, 2013 03:21, edited 1 time in total.
 

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by Adarqet » Fri Mar 15, 2013 04:44

I have been waiting for a mod like this. THANK YOU +100000000000000000
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by 0gb.us » Fri Mar 15, 2013 05:44

4aiman wrote:
0gb.us wrote:If you can't rotate less than 90 degrees, can you rotate more that 360 to simulate angles less than 90?
I don't know if that will work, it's just something you could try.

Can't say I got your point.
Lua API provides a way to rotate images by 90, 180 and 360 degrees only.
Besides, why do I need to rotate smth more than 360?
I wanted to have more precise angles and that resulted (after following a piece of advice provided me by Calinou) into having 9 textures (0 to 80 degrees) which are rotated by that implemented values. So now we can show player's direction with a step of 10 degrees - that's pretty "smooth", I think.
The only problem with negative angles was rooted to deletion of the quoted piece of code.


Sorry, I misunderstood. I thought you said images could not be rotated by less than 90, but COULD by more. So you could, for example, rotate by 91 degrees. In this way, you could simulate a 10 degree rotation by attempting a 370 degree rotation.

But if you can only rotate in 90 degree increments, my post is unhelpful. Sorry!
 

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by Inocudom » Fri Apr 05, 2013 18:19

Is this mod still being worked on, or is it dead? A way to make liquids transparent so that what is underneath can be shown would be a good idea.
 

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by 4aiman » Fri Apr 05, 2013 21:18

I'm not working on anything for Minetest atm. It takes too much time to fix or add every this and that...
I'm not ready to sacrifice my other projects for Minetest. So I'm waiting for community to realize a couple of rather simple things and to make it possible to achieve those.
If anyone want to enhance this mod - they're welcome.
Anyway, as the first post says, RealBadAngel, Calinou, kaeza and Splizard contributed to this mod, so maybe it's better to ask them.
 

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Inocudom
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by Inocudom » Mon May 06, 2013 15:11

This mod has great potential. It is a shame that nobody cares about it. Doesn't anybody want in-game maps?
 

deivan
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by deivan » Mon May 06, 2013 15:15

I think if don't is very more logical this type of thing will be implemented by the game core. Hum...
 

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RealBadAngel
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by RealBadAngel » Mon May 06, 2013 16:15

deivan wrote:I think if don't is very more logical this type of thing will be implemented by the game core. Hum...


sometimes its good to make somethin first in lua, then port it to engine...
 

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by Inocudom » Mon May 06, 2013 16:42

RealBadAngel wrote:
deivan wrote:I think if don't is very more logical this type of thing will be implemented by the game core. Hum...


sometimes its good to make somethin first in lua, then port it to engine...


I agree with that statement. I believe that the best way to test a new feature is to first make it as a mod. By doing so, bugs can be more easily found and more easily fixed.
 

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by deivan » Mon May 06, 2013 17:19

Is a good point.
 

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Jordach
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by Jordach » Mon May 06, 2013 17:27

This is awesome!

EDIT: The map should be BIGGER and use twice the amount of space, maybe three times.
Last edited by Jordach on Mon May 06, 2013 17:30, edited 1 time in total.

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by Evergreen » Mon May 06, 2013 17:30

Does this still work in the latest minetest? If so I will use this.
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by Jordach » Mon May 06, 2013 17:31

Evergreen, works in 0.4.6 latest git.

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Evergreen
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by Evergreen » Mon May 06, 2013 17:34

Jordach wrote:Evergreen, works in 0.4.6 latest git.

Awesome! :D
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Inocudom
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by Inocudom » Mon May 06, 2013 20:20

Jordach wrote:This is awesome!

EDIT: The map should be BIGGER and use twice the amount of space, maybe three times.


Yes, it really should be bigger. One of the things it can really be good for is seeing (and recording) the layouts of creations. Concerning liquids, at least water should be shown as transparent on the map (though you could do the same with lava too) so that nodes that are underwater can be shown.

