Time |
Nick |
Message |
00:11 |
|
chikao joined #minetest |
00:33 |
|
Lunatrius` joined #minetest |
01:16 |
|
Lesha_Vel joined #minetest |
02:41 |
|
ayaka joined #minetest |
03:02 |
|
riff-IRC joined #minetest |
04:00 |
|
MTDiscord joined #minetest |
04:03 |
|
ayaka joined #minetest |
04:32 |
|
Alias joined #minetest |
06:02 |
|
calcul0n joined #minetest |
06:13 |
|
definitelya joined #minetest |
06:23 |
|
independent56 joined #minetest |
06:26 |
|
lemonzest joined #minetest |
06:47 |
independent56 |
Are mapblocks quantum? Only when you view them is their state revealed - loaded, unloaded. And sometimes the state is changed under observation, or lack thereof |
07:00 |
|
illwieckz joined #minetest |
07:01 |
|
debiankaios joined #minetest |
07:16 |
|
specing_ joined #minetest |
07:26 |
|
illwieckz joined #minetest |
07:32 |
|
illwieckz joined #minetest |
08:04 |
|
orwell96 joined #minetest |
08:14 |
|
independent56 joined #minetest |
08:17 |
|
YuGiOhJCJ joined #minetest |
08:55 |
|
independent_ joined #minetest |
09:03 |
|
Warr1024 joined #minetest |
09:34 |
|
appguru joined #minetest |
09:34 |
|
sobkas joined #minetest |
09:49 |
|
Fixer joined #minetest |
10:08 |
|
Talkless joined #minetest |
10:23 |
|
sobkas left #minetest |
10:24 |
|
sobkas joined #minetest |
10:31 |
|
sobkas joined #minetest |
11:35 |
|
sobkas joined #minetest |
11:36 |
|
Alias joined #minetest |
11:58 |
independent_ |
Comparing my old train map to the new... wow... it's changed to be so much bigger https://imgur.com/a/5RC1Ewu |
11:58 |
independent_ |
https://i.imgur.com/NYZsxXB.png https://i.imgur.com/YyR62gs.png |
11:59 |
independent_ |
Even disregarding the dotted "in construction" lines, it is still massive |
12:30 |
erle |
independent_, do you have an idea how to properly represent trains in xmaps? https://content.minetest.net/packages/erlehmann/xmaps/ |
12:31 |
independent_ |
What do you mean represent? |
12:31 |
independent_ |
Iconography? |
12:32 |
erle |
like how you want them to look on the map |
12:32 |
erle |
i tried alternating dark and light on a line |
12:32 |
erle |
like in real maps |
12:32 |
independent_ |
Hmm.... possibly boxes with the train ID in them. |
12:32 |
erle |
but it looked to modern |
12:32 |
independent_ |
Yeah, that's a good idea |
12:33 |
independent_ |
Possibly just a thin black line, in comparison to roads being tubes http://www.hasselbacher.org/Maps/Legend_1828_maps.jpg |
12:34 |
independent_ |
As for the trains, possibly little symbols https://digitalplacesolutions.com/wp-content/uploads/2018/11/P1014179.jpg like this, boxes with ID umbers |
12:34 |
erle |
wow thanks |
12:34 |
erle |
can you program lua? |
12:35 |
independent_ |
yes, but i do not have knowladge of the minetest API. I have made train information boards, but they are very broken |
12:35 |
independent_ |
I mean, i do, but not that much |
12:36 |
independent_ |
consider https://gitlab.com/56independent/aac2/-/tree/master/languages/General%20minetest/56i-mtserver/trains/passangertimes and https://gitlab.com/56independent/britsignals |
12:37 |
erle |
then maybe you have an idea how i could improve the xmaps api |
12:38 |
independent_ |
Honestly, i am in no posistion of authority or knowledge to complain about APIs |
12:39 |
independent_ |
maybe the Advtrains lua in-world api, but nothing else |
12:44 |
erle |
independent_ i just mean, if you wanted to make a map of trains, how would you want to do it? |
12:45 |
independent_ |
Honestly, as a train admin, it would be something like https://raildar.co.uk/map, with a schematic of points, but for a general map, a black line works fine |
