Search found 43 matches

by Pablo.R
Thu Nov 09, 2023 21:09
Forum: Minetest-related projects
Topic: Minetestmapper rewritten into C++
Replies: 252
Views: 79407

Re: Minetestmapper rewritten into C++

It works perfectly.

Thanks very much Blockhead.!
by Pablo.R
Wed Nov 08, 2023 23:50
Forum: Mod Releases
Topic: [Mod] Map generator with Rivers [mapgen_rivers]
Replies: 125
Views: 31887

Re: [Mod] Map generator with Rivers [mapgen_rivers]

For who is interested, I have created a 100 times faster version of the spawn logic and liberated it as a module in https://gitlab.com/paanrama/mg_rivers_spawn/-/tree/v1.0?ref_type=tags Also have a liberated a customized new version of mapgen_rivers with the changes that Gael was developing (map bor...
by Pablo.R
Wed Nov 01, 2023 19:42
Forum: Partly official engine development
Topic: Question About minetest.find_nodes_in_area functions
Replies: 4
Views: 2624

Re: Question About minetest.find_nodes_in_area functions

Sorry! I forget this because as workaround now I use soil and sand groups and add a custom group to some other nodes. As there is a workaround don't worry too much about this. As reference the code where I use the find_nodes_in_area_under_air function is below (as a part of bigger lua file). If I re...
by Pablo.R
Wed Nov 01, 2023 19:16
Forum: Minetest-related projects
Topic: Minetestmapper rewritten into C++
Replies: 252
Views: 79407

Re: Minetestmapper rewritten into C++

Hi, is there a way to only generate a portion of the map? I see a pair of min-y / max-y parameter for the y coordinate, but can't find similar parameters for x and z coordinates. I have a map with a few random emerged areas of near 500 by 500 nodes each and minetestmapper abort with an error because...
by Pablo.R
Fri Sep 29, 2023 14:48
Forum: Mod Releases
Topic: [Mod] Map generator with Rivers [mapgen_rivers]
Replies: 125
Views: 31887

Re: [Mod] Map generator with Rivers [mapgen_rivers]

If anybody needs a spawn generator for mapgen_rivers, I was working to make one (still basic beta stuff, but working) feel free to use this code (is a WIP that can be taken with CC BY-NC-SA 4.0). Use the constants (kl_spawn.*) to fine tuning the search to the parameters you use in mapgen_rivers. I t...
by Pablo.R
Thu Sep 28, 2023 22:42
Forum: Partly official engine development
Topic: Question About minetest.find_nodes_in_area functions
Replies: 4
Views: 2624

Re: Question About minetest.find_nodes_in_area functions

I found the problem, the group value of the nodes searched must be 1 (it can not be > 1)
by Pablo.R
Thu Sep 28, 2023 22:10
Forum: Partly official engine development
Topic: Question About minetest.find_nodes_in_area functions
Replies: 4
Views: 2624

Question About minetest.find_nodes_in_area functions

I am working on a custom mapgen and have problems with minetest.find_node_in_area and minetest.find_nodes_in_area_under_air.

For my custom mapgen this functions always return nothing.

Are them designed to work only with the standard mapgens?
by Pablo.R
Wed Mar 01, 2023 01:18
Forum: Partly official engine development
Topic: How do database files look like in Minetest
Replies: 18
Views: 2911

Re: How do database files look like in Minetest

I usually use DBeaver SQL Client to access Minetest Database files (because is the SQL client I use to access databases at work).
by Pablo.R
Tue Oct 25, 2022 21:31
Forum: Mod Releases
Topic: [Mod] Map generator with Rivers [mapgen_rivers]
Replies: 125
Views: 31887

Re: [Mod] Map generator with Rivers [mapgen_rivers]

mapgen_rivers is a experimental (proof of concept) mapgen. See it as an alpha release, i.e. not ready to play yet. But if you include in Minetest Game mapgen_rivers with biomegen mod, it can generate the decorations (trees and others) of the game defined biomes (without biomegen mods there is no dec...
by Pablo.R
Mon Sep 26, 2022 14:20
Forum: Mod Releases
Topic: [Mod] Map generator with Rivers [mapgen_rivers]
Replies: 125
Views: 31887

Re: [Mod] Map generator with Rivers [mapgen_rivers]

I think that you need to change the scale and/or offset parameter of the np_base noise with a bigger number. The top mountain high must be something near offset + scale (and the deeper place -1*scale - offset). np_base = { flags = eased lacunarity = 2 persistence = 0.6 seed = 2469 spread = (5000,500...
by Pablo.R
Thu Apr 07, 2022 02:21
Forum: Mod Releases
Topic: [Mod] Map generator with Rivers [mapgen_rivers]
Replies: 125
Views: 31887

Re: [Mod] Map generator with Rivers [mapgen_rivers]

Even if it can't be merged, it would be nice for servers to have this mapgen as a fast terrain generator. I have using it for some time to generate 60000 x 60000 maps and is already very fast (but you need to adjust the generator parameters to create a map this large). You could have an option to e...
by Pablo.R
Tue Apr 05, 2022 01:46
Forum: Mod Releases
Topic: [Mod] Map generator with Rivers [mapgen_rivers]
Replies: 125
Views: 31887

Re: [Mod] Map generator with Rivers [mapgen_rivers]

Today I found a very weird river.
ksnip_20220404-214503.png
ksnip_20220404-214503.png (940.3 KiB) Viewed 4568 times
by Pablo.R
Tue Mar 29, 2022 23:20
Forum: Mod Releases
Topic: [Mod] Map generator with Rivers [mapgen_rivers]
Replies: 125
Views: 31887

Re: [Mod] Map generator with Rivers [mapgen_rivers]

