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This map generator is starting to look pretty good now... also, disabled loading player position from disk because map is regenerated always.
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11 changed files with 437 additions and 442 deletions
16
src/main.cpp
16
src/main.cpp
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@ -333,6 +333,19 @@ Doing now:
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* Make the generator to run in background and not blocking block
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placement and transfer
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* Fix the strange mineral occurences
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* When the map is generated and a place is found for the player, the
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first chunk is actually still volatile and will have stuff still
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changed after spawning, which creates a lot of glitches.
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- This is partly fixed by now allowing only 2-sector deeep
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modification of volatile chunks. But it should still be fixed?
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- How about checking that the neighbors are fully generated too and
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generate them when the middle piece is needed
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- This is very slow
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- How about just enabling changed_blocks properly
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- This is probably a good idea
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- The server has to make sure the spawn point is not at the
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changing borders of a chunk
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* Add some kind of erosion and other stuff that now is possible
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======================================================================
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@ -2690,8 +2703,7 @@ int main(int argc, char *argv[])
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}
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// We want a slight delay to very little
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// time consuming nodes
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//float mindelay = 0.15;
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float mindelay = 0.20;
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float mindelay = 0.15;
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if(nodig_delay_counter < mindelay)
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{
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nodig_delay_counter = mindelay;
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