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

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lightonflux
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by lightonflux » Mon Jan 20, 2014 19:57

Would be great if we could have different map sizes:

small 32, medium 64, big 128 blocks
 

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by Inocudom » Mon Jan 20, 2014 20:44

lightonflux wrote:Would be great if we could have different map sizes:

small 32, medium 64, big 128 blocks

I second this.
 

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by gsmanners » Mon Jan 20, 2014 23:28

Maybe in a texture mod. On the Lua side, it would look like:

texture="map_back.png^[map:WxH:X,Z]"

And then someone would have to do the code for tile.cpp.
 

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by Sokomine » Tue Jan 21, 2014 01:55

lightonflux wrote:Would be great if we could have different map sizes:

small 32, medium 64, big 128 blocks

There are technical limits to this. The way the mod is done is not the most efficient - but that's not the fault of the mod because it's the best a mod can do. What's done in the mod ought to be done in C++ in the client.

Since the mod seems abandomed (author no longer on the forum, license WTFPL), I forked it and added such an option for larger maps. It is very slow and works only up to 64x64 for me. DO NOT USE THIS FORK ON A SERVER.

Download: https://github.com/Sokomine/mapp/archive/master.zip
Browse Code: https://github.com/Sokomine/mapp
It is a fork of: https://github.com/4aiman/mapp

Usage: Same as original; except that you can change resolution between 2x2, 4x4, 8x8, 16x16, 32x32, 64x64 and 128x128 by right-clicking with the mapp item on any node. Each click will double the resolution. When it has reached 128x128, the next step will be 2x2 again (128x128 does have severe graphical glitches already).
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by mauvebic » Tue Jan 21, 2014 02:20

I made a voxmynips fork of this months ago for my server, it runs pretty fast at 64, though im not sure 128 would fit without everything being incredibly small. One of those maps is posted on a pillar in my server's plaza if you want to check it out.
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by Sokomine » Tue Jan 21, 2014 02:39

mauvebic wrote:I made a voxmynips fork of this months ago for my server, it runs pretty fast at 64, though im not sure 128 would fit without everything being incredibly small.

I'm not sure if voxelmanip is needed if only reading of mapnodes is concerned. AFAIK someone (hmmm?) said that it made no big difference there.
It may not be unloaded areas alone that cause trouble. Formspecs where not made for that many textures I'm afraid.

I'll try to check out the map on your pillar.
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by lightonflux » Fri Jan 24, 2014 20:53

Sokomine could you open enable issues for your repo? It is a bit easier to discuss problems there than here in this topic.

Here my problem:

It is very weird to click with right on the map and then when you reopen it you see the change.

There should be some buttons or the map should change on mouse4/5 without the need to reopen it.

Edit: Or different recipes for different sizes.
Last edited by lightonflux on Fri Jan 24, 2014 20:54, edited 1 time in total.
 

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by Sokomine » Fri Jan 24, 2014 21:00

lightonflux has made a pull request and added a receipe. It goes like this:
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
     stick   stick   stick
     stick  paper  stick
     stick   stick   stick


Perhaps this way of creating maps could be useful for small towns or individual houses. Mauvebic uses a fixed version on his server. That is of course very fast because the map has to be created only once.

Did anyone else at least take a look at the mod?

[Edit] Added current version for download.
Attachments
mapp.zip
(21.31 KiB) Downloaded 162 times
Last edited by Sokomine on Fri Jan 24, 2014 21:00, edited 1 time in total.
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by mauvebic » Fri Jan 24, 2014 21:07

Sokomine wrote:Mauvebic uses a fixed version on his server. That is of course very fast because the map has to be created only once.

It updates itself every hour so it's rarely inaccurate. The reason it's fixed is because of the abuse potential of multiple players frequently opening a handheld/tool-based map, especially at a size of 64, even worse if you implement 128.
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by Sokomine » Fri Jan 24, 2014 21:15

mauvebic wrote:The reason it's fixed is because of the abuse potential of multiple players frequently opening a handheld/tool-based map, especially at a size of 64, even worse if you implement 128.

In singleplayer, 64 worked quite well, while 128 didn't really work (too many glitches - either missing nodes or too much information for formspecs). Your semi-fixed version has the advantage that it's extremly fast on the client side since the client can just show the formspec and does not have to wait for the server (as i.e. with modern locked chests - those are a pain on slow servers). And, of course, the server only has to work on it once per hour (or whatever update cycle you set).

