[Mod] City grid, roads, paths mapgen [0.4.0] [noisegrid]

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paramat
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Re: [Mod] City grid and paths mapgen [0.2.5] [noisegrid]

by paramat » Post

LOL ... looking both ways at a junction. Good to see a video of this.

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Re: [Mod] City grid and paths mapgen [0.2.5] [noisegrid]

by Hybrid Dog » Post

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Re: [Mod] City grid and paths mapgen [0.2.5] [noisegrid]

by webdesigner97 » Post

paramat wrote:LOL ... looking both ways at a junction. Good to see a video of this.
You never know if a glitching car is coming :D And I wanted to see where to go next :P

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Re: [Mod] City grid and paths mapgen [0.2.5] [noisegrid]

by philipbenr » Post

I guess I am just too late. Oh well. :) I think that MT modding is coming along really nicely. I am of course, and novice, but some other people are amazing.

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Re: [Mod] City grid and paths mapgen [0.2.5] [noisegrid]

by Sokomine » Post

paramat wrote: Pavel_S, i was going to leave houses for players to build. Spawning houses is not my speciality i think i'll leave that to Sokomine and others.
I'm currently experimenting with Nores MG and the villages therein (which are also used in Adventuretest). It's working to a degree, and I do get diffrent villages (similar to my villages mod). What's lacking there is some connection between those villages. Having them at the side of a road connecting them all like in this mod would be great :-)

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Re: [Mod] City grid and paths mapgen [0.2.5] [noisegrid]

by paramat » Post

I have been intending to work on generative architecture, so perhaps i will try to spawn some simple apartment blocks in this city grid, by using schematics for stacked flats and access stairways beside them. I'm also considering adding the curving roads from path mod into this, as roads from city to city.

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Re: [Mod] City grid and paths mapgen [0.2.5] [noisegrid]

by philipbenr » Post

Sounds good paramat. Get some really nice worlds going. This could be nice for Blockmen's wasteland. have the rest be dirt and have a couple abandoned buildings that are falling into disrepair... Sounds like a potential idea.

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Re: [Mod] City grid, roads, paths mapgen [0.3.2] [noisegrid]

by paramat » Post

0.3.2
The curving intercity roads are now integrated into and pass through the city grids.
Flower areas with varying density.
Grid elements are not chopped by city biomes, elements are enabled per chunk not per node.

The structure of this mapgen is flat coastal areas around hills. Long curving roads run along the coast linking cities which by default cover 1/3 of the coastal area.
Last edited by paramat on Sun Jun 01, 2014 03:54, edited 1 time in total.

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Re: [Mod] City grid, roads, paths mapgen [0.3.2] [noisegrid]

by HeroOfTheWinds » Post

*stares*
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Re: [Mod] City grid, roads, paths mapgen [0.3.2] [noisegrid]

by Evergreen » Post

/me picks up his jaw

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Re: [Mod] City grid, roads, paths mapgen [0.3.2] [noisegrid]

by philipbenr » Post

Ouch. ;)

Looks good paramat.

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Re: [Mod] City grid, roads, paths mapgen [0.3.5] [noisegrid]

by paramat » Post

0.3.5
X and z overgeneration for paths and roads that are continuous over chunk borders.
Second curving road system that passes through lit tunnels.
Sandy pavement and concrete colour.
Last edited by paramat on Fri Jun 06, 2014 01:22, edited 1 time in total.

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Re: [Mod] City grid, roads, paths mapgen [0.3.5] [noisegrid]

by Krock » Post

How about diffrent map seeds per world?
Until now, they all equal.
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Re: [Mod] City grid, roads, paths mapgen [0.3.5] [noisegrid]

by paramat » Post

Krock, not sure i understand, the world seed is set by the player at world creation, so it usually is different per world?
Last edited by paramat on Sun Feb 15, 2015 23:20, edited 1 time in total.

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Re: [Mod] City grid, roads, paths mapgen [0.3.6] [noisegrid]

by paramat » Post

0.3.6
There was a mistake in the grid element indexes, creating a more fragmented grid.
There are now 2 dirt paths that intersect, junctions are magickal ...

I'm still trying to resist adding all default resources, how much need is there for clay, junglegrass, dry shrub, cactus, junglewood, papyrus etc.? All the default ores are there though ... but i must add lava.
Last edited by paramat on Sun Feb 15, 2015 23:21, edited 2 times in total.

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Re: [Mod] City grid, roads, paths mapgen [0.3.6] [noisegrid]

by DeepGaze » Post

Would it be possible to add automatically generated towns? and if so The grid?
plus this is an awesome mod, it adds to the sense of a vast world
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Re: [Mod] City grid, roads, paths mapgen [0.3.6] [noisegrid]

by aldobr » Post

@Paramat : you should try a voronoi diagram algorithm (http://en.wikipedia.org/wiki/Voronoi_diagram)

The points making the frontier between areas should be roads, this would generate quite "organic" roads for cities...

