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bug-fixin'
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parent
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24 changed files with 347 additions and 178 deletions
45
src/main.cpp
45
src/main.cpp
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@ -112,19 +112,12 @@ Documentation:
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Build system / running:
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-----------------------
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NOTE: The following fixme is not apparently valid, and it does work.
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FIXME: Graphical mode seems to segfault with Irrlicht 1.7.1 on 64-bit
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systems. (Ubuntu)
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- http://pastebin.no/32bo
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- Might be just a bad build, too
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- Doesn't affect Irrlicht 1.7.2 or 32-bit 1.7.1. (Arch/Debian)
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- A similar error occurs when getTexture is called from a thread
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when the texture has not been already loaded from disk:
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http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?p=68830
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FIXME: Some network errors on Windows that cause local game to not work
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- See siggjen's emails.
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- Is this the famous "windows 7 problem"?
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- Apparently there might be other errors too
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- There is some problem with the menu system, something like the
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.Parent of guiPauseMenu to end up being 0xfeeefeee
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Networking and serialization:
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-----------------------------
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@ -254,26 +247,10 @@ TODO: Flowing water to actually contain flow direction information
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TODO: Remove duplicate lighting implementation from Map (leave
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VoxelManipulator, which is faster)
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FEATURE: Map generator version 2
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- Create a system that allows a huge amount of different "map
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generator modules/filters"
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FEATURE: Create a system that allows a huge amount of different "map
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generator modules/filters"
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FEATURE: The map could be generated procedually:
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- This would need the map to be generated in larger pieces
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- How large? How do they connect to each other?
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- It has to be split vertically also
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- Lighting would not have to be necessarily calculated until
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the blocks are actually needed - it would be quite fast
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- Something like 64*64*16 MapBlocks?
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- No, MapSectors. And as much as it is efficient to do,
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64x64 might be too much.
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- FIXME: This is currently halfway done and the generator is
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fairly broken
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* Make the stone level with a heightmap
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* Carve out stuff in the stone
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* Dump dirt all around, and simulate it falling off steep
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places
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* Erosion simulation at map generation time
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FEATURE: Erosion simulation at map generation time
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- Simulate water flows, which would carve out dirt fast and
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then turn stone into gravel and sand and relocate it.
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- How about relocating minerals, too? Coal and gold in
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@ -294,8 +271,7 @@ Doing now (most important at the top):
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- map/meta.txt, which should contain only plain text, something like this:
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seed = 7ff1bafcd7118800
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chunksize = 8
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- map/chunks.dat
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* Save chunk metadata on disk
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- map/chunks.dat: chunk positions and flags in binary format
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* Make server find the spawning place from the real map data, not from
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the heightmap
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- But the changing borders of chunk have to be avoided, because
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@ -306,7 +282,6 @@ Doing now (most important at the top):
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* Check the fixmes in the list above
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=== Stuff to do after release
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* Set backface culling on, especially for water
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* Add some kind of erosion and other stuff that now is possible
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* Make client to fetch stuff asynchronously
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- Needs method SyncProcessData
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@ -316,7 +291,7 @@ Doing now (most important at the top):
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* Water doesn't start flowing after map generation like it should
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- Are there still problems?
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* Better water generation (spread it to underwater caverns but don't
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fill dungeons that don't touch outside air)
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fill dungeons that don't touch big water masses)
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* When generating a chunk and the neighboring chunk doesn't have mud
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and stuff yet and the ground is fairly flat, the mud will flow to
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the other chunk making nasty straight walls when the other chunk
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@ -1943,7 +1918,9 @@ int main(int argc, char *argv[])
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continue;
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}
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std::cout<<DTIME<<"Connecting to server..."<<std::endl;
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dstream<<DTIME<<"Connecting to server at ";
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connect_address.print(&dstream);
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dstream<<std::endl;
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client.connect(connect_address);
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try{
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