gsmapper + map mod

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sfan5
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by sfan5 » Sat Mar 01, 2014 12:35

rubenwardy wrote:This looks very interesting.

(Posted this to subscribe)

Image
Right there..
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by Inocudom » Sat Mar 01, 2014 18:39

jenova99sephiros wrote:Why do you compete?

You guys should not fight.

Ahh, but it is within the basic tribal instinct of mankind (its flesh, thus its sim) to compete rather than to work together. Sad, but true. However, I do hope that RealBadAngel and gsmanners will choose to work together. But, everyone reading this does now see how and why good ideas get killed off so often in projects of various kinds. I should know this, for I have been victim of such in my life more than once. Let everyone that reads this post come away from here wiser, for though wisdom leads to sadness, it also makes you resistant to deception.
 

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RealBadAngel
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by RealBadAngel » Sun Mar 02, 2014 09:25

gsmanners wrote:
RealBadAngel wrote:hmmm, instead of color maps for some nodes you could scan all registered nodes at startup and process their textures (tops) to get color info from them


Color maps are easier. Plus, I'd feel obliged to make the spec configurable (which would mean a redesign for that).

If you want to try doing it, you're welcome but I think I'll pass on that.

ofc theyre easier, but then mapper wont show nodes that are not defined earlier.
i think i can write some scanning routine that will return a color.
How big the sample should be?
 

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by gsmanners » Mon Mar 03, 2014 03:59

It would give the mapper something to do during cooldown, so... I don't know.

I think just something that scans 20 or 30 textures at a time would be fine.
 

proller
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by proller » Mon Mar 03, 2014 18:35

 

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by Inocudom » Mon Mar 03, 2014 21:19

proller wrote:inserting to freeminer here: https://github.com/proller/freeminer/tree/gsmapper

That is very good news, proller. However, I can't test it if there are no new Freeminer builds.
 

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by philipbenr » Tue Mar 04, 2014 00:56

Inocudom wrote:
proller wrote:inserting to freeminer here: https://github.com/proller/freeminer/tree/gsmapper

That is very good news, proller. However, I can't test it if there are no new Freeminer builds.


Same.
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BrandonReese
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by BrandonReese » Tue Mar 04, 2014 04:01

That's pretty cool. Any chance of adding a marker for other players on the map?
Last edited by BrandonReese on Tue Mar 04, 2014 04:01, edited 1 time in total.
 

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by proller » Tue Mar 04, 2014 13:36

Version for freeminer now works.
And it have auto color extraction from texture (no need to define any nodes).

But now it too buggy to include to master, need more work.
 

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by Jordach » Tue Mar 04, 2014 16:16

proller wrote:Version for freeminer now works.
And it have auto color extraction from texture (no need to define any nodes).

But now it too buggy to include to master, need more work.
Isn't that the case for FailMiner in general?

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by philipbenr » Wed Mar 05, 2014 02:02

Jordach wrote:
proller wrote:Version for freeminer now works.
And it have auto color extraction from texture (no need to define any nodes).

But now it too buggy to include to master, need more work.
Isn't that the case for FailMiner in general?


Did he say anything was easy, and if so, then why aren't things getting done in Minetest right now? I don't see a whole lot of progress in major areas (Except for your capes in minetest_game)...
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by hoodedice » Wed Mar 05, 2014 02:14

philipbenr wrote:
Jordach wrote:
proller wrote:Version for freeminer now works.
And it have auto color extraction from texture (no need to define any nodes).

But now it too buggy to include to master, need more work.
Isn't that the case for FailMiner in general?


Did he say anything was easy, and if so, then why aren't things getting done in Minetest right now? I don't see a whole lot of progress in major areas (Except for your capes in minetest_game)...


*cough* Translations added.
7:42 PM - Bauglio: I think if you go to staples you could steal firmware from a fax machine that would run better than win10 does on any platform
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
 

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by gsmanners » Wed Mar 05, 2014 07:56

It's very nice to see all the interest in this. I've been playing with gsmapper in my build for a while now, and I've started to get used to it. Very handy to have at times.
 

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by Inocudom » Fri Mar 28, 2014 19:52

How is development on this? It matters to me whether or not this ends up in Minetest itself.
 