Unfortionately, even 128 is far too small a resolution to get any overview of the world or a smaller town. We need a better solution for that.
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by lightonflux » Fri Jan 24, 2014 21:29

Where can i find the fixed map mod?
 

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by mauvebic » Fri Jan 24, 2014 21:31

did you try 96? that might fit
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by Inocudom » Fri Jan 24, 2014 23:01

It looks like the textures of the nodes in the map screen overlap a little.
 

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by Sokomine » Fri Jan 24, 2014 23:35

lightonflux wrote:Where can i find the fixed map mod?

The newest version is on github, on https://github.com/Sokomine/mapp. You can also download the file I attached to my posting.

Mauvebic wrote:did you try 96? that might fit

Hm, perhaps. It didn't work for me. I assume the land wasn't all loaded.

Inocudom wrote:It looks like the textures of the nodes in the map screen overlap a little.

Perhaps that was intentional in the original mod. It does display height difference somehow.
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by lightonflux » Sat Jan 25, 2014 01:00

Sokomine wrote:
lightonflux wrote:Where can i find the fixed map mod?

The newest version is on github, on https://github.com/Sokomine/mapp. You can also download the file I attached to my posting.


I was talking about this one. I already cloned your repo hours ago. :)

Mauvebic uses a fixed version on his server. That is of course very fast because the map has to be created only once.
 

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by Sokomine » Sat Jan 25, 2014 01:32

lightonflux wrote:I was talking about this one. I already cloned your repo hours ago. :)

Ah, ok. Do you want by any chance to maintain the mod? I've modified the original only slightly in order to demonstrate that larger settings are not particulary helpful, yet at lower settings, nice maps can be created (more like floor plans of houses).

For a real usable map, another apprach might be more helpful. The overview images minetestmapper creates are pretty huge - and it's difficult to find your house there due to there not beeing too many landmarks.

Perhaps one way to do a more helpful map would be to use minetestmapper and let it put a red dot wherever a player placed a node (=one that mapgen doesn't place), a blue dot for sea, a yellow one for desert/desert stone and a green one for everything else. That way, roads and buildings might become more visible, and the map might be a good enough abstraction. None of the current maps abstracts anything. Torches might be a problem, and the map making program might have to check a few nodes below the surface in case someone used a desert sandstone roof or something.
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by mauvebic » Sun Jan 26, 2014 07:11

Turns out you can have 128 sized maps, you just need to halve the image size (and spacing) to fit them all in.

64 map
Image

128 map
Image

This is in the default window size, it's obviously better in fullscreen.
Last edited by mauvebic on Sun Jan 26, 2014 07:43, edited 1 time in total.
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by Sokomine » Wed Jan 29, 2014 17:08

mauvebic wrote:Turns out you can have 128 sized maps, you just need to halve the image size (and spacing) to fit them all in.

The code ought to do that automaticly. It seems not enough of the area got loaded for a 128x128 map in my singleplayer world. Still, even 128x128 does not give a very good overview. Some towns are much larger than that. I'm afraid we need something better.
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by Inocudom » Wed Jan 29, 2014 17:14

Sokomine wrote:
mauvebic wrote:Turns out you can have 128 sized maps, you just need to halve the image size (and spacing) to fit them all in.

The code ought to do that automaticly. It seems not enough of the area got loaded for a 128x128 map in my singleplayer world. Still, even 128x128 does not give a very good overview. Some towns are much larger than that. I'm afraid we need something better.

In all honesty, it think textures in the map screen should have reduced resolutions in general, regardless of what the size of the map is. The reason that I say this is because smaller textures require less time, CPU, and GPU.
 

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by mauvebic » Wed Jan 29, 2014 22:30

Sokomine wrote:The code ought to do that automaticly. It seems not enough of the area got loaded for a 128x128 map in my singleplayer world. Still, even 128x128 does not give a very good overview. Some towns are much larger than that. I'm afraid we need something better.

Like I told you, you can't use get node for large maps, you'll get unloaded chunks and an incomplete map.

This is my 256 map, it generates quickly enough though the formspec itself is sluggish loading 256^2 images.

Image
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by Inocudom » Thu Jan 30, 2014 00:24

I think it would be a good idea to listen to Mauvebic's advise. He knows his stuff.
 

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by Inocudom » Wed Feb 05, 2014 17:00

 

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by philipbenr » Wed Feb 05, 2014 22:50

Inocudom wrote:I think it would be a good idea to listen to Mauvebic's advise. He knows his stuff.


lol That was a pretty awesome post there Inocudom. :)
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by 4aiman » Mon Mar 10, 2014 18:42

Tested that and now may repeat dev's words: "this needs work".
It works, but needs some time.
Colours, taken from textures are wrong half of a time. There are no settings/hotkeys to change look & feel, size or anything else of a map.