13:38 |
Parnikkapore_m |
Upvoting a line (possibly black) to represent railroad tracks on xmaps |
13:43 |
MTDiscord |
<Warr1024> You could do a line with small lines crossing it, like railroad ties, so a rail line looks like ++++++ |
14:06 |
settl3r[m] |
At which light level do rats start to spawn? at 8? |
14:07 |
settl3r[m] |
And at which light level is an area considered 'safe' (from monsters) ? |
14:07 |
settl3r[m] |
Are rats the only way to tame cats? |
14:07 |
settl3r[m] |
s/way/food/ |
14:10 |
celeron55 |
erle: in xmaps style a train track probably would be just a dotted line. nothing else. any extra information doesn't really fit into the "olden times" style |
14:11 |
celeron55 |
it's not a bad thing, as for treasure maps it adds some mystery that things aren't perfectly marked and labeled |
14:12 |
celeron55 |
maybe a dashed line. something that makes a reasonable contrast with the palette when using some color from the palette |
14:13 |
celeron55 |
or even a . . . . . -style line, i.e. widely spaced dots, just to leave room for other things |
14:15 |
celeron55 |
you could contrast roads to that by making them just a different color, a different dash/dot pattern or even a wiggly line |
14:16 |
celeron55 |
(or just not draw roads at all) |
14:16 |
|
orwell96_ joined #minetest |
14:18 |
|
Markow joined #minetest |
14:18 |
celeron55 |
of course if you're going for a "pokemon on gameboy" style then trying to make a more photorealistic (lol) rail makes sense, like what Warr1024 suggested, or even make both rails visible |
14:30 |
MinetestBot |
[git] Wuzzy2 -> minetest/minetest: Add relative numbers for commands by prepending ~ (#9588) ac5e817 https://github.com/minetest/minetest/commit/ac5e8176b9a2b36520bcc78b9d486aea7742d554 (2022-05-22T14:28:24Z) |
14:35 |
erle |
celeron55 i tried dotted lines, but straight dotted lines on this kind of map just seem weird |
14:35 |
erle |
advanced trains seems to have curved tracks though |
14:36 |
celeron55 |
well, if the tracks are straight, there's not much you can do. well you could apply a transformation that makes straight tracks curved, like make a very shallow zig zag pattern |
14:36 |
erle |
celeron55 you are right btw, “things not perfectly marked” is what i am going for. not enough space to draw a tree because enough stuff drawn in the area? i draw no tree |
14:37 |
erle |
the thing is, since i have added the ability to put the maps on sides of nodes, i think train tracks would really fit! https://mister-muffin.de/p/FVrz.png |
14:37 |
celeron55 |
or you could try a zig zag pattern anyway, it could look ok |
14:38 |
celeron55 |
what if you space the dots even further and use a dark color for them? instead of tightly spaced dots and a light color |
14:39 |
celeron55 |
some responsibility falls onto the train track designer too, straight tracks look boring anyway |
14:39 |
erle |
it's more about the curves |
14:39 |
celeron55 |
make them not straight and they'll look better on a map |
14:39 |
erle |
which is why i am thinking about advanced trains |
14:40 |
celeron55 |
probably have to traverse the track in the map generator and figure out the average direction it's going |
14:40 |
celeron55 |
then draw the line in that direction |
14:41 |
erle |
nah, i'm too lazy for that stuff. really, all i am doing is traversing a mapblock and plotting it at 1 node = 1 pixel resolution |
14:41 |
erle |
then adding some icons |
14:41 |
erle |
the coastline is total trickery for example |
14:42 |
erle |
i just draw the water, then look at each pixel and do some stuff when water and land are next to each other |
