[Fork] Squaresville C [squaresville]

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[Fork] Squaresville C [squaresville]

by duane » Tue Sep 19, 2017 08:20

Squaresville is a world full of ruinous cities. Unlike the original mod, this is a C++ "mapgen", in its own fork of Minetest. For those who've seen my earlier mods, this fork incorporates most of Geomoria, Fun Caves, Zigg, Exeter, Passages, Chaos, Loud Walking, and Big Trees.

Note that this is not a mod -- you can't just copy it into your mods directory and expect it to run. It's a mapgen of sorts, so the entire game has to be compiled with it, in the same way you'd compile Minetest normally. This makes it inconvenient, but faster than lua. At the same time, it's not strictly a mapgen, so don't expect to see it in the main branch of the game any time soon.

If you absolutely refuse to compile, you can try this appimage (for Linux) or this windows binary. For Linux, just make the appimage executable (chmod u+x *.AppImage), then run it (./minet*AppImage). The windows version should work like any other windows program. (See also sfan's windows builds.) Note that I don't have the resources to test binaries exhaustively (I don't have windows at all), so they may not work. If you have problems, first try installing the normal minetest binary for your system, then try my binary.

The mapgen produces some nice wilderness with rivers, roads, and an occasional grid of streets with ruins scattered about. There are undergound passages, dungeon geomorphs, and pyramids to explore. The cave system is based on Fun Caves with a few tweaks. It's not strictly dependent on minetest_game, but it does use some of the game's nodes, such as doors and different types of stone.

There is a chaos dimension, accessible with the Trump of Chaos, full of familiar terrain twisted into bizarre shapes. High above, is a network of glass and steel pods, assembled by unknown entities, that protect samples of a variety of plants and animals.

Using the geomoria-based geomorph system, you can add any sort of ruin or dungeon you can imagine with simple lua code. You can also modify or create new cave biomes as easily as surface biomes. The results will be placed by the C code. See the lua documentation.

For the curious, the Lua versions of Squaresville and Fun Caves took about a full second to generate a "chunk" of terrain on my system. This version averages around 150 ms per chunk, so about six times faster.

I strongly recommend my bad_terrain, booty, inspire, nmobs, status, and xlocate mods with this mapgen, as they handle treasure, terrain properties, etc. However, with a bit of tweaking, you can get other treasure and mob mods to work, or just ignore them.

This is a work in progress.

Screenshots
+ Spoiler


The source is available on github.

Original Code: LGPL2
Original Textures: CC-BY-SA and CC0

https://github.com/duane-r/minetest/arc ... sville.zip
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Problems

by duane » Tue Sep 19, 2017 08:23

Problems:

- Needs option to ruin geomoria
- Possible memory abuse
- Buildings are not ruined (and not usable either)
- Needs lua integration for cave biomes
- Needs lua integration for geomorphs
- Needs option to turn off lights in geomoria
- Needs settable parameters
- No cave decorations or biomes
- Non-repeatable
- Not enough ruins
- No water in the heights


Not Problems (won't fix):

- Cities are still basically flat despite being covered by terrain.
- Jungle trees are too far apart.
- Land rises up to meet the roads.
- "My guy can run over blocks without jumping." (Shhh. It's a secret.)
- No floating islands (Don't like 'em.)
- Pyramids are hard.
- Rivers are flat and slop out near ruins.
- "The sky's really dark." (I like it like that.)
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Re: [Fork] Squaresville C [squaresville]

by duane » Wed Sep 20, 2017 10:31

Added underground passages and shafts (which occasionally go somewhere).

+ Spoiler
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Re: [Fork] Squaresville C [squaresville]

by duane » Thu Sep 21, 2017 04:16

azekill_DIABLO wrote:they glow, apparently. or it was for debug.


Definitely debug.

Now I'm working on pyramids.

+ Spoiler
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Re: [Fork] Squaresville C [squaresville]

by the_raven_262 » Fri Sep 22, 2017 09:04

I might be dumb or something, but i compiled this fork i couldn't find the mapgen when creating a new world.
And I can't resist from trying this one out! :D
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Re: [Fork] Squaresville C [squaresville]

by duane » Fri Sep 22, 2017 13:18

the_raven_262 wrote:I might be dumb or something, but i compiled this fork i couldn't find the mapgen when creating a new world.
And I can't resist from trying this one out! :D


Squaresville should be the last choice in the drop-down list. However, if you've cloned the project, you have to remember to checkout the squaresville branch in git. The master branch is just a copy of the regular development branch. I may try to swap them at some point. If you download the zip file, you only get the squaresville branch.

Also note that I've got a mod tracked in the default game which does nothing but create some new nodes. It might get in the way if you forget that it's there, since it gets selected automatically. Of course, if you change branches, it should go away by itself.
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Re: [Fork] Squaresville C [squaresville]

by the_raven_262 » Fri Sep 22, 2017 13:53

A road between two towns.
Image
It works :)
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Re: [Fork] Squaresville C [squaresville]

by paramat » Sat Sep 23, 2017 02:52

Good work, the lua version looks impressive too.
 

