[abandoned mod] Loud Walking Mapgen [loud_walking]

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[abandoned mod] Loud Walking Mapgen [loud_walking]

by duane » Post

Edit: This mod is abandoned now that I've switched to Squaresville C.

Loud Walking is a play on the name of an old science fiction movie about an attempt to preserve Earth's endangered life in sealed pods in space. This mod creates pods at about 28 km altitude, with more or less normal terrain inside, including vegetation and minerals. Bridges are provided to move horizontally.

Image

Image

The source is available on github.

Code: LGPL2.1, textures: CC0 and others

Mod dependencies: default

Download: https://github.com/duane-r/loud_walking ... master.zip
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Last edited by duane on Sat Oct 07, 2017 04:29, edited 12 times in total.
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Re: [Mod] Loud Walking [loud_walking]

by duane » Post

Problems:

- It's slow. There's not much I can do about that. It's a consequence of making the pod size and spacing variable.
- Changing mod parameters WILL BREAK existing worlds. Don't do it. This cannot be fixed.
Last edited by duane on Mon Jun 26, 2017 00:01, edited 6 times in total.
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Re: [Mod] Loud Walking [loud_walking]

by paramat » Post

Ah that film was so melancholic.
These diamond shaped pods are better than spheres.

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Re: [Mod] Loud Walking [loud_walking]

by benrob0329 » Post

Interesting idea.

Perhaps you could generate some steel ladders in the center of each pod?
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Re: [Mod] Loud Walking [loud_walking]

by duane » Post

Things look very different now. I darkened the sky, changed the respawn to always occur on a bridge (much easier), and added code to implement the default biomes (v7). Each pod has a random biome, including ocean and swamps. All simple decorations are present. Schematics are troublesome, as always, so I'll have to figure out some work-around.

Image

Image

Image

Note that the mod will interpret any registered biome or simple decoration, so it will work with other mods to some extent. I'd like to get the ethereal biomes to work in here, just for fun.

I'm considering a default layer of lava over any exposed scrith in the bottom of the caves. Since these are obviously artificial, I don't think random lava is all that important. I'd also like to put in some really alien pods -- something impractical for a regular map.

Edit: I also added control rooms.
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Re: [Mod] Loud Walking [loud_walking]

by duane » Post

The dark sky outside is nice, but it was getting depressing, so I gave the domes some color. I think I've quashed the lighting issues as well. (See the first post.)
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Re: [Mod] Loud Walking [loud_walking]

by Don » Post

duane wrote:The dark sky outside is nice, but it was getting depressing, so I gave the domes some color. I think I've quashed the lighting issues as well. (See the first post.)
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Re: [Mod] Loud Walking [loud_walking]

by D00Med » Post

awesome mod! The name is a bit confusing though, I thought it would just be a mod to change the walking sound effect.
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Re: [Mod] Loud Walking Mapgen [loud_walking]

by nyje » Post

Utterly astonishing. I just span up a server to test it, it's fantastic.

I have to reflect what my players will say, so, is it difficult to make each 'pod' bigger? like a lot bigger?
can we have some adjustable settings for sizes etc?

Ideally i would like a long view area so 300-400 nodes x/z, would it be easy? not looked at the code yet ;-) and they don't need to be so deep, i like the idea of 'flat plate with terrain' if you could do that...
Last edited by nyje on Sun Apr 10, 2016 18:56, edited 1 time in total.

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Re: [Mod] Loud Walking Mapgen [loud_walking]

by duane » Post

nyje wrote:I have to reflect what my players will say, so, is it difficult to make each 'pod' bigger? like a lot bigger?
can we have some adjustable settings for sizes etc?

Ideally i would like a long view area so 300-400 nodes x/z, would it be easy? not looked at the code yet ;-) and they don't need to be so deep, i like the idea of 'flat plate with terrain' if you could do that...
Thanks for the complements, everyone.

I don't know much about the view range. On my system, I can see the next pod if I'm at the nearer edge, but that's about it.

The pods are each one map-chunk, so making them larger would be complicated. Honestly, if you make them much larger, you might as well use a traditional mapgen. You won't be able to see all of one very well. That was the problem with my integral trees.