14:42 |
erle |
but it looks nice |
14:42 |
celeron55 |
what about for drawing the tracks, you'd divide the map into let's say 3x3 pixels blocks, then check if there are any tracks in that block in the world, and if there are, draw a dot at the middle of that block |
14:42 |
erle |
that sounds like a good idea actually |
14:42 |
celeron55 |
you'd get dotted lines with an enforced maximum amount of dots |
14:43 |
erle |
because right now i have this thing where if you make a small loop of track it looks stupid |
14:43 |
erle |
also it could maybe make diagonal tracks look good |
14:43 |
celeron55 |
a non square block could make sense too, like 2x3 pixels |
14:43 |
celeron55 |
adds a bit of style |
14:43 |
|
Taoki joined #minetest |
14:44 |
celeron55 |
you'll then have to decide which side of the 2 pixels you'll draw the dots but that's just a coin toss when writing the code |
14:44 |
celeron55 |
doesn't really matter |
14:44 |
erle |
i mean, i'd probably implement it differently, like the trees and plants: it blits an image onto the existing bitmap only if it does not overlap something previously drawn |
14:44 |
MTDiscord |
<IhrFussel> I still wonder how it is possible to set a pos of an entity WITHOUT the target area being loaded and it working even if you restart before you visit the area...does MT actually load the mapblock from disk, store the entity and save it back to disk all inside set_pos()? |
14:45 |
celeron55 |
ah so you'd draw the tracks basically as sprites on a grid |
14:45 |
celeron55 |
while you draw trees and stuff as freely positioned sprites |
14:45 |
celeron55 |
try it, i think it'll work fine enough |
14:45 |
erle |
i would not even do it on a grid, if i make a 3x3 bitmap with a dot in it and ensure it never blits where i already drew tracks, i can have non-grid sprites basically |
14:45 |
erle |
thank you! |
14:46 |
erle |
celeron55 do you have maybe any idea for mountains (except contour lines, those don't fit the style), sandy deserts or icy plains? |
14:46 |
erle |
icy plains and mountains look super boring on the map rn |
14:47 |
MTDiscord |
<IhrFussel> I'm asking this cause I need to know how reliable it is to send an entity into an unloaded map area |
14:48 |
celeron55 |
well, some kind of shading could work. like do a dim dot pattern where there's a slope towards +x or +z (or however you choose), and leave -x and -z slopes the regular color |
14:48 |
celeron55 |
do it below all the objects |
14:49 |
erle |
hmm, interesting idea |
14:49 |
celeron55 |
or maybe just use horizontal lines like the water. not sure about the style, but shading slopes is probably the way to go |
14:49 |
erle |
right now i have a checkerboard pattern below everything |
14:49 |
erle |
the horizontal lines are the contour lines i mentioned, everyone suggests them |
14:49 |
erle |
but they don't fit the hand-drawn ye olde times style |
14:50 |
erle |
they are just easy to implement |
14:50 |
celeron55 |
i don't mean contour lines |
14:50 |
celeron55 |
they could fit if the palette is carefully used but not sure |
14:50 |
erle |
oh you mean like some pattern |
14:50 |
celeron55 |
it'd look like a technical geological map if you used contour lines |
14:50 |
erle |
the palette is 256 bytes, i am using like 12 or so haha |
14:50 |
celeron55 |
shading is different |
14:51 |
erle |
i see, i misunderstood |
14:51 |
erle |
i tried drawing actual mountains on the map which looked great, but i did not have good enough peak detection |
14:51 |
erle |
if i had some algorithm for “find large mountain” and “find small mountain” and “find tiny hill”, it would be great |
