[Abandoned Mod] Cityscape [cityscape]

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duane
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Re: [Mod] Cityscape [cityscape]

by duane » Post

TheReaperKing wrote:In the settings text document you included I changed the desolation # to 10 and I have not been able to notice a change, am I doing something wrong?
The settingtypes.txt file doesn't actually change the default values everywhere. It's only a guide for the minetest program to set up the settings tab. To change the value for a given (new) world, use the settings tab or change the cityscape_desolation entry in minetest.conf. To change the defaults for new games, change the zero in settingtypes.txt and at the end of line 17 in init.lua.
Is there actually a bat cave in one of the buildings? I saw you mention it and that would be a fun hunt for the kiddos. I could also just make one and have them find it but I saw you mention it in an earlier post and wasn't sure if it was a part of the mod or something you were just having fun with.
There are no easter eggs in cityscape. I saw a bat spawn inside one of the buildings and thought it was odd enough that I took a screenshot. Depending on your mapgen, you should find lots of caves connected to the sewer, but Alfred will not be waiting in any of them.
The kids really want to be able to get in the cars so I was going to use the mesecar code and the models for your cars. Not sure if you'd want the code (or even if it'd work out okay).
I'd like to see it. I fiddled with it a bit just now, but for the life of me, I can't get the add_item method of my inventory to work reliably. If I have a mesecar already in the inventory, the function

Code: Select all

clicker:get_inventory():add_item("main", "mesecar:mesecar1")
will add another car to my inventory. If I've picked one up at any time during that session, it will add one, but if I log in fresh and try to add a car, it does nothing. On the other hand, nearly the same code in mesecar adds one every time. The only difference I can see is that it's being called from an entity, not a node.
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Re: [Mod] Cityscape [cityscape]

by TheReaperKing » Post

duane wrote:The settingtypes.txt file doesn't actually change the default values everywhere. It's only a guide for the minetest program to set up the settings tab. To change the value for a given (new) world, use the settings tab or change the cityscape_desolation entry in minetest.conf. To change the defaults for new games, change the zero in settingtypes.txt and at the end of line 17 in init.lua.
Hmm I did try it in the minetest.conf too but I'll mess with it more this weekend. Thanks for pointing me in the right direction! :D

Regarding the mesecar what I was going to do was just copy and paste the code for one of the three other cars and change the model to use your car model and see how it worked. Aka just add a 4th. I will let you know how it works out :)

Regarding the batcave and your comment about the sewers connecting to tunnels, we did find a sewer that connected to one of those generated temples which was soooo cool. Made it seem like we had found some long lost buried temple deep in the sewers.

I was thinking of messing with ESMOBs as well to try to get some friendly NPCs that wander the cities. Not sure if there is an easier/better NPC mod but it seems like you can do quite a bit and have the NPCs give their own messages.

Thanks again for all of your hard work! It was so funny watching the older "too cool for school" kids absolutely flip out in happiness and light up like little kids getting candy haha. Take care!
-Mike
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Re: [Mod] Cityscape [cityscape]

by duane » Post

TheReaperKing wrote:The kids really want to be able to get in the cars so I was going to use the mesecar code and the models for your cars. Not sure if you'd want the code (or even if it'd work out okay).
I've never been too fond of the minetest vehicle controls, so I just added cheapie's non-laggy car functions to the existing car nodes. It changes your model to the car you right-click and speeds you up (requires anti-cheating to be disabled). Drop the car from inventory to change back.

Some people like the boat controls. I'd rather be able to actually maneuver.
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Re: [Mod] Cityscape [cityscape]

by prof-turbo » Post

O.O

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Re: [Mod] Cityscape [cityscape]

by TheReaperKing » Post

This week is now spring break but the kids had so much playing your mod on Friday. They said they were having trouble with the cars especially getting out and I didn't get a chance to mess with it but overall they were going nuts. They are already starting to set up neighborhoods too with people claiming houses and business near each other. My older kids are even creating a car lot to have a car selling business haha. We have been talking about setting up police stations, schools, a fire department, etc. I'm hoping to get some basic wandering and talking NPCs this week off. Thanks again so much for all your great work, we are all truly inspired!

