Search found 34 matches
- Sat Nov 05, 2016 23:29
- Forum: Problems
- Topic: Problems with number keys
- Replies: 0
- Views: 239
Problems with number keys
It is a known bug that the number keys (not the keypad) don't work on some layouts on Linux. But I found something interesting. When I had "Slovak (qwerty)" as primary layout and english as secondary AND selected english as current layout, the number keys produced nonsense characters when ...
- Fri Sep 02, 2016 10:01
- Forum: WIP Mods
- Topic: [Experimental][Mod] More rocks / oregen / geology [rocks]
- Replies: 53
- Views: 8623
Re: [Experimental] More rocks / oregen / geology [rocks]
I try to use the builtin tools from Minetest. I used the experimental 30 biomes mod from Gael de Sailly and add some stone nodes. Then I replaced some stones with the new rocks. Last but not least I add some stones as ores (currently just one). I think this works very well. Good work burli. My idea...
- Mon Aug 08, 2016 19:02
- Forum: WIP Mods
- Topic: [Experimental][Mod] More rocks / oregen / geology [rocks]
- Replies: 53
- Views: 8623
Re: [Experimental][Mod] More rocks [rocks]
Progress: pipe generator rewritten to C++. What is more: I added support for sub-ores to Pipe and Blob (puff and sheet planned) and extended Scatter to act as sub-ore. Sub-ores spawn near or in their parent ores. Eg: diamonds in kimberlite. You can check-out my code at git-hub , but it need some mor...
- Mon Aug 08, 2016 18:45
- Forum: WIP Mods
- Topic: [Experimental][Mod] More rocks / oregen / geology [rocks]
- Replies: 53
- Views: 8623
Re: [Experimental][Mod] More rocks [rocks]
That textures are borrowed (WTFPL) from game Decoblocks as noted in decoblocks.txt. Try comparing checksums with eg geeqie.burli wrote: https://github.com/Gael-de-Sailly/rocks ... s/textures
bb? blkgr? brgr? ... yss?
Black Basalt, BLacK GRanite, Yellow SandStone...
- Tue Jul 19, 2016 09:13
- Forum: General Discussion
- Topic: profiler graph question
- Replies: 14
- Views: 2968
Re: profiler graph question
rtt is round trip time. The time for a packet to got from client to server and back, like a ping.
rupd is update (upd) of something (r),
jitter is how much the value jumps around,
packets_lost is how bad is your internet connection.
Important fields are the RTT(ping) and FPS.
rupd is update (upd) of something (r),
jitter is how much the value jumps around,
packets_lost is how bad is your internet connection.
Important fields are the RTT(ping) and FPS.
- Sun Jul 17, 2016 09:25
- Forum: WIP Mods
- Topic: [Experimental][Mod] More rocks / oregen / geology [rocks]
- Replies: 53
- Views: 8623
Re: [Experimental][Mod] More rocks [rocks]
I found some old commits and stuff in my local repo so I pushed them to the origin (repo.or.cz)
and I also added tag last-usable-abadoned. I do not recommend reading the code :)
and I also added tag last-usable-abadoned. I do not recommend reading the code :)
- Sun Jul 10, 2016 07:04
- Forum: WIP Mods
- Topic: [Experimental][Mod] More rocks / oregen / geology [rocks]
- Replies: 53
- Views: 8623
Re: [WIP][Mod] More rocks [rocks]
We now have 'blob ore' and 'vein ore' in c++. 'blob ore' is a sphere deformed by 3D noise just like your nyancat ore. 'vein ore' is in the same form as the 3D noise tunnels in mgv7. I know 'blob' and 'vein', but 'vein' uses 2x3D noises thus very expensive. I was reading the source of mg_ore and fou...
- Sat Jul 09, 2016 09:11
- Forum: WIP Mods
- Topic: [Experimental][Mod] More rocks / oregen / geology [rocks]
- Replies: 53
- Views: 8623
Re: [WIP][Mod] More rocks [rocks]
Thank you Gael de Sailly for bringing my attention back to minetest. I did not abandon this mod, I just lost ideas of how to implement this. I am surprised :) that author of the Valley mapgen is interested in this. I will do what I can, but I can't do on my own. Now I will try implement the pipe , v...
