Omicron - prerelease 0.5 "In the swamps..."

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azekill_DIABLO
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Re: Omicron - prerelease 0.4 "Aquatics"

by azekill_DIABLO » Sat Sep 08, 2018 19:26

That's really unfortunate... If the game's compiles whtout errors and if craft ng runs on your system the problem may come from open Gl... Try using the same method as the one i told to texmex above. Tell me if it still persists after :)

EDIT : viewtopic.php?f=14&t=20478&start=100#p329890

For the signature i can understand it bother you but understand i wish to make the game much bigger... Why should i don't write just my name? It's planned to get removed once I manage to give a proper UI to the game. Understand i give TOTAL credit to the creators of craft and craftng for the ground work. It's not to be pretentious.

h


EDIT2 / DEVLOG: I rebased ocean system. Water now generates accordingly to normal mapgen, meaning water will generate under a certain level (45 in this case). It allows to have smooth slopes going into water and proper beaches all around. It's easely tweakable, looks nicer and runs much better.

Full code: (much much smaller code :D)
Code: Select all
// Ocean new prototype (generates water at a low level)
            for (int y = 22; y < 45; y++) {
            func(x, y, z, Item_WATER * flag, arg);
         }
           
            // ice on frigid biomes
         float biomen = simplex3(-x * 0.0005 * (1 / BIOME_SIZE), -z * 0.0005 * (1 / BIOME_SIZE), q * 0.001, 2, 16.0, 1);
         if(biomen > (4.0f/5.0f) && biomen < (5.0f/5.0f)) {
            // 2 ice layers on water
            if (simplex2(x * 0.0004, z * 0.0004, 8, 1.5, 2) > 0.6) {
               func(x, 43, z, Item_ICE * flag, arg);
               func(x, 44, z, Item_ICE * flag, arg);
            }
            }

EDIT3: Update soon boiz! I think I'll try to change something about transparency to make water-chunk-border glitch disappear. And maybe add a new biome!

EDIT4: Transparency done, see by yourselves:
Image
Attachments
screenshot-debbuged-water.jpg
No chunk border weird things :D
No bugs with water removal :D
No (big) performance loss :D
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Omicron - prerelease 0.5 "In the swamps..."

by azekill_DIABLO » Sun Sep 09, 2018 16:07

OMICRON pre-release 0.5 "In the swamps..."


Image
And a new update! A lot of improvements regarding previous updates have been made. Water render has been improved again... and plenty other things were added!

  • Mapgen
    • Oceans have been totally rebased! They now have proper sloped beaches and look much better and deeper.
    • Re - Addition of icebergs in taiga biomes.
    • Addition of swamp biome (contains trees with vines, special grass, mushrooms).
    • Addition of mushroom patches in swamps and plains.
    • Addition of ferns in taiga.
  • Blocks
    • Addition of clay.
    • Addition of sandstone and sandstone bricks.
    • Addition of ferns, swamp grass, mushroom, mushroom patch.
    • Addition of cobble and stone bricks.
    • New water texture taken from this minetest TP and modified.
  • Block renderer improved (no more chunk border bugs in water).

*red is important.

Screenshots of the new content:
Image
New blocks in use (water and cobble have changed since).

Image
A presentation of the swamp blocks and new textures.

Image
Just an older screenshot to show the lack of rendering glitches in water.


Note: I received complaints about GLSL shaders version being unable to run well on some systems like Mac or Linux... If you have such a problem, please read the top part of this post to avoid further problems.

Have fun with the 0.5 update! And remember to tell me about anything you'd like to change in the game! Thanks!
Attachments
screenshot-update-0.5.jpg
Enjoy the 0.5 blocks :D
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Re: Omicron - prerelease 0.5 "In the swamps..."

by crazy_baboon » Mon Sep 10, 2018 15:35

"And remember to tell me about anything you'd like to change in the game! Thanks!"

IMO, the best thing you could add is decent lighting and shadow mapping. Everything else is already in Minetest.
 

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Re: Omicron - prerelease 0.5 "In the swamps..."

by azekill_DIABLO » Mon Sep 10, 2018 18:27

crazy_baboon wrote:IMO, the best thing you could add is decent lighting and shadow mapping. Everything else is already in Minetest.

I might remove this sentence in the future if the only answers I get are of the kind 'you're game's not worth minetest'. And really obviously it's planned.

EDIT: BTW guys thanks for the poll you really help me. 9 vs 9. Well i'll see. thanks for voting anyway :D
 

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Re: Omicron - prerelease 0.5 "In the swamps..."

by texmex » Tue Sep 11, 2018 15:54

Hi azekill,
I tried editing the files according to your instructions but now it throws me "gethostbyname: Undefined error: 0" and crashes.
 

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Re: Omicron - prerelease 0.5 "In the swamps..."

by azekill_DIABLO » Tue Sep 11, 2018 17:38

texmex wrote:Hi azekill,
I tried editing the files according to your instructions but now it throws me "gethostbyname: Undefined error: 0" and crashes.

Thanks for reporting back. At least the shaders are no longer in question… However this error is quite surprising, Inever saw it for this game… Can you successfully compile and run CraftNG? Honestly, if you can't run craft NG that means there's a deep hidden problem.

Please give me:
> Presice OS specs (os, version, distro, version of GCC [no idea how to get that] and any other small information you judge neccessary like special programs installed)
> Full debug since the start of the compilation.
> A small explanation of how you tried to build and run the game, to see if you maybe missed a step, or if the doc needs to be actuated (very likely it'll have to).
 

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Re: Omicron - prerelease 0.5 "In the swamps..."

by azekill_DIABLO » Fri Sep 14, 2018 18:04

DEVLOG: Tiny devlog, added a greener sky to swamp, and made the sky transition much smoother. The atmosphere changes quite slowly, it's not really noticeable if you don't pay attention. I really like the feeling it gives!

Image
It's green. Very green. Maybe... I'll make it darker don't know.

EDIT / DEVLOG: Corrected the ulgy bug of text background not showing. It's now same as the original, so much easier to read. Sorry if it disturbed people, I forgot a test OpenGL function in the code.
Attachments
screenshot-swamp-sky-greener.jpg
And sky changes smoothly now :D
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Arelon Lightweaver
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Re: Omicron - prerelease 0.5 "In the swamps..."

by LMD » Sun Sep 16, 2018 07:49

There is a makefile... But I think azekill_DIABLO already released some compiled builds ?
Magic-CTF(soon)MTPCFractal-SuiteModel Creator Schematic CreatorColorfulXmas BallsWebsite • Never judge me by my age
 

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Re: Omicron - prerelease 0.5 "In the swamps..."

by azekill_DIABLO » Sun Sep 16, 2018 10:16

Arelon Lightweaver wrote:How do I compile Omicron?

I'll omit CraftNG part, becuz it's not my project. In case of problems with it, contact twetzel on his github page.


[url]https://github.com/azekillDIABLO/omicron/#omicron-by-azekill_diablo
[/url] this link should give you all the info needed to compile on multiple platforms. However, the linux executable is already inclued!

LMD wrote:There is a makefile... But I think azekill_DIABLO already released some compiled builds ?

Yep! the linux one is inculed in the download! However I can't compile for other platforms... :(
 

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