14:52 |
erle |
celeron55 btw do you remember how long it took from rails being added to actual railcarts? |
14:52 |
celeron55 |
well, you could just compare the height difference inside the mapblock, and if it's lare, then draw one of those symbols, maybe even at a random position in the mapblock |
14:53 |
celeron55 |
large* |
14:53 |
celeron55 |
like, just pick the four corners and middle point or whatever, and see what the largest y variation is |
14:54 |
celeron55 |
i don't remember, doesn't really matter |
14:54 |
erle |
nah, just historical curiosity |
14:54 |
erle |
could be a good idea to scan each 16×16 x×z area for highest y and then draw a mountain or not, what do you think? |
14:55 |
erle |
i'll try a bit the rail things now |
14:55 |
erle |
i already like how the maps make it much harder to get lost |
14:55 |
celeron55 |
i think rails were added in the spring of 2011, and carts were added when the modding api had enough features, i don't think that could have been more than 2 years, probably not even 1 |
14:56 |
celeron55 |
i think the mountain symbol shouldn't be based on absolute y, but height variation |
14:56 |
celeron55 |
but it's possible that's not true |
14:57 |
celeron55 |
it's a question of what it should represent |
14:57 |
celeron55 |
should it represent hard to pass terrain (height variation) or a high up place, but possibly easy to pass (large y) |
14:57 |
MisterE[m] |
And then what will you do with jordach's mountians :trollface: |
14:58 |
celeron55 |
i think hard to pass terrain would probably be more useful as a map feature |
14:58 |
celeron55 |
altough then the symbols would focus on the slopes instead of the mountain tops, if the mountain tops are flat |
14:58 |
erle |
what is jordach mountains? |
14:59 |
MTDiscord |
<MisterE> His new mapgen |
14:59 |
erle |
celeron55 you are right, the map should be useful to navigate |
14:59 |
erle |
i bet rails are group=rail or so now hehehe |
15:00 |
erle |
R.I.P. CONTENT_RAIL |
15:00 |
|
Taoki joined #minetest |
15:00 |
|
Sven_vB joined #minetest |
15:01 |
MTDiscord |
<MisterE> Where a mountian is a significant portion of the world |
15:03 |
erle |
MisterE btw could you use an xmaps style HUD for some of the minigames? i'd be willing to help if yes |
15:06 |
definitelya |
MisterE[m]: Wouldn't that be a mountain range mapgen? If so, the map could clump mountains together (2x2, 3x3, etc.), to give a more omogeneous feel. |
15:08 |
MTDiscord |
<MisterE> My point, and note the trollface please, was that the mountians are too large to load so yoo would not know where they are and arent |
15:08 |
MTDiscord |
<MisterE> Erle, actually, perhaps |
15:09 |
erle |
tell |
15:09 |
MTDiscord |
<MisterE> Maybe in some gems arenas |
15:09 |
definitelya |
Aknowledged :P |
15:10 |
|
HuguesRoss joined #minetest |
15:10 |
MTDiscord |
<MisterE> I need a way for players to know where the enemy's gem is, where the mines are, etc |
15:11 |
MTDiscord |
<MisterE> Altho, I'm unsure that the maps would be a great fit |
15:11 |
MTDiscord |
<MisterE> Testing needed |
15:12 |
erle |
celeron55 do you have an example of the kind of shading you mean? is it the thing that fleckenstein implemented for mcl_maps? (look at the trees) https://mister-muffin.de/p/PKRN.jpg |
15:13 |
MTDiscord |
<MisterE> Hmm, that might work |
15:13 |
erle |
(map markers are not in mineclone2, btw. but i bet they will be at some point) |
15:16 |
MTDiscord |
<MisterE> Erle, I want to revamp gems at some point soon. I will ping you |
15:16 |
celeron55 |