- Sat Jul 09, 2016 09:11
- Forum: WIP Mods
- Topic: [Mod][Merged] Valleys Mapgen [valleys_mapgen]
- Replies: 439
- Views: 48201
Re: [Mod][Merged] Valleys Mapgen [valleys_mapgen]
How much of functionality is currently ported to the mapgen_valleys.cpp ? (another way) Which one of the current versions is better? What are the gains of using (slower?) Lua version? Thank you. I like this mapgen the most. The overview map by paramat looks good. I did experiments with real-flowing ...
- Sat Nov 14, 2015 22:55
- Forum: Partly official engine development
- Topic: Wrapping minetesetserver in FreePascal
- Replies: 5
- Views: 924
Re: Wrapping minetesetserver in FreePascal
Pascal...that has been a long time ago by now. It used to be Turbo Pascal when I last worked with it. Like most languages, it lived through the libraries it came with. FreePascal didn't have those libraries, so using other languages became more convenient. There is Turbo C, too. FPC includes Dos an...
- Sat Nov 14, 2015 22:37
- Forum: Partly official engine development
- Topic: Wrapping minetesetserver in FreePascal
- Replies: 5
- Views: 924
Re: Wrapping minetesetserver in FreePascal
Did not touch the minetest source yet. Learned how to use libdl in C. Learned how to convert pascal o+ppu to shared library (was suprised the libld does not like plain .o files): use ppumove, it converts one or more units into shared lib and modifies the ppu(s) to use it. FPC stores unit information...
- Sun Nov 08, 2015 17:55
- Forum: Partly official engine development
- Topic: Wrapping minetesetserver in FreePascal
- Replies: 5
- Views: 924
Re: Wrapping minetesetserver in FreePascal
I was trying to understand src/script structure. At first I thought what a scary code, but now I see a lot of logic there. But the cpp_api is a lie, better name would be callbacks. Done some experiments with dl_open and added a hello-world lua api function. Most mods will remain in Lua. I am thinkin...
- Fri Oct 23, 2015 21:39
- Forum: Partly official engine development
- Topic: Wrapping minetesetserver in FreePascal
- Replies: 5
- Views: 924
Wrapping minetesetserver in FreePascal
Hello <people>! So I was trying to wrap the server executable to freepascal program. The program was not supposed to do much. Just print hello world and call main from minetest. A basic experiment before adding hooks and api glue everywhere. {$L minetestserver.o} {L as link in an object file} proced...
- Thu May 28, 2015 06:14
- Forum: WIP Mods
- Topic: [Experimental][Mod] More rocks / oregen / geology [rocks]
- Replies: 53
- Views: 8623
Re: [WIP][Mod] More rocks [rocks]
I see that the state this mod is now is horrible. Now, as I passed my final exams, i decided to spend more time on this. Since I cannot write a complete geological simulator, I decided on the following strategy: 1. Under like 5km generate only igneous rocks. 2. Abowe that generate sandstone, that wi...
- Mon May 11, 2015 10:26
- Forum: WIP Mods
- Topic: [Experimental][Mod] More rocks / oregen / geology [rocks]
- Replies: 53
- Views: 8623
Re: [WIP][Mod] More rocks [rocks]
veins are, geologically speaking, usually faults, and therefore planes. They can be intrusions, and then they're shaped dendric (like a tree). The quadratic curve will be used for (kimberlite?) pipes. Planes for hidrotermal veins. https://forum.minetest.net/download/file.php?mode=view&id=2657&a...
- Sun May 10, 2015 14:33
- Forum: WIP Mods
- Topic: [Experimental][Mod] More rocks / oregen / geology [rocks]
- Replies: 53
- Views: 8623
Re: [WIP][Mod] More rocks [rocks]
It indeed looks nice, I like the waving layers. We'll just consider any vertical edges to be "faults" like real geologists, and make up a good story about it! The faults in a singe layer are caused by switching "geomes". But I have a bug hidden somewhere causing whole layers to ...
