Re: [Mod][WIP] Valleys Mapgen [valleys_mapgen]
Posted: Thu Sep 24, 2015 14:49
After a spate of fixes and adjustments, here's another screenshot.
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I think you're right. I've just started on the lua portion, so there's a lot of room for improvement. It looks really good with Plantlife, especially the ferns.Dragonop wrote:I think the plains/hills need more grass or some other decoration, like small rocks and stuff.
But this option turns off v7cavegen too or only the vmg cavegen?duane wrote:The latest github version of lua vmg has a new option, vmg_caves, that lets you turn off cave creation. It would be a lot for me to give up, since I like caves, but the trade-off is that the mapgen runs about twice as fast as normal (up to four times as fast on my old linux laptop). This could be worthwhile for those who aren't as concerned about the underworld. (And you won't have to worry about falling into a hole while you're mining.)
This time, I'm referring to the original, lua version of Valleys. The v7 caves option only applies to the C++ version.Ivà wrote:But this option turns off v7cavegen too or only the vmg cavegen?
Yes, that's an issue for me as well. I don't like the fancy, unrealistic terrain of v5 or v7 much. It's good for some special situations and sometimes looks great - but it's not a place where it's likely that people would choose to live.Ivà wrote: This mapgen should be merged into the main engine as the fifth option, really. It provides a realistic terrain that is a lot more interesting than v6 and less fantasious than v5 or v7, for those who prefer that style of land.
I want that code as well, please! It annoys me to always have to press w to run forward, sometimes in combination with e. It's particulary annoying on Android devices, but also on the desktop. Please get it merged into the main branch of MT. My fingers would thank you!duane wrote: Whoops. That's my autorun code, ala world of warcraft. I hate having to hold the forward key all the time. I'll have to fix that since it's causing problems.
Edit: Done. It has a default now -- the F key.
As you know, I posted this earlier as a patch. I haven't looked into what's required for merging into the game. However, I still find it suspicious that all the autorun code is already there, but not tied to a key. I think someone must have decided that it was a bad idea at some point, so I wonder if it would be accepted anyway.Sokomine wrote:I want that code as well, please! It annoys me to always have to press w to run forward, sometimes in combination with e. It's particulary annoying on Android devices, but also on the desktop. Please get it merged into the main branch of MT. My fingers would thank you!
The biggest cpu load I found in profiling vmg-c was the generation of 3D noise tables. Everything else together took about a tenth of that time. After that came lighting and liquid handling, and again, everything else together took about a tenth of that time. I was always taught that optimizing for a 10% performance gain (or less) is usually a waste of time.Sokomine wrote:As to the speed gain you encountered: Most of it seems to be related to the noise calculation/handling if I got you right? Of course I'm intrested in any speed gains. The village code runs pretty fast by now, but it can't be as fast as a native mapgen.
In the lua version the noise parameters are:kaadmy wrote:What are the name of the noise param settings in the minetest.conf?
Are mgv7 noise params used?
