[Mod] Other Worlds [other_worlds]

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azekill_DIABLO
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Re: [Mod] Other Worlds [other_worlds]

by paramat » Sat Dec 17, 2016 19:17

TumeniNodes, if you use the simple skybox option of just specifying a RGB colour for the whole sky it can be altered fairly smoothly with time, i did this in my snowdrift mod for an overcast sky that gets dark at night. Maybe the code will help with your own switching https://forum.minetest.net/viewtopic.php?f=11&t=6854
 

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Re: [Mod] Other Worlds [other_worlds]

by TumeniNodes » Sat Dec 17, 2016 21:08

paramat wrote:TumeniNodes, if you use the simple skybox option of just specifying a RGB colour for the whole sky it can be altered fairly smoothly with time, i did this in my snowdrift mod for an overcast sky that gets dark at night. Maybe the code will help with your own switching https://forum.minetest.net/viewtopic.php?f=11&t=6854


Nice, thank you.
I'll look into this now.
You want a good laugh? When I was trying different ways to use the skybox with textures, I even tried giving them an alpha channel thinking I might still be able to see the clouds, sun and moon through them :P
I did see mention of using a "plane" on irrlicht forums a while back but never found out how to access the plane or any info regarding it. Not sure if it would be the small plane Minetest uses for sunset (which I have changed a few times but always revert back to the original)
I will stop filling up shara's thread with this unrelated stuff and I'll make a new post for this stuff later down the road
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Re: [Mod] Other Worlds [other_worlds]

by Shara » Wed Dec 28, 2016 13:45

Added an option to enable player gravity changes while in space. This is off by default, but can be changed in the settings file for the mod.
 

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Re: [Mod] Other Worlds [other_worlds]

by GreenDimond » Thu Dec 29, 2016 06:59

Yay! Now for more space!
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Re: [Mod] Other Worlds [other_worlds]

by linushsao » Wed Jan 04, 2017 13:28

awesome...how do you make the .png of skybox? any tools could make it?
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Re: [Mod] Other Worlds [other_worlds]

by Shara » Wed Jan 04, 2017 21:28

I didn't make this one myself. A link to the original images is included in the mod if you check license information. If you spend some time searching online you should find other skyboxes like it. I didn't keep links to others I found, but there were some nice ones available under licences that allow them to be used. I didn't come across any tools for making them that took my fancy, so can't give you advice on that.
 

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Re: [Mod] Other Worlds [other_worlds]

by jakab » Fri Feb 03, 2017 09:20

it is only works with 4.14 ? i have the newest one and this happend: (chek the file)
Attachments
screenshot_20170203_101758.png
black sky ...
(15.1 KiB) Not downloaded yet
 

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Re: [Mod] Other Worlds [other_worlds]

by Shara » Sat Feb 04, 2017 23:36

Hi jakab, you're teleporting too high.

Regular space is 5000 to 6000.
RedSky region is 6000 to 7000.

7000+ is set to "blackness", which seems to be what you're seeing here, and no asteroids will appear at this height. It's basically a reserved space where someone who knows a bit about mods can add their own custom layers.
 

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Re: [Mod] Other Worlds [other_worlds]

by xeranas » Sat Feb 24, 2018 14:40

On creativity mod I jump of meteor and fall for quite some time. Once landed huge black shadow appeared on lake, I guess its meteor shadow. It is it expected behavior?

Image

Also sometimes I do get not enough memory error.
Code: Select all
2018-02-24 16:30:17: ACTION[Server]: singleplayer [127.0.0.1] joins game.
2018-02-24 16:30:17: ACTION[Server]: singleplayer joins game. List of players: singleplayer
2018-02-24 16:31:24: ERROR[Main]: ServerError: AsyncErr: Lua: finishGenOOM error from mod 'other_worlds' in callback environment_OnGenerated(): not enough memory
2018-02-24 16:31:24: ERROR[Main]: Current Lua memory usage: 410 MB
2018-02-24 16:31:24: ACTION[Server]: singleplayer leaves game. List of players:
 

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Re: [Mod] Other Worlds [other_worlds]

by Shara » Mon Feb 26, 2018 21:57

I believe the shadow would be a general MT issue; it's not specific to this mod. If you don't fall from the asteroid all the way to the ground, then it shouldn't happen.

Lua OOM errors are sadly a general risk from mods that handle mapgen in this way. however, OOM errors seem rare enough that it isn't a serious concern. I've run the mod on a busy server since before its public release, and only ever had one or two OOM errors a month from this mod. It seems to happen only when it generates the largest asteroids. How often is it happening for you?
 

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Re: [Mod] Other Worlds [other_worlds]

by Codesound » Wed Feb 28, 2018 08:31

xeranas wrote:On creativity mod I jump of meteor and fall for quite some time. Once landed huge black shadow appeared on lake, I guess its meteor shadow. It is it expected behavior?

