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Re: [MOD]Stackfrac experimental mapgen [MAPGEN]

try playing with the last few lines, especially callback order
by i1abnrk
Sat Feb 16, 2019 13:04
 
Forum: WIP Mods
Topic: [MOD]Stackfrac experimental mapgen [MAPGEN]
Replies: 11
Views: 1671

Re: [MOD]Stackfrac experimental mapgen [MAPGEN]

I improved a few things. For one I found returning a singleton is faster than an empty list in one of my functions. Secondly, I have increased the complexity while dropping the calc time order of magnitude. The original link above will download the new version. Chunk gen is now about 8 seconds.
by i1abnrk
Wed Oct 29, 2014 18:00
 
Forum: WIP Mods
Topic: [MOD]Stackfrac experimental mapgen [MAPGEN]
Replies: 11
Views: 1671

Re: [MOD]Stackfrac experimental mapgen [stackfrac]

I'll update the license.
by i1abnrk
Wed Oct 01, 2014 19:11
 
Forum: WIP Mods
Topic: [MOD]Stackfrac experimental mapgen [MAPGEN]
Replies: 11
Views: 1671

Re: [MOD]Stackfrac experimental mapgen [MAPGEN]

I did use this algorithm on a core2 duo with 1 gig of ram and it took hours for a decent number of chunks did load. So that's why I recommend big CPU. You might get away with less and a big GPU.
by i1abnrk
Mon Sep 29, 2014 20:47
 
Forum: WIP Mods
Topic: [MOD]Stackfrac experimental mapgen [MAPGEN]
Replies: 11
Views: 1671

Re: [Game]/[World] Tutorial [0.3.0] (Work in progress)

I like that you assume I have never played a block miner game before.
by i1abnrk
Fri Sep 26, 2014 19:36
 
Forum: Game Releases
Topic: [Game] Tutorial [3.0.0]
Replies: 247
Views: 60762

[MOD]Stackfrac experimental mapgen [MAPGEN]

A map generator that uses a noise fractal and plot random spheroids I call polyglobs. I developed the algorithm originally for Java in another project for testing a-life. It is very beefy so I recommend you don't use unless you have at least a quad core with 4 gigs of free memory. This is more of an...
by i1abnrk
Fri Sep 26, 2014 16:24
 
Forum: WIP Mods
Topic: [MOD]Stackfrac experimental mapgen [MAPGEN]
Replies: 11
Views: 1671

~='ignore' works for me. I think testing 'if loaded' the closest solution I'll get with the current lua API. I'll have to pick through github to see if I can expose a sqlite query to lua to test 'if generated'.
by i1abnrk
Mon Mar 03, 2014 16:26
 
Forum: WIP Mods
Topic: test if a chunk is generated?
Replies: 8
Views: 704

local c_nil = minetest.get_content_id("ignore") if minetest.get_node(pos)==c_nil then --true end This looks valid. These are good ideas. get_node_or_nil is undocumented in wiki. So am I right in assuming only asynchronous sqlite transactions are available to lua? (vm:get_data() and vm:write_to_map(...
by i1abnrk
Mon Mar 03, 2014 15:05
 
Forum: WIP Mods
Topic: test if a chunk is generated?
Replies: 8
Views: 704

test if a chunk is generated?

Hi everyone. I'm working on a mapgen mod that adapts genmud (old text-based rpg) code to lua. I'm looking for a way to test if a chunk has generated. Is there a null or something if I try to get a node that hasn't been generated yet? Some of the features I'm adapting (such as connecting roads) will ...
by i1abnrk
Mon Mar 03, 2014 04:30
 
Forum: WIP Mods
Topic: test if a chunk is generated?
Replies: 8
Views: 704

This would work nicely with the questing mod that I've just started to work on. Basically there are blocks in the game called quest blocks and when you step on one: game pauses and you get a renpy window. Renpy is here www.renpy.org / Basically, a block that launches a visual novel script in a minet...
by i1abnrk
Fri Feb 21, 2014 18:02
 
Forum: WIP Mods
Topic: Fantasy Mobs and Mob Talker for Minetest Mod
Replies: 14
Views: 5552

Ok, tables are 1-based and I had written 0-based loops in my sum functions. Yay for the print function. Functions in functions work fine for me and make my code cleaner. Moving things around though gave me the idea to generate debug output. (Duh-copter.) Thanks for the impetus, Krock.
by i1abnrk
Sun Feb 16, 2014 15:40
 
Forum: WIP Mods
Topic: lua help: nil, table expected [solved]
Replies: 5
Views: 750

No, that doesn't work. I use the correct form of the get_node method according to the developer wiki. It seems to be nil from the generate_chunk function but it looks correct to me. Somewhere, I'm referencing and passing another value like perhaps the index instead of the table.
by i1abnrk
Sun Feb 16, 2014 13:39
 
Forum: WIP Mods
Topic: lua help: nil, table expected [solved]
Replies: 5
Views: 750

The stack trace starts at get_matter(point) with "attempting to index a nil" meaning x, y or z properties are not being set from VoxelArea:position or is being changed to a nil by my code.
by i1abnrk
Sun Feb 16, 2014 10:19
 
Forum: WIP Mods
Topic: lua help: nil, table expected [solved]
Replies: 5
Views: 750

lua help: nil, table expected [solved]

I have a lua error and I kEep trying to iron this out but my point (voxel) is nil when I try to pass it to the function in a mapgen. Here's the code. I need a fresh pair of eyes to spot the problem. minetest.register_on_generated(function(minp, maxp, seed) local limit={ XMIN = -33000, XMAX = 33000, ...
by i1abnrk
Sun Feb 16, 2014 06:59
 
Forum: WIP Mods
Topic: lua help: nil, table expected [solved]
Replies: 5
Views: 750

So what you need is a way to run two server instances and to bounce the connected client to the second server. You'll need two configuration files on the host machine, probably two copies of the minetestserver binary, each with its own config file. (Or a fork server but that's even more complicated)...
by i1abnrk
Wed Feb 12, 2014 07:14
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 302155

That sounds like it could be folder permissions. What are the permissions on your minetest folder? I'm no expert (anymore) but if you're on a newer version of Windows and you install to Program Files there could be restrictions preventing mod installation. So I've heard. Installing to a user directo...
by i1abnrk
Wed Feb 12, 2014 03:53
 
Forum: Problems
Topic: what are the steps to open mods?
Replies: 6
Views: 1092

Yeah that fixed things. I pooched the manual update. Sorry and thanks.
by i1abnrk
Sun Feb 09, 2014 02:49
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 302155

Yes, there are cactus, etc on the mapgenv6 ans mapgenv7 produces just default:stone and water. It seems to me from testing that minetest.on_generate is being processed but the minetest.update_map isn't pushing changes to the map on any of the lua maps. I'm going to try a full reinstall to resolve po...
by i1abnrk
Sun Feb 09, 2014 02:29
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 302155

Issue: lua mapgen seems to have no effect. I have tried several lua mapgen implementations (mods) but it seems the mapgen + seed in gui overrides the mod code and I'm stuck with vanilla every time. Minetest_game and the mod game both produce identical worlds. What are recommended settings or the pre...
by i1abnrk
Sat Feb 08, 2014 17:43
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 302155

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