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more tweaking
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@ -346,6 +346,8 @@ Doing now:
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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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* Make client to fetch stuff asynchronously
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- Needs method SyncProcessData
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======================================================================
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14
src/map.cpp
14
src/map.cpp
@ -2309,10 +2309,8 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
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Randomize some parameters
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*/
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// 0-100
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// Usually little, sometimes huge
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//u32 stone_obstacle_amount = myrand_range(0, myrand_range(0, 100));
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u32 stone_obstacle_amount = myrand_range(0, myrand_range(20, 100));
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u32 stone_obstacle_amount =
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myrand_range(0, myrand_range(20, myrand_range(80,150)));
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/*
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Loop this part, it will make stuff look older and newer nicely
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@ -2492,14 +2490,18 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
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s16 route_y_min = 0;
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//s16 route_y_max = ar.Y-1;
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s16 route_y_max = stone_surface_max_y - of.Y;
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s16 route_y_max = -of.Y + stone_surface_max_y + max_tunnel_diameter/2;
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route_y_max = rangelim(route_y_max, 0, ar.Y-1);
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if(bruise_surface)
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{
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/*// Minimum is at y=0
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route_y_min = -of.Y - 0;*/
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// Minimum is at y=max_tunnel_diameter/4
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route_y_min = -of.Y + max_tunnel_diameter/4;
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//route_y_min = -of.Y + max_tunnel_diameter/4;
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//s16 min = -of.Y + max_tunnel_diameter/4;
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s16 min = -of.Y + 0;
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route_y_min = myrand_range(min, min + max_tunnel_diameter);
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route_y_min = rangelim(route_y_min, 0, route_y_max);
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}
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