Search found 818 matches
- Thu Feb 08, 2024 22:11
- Forum: Mod Releases
- Topic: [Mod][Library] Biome generator for Lua mapgens [biomegen]
- Replies: 7
- Views: 1945
Re: [Mod][Library] Biome generator for Lua mapgens [biomegen]
Updated. Latest git version now supports biomemap and other mapgen objects (heatmap, humitidymap, gennotify). This improves compatibility with other mods, for example Everness . https://cdn.discordapp.com/attachments/378685007226470411/1204745001355972618/screenshot_20240207_120427.png?ex=65d5d937&a...
- Mon Jan 22, 2024 22:05
- Forum: Mod Releases
- Topic: [Mod] Map generator with Rivers [mapgen_rivers]
- Replies: 125
- Views: 32355
Re: [Mod] Map generator with Rivers [mapgen_rivers]
So I worked on pregen optimization and pushed my changes to master. Flow routing algorithm has been sped up by 56% on my device, which results in an overall speedup of 35% for pregen (it takes only 8 seconds on my 9-yo laptop!). At least for LuaJIT. I'm very happy with the speed of this pregen code,...
- Sun Jan 21, 2024 12:50
- Forum: Mod Releases
- Topic: [Mod] Map generator with Rivers [mapgen_rivers]
- Replies: 125
- Views: 32355
Re: [Mod] Map generator with Rivers [mapgen_rivers]
I'm coding again on mapgen rivers By reading my code after 2yrs, I'm realizing how much it looks like a bunch of spaghetti (like, a file calls another and transfers functions/data to yet another one...), so I will refactor it before making substantial changes (except merging some of Pablo's changes)...
Re: Variety
Combines beatifully with mapgen_rivers, nice work! https://github.com/TanKer0z/Variety/assets/6905002/03651e79-1448-43ee-b343-1f22181801ef https://github.com/TanKer0z/Variety/assets/6905002/683c0244-5626-4f20-9b96-313fb07c429d https://github.com/TanKer0z/Variety/assets/6905002/b4c03374-68ea-40ef-a81...
- Mon Dec 25, 2023 15:04
- Forum: Mod Releases
- Topic: [Mod] Map generator with Rivers [mapgen_rivers]
- Replies: 125
- Views: 32355
Re: [Mod] Map generator with Rivers [mapgen_rivers]
That's very nice that you're still working on this. I looked into your spawn generator (and tried it!) and it is interesting, I haven't thought about generating parts of the map before searching for spawn, and it seems to work well. It is a really great addition! I have quickly tested your new versi...
- Mon Oct 31, 2022 09:45
- Forum: WIP Mods
- Topic: [Mod] Mapgen from geographical data [geo-mapgen] (Biomes!)
- Replies: 80
- Views: 20690
Re: [Mod] Mapgen from geographical data [geo-mapgen] (Biomes!)
Hi and thank you for your interest! I've not been active on this project for years so I'm not surprised that it fails to work with latest Minetest version. For the 0.5.0 thing, in fact 0.5.0 has been renamed 5.0 during the development phase so you won't find anything labeled 0.5.0-dev. I'll watch yo...
- Sun Aug 14, 2022 10:21
- Forum: Problems
- Topic: Drastically low FPS in 5.6.0
- Replies: 2
- Views: 514
Re: Drastically low FPS in 5.6.0
Okay thanks, in fact for some reason I had fps_max = 0 on both config files, removed it and it works.
- Sat Aug 13, 2022 11:36
- Forum: Problems
- Topic: Drastically low FPS in 5.6.0
- Replies: 2
- Views: 514
Drastically low FPS in 5.6.0
Hi, I've updated to 5.6.0 on my Ubuntu 20.04 laptop and I can't get over 2 FPS (!!) where previous versions could run at 30-50 FPS. My CPU is mostly idle (all cores at <35%) so the program must be waiting somewhere. I get the same result by compiling the latest source code and I still haven't spotte...
- Thu Feb 17, 2022 23:56
- Forum: Mod Releases
- Topic: [Mod] Map generator with Rivers [mapgen_rivers]
- Replies: 125
- Views: 32355
Re: [Mod] Map generator with Rivers [mapgen_rivers]
I keep spawning inside of a mountain when using this mod. Is there some configuration I need to edit? No, for now there is no player spawner implemented so you will always spawn at 0,0,0. I have some ideas about how to do it but it is very tricky (horizontal distortion makes terrain height at point...
- Tue Jan 25, 2022 01:44
- Forum: Modding Discussion
- Topic: infinte view distance simulated with skybox
- Replies: 9
- Views: 1731
Re: infinte view distance simulated with skybox
It's interesting and probably the first time it is proposed. It seems a bit hacky but I think it could work and probably not need any change in the engine. It could work for core mapgens too, for which terrain height is easily predictable if you can generate perlin noises with the appropriate seeds....
- Sun Jan 23, 2022 11:24
- Forum: Mod Releases
- Topic: [Mod] Map generator with Rivers [mapgen_rivers]
- Replies: 125
- Views: 32355
Re: [Mod] Map generator with Rivers [mapgen_rivers]
Hello Jack and welcome to the forum! Thank you very much for your review. I can see that you have explored the mapgen pretty much, and I see what you mean, it's true that the landscapes are different between old and new versions (at least with default parameters). To be honest, I did not really focu...
- Mon Jan 17, 2022 22:29
- Forum: Mod Releases
- Topic: [Mod] Map generator with Rivers [mapgen_rivers]
- Replies: 125
- Views: 32355
Re: [Mod] Map generator with Rivers [mapgen_rivers]
Done and pushed to master
Default is no more needed
It falls back using the default nodes if biomegen is not there, and if default is missing too, generates only stone.