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by gsmanners » Fri Mar 28, 2014 22:00

I'm kind of hoping that 0.4.10 comes out here sometime soon. If not, I suppose I'll continue working on this. I'd like a somewhat more stable platform than the current git version, and 0.4.9 is kind of problematic in various ways.

To be honest, you could just call this version the "lite" version and include it, though it isn't really 100% working. There is the corner case of the cool down not making the video driver happy for some weird reason, but heaven only knows what makes that happen. There's a host of optimization ideas I have, but I'll likely only end up using about 1 in 10 of them I think.

I'm intrigued by the Freeminer variation of this, but I have to admit that it isn't quite in line with my optimization ideas. I was really more thinking that you would scan through objects and fill the color map rather than jettison the color map altogether. That was an ambitious if perilous idea they had. I'm looking forward to seeing how it performs compared to mine.

I'm also a little indecisive about whether I should implement annotations or launch a search for the source of that lighting bug that's been nagging me elsewhere in the game, so it could be a while before I do much more than this.
 

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by RealBadAngel » Sat Mar 29, 2014 02:50

Could you make this aviable in git repository?
Ive tried before merging that and failed for some reason.
I do already have a code that scans all the aviable textures and adds normal map files for them, so modyfing it to get color info should be that hard at all...
 

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by gsmanners » Sat Mar 29, 2014 21:55

Yeah, I'll look into the git thing. It shouldn't be difficult considering the diffs are really just inserting a few lines into the code. The class itself is pretty internals-agnostic, so it should be extremely easy to maintain in the long run, as well.
Last edited by gsmanners on Sat Mar 29, 2014 21:56, edited 1 time in total.
 

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by bajanhgk » Sun Apr 06, 2014 18:30

i can't use this mod please
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by hoodedice » Sun Apr 06, 2014 19:02

bajanhgk wrote:i can't use this mod please


It. Is. NOT. A. Mod.
7:42 PM - Bauglio: I think if you go to staples you could steal firmware from a fax machine that would run better than win10 does on any platform
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
 

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by Inocudom » Sun Apr 06, 2014 20:04

gsmanners wrote:Yeah, I'll look into the git thing. It shouldn't be difficult considering the diffs are really just inserting a few lines into the code. The class itself is pretty internals-agnostic, so it should be extremely easy to maintain in the long run, as well.

You don't have this on GitHub already? You should fix that, for anything that is to be added to the core game must be there.
 

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by hoodedice » Sun Apr 06, 2014 20:06

Inocudom wrote:
gsmanners wrote:Yeah, I'll look into the git thing. It shouldn't be difficult considering the diffs are really just inserting a few lines into the code. The class itself is pretty internals-agnostic, so it should be extremely easy to maintain in the long run, as well.

You don't have this on GitHub already? You should fix that, for anything that is to be added to the core game must be there.


*cough* see first post *cough*
7:42 PM - Bauglio: I think if you go to staples you could steal firmware from a fax machine that would run better than win10 does on any platform
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
 

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by Inocudom » Sun Apr 06, 2014 20:48

That is wonderful news. I am pleased to see that happen.
 

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by Amaz » Sun Apr 06, 2014 21:08

I agree with Inocudom. This should be added to Minetest. It is simply amazing.
 

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by proller » Sun Apr 06, 2014 21:54

very bad way to use github.
Can you:
1. fork mitetest/minetest (press fork button here https://github.com/minetest/minetest )
2. clone your new repoto disk:
git clone https://github.com/gsmanners/minetest.git
3. make new branch in cloned repo:
git checkout -b gsmapper
4. apply all your patches
5. commit and push changed files:
git commit -a
git push

now you can view all changes and create pull request here:
https://github.com/gsmanners/minetest/compare/gsmapper
 

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by gsmanners » Sun Apr 06, 2014 22:06

Okay. I'll look into that. Still new to this git thingamajig.

EDIT: Weird. I did everything you listed but I don't see any difference.