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

by paramat » Post

0.3.7
Paths now become noise-generated wooden bridges over fissures, how nice =)
aldobr, good idea, voronoi cells make nice city networks and junctions.
Last edited by paramat on Sun Feb 15, 2015 23:22, edited 2 times in total.

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

by TG-MyinaWD » Post

Will all this work on Flatland?
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Re: [Mod] City grid, roads, paths mapgen [0.3.7] [noisegrid]

by Sokomine » Post

It would be great if the paths could be walked upon without having to jump - i.e. using slabs or stairs. Slabs might be easier to use, but I'm not sure if they'll work in all situations. Perhaps slabs of diffrent height like in moreblocks could help.

I personally don't like the deep canyons the mapgen creates. I'd prefer to have rivers - kind of as a third type of road/path :-)

The road nodes could use a slightly diffrent texture. Usually that from obsidian or coalblock works fine.

Trees like those found on the map look a bit odd if there are more of them in one place. Normal trees look slightly better. But that's minor - they can be added as needed.

Overall: Excellent job! I really like the mapgen. The roads, paths, tunnels and bridges are impressive. The landscape - with its flat land with roads plus the hilly region - is IMHO optimal for building in.

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

by paramat » Post

Alt. Tester, this mod will override any mapgen chosen at world creation, and any mapgen flag you set such as the 'flat' one, and will use 'singlenode' (empty) mapgen instead.

Sokomine, thanks, good ideas. I'll attempt stair-like paths. Heh the lack of road textures is just laziness / obsession with getting the rest working. The appletrees perhaps need a little height variation and i'm considering adding some larger trees too. I've considered rivers but this may be difficult, if i can work out how to do these i'll add them since rivers really add so much to a mapgen.

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

by Sokomine » Post

paramat wrote: The appletrees perhaps need a little height variation and i'm considering adding some larger trees too.
There are good vegetation mods out there (moretrees, undergrowth, ethereal, that new forrest mod, ..). I don't think it's necessary to invent new trees here. They can just be added by mods.
paramat wrote: I've considered rivers but this may be difficult, if i can work out how to do these i'll add them since rivers really add so much to a mapgen.
How about those deep canyons you're adding to the map? If those where less deep, they could be rivers. Water might have to be at least one deeper than the sorrounding ground in order to avoid flooding. At least it might be worth a try. Other than that, rivers could follow the same general pattern as the paths. The wooden bridges would be a nice addition above rivers.

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

by Wayward_One » Post

Hi, I just tried this, but every time I try to play a new world nothing is generated and I keep falling like in the normal singlenode mapgen, until the game exits with a blank error box. I am using Minetest 0.4.9. Am I doing something wrong?

Screenshot of blank error box:
Image

Here's what I got in the debug.txt:

Code: Select all

13:28:27: ACTION[main]: Server for gameid="minetest" listening on port 53428.
[noisegrid] searching for spawn 1
[noisegrid] spawn player (-1072 34 528)
13:28:28: ACTION[ServerThread]: singleplayer [127.0.0.1] joins game. List of players: singleplayer 
Font size: 8 15
[noisegrid] chunk minp (-1168 -48 512)
13:28:30: ERROR[main]: ServerError: /usr/share/games/minetest/mods/noisegrid/init.lua:231: bad argument #1 to 'abs' (number expected, got nil)
13:28:30: ERROR[main]: stack traceback:
13:28:30: ERROR[main]: 	[C]: in function 'abs'
13:28:30: ERROR[main]: 	/usr/share/games/minetest/mods/noisegrid/init.lua:231: in function </usr/share/games/minetest/mods/noisegrid/init.lua:141>
13:28:30: ERROR[main]: 	/usr/share/games/minetest/builtin/misc_register.lua:330: in function </usr/share/games/minetest/builtin/misc_register.lua:318>

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

by paramat » Post

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.

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Re: [Mod] City grid and paths mapgen [0.2.5] [noisegrid]

by spootonium » Post

paramat wrote:I have been intending to work on generative architecture. ...
I'd been thinking about generative urban architecture using modules. If you generated a coarse, roughly Gaussian height map, centred upon the pre-defined epicentre (or geometric centroid) of a city grid, you could quickly fill organic-looking city-blocks with sky-scrapers, composed of stacks of "storey modules" (which might be WorldEdit definitions).
I also suspect using L-system could be practical, for generating more interesting, geometric architecture. But I haven't quite wrapped my head around Minetest's L-system, yet.
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