Search found 39 matches
- Mon Nov 21, 2016 00:29
- Forum: Mod Releases
- Topic: [Mod] Erosion [1.0][erosion]
- Replies: 34
- Views: 4792
Re: [Mod] Erosion [1.0][erosion]
Hmmm...I hadn't. My looking for an erosion-like mod was somewhat cursory, and mostly concentrated on the erosion mechanic, not the world-gen (after all, I didn't initially plan to do any world-gen stuff). The utilities look interesting. They don't place the sideways slopes, though. That's something ...
- Tue Nov 15, 2016 16:11
- Forum: Mod Releases
- Topic: [Mod] Erosion [1.0][erosion]
- Replies: 34
- Views: 4792
Re: [Mod] Erosion [1.0][erosion]
By the way, while I have currently run low on revisions I regard as necessary and useful (partly due to some of the things I wanted to do turning out to have performance issues in testing and partly because of other difficulties), I don't consider development of this closed. If there is significant ...
- Mon Nov 07, 2016 15:07
- Forum: Mod Releases
- Topic: [Mod] Erosion [1.0][erosion]
- Replies: 34
- Views: 4792
Re: [Mod]Erosion[1.0][erosion]
That's good then. MIT seemed like the easiest option. Yeah, searching for the highest walkable node would work but it isn't fast...which may not matter as much for the chatcommand function but it was becoming enough of a concern for the on_generated that I'm not eager to make things slower. I'm cont...
- Mon Nov 07, 2016 12:18
- Forum: Mod Releases
- Topic: [Mod] Erosion [1.0][erosion]
- Replies: 34
- Views: 4792
Re: [Mod]Erosion
Well, the slope generation in existing mapchunks has a bit of a problem in that it generates slopes at the top east edge of the mapchunk as if it were bounded by stone even if it is air (this is probably due to a difference between how minetest.get_voxel_manip() and minetest.get_mapgen_object("...
- Sat Nov 05, 2016 15:19
- Forum: Mod Releases
- Topic: [Mod] Erosion [1.0][erosion]
- Replies: 34
- Views: 4792
Re: [Mod]Erosion
Yeah...that's considerably less important to me than convenience, to be honest. I sorta like the "flip it to the man" aspect of WTFPL, but it seemed like a hassle. Anyway, the trial branch has the chat command "erosion_slope_gen" which requires that you have noclip, server, and r...
- Sat Nov 05, 2016 13:26
- Forum: Mod Releases
- Topic: [Mod] Erosion [1.0][erosion]
- Replies: 34
- Views: 4792
Re: [Mod]Erosion
Aha, just what I was looking for.
A survey of the mods in minetest_game shows a significant preponderance of WTFPD licenses, with GNU LGPD a distant second...MIT is good, right? I think it means basically the same thing as WTFPD but had a form on Github so you just enter your name.
A survey of the mods in minetest_game shows a significant preponderance of WTFPD licenses, with GNU LGPD a distant second...MIT is good, right? I think it means basically the same thing as WTFPD but had a form on Github so you just enter your name.
- Sat Nov 05, 2016 05:00
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 395371
Re: Post your modding questions here
How can I check where are mapblock and mapchunk borders? Every 16 nodes and 5 mapblock, but where is the first mapblock? From x=0 y=0 z=0 to x=15 y=15 z=15? In trying to resolve my own issue I've gotten a more precise answer to your question, I think. If you take a position and put it through the f...
- Sat Nov 05, 2016 04:46
- Forum: Modding Discussion
- Topic: How to know if function definitions have been overwritten?
- Replies: 5
- Views: 354
Re: How to know if function definitions have been overwritte
Heh, I don't know that this is even possible. The on_use/on_place default functions are generated automatically by the item/placeable metatable, but that should mean that each generated function has a unique address, which is why you can't compare to see if things have the same function as the defau...
- Sat Nov 05, 2016 03:08
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 395371
Re: Post your modding questions here
Ah, that's a good point.
- Sat Nov 05, 2016 01:02
- Forum: Mod Releases
- Topic: [Mod] Erosion [1.0][erosion]
- Replies: 34
- Views: 4792
Re: [Mod]Erosion: uses Moreblocks to apply angled terrain
At this point I'm in need of feedback as to whether there are any significant problems with the Trial branch that are not evident in the master branch, as I'd like to put the changes into the master and focus on an algorithm to use the voxelmanip function on existing mapchunks to convert an existing...
- Fri Nov 04, 2016 19:06
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 395371
Re: Post your modding questions here
That should work, but I had trouble with it.
- Fri Nov 04, 2016 19:02
- Forum: Mod Releases
- Topic: [Mod] Erosion [1.0][erosion]
- Replies: 34
- Views: 4792
Re: [Mod]Erosion: uses Moreblocks to apply angled terrain
The trial branch has improved on_generate functionality, but slower performance (not major, but noticeable when first starting a world). It also has an abm and lbms that are currently commented out. I think that I'll remove the lbm's now that the on_generate function is working, and the abm was an e...
- Fri Nov 04, 2016 18:22
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 395371
Re: Post your modding questions here
Oh, I know this one. http://dev.minetest.net/minetest.override_item
Still looking for any info on how to get mapchunks that are already generated to run a voxelmanip on them.