Image

Also sometimes I do get not enough memory error.
Code: Select all
2018-02-24 16:30:17: ACTION[Server]: singleplayer [127.0.0.1] joins game.
2018-02-24 16:30:17: ACTION[Server]: singleplayer joins game. List of players: singleplayer
2018-02-24 16:31:24: ERROR[Main]: ServerError: AsyncErr: Lua: finishGenOOM error from mod 'other_worlds' in callback environment_OnGenerated(): not enough memory
2018-02-24 16:31:24: ERROR[Main]: Current Lua memory usage: 410 MB
2018-02-24 16:31:24: ACTION[Server]: singleplayer leaves game. List of players:

Hi,

try to use "mapfix" mod... this problem appear also with worldedit and others mods... See the latest images in the bottom of this page....

https://forum.minetest.net/viewtopic.php?t=10662

I hope you could have been useful....

R
 

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Re: [Mod] Other Worlds [other_worlds]

by paramat » Thu Mar 01, 2018 08:16

xeranas wrote:On creativity mod I jump of meteor and fall for quite some time. Once landed huge black shadow appeared on lake, I guess its meteor shadow. It is it expected behavior?

It's expected but avoidable, there is a bool in the luavoxelmanip API that can stop shadows propagating down past a particular y value, it should be used in the lua mapgen that creates the upper realms.

See https://github.com/minetest/minetest/blob/e7f16119913f7b2c98059398085d410684c9d8c0/doc/lua_api.txt#L4203
Set the bool to false only for any single layer of mapchunks you want shadows to stop at.

Often you can avoid OOM by using normal Lua instead of LuaJIT, or, compile LuaJIT with something called 'GC64' that avoids these OOM errors.
 

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Re: [Mod] Other Worlds [other_worlds]

by IanniPowerup!!! » Mon Mar 05, 2018 16:40

I can not find space or red space in my new world .
I got 1000+ blocks up and nothing
 

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Re: [Mod] Other Worlds [other_worlds]

by GreenDimond » Mon Mar 05, 2018 17:00

IanniPowerup!!! wrote:I can not find space or red space in my new world .
I got 1000+ blocks up and nothing

Shara wrote:Regular space is 5000 to 6000.
RedSky region is 6000 to 7000.

7000+ is set to "blackness", which seems to be what you're seeing here, and no asteroids will appear at this height. It's basically a reserved space where someone who knows a bit about mods can add their own custom layers.
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Re: [Mod] Other Worlds [other_worlds]

by michael314 » Sat Jan 05, 2019 22:42

How does one use this mod? I have installed lots of mods that create new items, but this one apparently creates new terrain. Does this have to be used to create a new map somehow? Can you use it with an existing map where it would overwrite anything that happened to be at 5000-7000 high (which is probably all air anyway)?
 

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Re: [Mod] Other Worlds [other_worlds]

by Nathan.S » Sun Jan 06, 2019 03:07

This should work with any existing worlds. You will likely have never traveled up that high so the mapgen will never have generated the air up that high. If for some reason you did every travel up that high this mod will not generate anything there.
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Re: [Mod] Other Worlds [other_worlds]

by malah » Tue Jan 08, 2019 22:42

Is it possible to add a option to disable the skybox? I think I have some mod conflicting with it (snowdrift)
 

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Re: [Mod] Other Worlds [other_worlds]

by Shara » Thu Jan 17, 2019 11:09

A better approach would be if the mods were compatible. If the issue is weather, do you need weather to be active once you are in space?
 

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Re: [Mod] Other Worlds [other_worlds]

by paramat » Mon Jan 21, 2019 00:18

Yes that would be the responsibility of snowdrift to not set the skybox above a certain y.
 

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Re: [Mod] Other Worlds [other_worlds]

by Shara » Fri Jan 25, 2019 19:38

I'd be more than happy to make any adjustments that might help in other_worlds as well. It would be nice if mods that adjusted the skybox played better with each other in general.
 

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Re: [Mod] Other Worlds [other_worlds]

by Adm_Nemo » Mon Jan 28, 2019 22:37

Great mod! I was wondering though: would it be possible to set gravity, say, on a scale of 1 to 10, instead of a binary setting?
 

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Re: [Mod] Other Worlds [other_worlds]

by Shara » Tue Jan 29, 2019 14:51

Are you looking to customise the actual gravity values or have them vary within a layer?

The way it currently works is that gravity is set per layer, along with the skyboxes, so the gravity in the Outer Space layer is constant through that layer, but different from the gravity in the Red Space layer.
 

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Re: [Mod] Other Worlds [other_worlds]

by Adm_Nemo » Tue Jan 29, 2019 16:26

Shara wrote:The way it currently works is that gravity is set per layer, along with the skyboxes


Oh! ok, I didn't notice that. I was trying to edit the gravity values, but I was only looking at the settings file.
The gravity settings are in the skybox file.

Sorry, I'm new to this whole modding thing lol
 

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Re: [Mod] Other Worlds [other_worlds]

by Shara » Tue Jan 29, 2019 17:01

No need for a sorry. Please always feel free to ask any questions you have about the mods you find here.
 

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