i'm actually not that convinced of the idea when thinking it a bit more. layering things doesn't really work in that style |
15:17 |
celeron55 |
for that style for every given free spot you have to determine what's the most important thing to show, and draw the symbol for that thing there |
15:17 |
celeron55 |
discarding everything else |
15:20 |
erle |
MisterE[m] cool! |
15:20 |
erle |
celeron55 you might be right. but like, what if the biggest thing is drawn first |
15:20 |
erle |
i mean i kinda do that right now |
15:21 |
erle |
first water, then trees, then grass, then flowers |
15:21 |
erle |
mountains would be between water and trees |
15:21 |
erle |
as they are big features |
15:21 |
celeron55 |
i'd probably do a few passes, starting with the most important things, and then the last passes can fill the not important places with less important things, if there are any |
15:21 |
erle |
yeah |
15:22 |
celeron55 |
mountains would probably be one of the least priority things |
15:22 |
erle |
so like, the rail line would obviosly be drawn before the trees |
15:22 |
erle |
well, if a mountain is just a /\ symbol that might have a lot of background color |
15:23 |
celeron55 |
well, if the mountain still fits after the more important things, then for sure it can be drawn |
15:23 |
celeron55 |
but if there's a house or something on a mountain, the house should be drawn, not the mountain, if the mountain symbol doesn't fit |
15:24 |
erle |
true, but if i make the mountain symbol very large i could just also give it a palette color that is ignored when blitting |
15:24 |
celeron55 |
that's layering, which i think doesn't fit the style well |
15:24 |
celeron55 |
but if you can make it look good, then go ahead |
15:24 |
erle |
each blit takes a list of colors that are stop colors, i.e. if the blit area contains any of those, it does not blit |
15:24 |
erle |
i can try. but first, rails. |
15:35 |
erle |
celeron55 is this what you meant with a dotted line? i think it needs to be a bit darker, but otherwise, i kinda like it. https://mister-muffin.de/p/XRu4.png |
15:35 |
erle |
also i need to work on the diagonals, maybe your grid idea was not so bad |
15:38 |
celeron55 |
well, it's a start, but does need improvement |
15:38 |
celeron55 |
maybe even 2x2 dots would be appropriate |
15:38 |
celeron55 |
as all the other things on the map are so much bigger |
15:49 |
Pexin |
for rails, if possible i would favor what Warr was talking about. old rail maps used a line with periodic short lines crossing it. but once again the resolution may not allow it. |
15:50 |
erle |
MisterE[m] what is gems actually about? |
15:50 |
Pexin |
it occurs to me that representation might have been a murkan thing. no idea what other countries did |
15:51 |
MTDiscord |
<MisterE> erle, what about having elevation contours? |
15:51 |
MTDiscord |
<MisterE> want to play gems? |
15:52 |
Pexin |
settl3r[m]: someone was working on making cats tameable by giving them fish, but i dont think they got around to finishing it yet. |
15:52 |
erle |
not right now, but maybe you can point me to what gems does |
15:52 |
erle |
like documentation |
15:52 |
MTDiscord |
<MisterE> oh documentation, how I hate thee |
15:52 |
MTDiscord |
<MisterE> I wish |
15:53 |
MTDiscord |
<MisterE> so... gems basically is bedwars |
15:53 |
erle |
Pexin settl3r[m] ocelots in mobs_mc are tameable afaik, they become cats |
15:53 |
MTDiscord |
<MisterE> do you know that erle? |
15:53 |
erle |
MisterE[m] what is bedwars lol |
15:53 |
MTDiscord |
<MisterE> ok |
15:53 |
erle |
kill the other players bed? |
15:53 |
erle |
because that's what people already do on anarchy servers hehe |