- Sat May 09, 2015 14:05
- Forum: WIP Mods
- Topic: [Experimental][Mod] More rocks / oregen / geology [rocks]
- Replies: 53
- Views: 8623
Re: [WIP][Mod] More rocks [rocks]
As a former Geology student I can't help worry that rock types are deposited in entirely unrealistic ways in these images :^) A 2D mapgen seems terribly wrong. Perhaps you need to combine several 3d noise maps - one determining the barrier between crust(igneous) and sediments. By all means let that...
- Sat May 09, 2015 13:49
- Forum: WIP Mods
- Topic: [Experimental][Mod] More rocks / oregen / geology [rocks]
- Replies: 53
- Views: 8623
Re: [WIP][Mod] More rocks [rocks]
Thank you for the suggestion, Segfault22. I have been thinking about that. More rows would be needed in the table if you want to register rocks with different sounds or other properties, which could be difficult if you have a large number of lines in the ipairs table That is exactly the reason why I...
- Mon May 04, 2015 17:07
- Forum: WIP Mods
- Topic: [Experimental][Mod] More rocks / oregen / geology [rocks]
- Replies: 53
- Views: 8623
Re: [WIP][Mod] More rocks [rocks]
Is it intended to have such massive grouping of the same stone type? All I have hit so far is limestone...oh well I will keep digging. Thank you for testing. Sedimentary geomes are 2D. By digging down you only find one type of sedimentary rock. The noises are extremly difficult to controll. It take...
- Sun May 03, 2015 09:09
- Forum: WIP Mods
- Topic: [Experimental][Mod] More rocks / oregen / geology [rocks]
- Replies: 53
- Views: 8623
Re: [WIP][Mod] More rocks [rocks]
Added limestone and 3 coal qualities. Tunded the parameters a bit. It is difficult to get all parameters right due to nature of the noises. Statistics are printed after mapgen. Express your opinion on what should be more and what should be less. If you do not install biomesdev, all sedimentary forma...
- Sat May 02, 2015 19:00
- Forum: WIP Mods
- Topic: [Experimental][Mod] More rocks / oregen / geology [rocks]
- Replies: 53
- Views: 8623
Re: [WIP][Mod] More rocks [rocks]
I have added clay, claystone, slate, gravel, conglomerate, sand, sandstone to spawn in sedimentary layer. Under grass it is like a rainbow. Will be adding some bio and chemo sediments later. Slate is nice black stone, and good for roofing. This rocks spawn simillary to biomes, but using different no...
- Tue Apr 28, 2015 14:27
- Forum: Partly official engine development
- Topic: Ores with high clust_scarcity
- Replies: 3
- Views: 903
Re: Ores with high clust_scarcity
+1. I may say exactely the same thing, maybe I've not understood exactely what you say. Calculate the average number of clusters in the chunk (for example if clust_scarcity = 50*50*50 = 125000, this number is 512000 / 125000 = 4.096) Add a random float number between 0 and 1. So, we have a number b...
- Wed Apr 22, 2015 20:48
- Forum: Partly official engine development
- Topic: Ores with high clust_scarcity
- Replies: 3
- Views: 903
Ores with high clust_scarcity
I propose an improvement to current ore generator. Currently it is possible to define how often a cluser of ore can spawn. Internally, mapchunk volume is divided by this number to determine how many attempts to spawn ore should be performed in the currently generated chunk. But what if you specify h...
- Mon Apr 20, 2015 16:19
- Forum: WIP Mods
- Topic: [Experimental][Mod] More rocks / oregen / geology [rocks]
- Replies: 53
- Views: 8623
Re: [WIP][Mod] More rocks [rocks]
Hey Tomas, This is amazing work. Thanks! Ores should definitely be a part of this. It's a central aspect of geology, and you can't craft an entirely new rock system without considering how it informs the presence of ores, and vice versa. I split this to modpack of following mods: rocks: the rocks m...
- Mon Apr 20, 2015 14:59
- Forum: Feature Discussion
- Topic: Mountain Ranges & Larger Terrain Generation
- Replies: 27
- Views: 6950
Re: Mountain Ranges & Larger Terrain Generation
Well, I was playing with the v7 mapgen and this is what I got. 1. Get latest minetest 2. Create a new world with v7 mapgen and minetest_game. 3. Start and stop it. (idk if necessary) 4. Overwrite the map_meta.txt file with one in attachment. 5. delete map.sqlite The MGv7 has a potential. apparently ...