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
git clone https://github.com/gsmanners/minetest.git
Cloning into 'minetest'...
remote: Reusing existing pack: 24070, done.
remote: Counting objects: 14, done.
remote: Compressing objects: 100% (14/14), done.
Receiving objects: 100% (24084/24084), 22.54 MiB | 112 KiB/s, done.
remote: Total 24084 (delta 5), reused 0 (delta 0)
Resolving deltas: 100% (15811/15811), done.
genma@genma-MS-7721:~/src/mt-clone$ cd minetest/
genma@genma-MS-7721:~/src/mt-clone/minetest$ git checkout -b gsmapper
Switched to a new branch 'gsmapper'
genma@genma-MS-7721:~/src/mt-clone/minetest$ git commit -a
[gsmapper fa95030] Patches for getting gsmapper to work with minetest.
 Committer: Genma Saotome <genma@genma-MS-7721.(none)>
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 3 files changed, 43 insertions(+)
genma@genma-MS-7721:~/src/mt-clone/minetest$ git push
Username for 'https://github.com': gsmanners
Password for 'https://gsmanners@github.com':
Everything up-to-date


Am I missing something there?

EDIT #2: On the bright side, it looks like the mapper works fine with the latest git (you have to insert some of the code manually, though).

EDIT #3: I think I might be figuring this out...

https://github.com/gsmanners/minetest/compare/gsmapper

EDIT #4: One pull request https://github.com/minetest/minetest/pull/1209
Last edited by gsmanners on Mon Apr 07, 2014 03:29, edited 1 time in total.
 

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by RealBadAngel » Mon Apr 07, 2014 09:08

Inocudom wrote:
gsmanners wrote:Yeah, I'll look into the git thing. It shouldn't be difficult considering the diffs are really just inserting a few lines into the code. The class itself is pretty internals-agnostic, so it should be extremely easy to maintain in the long run, as well.

You don't have this on GitHub already? You should fix that, for anything that is to be added to the core game must be there.


Please do not publish it as a bunch of diffs..... That was the problem i was talkin about.
Fork the main tree, create a branch and work on it.
This way folks can just DL the branch and compile it,
I have tried a few times to compile your code using your files and never succed.
I could propably solve that, but thats not a point.
Last edited by RealBadAngel on Mon Apr 07, 2014 09:09, edited 1 time in total.
 

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by JPRuehmann » Wed Apr 09, 2014 09:21

Hello

Looks Quite interesting.
should be part of the Distribution
There are three things that I heve not read about in your thread.
1. Zoom will there be a way to dynamicaly zoom in/out by Pressing for example +/- Keys on Keyboard.
That should be customizable via minetest.conf.
2. Enable/Disable hud in game by Pressing for Example the <alt>+<M> Keys.
That should be customizable at minetest.conf
3. set an default zoom in minetest.conf

Thanks for your work,
JPR
 

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by Calinou » Wed Apr 09, 2014 09:26

JPRuehmann wrote:2. Enable/Disable hud in game by Pressing for Example the <alt>+<M> Keys.
That should be customizable at minetest.conf


F1 toggles HUD, F2 toggles chat, F5 toggles debugging information.
 

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by gsmanners » Thu Apr 10, 2014 13:00

Everything is done with /set commands at the moment. It would be nice to use keyboard shortcuts, but I want to leave that for a Lua interface (just have figure out how to support that at some point).

For now, you can do lots of stuff with commands like this:

/set hud_map_scale 1.5


The above will "zoom" in 50% (and it will become your new default the next time you run).

Some other settings:

hud_map_alpha <-- 0 to 255
hud_map_above <-- false = below-ground radar
hud_map_tracking <-- true = keep the player in the center (I still need to optimize this one, though)
hud_map_width and hud_map_height <-- the size of the map
 

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by Calinou » Thu Apr 10, 2014 16:14

gsmanners wrote:Everything is done with /set commands at the moment. It would be nice to use keyboard shortcuts, but I want to leave that for a Lua interface (just have figure out how to support that at some point).

For now, you can do lots of stuff with commands like this:

/set hud_map_scale 1.5


The above will "zoom" in 50% (and it will become your new default the next time you run).

Some other settings:

hud_map_alpha <-- 0 to 255
hud_map_above <-- false = below-ground radar
hud_map_tracking <-- true = keep the player in the center (I still need to optimize this one, though)
hud_map_width and hud_map_height <-- the size of the map


Server-side variables for tweaking something supposedly client-side? I'm disappointed...
 

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