Still looking for any info on how to get mapchunks that are already generated to run a voxelmanip on them.
- Fri Nov 04, 2016 03:14
- Forum: Mod Releases
- Topic: [Mod] Erosion [1.0][erosion]
- Replies: 34
- Views: 4792
Re: [Mod]Erosion: uses Moreblocks to apply angled terrain
Sounds legit. So I just post this in "license.txt" on Github, right? I'm also trying to find out how to apply the on_generated function to existing mapchunks, so I can convert a world I've already got. It would be nice if this can be implemented conditionally so it only happens once, but i...
- Thu Nov 03, 2016 12:05
- Forum: Modding Discussion
- Topic: Post your modding questions here
- Replies: 4208
- Views: 395371
Re: Post your modding questions here
Somewhat related question, how do I get mapchunks that are already generated? Or is there a better way to use voxelmanip on existing map chunks that have already been generated (for the purpose of updating an existing world to a mod I created)?
- Thu Nov 03, 2016 11:21
- Forum: Mod Releases
- Topic: [Mod] Erosion [1.0][erosion]
- Replies: 34
- Views: 4792
Re: [Mod]Erosion: uses Moreblocks to apply angled terrain
At this point the mod is functional and I've started using it with my other mods. It's relatively lightweight in many ways, but I think that all the angled surfaces does decrease the framerate a bit, when you're looking at an expanse of terrain and cliffs from the top of a hill or whatever. Currentl...
- Thu Nov 03, 2016 00:39
- Forum: Modding Discussion
- Topic: Lua optimization tipps
- Replies: 41
- Views: 3296
Re: Lua optimization tipps
It will be great if you can do this without using exponentially more calculations than a simpler control system would.
- Wed Nov 02, 2016 15:13
- Forum: Mod Releases
- Topic: [Mod] Erosion [1.0][erosion]
- Replies: 34
- Views: 4792
Re: [Mod]Erosion: uses Moreblocks to apply angled terrain
Okay, so I kinda hit a wall with doing the logic for the surface slopes and so I tackled the (for me) easier problem of applying angled surfaces to most exposed stone to give a less blocky appearance to caves and cliffs and stuff. And I came up with this. minetest.register_on_generated(function(minp...
- Wed Nov 02, 2016 09:00
- Forum: Modding Discussion
- Topic: Lua optimization tipps
- Replies: 41
- Views: 3296
Re: Lua optimization tipps
The key point is both that the calculation logic is associated with one blocktype and that updating it is only necessary when the blocks attached to that block are altered. This is a specific method of reducing calculations at the top design level, and there are other approaches, but they are all si...
- Tue Nov 01, 2016 08:38
- Forum: Mod Releases
- Topic: [Mod] Erosion [1.0][erosion]
- Replies: 34
- Views: 4792
Re: [Mod]Erosion: uses Moreblocks to apply angled terrain
Okay, I wrote an on_generated function that places torches just above the top of the terrain. If I'm doing anything spectacularly stupid here, let me know (I already discovered that the param2 data did not get set to zero, so all the torches were floating upsidedown rather than attached to the block...
- Tue Nov 01, 2016 07:56
- Forum: Modding Discussion
- Topic: Lua optimization tipps
- Replies: 41
- Views: 3296
Re: Lua optimization tipps
By "something similar" I meant an approach that dramatically reduces the sheer number of calculations that must be made rather than just increasing the efficiency of those calculations, and I'll stand by that. Too refer to that as "so certain" is fundamentally mistaking the gap b...
- Tue Nov 01, 2016 07:47
- Forum: Mod Releases
- Topic: [Mod] Erosion [1.0][erosion]
- Replies: 34
- Views: 4792
Re: [Mod]Erosion: uses Moreblocks to apply angled terrain
Thanks. I'm not *already* using a voxelmanip but I think I have a grasp of how to write one. Still makes me a bit nervous. I think the first thing I'll do is something that just puts torches or something on top of the terrain.
- Tue Nov 01, 2016 07:42
- Forum: Modding Discussion
- Topic: Lua optimization tipps
- Replies: 41
- Views: 3296
Re: Lua optimization tipps
It's not a matter of certainty. It's that there is a proven, workable approach for making it so that you can identify active networks and carry out calculations for them only rather than having to continuously check every node type that can attach to a network. I'd be happy if SegFault22 or anyone e...
- Mon Oct 31, 2016 23:06
- Forum: Modding Discussion
- Topic: Lua optimization tipps
- Replies: 41
- Views: 3296
Re: Lua optimization tipps
You need to check out how technic does this, they associate all the logic with the switching block and update it when a node is placed or removed from the wire nodes that connect to that switch. If you don't do something similar, no amount of other optimization is going to save you.
- Mon Oct 31, 2016 11:40
- Forum: Mod Releases
- Topic: [Mod] Erosion [1.0][erosion]
- Replies: 34
- Views: 4792
Re: [Mod]Erosion: uses Moreblocks to apply angled terrain
Yes, I've decided to make it so nodes don't erode underwater nor directly into water (falling blocks can still fall into water of course). There weren't any real benefits to doing that compared to the cost. I'm still looking at how to do this on terrain generation with a voxelmanip, it seems like I'...