Still want a mod that adds simple maps. Knowing where you are is like cheating. I think that that map should be shown only after something was unlocked/crafted/collected. Until then a map that shows you only a territory where it was crafted (and surroundings) is the best way to keep players wandering and exploring.

Is it possible to use LVM to READ nodes?
Last edited by 4aiman on Mon Mar 10, 2014 18:45, edited 1 time in total.
 

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by UOAbigail » Mon Mar 10, 2014 20:58

4aiman wrote:Tested that and now may repeat dev's words: "this needs work".
It works, but needs some time.
Colours, taken from textures are wrong half of a time. There are no settings/hotkeys to change look & feel, size or anything else of a map.

Still want a mod that adds simple maps. Knowing where you are is like cheating. I think that that map should be shown only after something was unlocked/crafted/collected. Until then a map that shows you only a territory where it was crafted (and surroundings) is the best way to keep players wandering and exploring.

Is it possible to use LVM to READ nodes?


Greetings ;)

Just wanted to say than you for the original implementation of this mod (which I am using in my singleplayer game)

Wanted to comment regarding whether using certain map functionality modes would be considered cheating or not. I believe it would really depend on the context of the game. Creative mode games, for instance, probably won't care if you can see beyond sight range as an overhead view map for long distances, whereas in a survival mode game I am sure they might frown on seeing anything from a map view beyond what is within digging distance.

To me, a perfect implementation of this mod would be to allow all viariants of the mod thus far as a single mod using configuration settings to determine which behaviors of the map are enabled.

As an example..

Configuration setting to allow map to be repeatedly updated with current location of player (like a portable radar) as it currently is in my version (using mapp:map item to check the area around you as you mine or wander the landscape)

It would be interesting, however, to have a portable map item that shows a 'where was this map drawn?' view. As an example, you go to Town #1, draw a map... go to town #2 and post the map for players to see. When they open the map in town #2, it shows Town #1 map that was drawn.

I have always been a fan of 'more options' 'more stuff' etc, so combining the various forks that have been made into a single, powerful mod would be a benefit, imo. Even if each fork required it's own item definitions (like mapp:map, mapp:map_1, etc) with each definition having its own craft recipe and functionality.

If I were as knowledgeable with lua as I was with Neverwinter Nights scripting, I would offer to do this. As it is, however, I am still in the basic learning phase of lua, so would be a while before I could contribute anything useful beyond minor tweaks.

In either case, thanks again for your work, and do not be discouraged by any negative feedback in this, or any other project. Sometimes the best ideas come from these sources.

Peace
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by 4aiman » Tue Mar 11, 2014 05:41

@UOAbigail: Thanks :)
I'm through with the phase "get angry on negative feedback". I have a whole year to decide whether I want to be back here... Although it's always positive feedback that helps to go on ;)
I want to put my signature under every your word in your previous post ;)
If you have any ideas, feel free to PM me. I'm fond of making prototypes.

@ all:
It's not nice to do so, but if no one can answer whether one can READ world with LVM, then maybe someone could explain how to use LVM? Lua_api.txt IS confusing...
 

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by tinoesroho » Wed Mar 12, 2014 19:48

Nice mod!
We are what we create.

I tinker and occasionally make (lousy) mods. Currently building an MMO subgame and updating mods. Pirate Party of Canada member. Sporadic author. 21 years old.

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by JPRuehmann » Wed Apr 09, 2014 07:53

Hello

Lovely mod.
is there a possibilty to zoom?
if not could anyone make it?

Please,
JPR
 

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by 4aiman » Wed Apr 09, 2014 10:38

JPRuehmann wrote:Hello

Lovely mod.
is there a possibilty to zoom?
if not could anyone make it?

Please,
JPR


What do you expect of zoom?
If it should show the same piece of a map, but 2x,3x,4x etc, then I may look into it. Maybe like a zoom in M$ Windows.
 

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by JPRuehmann » Wed Apr 09, 2014 15:59

Nope.
The same as in fly higher or lower.
Sorry, I had not seen or understand the use of the left mousebutton.
That is doing what I meant.

The only thing is that it is not very Intuitive I think
The Idea to Implement the Map as Tool so it would be displayed as you took it would be the best I think.
But then, it has to be made possible to change the Zoom of the Map in its active state.

Thanks,
JPR
 

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