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Re: [Fork] Squaresville C [squaresville]

by duane » Sat Sep 23, 2017 11:45

paramat wrote:Good work, the lua version looks impressive too.


Thanks, guys.
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Re: [Fork] Squaresville C [squaresville]

by duane » Tue Sep 26, 2017 01:45

Added lots of trees.

+ Spoiler


Edit: And fixed the crappy game tree placement.
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Re: [Fork] Squaresville C [squaresville]

by v-rob » Tue Sep 26, 2017 04:15

Is this Squaresville on the ground instead of way up in the air?

(And is the Lua version that way? I don't think it is.)
 

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Re: [Fork] Squaresville C [squaresville]

by duane » Wed Sep 27, 2017 05:38

v-rob wrote:Is this Squaresville on the ground instead of way up in the air?

(And is the Lua version that way? I don't think it is.)


This Squaresville is the main world. You can make the lua version the main world, if you set "singlenode" on in the mod's settings.
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Re: [Fork] Squaresville C [squaresville]

by duane » Wed Sep 27, 2017 05:43

I've just pushed the geomoria code. I'm going to use that as the basis for creating some more interesting ruins on the surface.

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Re: [Fork] Squaresville C [squaresville]

by Devy » Wed Sep 27, 2017 06:10

This is really cool. If you keep it up and refine it, then I hope it can be merged with the main Minetest branch someday. Maybe you should give some instructions (maybe even a compiled version or installer?) so that other people can help test it without too much hassle.

Minetest as of now is very barebones and doesn't have many interesting features in its terrain when using the basic mapgens. I'm not saying there is anything wrong with that, but having an option for more interesting terrain and structures right out of the box may help Minetest become more popular.

The only problem I see with it is that there are a lot of features to be reviewed before it would ever make it into Minetest officially, and it would have to be maintained by someone throughout Minetest's development.

I really want to see this go far, so if you need anything specific tested just ask.
 

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Re: [Fork] Squaresville C [squaresville]

by duane » Wed Sep 27, 2017 13:48

Devy wrote:This is really cool. If you keep it up and refine it, then I hope it can be merged with the main Minetest branch someday. Maybe you should give some instructions (maybe even a compiled version or installer?) so that other people can help test it without too much hassle.

Minetest as of now is very barebones and doesn't have many interesting features in its terrain when using the basic mapgens. I'm not saying there is anything wrong with that, but having an option for more interesting terrain and structures right out of the box may help Minetest become more popular.

The only problem I see with it is that there are a lot of features to be reviewed before it would ever make it into Minetest officially, and it would have to be maintained by someone throughout Minetest's development.

I really want to see this go far, so if you need anything specific tested just ask.


Honestly, I wouldn't hold my breath for that, if I were you. I've already done a lot of things that the developers would likely grit their teeth over, and I intend to do more. This is mostly for my own entertainment.
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Re: [Fork] Squaresville C [squaresville]

by duane » Wed Sep 27, 2017 13:52

I got tired of dark caves, so I started on the cave biome system. The data is in place, but only one biome is active so far (and not very active yet).

+ Spoiler


It's not caverealms, but it'll do for now.
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Re: [Fork] Squaresville C [squaresville]

by TumeniNodes » Wed Sep 27, 2017 20:56

Can't wait to check this out duane!!! My pc will probably get along better with this fork than it's Daddy :P
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Re: [Fork] Squaresville C [squaresville]

by duane » Thu Sep 28, 2017 17:57

Ok, the cave biomes are in place. I should probably work on more ruins next, or even try to sweep up all the loose constants into proper settings.

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Re: [Fork] Squaresville C [squaresville]

by Devy » Thu Sep 28, 2017 20:31

It would be really cool to be able to find partially buried (maybe even some fully) ruins. They could juuust barely be sticking out of the surface for you to find.

You could be an archeologist!

Also, I haven't had time to look at where you get the ruins from, but are you generating the ruins procedurally? Or do you have a sort of schematic way of placing/making/generating ruins?
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Re: [Fork] Squaresville C [squaresville]

by duane » Fri Sep 29, 2017 02:36

Devy wrote:Also, I haven't had time to look at where you get the ruins from, but you generating the ruins procedurally? Or do you have a sort of schematic way of placing/making/generating ruins?


So far, they're all procedural, at the chunk level.
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Re: [Fork] Squaresville C [squaresville]

by duane » Fri Sep 29, 2017 10:19

Devy wrote:It would be really cool to be able to find partially buried (maybe even some fully) ruins. They could juuust barely be sticking out of the surface for you to find.

You could be an archeologist!


You mean like this?

Image

Yeah, I can probably do that. : )

I've about decided that planting treasure would be better left to a mod though. It's easy to calculate where the ruins are, since they follow the usual big squares, and are made of cobble instead of stone.
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