EDIT - I haven't tested it yet but I was thinking maybe this mod would be interesting for connecting cities :)
viewtopic.php?f=11&t=9296
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Re: [Mod] Cityscape [cityscape]

by duane » Post

TheReaperKing wrote:They said they were having trouble with the cars especially getting out and I didn't get a chance to mess with it but overall they were going nuts.
You have to actually place the car node to get out. Select the car in inventory and right-click to place it. That was the easiest way I could think of to make sure it didn't disappear at any point. Even then, it tends to lag before the game adjusts your appearance again.
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Re: [Mod] Cityscape [cityscape]

by TheReaperKing » Post

I don't know how crazy you want to get with this mod but I noticed the mod was looking for manhole covers and this mod (updated from the streets mod) has manhole covers that can be open and closed, and also working traffic lights!

[Mod] Streets+Infrastructure Fork [streets][git]
viewtopic.php?f=9&t=13904

Right now I am messing with esmobs and I'm wondering what other NPC packs might work well with it to make the cities feel alive, or desolate ones full of danger! Take care :)
-Mike
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Re: [Mod] Cityscape [cityscape]

by Diamond knight » Post

Suggestion: a special water node found in the sewers that is sewer water (the sewers we have now have water so clean they are more aqueducts than sewers) and if playereffects is enabled it could register an effect that makes you sick of poisoned if you swim in the sewer water too long.

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Re: [Mod] Cityscape [cityscape]

by TheReaperKing » Post

Duane would you please consider changing your license to CC0 or DWYWPL?
viewtopic.php?f=3&t=14246

I'd really like to have my kiddos messing around with your gits, especially at our summer camp. I understand if you don't want to but I figure it doesn't hurt to ask. Thanks so much for everything you've already done for us :)
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Re: [Mod] Cityscape [cityscape]

by philipbenr » Post

Looking better all the time. Keep it up!

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Re: [Mod] Cityscape [cityscape]

by twoelk » Post

Maby this would be the perfect environment for Sokomine's Wild Cars. Schouldn't be too difficult to make versions for other mob-API's than mobf of this mob.

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Re: [Mod] Cityscape [cityscape]

by paramat » Post

duane have you tried my mesecar mod? the controls are pretty good.

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Major Changes

by duane » Post

Major changes, and of course, major problems. I've completely rewritten the mapgen.lua to use highways based on paramat's noisegrid. Buildings are now built on a 31-meter plot, which is not user definable. Roads now follow the terrain, which both solves and causes problems.

It wastes memory extravagantly at the moment, but doesn't seem any slower to me.

Before anyone gripes. Read the first post. You can still get the original code there. However, I'm not likely to do much with it in the future.

Image

Thanks for all the suggestions, everyone. I'm keeping them all in mind.
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Re: [Mod] Cityscape [cityscape]

by TheReaperKing » Post

Duane thanks so much for the license change and the branch of the old version! I'll have to test this and also the esmobs guy said he might do a branch of mobs just for the cityscape stuff!

Esmobs:
viewtopic.php?f=11&t=13616

That is interesting how the roads aren't level anymore and maybe it'd be worth adding slopes? I know there are some mods that use them. Do the cities connect with the highways now? I suppose I could just test :) Also maybe there is a way to restrict the highways to outside of the city limits?

Here are some slope mods:
viewtopic.php?f=11&t=11433 - Wooden Slopes
viewtopic.php?f=11&t=11388 - My Paths
viewtopic.php?f=11&t=13555 - Simply Slopes

Not trying to make things more complicated on ya but just an idea :) I can't thank you enough for how receptive you've been as well to all suggestions. Is there anything we can do for you?

If you, Paramat and maikerumine got together I can only imagine what nuts stuff you'd create. I suppose it depends what the end goal is but a living city with NPCs and such would be pretty neat. Like a minetest GTA.

Also as a side note I'm also looking to use cityscape for when the kids and I have a waterballoon battle with the CTF mode :)

You rock! Take care!
-Mike
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Re: [Mod] Cityscape [cityscape]

by MineYoshi » Post

TheReaperKing wrote:Duane thanks so much for the license change and the branch of the old version! I'll have to test this and also the esmobs guy said he might do a branch of mobs just for the cityscape stuff!

Esmobs:
viewtopic.php?f=11&t=13616

That is interesting how the roads aren't level anymore and maybe it'd be worth adding slopes? I know there are some mods that use them. Do the cities connect with the highways now? I suppose I could just test :) Also maybe there is a way to restrict the highways to outside of the city limits?

Here are some slope mods:
viewtopic.php?f=11&t=11433 - Wooden Slopes
viewtopic.php?f=11&t=11388 - My Paths
viewtopic.php?f=11&t=13555 - Simply Slopes

Not trying to make things more complicated on ya but just an idea :) I can't thank you enough for how receptive you've been as well to all suggestions. Is there anything we can do for you?

