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