Search found 3311 matches

by paramat
Sat Jun 21, 2014 06:00
Forum: Mod Releases
Topic: [Mod] Generative road, path network [0.3.2] [path]
Replies: 22
Views: 7102

Re: [Mod] Generative road/path experiment [0.2.0] [path]

Version 0.2.0
Now tunnels have been moved to noisegrid, this mod is currently an experiment (also an example and a mapgen framework) in roads that climb hills and place halfslabs to create walkable and drivable slopes (gradient is limited though). Map in first post.
by paramat
Sat Jun 21, 2014 05:49
Forum: General Discussion
Topic: Post your screenshots!
Replies: 11114
Views: 2065728

Re: Post your screenshots!

Image


Another simple test using a single 8x5x8 module. The real challenge will be to create connected internal spaces.
by paramat
Fri Jun 20, 2014 23:53
Forum: Mod Releases
Topic: [mod] Underground Realms [0.8] [caverealms]
Replies: 156
Views: 72703

Re: [mod] Underground Realms [0.2] [caverealms]

I tried v0.2 which has no lava and noticed the light seemed to be spread properly at generation, can't work out why it works here and not in some of my mods. In v0.2, if the player travels through the caves for a while, then places a torch, there's a huge lagspike (up to 10 sec), i'm thinking perhap...
by paramat
Fri Jun 20, 2014 06:13
Forum: General Discussion
Topic: Post your screenshots!
Replies: 11114
Views: 2065728

Re: Post your screenshots!

Image


First test of generative architecture.
by paramat
Fri Jun 20, 2014 02:47
Forum: Mod Releases
Topic: [mod] Underground Realms [0.8] [caverealms]
Replies: 156
Views: 72703

Re: [mod] Underground Realms [0.2] [caverealms]

This looks good, i'll try it soon. How do you spread the light of the light sources since voxelmanip doesn't do this? i have to either 'nodeupdate(pos)' or if that doesn't work 'remove node' then 'place node'.
by paramat
Wed Jun 18, 2014 23:34
Forum: Old Mods
Topic: [Mod] CUTE CUBIC MOBS [v0.1] [ccmobs]
Replies: 14
Views: 8998

Re: [Mod] CUTE CUBIC MOBS [v0.1] [ccmobs]

Excellent approach to mobs.
by paramat
Wed Jun 18, 2014 04:50
Forum: Mod Releases
Topic: [Mod] City grid, roads, paths mapgen [0.4.0] [noisegrid]
Replies: 55
Views: 18989

Re: [Mod] City grid, roads, paths mapgen [0.3.8] [noisegrid]

Version 0.3.8 Added tunnel network from 'intersecting' mod, now 2 tunnel systems plus the existing fissures. Since this is my cute and pretty mapgen i added a little lux ore in the fissures and tunnels, this can be crafted with glass to make the lights found in road tunnel ceilings. Tree height vari...
by paramat
Wed Jun 18, 2014 03:26
Forum: WIP Mods
Topic: [game] Some game ideas I currently have in development [tba]
Replies: 8
Views: 2666

Re: [game] Some game ideas I currently have in development [

Deimos, but then i would pick the sci-fi one. moonrealm mod v0.8.0 shows how to use custom skybox and override light ratio.
by paramat
Wed Jun 18, 2014 03:05
Forum: Game Releases
Topic: [Game] Voxelgarden [5.6.0]
Replies: 166
Views: 159931

Re: [game] nodetest

indev mapgen will probably be removed or completely changed in the next few months, just so you know.
by paramat
Wed Jun 18, 2014 02:39
Forum: Problems
Topic: Falling deep is awkward
Replies: 12
Views: 2471

Re: Falling deep is awkward

A player cannot be allowed to fall into ungenerated chunks, because the chunk may be solid, then you end up buried. Minetest mapgen can't keep up with human terminal velocity. I'm not sure it's possible to keep track of how far a player has fallen, or if it is, it may not be worth the extra processi...
by paramat
Mon Jun 16, 2014 05:20
Forum: Mod Releases
Topic: [Mod] Moon realm [0.11.0] [moonrealm]
Replies: 240
Views: 79772

Re: [Mod] Moon realm [0.7.1] [moonrealm]

Version 0.8.0 This is for Minetest 0.4.9 dev after the custom skybox commit. Auto setting of skybox and light ratio in both singlenode and stacked realm modes. Overridng the light ratio keeps the surface bright independant of server time, essential for the stacked realm mode. The airglow around the ...
by paramat
Mon Jun 16, 2014 02:04
Forum: Mod Releases
Topic: [Mod] River / mountain range mapgen [0.7.2] [watershed]
Replies: 156
Views: 64126

Re: [Mod] River / mountain range mapgen [0.4.1] [watershed]

Yes good idea, stairs and slabs are registered in the latest version at github, it was easy too.
by paramat
Mon Jun 16, 2014 00:45
Forum: Mod Releases
Topic: [Mod] City grid, roads, paths mapgen [0.4.0] [noisegrid]
Replies: 55
Views: 18989

Re: [Mod] City grid, roads, paths mapgen [0.3.7] [noisegrid]

spootonium, i do intend to use apartment module schematics and stack those, schematics can also 'replace' nodes for each apartment placed, for differing colours, curtains, carpets :) Also considering using perlin noise for more organic shapes. My aim is massive unlimited architecture, so modules wil...
by paramat
Mon Jun 16, 2014 00:33
Forum: Mod Releases
Topic: [Mod] Unlimited floatland layer realm [0.3.0] [floatindev]
Replies: 10
Views: 7060