15:54 |
Pexin |
MY PHYLACHTERY |
15:54 |
MTDiscord |
<MisterE> so... bedwars, eggwars, gems, and their ilk basically are where there are teams, and each team has a base. If their base exists, they can respawn, if it is destroyed, they will be eliminated when they die |
15:54 |
MTDiscord |
<MisterE> with gems, its a bit more complicated |
15:55 |
MTDiscord |
<MisterE> each team has a great gem they must protect. |
15:55 |
MTDiscord |
<MisterE> that is their respawn base |
15:55 |
MTDiscord |
<MisterE> if it is destroyed, they can be eliminated |
15:55 |
MTDiscord |
<MisterE> to destroy a great gem, you must use a gem pick |
15:56 |
MTDiscord |
<MisterE> in eggwars, and in gems, you get items by collecting money (gems) from droppers, and selling them in shops |
15:56 |
MTDiscord |
<MisterE> in gems, you can only sell gems at the correct shop |
15:56 |
erle |
Pexin that made me smile hehehe |
15:56 |
MTDiscord |
<MisterE> like, there are 4 differrent gems, and 4 different shops |
15:57 |
erle |
so uh |
15:57 |
erle |
it is like a heist game |
15:57 |
MTDiscord |
<MisterE> at each shop, you can sell gems, and get gem items of that type, as well as regular items |
15:57 |
MTDiscord |
<MisterE> to destroy a great gem, you need a gem pick |
15:58 |
MTDiscord |
<MisterE> the catch is that you cannot use your team's gem-pick to dig the opposite team's great gem |
15:58 |
MTDiscord |
<MisterE> also, the gem swords work best (add extra damage) against the team of the same type |
15:58 |
MTDiscord |
<MisterE> also gem shields protect most against attacks from the team of that gem type |
15:59 |
MTDiscord |
<MisterE> and gem picks of the same type as a great gem dig fastest |
15:59 |
MTDiscord |
<MisterE> so you see, your own gem type is your team's greatest weakness |
15:59 |
MTDiscord |
<MisterE> you must protect your own team's gem type, even though you cannot use it for much |
16:00 |
MTDiscord |
<MisterE> while trying to capture gems of other teams |
16:00 |
MTDiscord |
<MisterE> because they will be most effective against that team |
16:00 |
|
HuguesRoss joined #minetest |
16:01 |
MTDiscord |
<MisterE> you can use your own type of gem to buy basic items, (regular sword, pick, armor, etc) |
16:01 |
erle |
MisterE[m] so it is about who mines faster |
16:01 |
erle |
MisterE[m] can players also attack each other? |
16:02 |
MTDiscord |
<MisterE> you can also use your own type of gems to purchase gem protector blocks. Those are the only gem item you want in your own gem type |
16:02 |
erle |
does this mean you need like a lot of players? |
16:02 |
MTDiscord |
<MisterE> oh I forgot the gem blocks which cannot be mined except by gem picks |
16:02 |
erle |
also where would the map come in here, as a HUD for “where is the shop and where are the gems”? |
16:03 |
MTDiscord |
<MisterE> but gem protectors are defensive blocks that damage other teams but not your team |
16:03 |
MTDiscord |
<MisterE> in a readius |
16:03 |
MTDiscord |
<MisterE> *radius |
16:03 |
MTDiscord |
<MisterE> erle, you can pvp, that is mostly the point |
16:03 |
erle |
so how big is the arena? |
16:04 |
MTDiscord |
<MisterE> you need at least 2 players for 2 team, and 4 players for 4 team games. But the 2 team isnt very fun without 4 players, and the 4 team isnt very fun without 12 players |
16:04 |
MTDiscord |
<MisterE> the maps are... kinda large? |
16:04 |
MTDiscord |
<MisterE> depends |
16:04 |
MTDiscord |
<MisterE> I have an island map |
16:04 |
|
ronoaldo joined #minetest |
16:04 |
MTDiscord |
<MisterE> for 2 teams |
16:04 |
|
chikao joined #minetest |
16:04 |