Gael, I has been playing with the dev version, and only can say Thanks!
mapgen_rivers
mapgen_rivers
MTG_Rivers_07B.png (870.94 KiB) Viewed 4657 times
by Pablo.R
Tue Mar 29, 2022 18:18
Forum: Mod Releases
Topic: [Mod] Map generator with Rivers [mapgen_rivers]
Replies: 125
Views: 31887

Re: [Mod] Map generator with Rivers [mapgen_rivers]

Thanks for welcome and the guidance! These settings really do get closer to what I love about the older style landscape. Your instructions give me some insight into how to manipulate the settings. Attached is the map view with the exact settings you suggested. The mountains begin much further inlan...
by Pablo.R
Tue Aug 24, 2021 20:12
Forum: Mod Releases
Topic: [Mod] Map generator with Rivers [mapgen_rivers]
Replies: 125
Views: 31887

Re: [Mod] Map generator with Rivers [mapgen_rivers]

Is it possible to add in an adjustable marging to the generation of the edges, so that they're less of a straight line? Something like 0-1000 nodes, or maybe more to create a smaller base map with lots of big peninsulas and/or fjords. That's a good idea and I think it is possible, the base noise ar...
by Pablo.R
Thu Aug 19, 2021 01:03
Forum: Mod Releases
Topic: [Mod] Map generator with Rivers [mapgen_rivers]
Replies: 125
Views: 31887

Re: [Mod] Map generator with Rivers [mapgen_rivers]

I was travelling the last days between a lot of beautiful landscapes. Finally I found something extrange, some kelps not like sea water.
ksnip_20210818-210302.png
ksnip_20210818-210302.png (444.78 KiB) Viewed 5029 times
Edit: I have water level set in -5 in minetest configuration, must be that.
by Pablo.R
Sat Aug 14, 2021 19:56
Forum: Mod Releases
Topic: [Mod] Map generator with Rivers [mapgen_rivers]
Replies: 125
Views: 31887

Re: [Mod] Map generator with Rivers [mapgen_rivers]

Gael, I have modified the view.py file to show the sea in a different color (CET_L6) than the lakes. Its not perfect yet but maybe you like it. #!/usr/bin/env python3 import numpy as np import sys, traceback has_matplotlib = True try: import matplotlib.colors as mcl import matplotlib.pyplot as plt t...
by Pablo.R
Mon Aug 09, 2021 19:53
Forum: Mod Releases
Topic: [Mod] Map generator with Rivers [mapgen_rivers]
Replies: 125
Views: 31887

Re: [Mod] Map generator with Rivers [mapgen_rivers]

The last days I was trying the new version of the mapgen (from Content DB) and I think the landscapes are beautiful and the lakes astonishing. It needs some adjusts here and there but, at least for me, it is the best terrain generator I have seen until now. Something that don't work for me is the ma...
by Pablo.R
Mon Aug 09, 2021 19:46
Forum: Minetest-related projects
Topic: update-minetest-mods Linux bash scripts
Replies: 33
Views: 5080

Re: update-minetest-mods Linux bash scripts

Linuxdirk wrote:
Wed Aug 04, 2021 06:30
You can provide the working directory to Git using the -C parameter. By using this parameter you can eliminate all directory changes in your script.
Thanks!
by Pablo.R
Wed Aug 04, 2021 00:43
Forum: Minetest-related projects
Topic: update-minetest-mods Linux bash scripts
Replies: 33
Views: 5080

Re: update-minetest-mods Linux bash scripts

This is the little script that I use to update my git repositories (including minetest repos) maybe is useful for you. #!/bin/bash # Update All Git Repositories Under Current Folder # TODO: Pass Folder to check as parameter (optional) # store the current dir CUR_DIR=$(pwd) # Let the person running t...
by Pablo.R
Fri May 28, 2021 01:13
Forum: Maps
Topic: RMS TITANIC Map
Replies: 5
Views: 2424

Re: RMS TITANIC Map

WOW the video is Wonderful!
by Pablo.R
Thu Feb 25, 2021 13:17
Forum: News
Topic: Minetest 5.4.0
Replies: 97
Views: 59308

Re: Minetest 5.4.0

Great! Already in Minetest 5.4 (on Ubuntu 20.04)

Many, many thanks for your hard work!
by Pablo.R
Tue Feb 16, 2021 13:45
Forum: Minetest-related projects
Topic: MinetestMapperGui - Graphical userinterface for mtmapper
Replies: 131
Views: 58603

Re: MinetestMapperGui - Graphical userinterface for mtmapper

I have been trying to compile it on Ubuntu 20.04, but it ends with and error. Can anybody help me? $ make g++ -Wl,-O1 -o MinetestMapperGui main.o mainwindow.o colorlineedit.o geometry.o geometrywidget.o configdialog.o makecolors.o drawmapfigure.o drawmapfiguretablemodel.o figuredelegate.o minetestma...
by Pablo.R
Fri May 01, 2020 02:34
Forum: Mod Releases
Topic: [mod] Draconis [2.0.5] [draconis]
Replies: 131
Views: 53817

Re: [Mod] Dragons & Wyverns [0.11] [draconis]

default mod is part of minetest_game
by Pablo.R
Sun Mar 22, 2020 17:34
Forum: WIP Mods
Topic: [Mod] Mapgen from geographical data [geo-mapgen] (Biomes!)
Replies: 80
Views: 20605

Re: [Mod] Mapgen from geographical data [geo-mapgen] (Biomes

Combining GEBCO and SRTM is a very good idea, and I remember doing something similar with other data sources. What did you try? Maybe I can find again the script I wrote to do it, if you are interested (it was also not perfect on the coastline). I was trying to scale GEBCO by 5 horizontal factor, d...