Default is no more needed
It falls back using the default nodes if biomegen is not there, and if default is missing too, generates only stone.
- Mon Jan 17, 2022 21:35
- Forum: Mod Releases
- Topic: [Mod] Map generator with Rivers [mapgen_rivers]
- Replies: 125
- Views: 32355
Re: [Mod] Map generator with Rivers [mapgen_rivers]
No, there are a few lines to change in init.lua, around L150
I'm doing these changes right now
I'm doing these changes right now
- Mon Jan 17, 2022 21:30
- Forum: Mod Releases
- Topic: [Mod] Map generator with Rivers [mapgen_rivers]
- Replies: 125
- Views: 32355
- Sun Jan 16, 2022 09:37
- Forum: WIP Mods
- Topic: [mod] Dynamic Background Music [dynamic_bgm]
- Replies: 4
- Views: 2570
Re: [mod] Dynamic Background Music [dynamic_bgm]
Oh that looks amazing! A bit sad that it went unnoticed for more than 3 months. Also it's one of the first times that I see a use of the new sound streaming features in Minetest. Ability to select the music based on the environment, as well as ambient sounds, would be a great enhancement. I've looke...
- Fri Jan 14, 2022 22:32
- Forum: WIP Mods
- Topic: [mod] Roadway [roadway]
- Replies: 5
- Views: 1439
Re: [mod] Roadway [roadway]
Interesting. The roads look rather nice, and the 1/4 slopes are more realistic than the 1/2 steps I see most of the time on public servers. However I get an undefined texture at the sides of the 1/2 road. https://user-images.githubusercontent.com/6905002/149593945-68a8497b-a51a-442d-808a-1fda495c10a...
- Mon Jan 10, 2022 12:10
- Forum: Mod Releases
- Topic: [Mod] Map generator with Rivers [mapgen_rivers]
- Replies: 125
- Views: 32355
Re: [Mod] Map generator with Rivers [mapgen_rivers]
Minor release today (v1.0.2) with optimizations Skipping too high chunks, along with other optimizations, have sped up map generation by 20-30%. Progressive margin, and other features (maybe standardizing all settings that are still in grid units instead of node units, or 1-node depth offset for riv...
- Mon Jan 03, 2022 18:39
- Forum: Mod Releases
- Topic: [Mod] Map generator with Rivers [mapgen_rivers]
- Replies: 125
- Views: 32355
Re: [Mod] Map generator with Rivers [mapgen_rivers]
could you port this to a c++ mapgen sometime? it would be worth compiling a special version of minetest for. the luagen is still somewhat slow I hope to do it one day, I have already an unfinished C++ project: mapgen_rivers_c , that currently contains only the main pregen algorithm (and input data ...
- Mon Jan 03, 2022 16:20
- Forum: Mod Releases
- Topic: [Mod] Map generator with Rivers [mapgen_rivers]
- Replies: 125
- Views: 32355
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...
- Thu Dec 30, 2021 14:34
- Forum: Problems
- Topic: Eye offset of attached player - rotation
- Replies: 3
- Views: 841
Re: Eye offset of attached player - rotation
I'm having the same problem while trying to fix issues in TfL_S7 train mod by Mainote. It seems that the eye offset vector is relative to the center of the object instead of the position where the player is drawn, and the vector rotates with the yaw. This leads to the camera going off the train when...
- Sat Dec 25, 2021 01:18
- Forum: Game Releases
- Topic: [Game] Builda City [0.3.2]
- Replies: 6
- Views: 4631
Re: [Game] Builda City [0.3.2]
Looks great, will try this out! I like the concept of nodes representing things at reduced scale, this brings me ideas for my old project of mapgen based on real world data too That could be extremely interesting to make transport networks effective, with vehicles. For rail network we could use a mo...
- Wed Dec 08, 2021 17:00
- Forum: Engine Builds
- Topic: [Ubuntu] Compiling latest Minetest [Tutorial / Script]
- Replies: 14
- Views: 10220
Re: [Ubuntu] Compiling latest Minetest [Tutorial / Script]
I updated it with the new (easier) procedure for IrrlichtMt.
Thank you Andrey01 and stdh !
EDIT: updated Zstd dependency too
Thank you Andrey01 and stdh !
EDIT: updated Zstd dependency too
- Mon Oct 04, 2021 09:16
- Forum: Feature Discussion
- Topic: Needing a not so rugged mapgen
- Replies: 3
- Views: 1280
Re: Needing a not so rugged mapgen
Carpathian mapgen can generate very large plains (but you may have to explore a bit as there are many mountains too), IDK if that's enough for what you expect. All mapgens have many parameters and I believe most of mapgens (if not all) can be tweaked to make more plains, or larger ones. But that par...
- Tue Sep 21, 2021 07:18
- Forum: General Discussion
- Topic: How do I offset the mapgen Y level?
- Replies: 9
- Views: 1228
Re: How do I offset the mapgen Y level?
So I'm revisiting this and it seems like when I move these up that the noise changes. I thought that when I tried this last year that the landscape was exactly the same except translated up 30000 blocks. Is there something I'm missing or did something maybe change since then? I supposed to could po...
- Mon Sep 20, 2021 20:33
- Forum: Feature Discussion
- Topic: [DONE] Upcoming feature: Decoupling of liquid features
- Replies: 23
- Views: 4794
Re: Upcoming feature: Decoupling of liquid features
Cool! That will be useful to create new items, hope it gets merged!
The first thing I'm thinking about is leaves that can be passed through with reduced speed
The first thing I'm thinking about is leaves that can be passed through with reduced speed