Search found 50 matches

by Deadlock
Mon Jan 01, 2018 17:44
Forum: Modding Discussion
Topic: Find rectangles on the height map
Replies: 19
Views: 946

Re: Find rectangles on the height map

Sokomine wrote:The current state can be found on github: fiind_flat_land.
Thank you.
by Deadlock
Mon Jan 01, 2018 17:42
Forum: WIP Mods
Topic: [Mod]lower Crossroads [lowercrossroads]
Replies: 17
Views: 1707

Re: [Mod]lower Crossroads [lowercrossroads]

I got the flu, everything hurts right now. I'll report back once i've recovered.
Happy New Year, everyone.
by Deadlock
Sat Dec 30, 2017 05:09
Forum: Modding Discussion
Topic: Find rectangles on the height map
Replies: 19
Views: 946

Re: Find rectangles on the height map

Wow this whole thing gets quite interesting. It is seriously drawing me away from what i should be actually doing. I would test along the curve until a different height is found. The known positions with the same height then are near each other, whereas when testing line by line instead of using the...
by Deadlock
Thu Dec 28, 2017 23:42
Forum: Old Mods
Topic: [Modpack] Display Modpack (Old thread)
Replies: 47
Views: 13238

Re: [Modpack] Display Modpack [display_modpack]

great,
thank you, Naj.
by Deadlock
Thu Dec 28, 2017 17:39
Forum: WIP Mods
Topic: [Mod]lower Crossroads [lowercrossroads]
Replies: 17
Views: 1707

Re: [Mod]lower Crossroads [lowercrossroads]

azekill_DIABLO wrote:maybe ask for optionnal support to the author?
yes, that's probably the way to go.
by Deadlock
Thu Dec 28, 2017 17:16
Forum: WIP Mods
Topic: [Mod]lower Crossroads [lowercrossroads]
Replies: 17
Views: 1707

Re: [Mod]lower Crossroads [lowercrossroads]

Gorilla wrote:This mod is excellent. Tried it wirh te mg_villages mod and it's passable.
Some minor tweaks may need to be done (by a human builder) to fix broken roads where the mg_village overwrites the terrain from this mod.
Thank you.

I put investigation on possible interactions with mg_village on my list.
by Deadlock
Thu Dec 28, 2017 16:50
Forum: Mod Releases
Topic: [Mod] The Lower Road [thelowerroad]
Replies: 55
Views: 6441

Re: [Mod] The Lower Road [thelowerroad]

I have tried this mod and was very impressed. (See attachment) I came across one section where the road tunnel "grazed" a body of water, causing a waterfall. This is kind of cool but was wondering if it was intentional. I also noticed that blocks that are affected by gravity such as sand or gravel ...
by Deadlock
Thu Dec 28, 2017 04:17
Forum: Modding Discussion
Topic: Find rectangles on the height map
Replies: 19
Views: 946

Re: Find rectangles on the height map

hajo wrote:Just pave over an area of water.
How would you identify an area of water bigger than a mapchunk during map-generation?
by Deadlock
Wed Dec 27, 2017 23:49
Forum: Modding Discussion
Topic: Find rectangles on the height map
Replies: 19
Views: 946

Re: You can test the heights along the 2d Hilbert Curve

interesting idea.
how would you decide if the area is "flat" after you measured the heights along the curve?
by Deadlock
Wed Dec 27, 2017 09:37
Forum: Modding Discussion
Topic: Find rectangles on the height map
Replies: 19
Views: 946

Re: Find rectangles on the height map

i have been playing around with an idea to identify some spots on the map that are rather flat. i used the built-in pathfinding function to check if 3 pathes ( between the center of the mapchunk and 3 other points) are possible. results are semi-okayish: minetest.register_on_generated(function(minp,...
by Deadlock
Mon Dec 25, 2017 21:32
Forum: Old Mods
Topic: [Modpack] Display Modpack (Old thread)
Replies: 47
Views: 13238

Re: [Modpack] Display Modpack [display_modpack]

thank you very much, Naj.
that helps a lot.
i'll report back, when i have implemented that.

and i don't think this really needs to be exposed as a function, it is a quite rare demand, i think.
but maybe put a little note about that in the readme, to give people a hint if they really need it.
by Deadlock
Mon Dec 25, 2017 07:37
Forum: Modding Discussion
Topic: Find rectangles on the height map
Replies: 19
Views: 946

Re: Find rectangles on the height map

I have been thinking about methods to get some usable information out of the heightmap. what might be helpful in this case would be Connected-component labeling : it can find blobs of connected regions. e.g. areas in the heightmap that have equal or similar height. these blobs could be further analy...
by Deadlock
Sun Dec 24, 2017 16:22
Forum: Old Mods
Topic: [Modpack] Display Modpack (Old thread)
Replies: 47
Views: 13238

Re: [Modpack] Display Modpack [display_modpack]

thank you, Naj.
but i phrased my question wrong,
i don't want to add a new type of sign to the game.
i want to place one of your signs (e.g. the white road sign) on the map.
So i use minetest.place_node to place it,
but i'm lost on how to put the text on this placed signs.

Happy Hollidays, btw.
by Deadlock
Sun Dec 24, 2017 02:00
Forum: Old Mods
Topic: [Modpack] Display Modpack (Old thread)
Replies: 47
Views: 13238

Re: [Modpack] Display Modpack [display_modpack]

I like this mod and i would like to use it in a mod of mine.