Re: [Mod] The floatin' dev mod [0.3.0] [floatindev]

Yes the layers are 640 nodes apart so can be hard to find, i should state the altitude of the first layer centre in the first post, it's at y = 288, then 928 and every 640n above. The first layer can actually occasionally reach ground level, creating a route up. If you prefer them to start higher, s...
by paramat
Sun Jun 15, 2014 05:58
Forum: Mod Releases
Topic: [Mod] Unlimited floatland layer realm [0.3.0] [floatindev]
Replies: 10
Views: 7060

Re: [Mod] The floatin' dev mod [0.3.0] [floatindev]

Version 0.3.0
Unlimited size layers stacked 640 nodes apart.
No more biomes, nodes imported from original flolands mod.
Tunnels (from intersect mod) replace the previous caves and create access to the large central voids in the larger float islands.
by paramat
Sat Jun 14, 2014 22:52
Forum: Mod Releases
Topic: [mod] Underground Realms [0.8] [caverealms]
Replies: 156
Views: 72703

Re: [mod] Underground Realms [0.1] [caverealms]

^ That may be code copied from my lazy code that assumes 5x5x5 mapblock chunks. Sometimes i can't be bothered with the extra code. Good to see a mod like this, we need it because indev mapgen may be removed or changed soon, so we need a replacement for the big flat-sided caves. Perhaps fungus biomes...
by paramat
Sat Jun 14, 2014 22:46
Forum: WIP Mods
Topic: S: village (and mob) name generator
Replies: 4
Views: 1738

Re: S: village (and mob) name generator

Good idea, worldwide there are many cute 'sub'-words that are found in city names, as a simple experiment could just randomly select one and add a generated nonsense word before of after it.
by paramat
Sat Jun 14, 2014 22:38
Forum: Mod Releases
Topic: [Mod] City grid, roads, paths mapgen [0.4.0] [noisegrid]
Replies: 55
Views: 18989

Re: [Mod] City grid, roads, paths mapgen [0.3.7] [noisegrid]

No idea, it's mysterious, it works for me in latest 0.4.9dev and 0.4.8 stable. Perhaps there's something broken in 0.4.9 stable, i assume you're using that, it was apparently a slightly broken release. Thanks for the bug report.
by paramat
Sat Jun 14, 2014 04:04
Forum: Mod Releases
Topic: [Mod] Tunnel and magma networks [0.4.0] [intersecting]
Replies: 13
Views: 7915

[Mod] Tunnel and magma networks [0.4.0] [intersecting]

http://i.imgur.com/Ll91OGO.png Download https://github.com/paramat/intersecting/archive/master.zip and rename folder to 'intersecting' Code https://github.com/paramat/intersecting intersecting 0.4.0 by paramat For Minetest 0.4.12 and later Depends default Licenses: Code WTFPL, textures CC BY-SA 3.0...
by paramat
Fri Jun 13, 2014 21:36
Forum: General Discussion
Topic: Post your screenshots!
Replies: 11114
Views: 2065728

Re: Post your screenshots!

Image


An idea came to me suddenly last night, i realised how to make unlimited tunnels using 2 3D noises. Mapgen v6 tunnels tend to be short and get cut off at chunk borders. By adding a third 3D noise i can create tunnel intersections.
by paramat
Fri Jun 13, 2014 21:17
Forum: Mod Releases
Topic: [Mod] 3-biome mapgen [noisetest]
Replies: 20
Views: 9818

Re: [Mod] An other lua mapgen [v4.4] [noisetest]

I like the look of those new caves, interesting they were created by 2D noise, i will be looking at your code to see how this is done. Simple, fast generation that creates less realistic, more abstract shapes has appeal and character and is a nice change from highly detailed 3D noise, it is also ver...
by paramat
Fri Jun 13, 2014 00:51
Forum: General Discussion
Topic: Post your screenshots!
Replies: 11114
Views: 2065728

Re: Post your screenshots!

Image


I've been experimenting with a size-unlimited version of flolands / indev core floatlands / floatindev
by paramat
Fri Jun 13, 2014 00:47
Forum: Mod Releases
Topic: [Mod] Skylands [4.2.1] [skylands]
Replies: 73
Views: 30799

Re: [Mod] Skylands [3.0] [skylands]

Another tip, HISCAL and LOSCAL are the 'theoretical' vertical scales, the terrain will extend much further, i'm trying SCALs of 128 and getting structures extending 250 nodes from 'flomid'. I'm also trying exponents (HIEXP. LOEXP) of 0.33, creates flatter, wider flanges around the floatland, with sp...
by paramat
Thu Jun 12, 2014 21:15
Forum: Mod Releases
Topic: [Mod] Skylands [4.2.1] [skylands]
Replies: 73
Views: 30799

Re: [Mod] Skylands [3.0] [skylands]

Yes nixz :) that error is because in my own code i have changed the wave noise to 3D noise, the 2D noise makes the wave shape identical on each level, which i don't like visually. Also the cavegen is embarrasingly bad, these days i would use math.abs(3D noise) < TFIS for fissures. Yes when 2 layers ...