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Re: [Fork] Squaresville C [squaresville]

Posted: Sun Oct 22, 2017 04:45
by duane
Inocudom wrote:I would be worried about the suspended liquids creating huge messes in the right circumstances. Maybe you should add some kind of glass to contain them in?
The floating liquid nodes can't flow, so they can't make a mess. If the new nodes aren't available, the mapgen will substitute stone, not a normal liquid node. The only way to make a mess would be to manually dip them up with a bucket and replace them as normal liquids, and if you're willing to do that, you could have just hauled up some regular liquid.

Re: [Fork] Squaresville C [squaresville]

Posted: Sun Oct 22, 2017 08:14
by duane
Inocudom wrote:Also, you should have someone make nightly builds of this for Windows, MacOS, and Linux.
I doubt seriously if anyone's going to volunteer for that. There's too little demand. I've tried cross-compiling it for windows with the buildbot scripts, but I can't get them to work under gentoo. Even if I got it to work, I don't have windows to test it on. I don't even know anyone with a mac.

Re: [Fork] Squaresville C [squaresville]

Posted: Sun Oct 22, 2017 12:49
by azekill_DIABLO
Wait. What is a mac? xD

Re: [Fork] Squaresville C [squaresville]

Posted: Mon Oct 23, 2017 03:02
by dawgdoc
azekill_DIABLO wrote:Wait. What is a mac? xD
Isn't a mac one of those big sandwiches you get at that place with the yellow m's?

Re: [Fork] Squaresville C [squaresville]

Posted: Mon Oct 23, 2017 03:13
by v-rob
dawgdoc wrote:
azekill_DIABLO wrote:Wait. What is a mac? xD
Isn't a mac one of those big sandwiches you get at that place with the yellow m's?
Do they sell apples there? ;)

Re: [Fork] Squaresville C [squaresville]

Posted: Mon Oct 23, 2017 09:49
by duane
Ok, I finally managed to get mingw to work (though not on gentoo), so I have a potential windows version with squaresville baked in. I guarantee nothing. I have no windows boxen to test on, so this could easily be a big ball of fail. If there are any courageous test subjects out there, feel free to try it.

This was built using the stock buildbot scripts, so it should install the same as sfan's windows builds.

Re: [Fork] Squaresville C [squaresville]

Posted: Mon Oct 23, 2017 10:08
by azekill_DIABLO
dawgdoc wrote:
azekill_DIABLO wrote:Wait. What is a mac? xD
Isn't a mac one of those big sandwiches you get at that place with the yellow m's?
Oh, i know that one :D

Re: [Fork] Squaresville C [squaresville]

Posted: Mon Oct 23, 2017 23:14
by v-rob
Awesome! This blew my mind. But you need three DLL files. I copied them from 0.4.16 and it works. The necessary DLL files are included in the attachment. The DLL's can just be added into the bin file.

Re: [Fork] Squaresville C [squaresville]

Posted: Tue Oct 24, 2017 05:00
by duane
v-rob wrote:Awesome! This blew my mind. But you need three DLL files. I copied them from 0.4.16 and it works. The necessary DLL files are included in the attachment. The DLL's can just be added into the bin file.
Thanks. I've zipped those in and added a link to the original post.

Re: [Fork] Squaresville C [squaresville]

Posted: Thu Oct 26, 2017 01:06
by duane
One of the 900 statues of Nyan-Bastet hidden in remote spots throughout the world. Collect them to win fabulous prizes!

Image

I'm going to add a chat command to show who has collected which statues, each statue's unique name, and the spot where it was found. And, just so it won't be too difficult, they'll yell whenever one is generated.

Of course, you philistines who have no appreciation for art can melt them down into rainbow blocks.

Re: [Fork] Squaresville C [squaresville]

Posted: Sun Nov 05, 2017 16:26
by duane
A long-standing problem with gennotify is preventing treasure chests in geomoria and ruins from generating now that the default game's dungeon_loot mod is using gennotify. So far, my only solution is to disable dungeon_loot.

This will only affect you if you're using booty or another treasure mod that uses gennotify.

Edit: I've managed to fix this, at least on a temporary basis.

Re: [Fork] Squaresville C [squaresville]

Posted: Mon Nov 06, 2017 04:18
by duane
Geomoria now looks a bit more ruined. I'm not going to open up any big crevasses since it tends to leave hanging nodes (especially doors).

Image

Image

I'll get the windows version out asap.

Re: [Fork] Squaresville C [squaresville]

Posted: Mon Nov 06, 2017 15:34
by azekill_DIABLO
This architecture is nice, but a bit too... flat (IMHO). It seriously misses thing like fences, walls, cobwebs... But i know adding such things is not easy, so it's only a little suggestion.