I don't think 4aiman will be working on this mod anymore. Is there anybody skilled enough in this area of modding to continue development? This mod may be the only chance Minetest will ever have of having in-game maps.
Last edited by Inocudom on Thu May 09, 2013 17:25, edited 1 time in total.
 

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by Inocudom » Thu May 09, 2013 18:42

It looks like Death Dealer is back. I wonder what he thinks of this mod?
 

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by jojoa1997 » Fri May 10, 2013 10:55

Inocudom wrote:
Jordach wrote:This is awesome!

EDIT: The map should be BIGGER and use twice the amount of space, maybe three times.


Yes, it really should be bigger. One of the things it can really be good for is seeing (and recording) the layouts of creations. Concerning liquids, at least water should be shown as transparent on the map (though you could do the same with lava too) so that nodes that are underwater can be shown.

I don't think 4aiman will be working on this mod anymore. Is there anybody skilled enough in this area of modding to continue development? This mod may be the only chance Minetest will ever have of having in-game maps.
I tried making t bigger. Any bigger and the map goes wacko with lines everywhere. What needs to happen is when you use a map it turns into an image of the 16*16 what ever it is called and then save the image on that map. Also why was 4aiman banned?
Last edited by jojoa1997 on Fri May 10, 2013 10:56, edited 1 time in total.
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by Inocudom » Fri May 10, 2013 15:06

4aiman requested being banned because he didn't like the attitude of the community (or something like that.) Due to that, he probably won't be working on this mod anymore. If any further development is to be done, it will have to be by someone else. It is a shame when good mods are discontinued and forgotten (like this mod and the mods Mauvebic made.)
 

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by Sokomine » Sat May 25, 2013 19:21

I'm afraid the mod will only get really useful once it's integrated into the client. Withhin lua and on the server-side, there are limitations in size. It is already quite nice for plans of houses you're standing in. It can't help with orientation without getting bigger first. The height-lines are very helpful and it looks good.
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by webdesigner97 » Sun May 26, 2013 07:05

Yep, this is a great mod idea! I really love it!
 

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by Inocudom » Fri May 31, 2013 03:04

Sokomine wrote:I'm afraid the mod will only get really useful once it's integrated into the client. Withhin lua and on the server-side, there are limitations in size. It is already quite nice for plans of houses you're standing in. It can't help with orientation without getting bigger first. The height-lines are very helpful and it looks good.


I myself hope that this mod is added to Minetest itself one day. It will make navigation easier.
 

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by orwek » Thu Dec 19, 2013 17:28

I forked this repo and added the original recipe back into the mod:

_____ dirt _____
dirt dirt dirt


https://github.com/orwek/mapp/archive/master.zip
 

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by Sokomine » Thu Dec 19, 2013 21:14

It would really be great if this could be done client-side. The client has most of the data already. No need to rely on slow network and a busy server to create the map.
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by incentive » Sat Dec 28, 2013 17:16

Rather MAP for Minetest - oPtimized :D
MAPP

Thanks orwek for fork. I needed something easy to just download and install :D

Argh! Doesn't run in 0.4.8. Oh well...thanks anyway for you trying to make it work :)
I can do without maps. There's already a .cpp program for it that generates a map so...
Last edited by incentive on Sat Dec 28, 2013 17:20, edited 1 time in total.
 

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by Pitriss » Sat Dec 28, 2013 20:42

incentive wrote:Argh! Doesn't run in 0.4.8. Oh well...thanks anyway for you trying to make it work :)


Mapp is working atleast under 0.4.8 stable version. I just checked..
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by aldobr » Sat Dec 28, 2013 21:17

this one is perfect example of why we need client-side scripting...

its just another way of displaying the very same node-info that is already sent to the client...
Last edited by aldobr on Sat Dec 28, 2013 21:19, edited 1 time in total.
 

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by Sokomine » Sun Dec 29, 2013 05:09

A map is such a basic tool/function that it could be integrated into the client itshelf. That ought to be pretty fast. The disadvantage would be that the client can only see what it received so far. Plus someone would have to code it (someone who is familiar with the code and not yet busy otherwise), and the pull request would have to be accepted.
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