Code: Select all
vmg_noise_1 = -10, 50, (1024,1024,1024), 5202, 6, 0.4, 2
vmg_noise_2 = 0, 1, (256,256,256), -6050, 5, 0.6, 2
vmg_noise_3 = 5, 4, (512,512,512), -1914, 1, 1, 2
vmg_noise_4 = 0.6, 0.5, (512,512,512), 777, 1, 1, 2
vmg_noise_5 = 0.5, 0.5, (128,128,128), 746, 1, 1, 2
vmg_noise_6 = 0, 1, (256,512,256), 1993, 6, 0.8, 2
vmg_noise_7 = 3, 1.75, (256,256,256), 1605, 3, 0.5, 2
vmg_noise_8 = 0, 1, (32,32,32), -4640, 4, 0.5, 2
vmg_noise_9 = 0, 1, (32,32,32), 8804, 4, 0.5, 2
vmg_noise_10 = 0, 1, (32,32,32), -4780, 4, 0.5, 2
vmg_noise_11 = 0, 1, (32,32,32), -9969, 4, 0.5, 2
vmg_noise_12 = 0, 1, (64,64,64), 3314, 4, 0.5, 2
vmg_noise_13 = 0, 1, (256,256,256), 2835, 5, 0.5, 4
vmg_noise_14 = 0, 1, (256,256,256), 6674, 5, 0.5, 4
vmg_noise_15 = 0, 1, (256,256,256), 6940, 5, 0.5, 4
vmg_noise_16 = 2, 8, (256,256,256), 2349, 3, 0.5, 2
vmg_noise_17 = 0, 1, (768,256,768), -1805, 4, 0.5, 4
vmg_noise_18 = 0, 1, (243,243,243), -5787, 4, 0.5, 3
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mgdjr_np_filler_depth = 0, 1.2, (150, 150, 150), 261, 3, 0.7, 2.0
mgdjr_np_v7_caves_1 = 0, 12, (100, 100, 100), 52534, 4, 0.5, 2.0
mgdjr_np_v7_caves_2 = 0, 12, (100, 100, 100), 10325, 4, 0.5, 2.0
mgdjr_np_biome_heat = 50, 50, (750, 750, 750), 5349, 3, 0.5, 2.0
mgdjr_np_biome_heat_blend = 0, 1.5, (8, 8, 8), 13, 2, 1.0, 2.0
mgdjr_np_biome_humidity = 50, 50, (750, 750, 750), 842, 3, 0.5, 2.0
mgdjr_np_biome_humidity_blend = 0, 1.5, (8, 8, 8), 90003, 2, 1.0, 2.0
Code: Select all
mgdjr_np_terrain_height = -10, 50, (1024, 1024, 1024), 5202, 6, 0.4, 2.0
mgdjr_np_rivers = 0, 1, (256, 256, 256), -6050, 5, 0.6, 2.0
mgdjr_np_valley_depth = 5, 4, (512, 512, 512), -1914, 1, 1.0, 2.0
mgdjr_np_valley_profile = 0.6, 0.5, (512, 512, 512), 777, 1, 1.0, 2.0
mgdjr_np_inter_valley_slope = 0.5, 0.5, (128, 128, 128), 746, 1, 1.0, 2.0
mgdjr_np_inter_valley_fill = 0, 1, (256, 256, 256), 1993, 6, 0.8, 2.0
mgdjr_np_caves_1 = 0, 1, (32, 32, 32), -4640, 4, 0.5, 2.0
mgdjr_np_caves_2 = 0, 1, (32, 32, 32), 8804, 4, 0.5, 2.0
mgdjr_np_caves_3 = 0, 1, (32, 32, 32), -4780, 4, 0.5, 2.0
mgdjr_np_caves_4 = 0, 1, (32, 32, 32), -9969, 4, 0.5, 2.0
mgdjr_np_lava_1 = 0, 1, (32, 32, 32), 75266, 4, 0.5, 2.0
mgdjr_np_lava_2 = 0, 1, (32, 32, 32), -89113, 4, 0.5, 2.0
mgdjr_np_water_1 = 0, 1, (32, 32, 32), 82329, 4, 0.5, 2.0
mgdjr_np_water_2 = 0, 1, (32, 32, 32), -59107, 4, 0.5, 2.0
Yep, that's on my todo list.kaadmy wrote:All right, because terrain looked much more spread out with djr mapgen.
Just wanted to see why :)
Edit: Maybe it would be a good idea to put the parameters and the defaults in the minetest.conf.example?
What do u do for c make it for main version too please :)duane wrote: I can do the same with the lua mapgen, if anyone's interested. Does the broken terrain bother anyone?
There are no sharp edges, though there are some nasty drops. I haven't been able to find a way to put in sharp edges without artifacts showing up, so I'd rather do without.Don wrote:Is there still cliffs?
I can do this.Don wrote:Is there still cliffs?