Minetest Mapper Features ######################## Minetestmapper generates maps of minetest and freeminer worlds. Major Features ============== * Support for both minetest and freeminer * Support for sqlite3, postgresql, leveldb and redis map databases * Generate a subsection of the map, or a full map (but the size of generated images is limited - see 'Known Problems' below) * Generate regular maps or height-maps * All colors for regular or height maps are configurable * Draw player positions * Draw different geometric figures, or text on the map * Draw the map at a reduced scale. E.g. 1:4 (max: 1:16). * Draw a scale on the left and/or top side of the map, and/or a height scale (for height maps) on the bottom. * Optionally draw some nodes transparently (e.g. water) * Includes a user manual Build Features ============== * Supports both the gcc and clang compiler suites * Supports MSVC building on Windows (with SQLite3 and LevelDB) * With automatic downloading of all but one of the required libraries. * Build rpm, deb and/or tar.gz installation packages. Or simply type 'make install'. Minor Features ============== * Specify a number colors symbolically ('red', ...) * Draw a grid on the map * Show a progress indicator * Draw shades to accentuate height differences (on by default) * Report actual world dimensions in all directions, as well which part of it will be in the map. * optionally, avoid reading the block list from the database (may be more efficient when mapping small parts of the *existing* world) Differences From Stock Minetestmapper ===================================== * Support for the new freeminer database format * Support for the unofficial postgresql backend. * Ability to draw height-maps * Different methods for drawing transparent blocks (more than transparency on and off) * Different colors can be specified for nodes, in the same colors file, depending on whether transparency is enabled or not. * Abiliy to draw different geometric figures, or text on the map * Map dimensions can be specified in different ways: - using two corners - using a corner and the size - using the center and the size * Pixel or block granularity for the dimensions (stock minetestmapper always uses block granularity: it rounds all dimensions to the next multiple of 16). * Colors files are automatically searched for in the world directory, or in system directories * Colors files can include others, so that just a few colors can be redefined, and the system colors file used for the others. * The map can be drawn at a reduced scale (1:1 - 1:16). This means that a full world map can now be generated. * A grid can be drawn on the map. * A number of symbolic colors ('red', ...) are available on the command-line. * The scale can be enabled on the left and top side individually * Major and minor (tick) intervals are configurable for the scale * Block numbers are shown on the scale as well * Optionally, avoid reading the block list from the database (dramatically speeds up generating maps of small parts of large worlds) * Compiles using MSVC on windows. In addition a number bugs have been fixed. As bugs are also getting fixed in the stock version of minetestmapper, no accurate list can be given. Known Problems ============== * It is currently not possible to generate huge maps. On 32-bit systems, the map size is limited by the maximum amount of memory (or really: the size of the address space). this means in practise that maps larger than about 24100x24100 (determined experimentally - YMMV) can't be generated. Note, that even if a larger /could/ be generated, most 32-bit applications would still not be able to display it for the same reason. On 64-bit systems, the libgd image library unfortunately limits the map size to approximately 2147483648 pixels, e.g. approximately 46300x46300. If a full map is required for a world that is too large, there are currently two options: - Generate the map in sections, and use another application to paste them together. - Generate a 1:2 or 1:4 scaled version of the map, if the reduced level of detail is acceptable. A third alternative, is of course to support the libgd project in removing the current restrictions on image size. * On scaled maps, the colors of some pixels may be imperceptibly different on different systems. The difference would be at most 1/256 per color. (e.g., a pixel with color ``#4c92a1`` on one system, might have color ``#4x91a1`` on another system) The cause of this difference has not been determined yet. * The drawing library supports ISO8859-2 fonts only. Characters in text and player names that cannot be converted to the ISO8859-2 character set will not be rendered correctly.