Could i get an exmple of how to
place a sign on the map and set it's text
from within another mod?
by Deadlock
Sat Dec 16, 2017 21:17
Forum: WIP Mods
Topic: [Mod]lower Crossroads [lowercrossroads]
Replies: 17
Views: 1707

Re: [Mod]lower Crossroads [lowercrossroads]

i just implemented the option to disable building on water. the results are not 100% convincing, but i leave it in for now. and thanks DIABLO, i'll keep that in mind, for future adventures in worldgen. also glad, you can live with the limitations, Otter. The hight of the buildings are theoretically ...
by Deadlock
Sat Dec 16, 2017 15:23
Forum: WIP Mods
Topic: [Mod]lower Crossroads [lowercrossroads]
Replies: 17
Views: 1707

Re: [Mod]lower Crossroads [lowercrossroads]

azekill_DIABLO wrote:Love it! +1
thanks!

i just added the option to adjust the base height for the roads (affect only the anchor-points at the mapchunk borders)
by Deadlock
Sat Dec 16, 2017 14:04
Forum: WIP Mods
Topic: [Mod]lower Crossroads [lowercrossroads]
Replies: 17
Views: 1707

Re: [Mod]lower Crossroads [lowercrossroads]

I just checked the building examples, otter sent me. they are nice, the style is matching the 2 hotter road types. but they are to large. the space where you can place buildings safely is quite limited; nothing should be placed outside the current mapchunk(at least not on the X and Z axis) and you n...
by Deadlock
Sat Dec 16, 2017 12:24
Forum: Mod Releases
Topic: [Mod] The Lower Road [thelowerroad]
Replies: 55
Views: 6441

Re: [Mod] The Lower Road [thelowerroad]

I had some problems implementing the option to raise the height of the anchor-points of the road. Turned out they were dumbness related. So now i'm back on the track. Thelowerroad is again feature-complete at version 1.2.1. I made a post for the lowercrossroads-mod: https://forum.minetest.net/viewto...
by Deadlock
Sat Dec 16, 2017 12:12
Forum: WIP Mods
Topic: [Mod]lower Crossroads [lowercrossroads]
Replies: 17
Views: 1707

[Mod]lower Crossroads [lowercrossroads]

lower Crossroads =============== Based on the thelowerroad mod, this mod adds a configurable grid of lowerroads to the map. https://raw.githubusercontent.com/Distributed-DeadLock/lowercrossroads/master/screenshot.png implemented features: an option to raise the height of the anchor-points of the ro...
by Deadlock
Wed Dec 13, 2017 19:21
Forum: Modding Discussion
Topic: Win/Linux Issue with settingtypes.txt
Replies: 3
Views: 185

Re: Win/Linux Issue with settingtypes.txt

shure, will do.
by Deadlock
Wed Dec 13, 2017 09:07
Forum: Modding Discussion
Topic: Win/Linux Issue with settingtypes.txt
Replies: 3
Views: 185

Re: Win/Linux Issue with settingtypes.txt

So, with the help of linuxdirk i found out that, indeed the windows-style CR/LF characters in the settingtypes.txt are causing errors on linux. So settingtypes.txt should not be in windows text-file format. Not shure what's up with the mac text-file format, it uses a sole CR as EOL character. The lu...
by Deadlock
Tue Dec 12, 2017 16:42
Forum: Modding Discussion
Topic: Win/Linux Issue with settingtypes.txt
Replies: 3
Views: 185

Win/Linux Issue with settingtypes.txt

I recently got a bug-report for my mod. There seems to be a problem with the settingtypes.txt on linux: "017-12-02 23:12:48: ERROR[Main]: Invalid integer setting in /home/dirk/.minetest/mods/thelowerroad//settingtypes.txt "thelowerroad.sinfactor (The road wobble) int 62 40 10000 "017-12-02 23:12:48:...
by Deadlock
Tue Dec 12, 2017 14:33
Forum: Mod Releases
Topic: [Mod] The Lower Road [thelowerroad]
Replies: 55
Views: 6441

Re: [Mod] The Lower Road [thelowerroad]

Set "The road wobble"(sinfactor) to 1000 or higher and "The spread of the road wobble"(sinspread) to 2. That should straighten out the road, but complete straightness is not possible. So this works now? :) https://github.com/Distributed-DeadLock/thelowerroad/issues/1 Oh, sorry i have not noticed th...
by Deadlock
Tue Dec 12, 2017 06:02
Forum: Mod Releases
Topic: [Mod] The Lower Road [thelowerroad]
Replies: 55
Views: 6441

Re: [Mod] The Lower Road [thelowerroad]

Hi, what parameter should I change if I want a straight road ? Set "The road wobble"(sinfactor) to 1000 or higher and "The spread of the road wobble"(sinspread) to 2. That should straighten out the road, but complete straightness is not possible. & thanks Otter, i think i can do something with grav...
by Deadlock
Fri Dec 08, 2017 21:23
Forum: Mod Releases
Topic: [Mod] The Lower Road [thelowerroad]
Replies: 55
Views: 6441

Re: [Mod] The Lower Road [thelowerroad]

Some of these things seem a bit difficult ( not even shure how to build traps in MT at all) but i'll add damaged sections to my list.