Re: [Fork] Squaresville C [squaresville]

Posted: Mon Nov 06, 2017 23:41
by Inocudom
Duane, it might help if Calinou made nightly AppImages of your fork so that Linux users can test it out as well. I will ask him about it myself on irc.

Re: [Fork] Squaresville C [squaresville]

Posted: Tue Nov 07, 2017 02:22
by duane
azekill_DIABLO wrote:This architecture is nice, but a bit too... flat (IMHO). It seriously misses thing like fences, walls, cobwebs... But i know adding such things is not easy, so it's only a little suggestion.
I've been thinking about adding things, but usually dungeon dressing is broken stuff and heaps of bones or garbage, which are hard to find. I can do torches and cobwebs easily enough, but why would it need more walls? Why would there be fences there? I'm not putting anything in that would impede mob movement. They get stuck a lot as is.

Edit: And actually, torches wouldn't make sense, since no one's been there for a long time.

Re: [Fork] Squaresville C [squaresville]

Posted: Tue Nov 07, 2017 05:06
by duane
Inocudom wrote:Duane, it might help if Calinou made nightly AppImages of your fork so that Linux users can test it out as well. I will ask him about it myself on irc.
I kind of doubt if there's much demand for this. It certainly doesn't need to be done nightly because I don't change it very often. I have no interest in keeping up with the main distribution's nightlies.

I can build an appimage, using RazZziel's work, but it's not very portable. The minetest relevant libraries have to be installed on your system (including lua 5.1). Packaging all the libraries in the appimage would be a headache. It's basically a run_in_place version that uses your .minetest/ paths rather than the read-only directory where the binaries are.

http://duanerobertson.com/minetest-squa ... 4.AppImage

Re: [Fork] Squaresville C [squaresville]

Posted: Tue Nov 07, 2017 19:34
by azekill_DIABLO
duane wrote:
azekill_DIABLO wrote:This architecture is nice, but a bit too... flat (IMHO). It seriously misses thing like fences, walls, cobwebs... But i know adding such things is not easy, so it's only a little suggestion.
I've been thinking about adding things, but usually dungeon dressing is broken stuff and heaps of bones or garbage, which are hard to find. I can do torches and cobwebs easily enough, but why would it need more walls? Why would there be fences there? I'm not putting anything in that would impede mob movement. They get stuck a lot as is.

Edit: And actually, torches wouldn't make sense, since no one's been there for a long time.
I saw your screenshot in the other section: it's perfectly what i wanted :D

Re: [Fork] Squaresville C [squaresville]

Posted: Wed Nov 08, 2017 09:53
by duane
Image

Image

Image

Edit: I should note that none of this will work unless you're running booty, because of the aforementioned bug with gennotify. There's an issue in place, but who knows when or how it'll be fixed.

Re: [Fork] Squaresville C [squaresville]

Posted: Wed Nov 08, 2017 17:28
by azekill_DIABLO
Shroom Kingdom !!! amazing!

Re: [Fork] Squaresville C [squaresville]

Posted: Sun Nov 12, 2017 05:34
by duane
I've added hell and a burning pentacle to take you there. Note that hell is dangerous. However, to get the full effect, you should be running bad_terrain.

Image

Image

Image

Recipe:
{'','default:obsidian',''},
{'default:obsidian','default:mese','default:obsidian'},
{'','default:obsidian',''},

Re: [Fork] Squaresville C [squaresville]

Posted: Sat Nov 18, 2017 04:52
by LRV
Only telling from those shots: It's amazing! +10000000000
But there is one thing I would improve: the old citys, but the rest is good & you should remove the minetest name from debug mode.

Re: [Fork] Squaresville C [squaresville]

Posted: Fri Jan 05, 2018 19:16
by FreeLikeGNU
Duane, this looks fantastic! I love the ruins and underground dungeons and biomes! Do you have any plans for improving mob support over vanilla MT in this fork, or is this purely a map-gen project?

Re: [Abandoned Fork] Squaresville C [squaresville]

Posted: Fri Jul 05, 2019 16:30
by AlexD975
I can't download mod from Github on fist page... It throw's me error 404. Someone may fix that?!

Re: [Abandoned Fork] Squaresville C [squaresville]

Posted: Sun Feb 13, 2022 02:33
by mcaygerhard
this modification engine is the right choose for the powered NSSM+NSSB (not so simple mobs,, the most difficult to play game)

what a great job.. so sad that the repository is now erased.. as i can noted..

build the most difficult game of minetest deffinitively need this modifications. so sad, well too much windoser solutions as i can see in threath

Re: [Abandoned Fork] Squaresville C [squaresville]

Posted: Thu Aug 11, 2022 19:47
by c56
does anyone happen to have a fork of this mapgen ?