MTDiscord |
<MisterE> where each team is on a pirate ship on 2 sides of an island |
16:05 |
MTDiscord |
<MisterE> there are mines (gem droppers) in "mine-like" structures on the island, |
16:05 |
MTDiscord |
<MisterE> and shops in the ships |
16:05 |
MTDiscord |
<MisterE> also there are shops on top of the mountian on the island |
16:06 |
MTDiscord |
<MisterE> there are also the two other gem types which do not have teams attached on the sides of the island, in mines and shops in small boats just off the island |
16:06 |
MTDiscord |
<MisterE> then there is a space themed arena (2 players). its kinda experimental. |
16:06 |
MTDiscord |
<MisterE> *2 teams |
16:06 |
MTDiscord |
<MisterE> each team spawns in a small planetoid' |
16:07 |
MTDiscord |
<MisterE> and their great gems are on an islend bewteen them, in the middle |
16:08 |
MTDiscord |
<MisterE> there are droppers in their starting planetoids, and also on the central island. the shops are in the starting planetoids, and there are the extra color gems in spaceships to the side |
16:08 |
MTDiscord |
<MisterE> then the 4 team arena |
16:08 |
MTDiscord |
<MisterE> is in a desert valley setting |
16:08 |
erle |
MisterE[m] i think up until 256×256 it probably works for my map HUD approach. after that, you no longer benefit much without a big screen, as the pixels are too tiny to recognize anything. |
16:08 |
erle |
so how big is the arena in terms of nodes? |
16:09 |
MTDiscord |
<MisterE> I dont recall, but I think that would work for many arenas |
16:09 |
MTDiscord |
<MisterE> but... there is an issue... |
16:09 |
MTDiscord |
<MisterE> if the maps are autogenerated |
16:09 |
MTDiscord |
<MisterE> then they will show stuff outside the arena |
16:09 |
MTDiscord |
<MisterE> which is usually empty air, or flat stone |
16:10 |
MTDiscord |
<MisterE> also the arenas are rectanglular often' |
16:10 |
MTDiscord |
<MisterE> and the space-themed one will not go well with the theme, I think |
16:10 |
MTDiscord |
<MisterE> so, those are some issues to consider |
16:10 |
MTDiscord |
<MisterE> for finding the map elements, I was considering Positional HUDs' |
16:11 |
erle |
it is trivial to limit the map rendering to whatever you want |
16:11 |
erle |
like, i limit it to an 80×80×80 cube because i want to minimize emerges |
16:11 |
MTDiscord |
<MisterE> so, the gems arena is defined in the arena definition as two bounding points, so the map can use that |
16:11 |
erle |
good |
16:11 |
erle |
yes |
16:11 |
MTDiscord |
<MisterE> and it does get all emerged anyways |
16:11 |
erle |
sounds good |
16:12 |
MTDiscord |
<MisterE> I suppose the map can be themed? |
16:12 |
erle |
obviously you can do whatever you want |
16:12 |
erle |
it's just showing a bitmap |
16:13 |
MTDiscord |
<MisterE> well, I saw 2 themes in the examples |
16:13 |
MTDiscord |
<MisterE> pirate-map like |
16:13 |
MTDiscord |
<MisterE> and more true-to-life |
16:14 |
erle |
the more true-to-life thing is from mcl_maps, which fleckenstein made … last year i think (?) and i improved for mineclonia (i am not done with the improvements yet) |
16:15 |
MTDiscord |
<MisterE> hm, so xmaps is just the pirate-theme? |
16:15 |
MTDiscord |
<MisterE> well, I guess it would mostly work |
16:15 |
MTDiscord |
<MisterE> erle, no rush, but before you help with the code, you should play gems, and then examine the code |
16:18 |
erle |
xmaps is just “hand drawn treasure map” themed |
16:18 |
erle |
like if you had a mapgen that added chests somewhere |
16:19 |
erle |
you could generate some far away chest, make an item using xmaps and put it into a chest at the current position |