If you, Paramat and maikerumine got together I can only imagine what nuts stuff you'd create. I suppose it depends what the end goal is but a living city with NPCs and such would be pretty neat. Like a minetest GTA.

Also as a side note I'm also looking to use cityscape for when the kids and I have a waterballoon battle with the CTF mode :)

You rock! Take care!
-Mike

I like the MT GTA Style idea....
Have a nice day! :D

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Re: [Mod] Cityscape [cityscape]

by TheReaperKing » Post

esmobs already work pretty well with the city. I have it set for just NPCs and animals and it is kinda neat seeing the rats in there haha. It could use a few more NPCs and I know there used to be more but hopefully I can help with that too :)

Does anyone know of any other NPC mods that might work well for this game? It'd probably be good to have some standing NPCs too for shops and such. I see soooo much potential for this mod and it is already AWESOME!!!

By the way Duane we love your suburbs addition too. We've been picking houses and I picked one that was beachside haha. We are looking to combine some too. It's so fun watching the kiddos go nuts with it. Take care!
-Mike
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Update

by duane » Post

I've put back most of the missing features in the master branch. The only thing left are houses, which have to be redesigned to use the extra space available.

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Re: [Mod] Cityscape [cityscape]

by Don » Post

Keep it up Duane. I am a big fan of your work!
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Re: [Mod] Cityscape [cityscape]

by duane » Post

I've put suburbs back in. This is the only house.

Image

Boring, isn't it?

If you want more houses, you can help by designing them yourself and saving them with the new "/saveplot" command. To do so, set your "cityscape_vacancies" setting to eight or more. This will cause lots of bare concrete and bare grass to appear in city plots. Design any house you like on an appropriate plot. Leave at least two rows of sidewalk squares outside, giving you a 31x31 work area. The first level (and only the first level) of ground nodes will be saved -- no basements. Try not to make it taller than 20 nodes unless absolutely necessary.

Once your house and yard are ready, stand nearby (or inside), type in "/saveplot [name]", using a simple name (numbers, letters, and underscores only). The mod will save it in your world directory (frequently .minetest/worlds/...) with a ".house" suffix. Post the file here, and I'll put it in cityscape.

The files are nothing but compressed schematics. I considered using ".mts" files, but it involves a lot more number crunching to deal with the desolation setting. These are only slightly larger and much easier to work with.
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Re: [Mod] Cityscape [cityscape]

by Nathan.S » Post

Expect a house or something later today. You want them as pull request or just as attachments on the forum thread?
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Re: [Mod] Cityscape [cityscape]

by duane » Post

Nathan.S wrote:Expect a house or something later today. You want them as pull request or just as attachments on the forum thread?
Either is fine, thanks.
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Re: [Mod] Cityscape [cityscape]

by Nathan.S » Post

The .house extension isn't allowed, and I don't feel like zipping the file, so just grab it from here: http://www.nathansalapat.com/downloads/ ... pool.house right click and save as. Nothing too fancy, wasn't sure if I should be building multiple houses in the area or what exactly.
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Re: [Mod] Cityscape [cityscape]

by duane » Post

Nathan.S wrote:Nothing too fancy, wasn't sure if I should be building multiple houses in the area or what exactly.
No worries if you don't want to use it, I won't feel bad.
Very nice! I like the garage.
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Re: [Mod] Cityscape [cityscape]

by TheReaperKing » Post

The kids are excited to create some houses for you! :D Thanks for all of your hard work!

Also a random idea we had, but not sure if you saw the post about the little girl I work with whose brother died but we wanted to make her a huge disney-ish castle and then have little houses that we build for ourselves. Is it possible to spawn ONLY suburbs? That way we could generate the houses and customize them and build the castle? Maybe even the castle could be an addition as a sort of side branch or whatever. If it is any inconvenience at all don't worry about it at all because we can just modify the existing cities without much trouble for her but wasn't sure if there was just some variables I could toggle or a section I could take out.

Thanks so much!! The kids are still having so much fun with it! I was having crashes with the newer version but going to try it again. Unfortunately it wasn't giving me any info either, just crashing the entire program. I'll keep testing and trying :) Take care!
-Mike
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Re: [Mod] Cityscape [cityscape]

by duane » Post

TheReaperKing wrote:Also a random idea we had, but not sure if you saw the post about the little girl I work with whose brother died but we wanted to make her a huge disney-ish castle and then have little houses that we build for ourselves. Is it possible to spawn ONLY suburbs?
I wouldn't know where to begin on a big castle, but the suburbs are easy. Get the latest update and set cityscape_suburbs to ten. That will give you the most houses.
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