Mind sending me the current beta build? Thanks in advance
Sure, I was going to wait until all the issues we've found so far are fixed and then send the updated version, but if y'all prefer I can send out the current one now.
Can't you use http://forum.blockland.us/index.php?topic=147039.0(forceRequiredAddon) and execute the server.cs? I know they're empty, but using trace(1); yields this:So either it's not something you can see in Torquescript, or executing the server.cs of a print addon loads the prints.
That's all I can tell. Someone else can probably help you more, I've hardly touched making add-ons
You can check if they are enabled and if not, just notify the player. Usually forcing add-ons is discouraged either way.
I wanted to force-enable default ModTer prints so that default settings would have prints already setup in the GUI for you. However, for some reason forcing prints doesn't seem to work - the console says they have been executed, but I don't see the prints, even when I can for them with getPrintTexture(#); If all else fails, I'll just recommend enabling them instead.
I ran the debug version of the noise.cs twice, once with the out-of-the-box version only with the finite terrain size halved and once with the Scriptobjects.cs.
Here are the results:
Default settings
Scriptobjects.cs
I checked the log and I think the issue lies with the random number generator and how the engine works on Mac computers. You can see this in the log itself here:
PTG_RandNumGen_Chunk:0 -64 64 1237 35801 72727 50 | 45 45 45 45 || 0 0 0 0
No matter what values are plugged in, the generator always outputs 45, and returns a value of 0, so terrain ends up being the offset height + 0. I'm not exactly sure what would cause that, but there are a few more things we can try to figure out what's breaking the random number function. I'll send you another PM.