I'm working on the interior of the control complexes. I'm not happy with the look so far, and I want to put something interesting in there. Maybe somebody will come up with a robot mob pack to patrol them.
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Re: [Mod] Loud Walking Mapgen [loud_walking]

by paramat » Post

No problems with translucency?

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Re: [Mod] Loud Walking Mapgen [loud_walking]

by duane » Post

paramat wrote:No problems with translucency?
I get the occasional overly bright texture when I turn in a particular direction, but it doesn't come up much except near the force fields.

I've added some more detail to the control complexes.

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Re: [Mod] Loud Walking (Bio-pods) Mapgen [loud_walking]

by benrob0329 » Post

What movie is this based off of?
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Re: [Mod] Loud Walking (Bio-pods) Mapgen [loud_walking]

by twoelk » Post

do the opposite to "loud walking" :-)

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Re: [Mod] Loud Walking (Bio-pods) Mapgen [loud_walking]

by Inocudom » Post

I do believe that OldCoder would find this mapgen to be very appealing. You should tell him about it sometime.
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Re: [Mod] Loud Walking (Bio-pods) Mapgen [loud_walking]

by Sokomine » Post

The movie was a very impressive one, and so is the mod. Combining it with the space world (moontest based) on one of OldCoders servers like Inocudom suggested sounds like a very good idea.
duane wrote: Schematics are troublesome, as always, so I'll have to figure out some work-around.
In how far?
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Re: [Mod] Loud Walking (Bio-pods) Mapgen [loud_walking]

by TheReaperKing » Post

How did I miss you posting this mod? I love that neon room, it looks so surreal and foreboding. Can't wait to test this bad boy with the kiddos!
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Re: [Mod] Loud Walking (Bio-pods) Mapgen [loud_walking]

by duane » Post

TheReaperKing wrote:How did I miss you posting this mod? I love that neon room, it looks so surreal and foreboding. Can't wait to test this bad boy with the kiddos!
If you climb up to the control room in each pod, you can fiddle with the alien controls, causing random hijinks. Have fun.
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Re: [Mod] Loud Walking (Bio-pods) Mapgen [loud_walking]

by Milan* » Post

Thanks for this awesome mod!

Illuna has now a testserver featuring this at illuna-minetest.tk:30001.
Minetest crashed a view times into a coredump, i guess thats caused by the mentioned memory issue but i look forward. :)

I will run it in production when ready and sync the users accounts between the two instances.
Also looking forward for the Minetest feature to join from one world into another one, this would be awesome.^^
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Re: [Mod] Loud Walking (Bio-pods) Mapgen [loud_walking]

by duane » Post

Milan* wrote:Thanks for this awesome mod!
You're welcome. I've also started a branch to make the pod size independent from chunk size, but it's very slow so far, and I haven't had much time to work on it.
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Re: [Mod] Loud Walking (Bio-pods) Mapgen [loud_walking]

by paramat » Post


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Re: [Mod] Loud Walking (Bio-pods) Mapgen [loud_walking]

by Milan* » Post

Huh, does it overwrite the spawnpoint?
Didn't saw that in the code but i am unable to set it.


Edit: Got it!
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Re: [Obsolete] Loud Walking (Bio-pods) Mapgen

by Milan* » Post

- lots of potential hijinks as people walk off the narrow bridges and fall forever
I've tweaked the physics on my server to just be more spacy.
This causes more movement possibilitys and the people are able to rescue themself. :)
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Re: [Obsolete] Loud Walking (Bio-pods) Mapgen

by ClaudiusMinimus » Post

Duane, you recently labeled this mod “Obsolete”. I am concerned because you also stated, “I think I'll just chalk this up as a learning experience.” I hope it does not mean you are dropping this mod and any future development.

I am currently playing this game on the Podworld of Illuna and am truly enjoying it. While there may be some kinks to work out, this mod is still lots of fun. The issue Milan reported of: “fixing a shadow glitch can cause a completely dark pod” can be repaired using WorldEdit for individual pods. So far this seems to be working.

If you are discontinuing any further development of this mod, please let us know, because we don’t want it to die.

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Re: [Mod] Loud Walking (Bio-pods) Mapgen [loud_walking]

by duane » Post

I'm not sure that it matters, because I haven't had much time to work on it anyway, but I'll probably keep tinkering with the unlimited branch. It's already capable of varying the spacing between levels, which cuts down on lighting issues a bit.
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