16:19 |
erle |
or players could mark their bases like that |
16:19 |
erle |
if you want a dynamic map for gems that shows, for example, where the enemy is and where you are, that's possible |
16:20 |
erle |
but it might be more interesting if it only has the level layout |
16:20 |
erle |
like a proper minimap |
16:20 |
erle |
and maybe a location of shops and gems |
16:20 |
erle |
your choice |
16:33 |
Pexin |
erle: re client hints: well of course, the server has the right to know everything about you, and you aren't allowed to know anything about the server. that's just fair innit. *confused corporate noises* |
16:33 |
erle |
hehehehehehe |
16:34 |
erle |
this is rails on flat ground in the woods with darker dotted lines https://mister-muffin.de/p/nOhl.png |
16:37 |
|
wolfshappen joined #minetest |
16:45 |
erle |
Pexin look https://mister-muffin.de/p/NZ_0.png |
16:46 |
Pexin |
oooooh |
16:46 |
Pexin |
. |
16:47 |
erle |
Pexin is this what you want? |
16:47 |
erle |
the diagonal one looks like crap |
16:47 |
Parnikkapore_m |
that does look a lot more like train tracks (but needs better transitions) |
16:48 |
Parnikkapore_m |
darker dotted lines looks a lot like a walking path (or maybe the "walk like this to the X" on treasure maps) |
16:49 |
Parnikkapore_m |
not always a bad thing tho |
16:50 |
Pexin |
yeah i was thinking dotted line looks like walking path too. not sure why I thought that |
16:51 |
Pexin |
erle: looks like you're putting a lot of work into this. once it's ready, I think I'll suggest it to the admins on my regular server (with procedural treasure) |
16:51 |
erle |
Pexin you can already suggest it |
16:52 |
Pexin |
I'm sure the ProcTreas can be modular |
16:52 |
erle |
i will keep it compatible with all future API extensions |
16:52 |
erle |
like, when i enable different map styles, this will just be the default |
16:54 |
erle |
MisterE[m] Pexin i wonder: for radically different map styles, would it just be enough for the map to have a callback that just takes minp, maxp and spits out a bitmap? |
16:55 |
Pexin |
¯\_(ツ)_/¯ |
16:57 |
erle |
Pexin anyway, it's “ready” from my POV as soon as version 2022-05-22.2 is on cdb |
16:58 |
erle |
Pexin but you can start making a “treasure chest” mod right now actually |
17:21 |
|
ayaka joined #minetest |
18:03 |
|
___nick___ joined #minetest |
18:12 |
|
BuckarooBanzai joined #minetest |
18:33 |
|
specing joined #minetest |
18:34 |
|
snat joined #minetest |
18:48 |
celeron55 |
i think the "Pexin-style" track looks fine |
18:49 |
celeron55 |
the almost glitch like graphical quality doesn't bother me |
18:49 |
celeron55 |
the dotted line is indeed not very self-explanatory |
18:51 |
celeron55 |
i mean, if i was shown the former without any indication what it was representing, one of my guesses would be railroad track |
18:51 |
celeron55 |
i can't say the same of the latter |
19:05 |
|
___nick___ joined #minetest |
19:06 |
|
orwell96_ joined #minetest |
19:07 |
|
___nick___ joined #minetest |
19:16 |
|
specing_ joined #minetest |
19:24 |
MinetestBot |
[git] Wuzzy2 -> minetest/minetest: Add missing comma in example in lua_api.txt (#12339) fa68227 https://github.com/minetest/minetest/commit/fa682270a99383f0f91c37aeed974acc140f34df (2022-05-22T19:23:04Z) |
19:59 |
|
Wuzzy joined #minetest |
21:10 |
|
snat joined #minetest |
21:56 |
|
snat joined #minetest |
22:00 |
|
Sven_vB joined #minetest |
22:21 |
|
toluene joined #minetest |
22:25 |
|
snat joined #minetest |
22:36 |
|
panwolfram joined #minetest |
22:55 |
|
onehittoaster joined #minetest |
23:49 |
|
erle joined #minetest |