[Mod] DarkAge [0.4] [darkage]

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MasterGollum
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by MasterGollum » Mon Jan 13, 2014 06:41

hoodedice wrote:New method for manipulating nodes, introduced by hmmmm(mmmm?) in 0.4.7. Reduces node manip and loading time from 20+ seconds to 1-5 seconds. Also, makes calling nodes easier.


Where is the documentation to understand how it works? Is there any example of use?
 

Sokomine
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by Sokomine » Mon Jan 13, 2014 16:21

See lua_api.txt:
documentation wrote:Ore types
---------------
These tell in what manner the ore is generated.
All default ores are of the uniformly-distributed scatter type.

- scatter
Randomly chooses a location and generates a cluster of ore.
If noise_params is specified, the ore will be placed if the 3d perlin noise at
that point is greater than the noise_threshhold, giving the ability to create a non-equal
distribution of ore.
- sheet
Creates a sheet of ore in a blob shape according to the 2d perlin noise described by noise_params.
The relative height of the sheet can be controlled by the same perlin noise as well, by specifying
a non-zero 'scale' parameter in noise_params. IMPORTANT: The noise is not transformed by offset or
scale when comparing against the noise threshhold, but scale is used to determine relative height.
The height of the blob is randomly scattered, with a maximum height of clust_size.
clust_scarcity and clust_num_ores are ignored.
This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.

Any suspcions what that "stratus" might allude to? :) The function is called register_ore. Lua voxelmanip also exists, but as there's an extra function for ore distribution, register_ore might be more fitting. I would be glad if you could use that function since it most likely will speed things up considerably. The technic mod uses generate_ore for creating sheets of marble and granite: oregen.lua.
A list of my mods can be found here.
 

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MasterGollum
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by MasterGollum » Mon Jan 13, 2014 16:57

Thank you I will do some tests with that, stratus is a mistype of stratum :P


Let me show you the shapes I was generating with my function.

Image

And here you can see the complete shape flying over the world in de debug phase when I was creating them in the air by mistake :P

Image
 

Sokomine
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by Sokomine » Tue Jan 14, 2014 03:20

MasterGollum wrote:And here you can see the complete shape flying over the world in de debug phase when I was creating them in the air by mistake :P

You're not the first one :-) There are some intresting ore-generation screenshots somewhere on the forum.

Marble and granite from the technic mod spawn in a way that is comparable to the stones from darkage. Some parameters might need fine-tuning, but in general even that's close enough :-)
A list of my mods can be found here.
 

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by mimilus » Thu Mar 06, 2014 09:14

Hello

I'm on minetest 0.4.9

I have an error , darkage_marble_tile.png is missing in textures but I see it's in textures32 could you correct it

Thank's
minetest 0.4.9
Ubuntu 12.04
 

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by mimilus » Thu Mar 06, 2014 09:32

Sorry Variant Version by addi seems to work fine.
minetest 0.4.9
Ubuntu 12.04
 

Vazon
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Re: [Mod] DarkAge [0.4] [darkage]

by Vazon » Thu Jun 05, 2014 22:47

Since it seems this mod hasn't been updated in a while I decided to fix it up a bit. This new version has the marble tile texture, and if the mod Moreblocks is installed it will override the stairs.lua and read the moreblocks.lua. This allows the blocks I thought would best be fitted for the circular saw.

Github Source: https://github.com/Vazon/darkage/tree/master
Download: https://github.com/Vazon/darkage/archive/master.zip
 

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addi
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Re: [Mod] DarkAge [0.4] [darkage]

by addi » Wed Aug 13, 2014 16:50

maybe we schuld work all toghether instead of creating realy much forks
 

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Re: [Mod] DarkAge [0.4] [darkage]

by philipbenr » Wed Aug 13, 2014 21:14

addi wrote:maybe we schuld work all toghether instead of creating realy much forks


Hopefully you suggestion is taken. I am trying to get some parts of this mod into castles++, but I am kinda flustered at the number of forks there are... : /
 

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addi
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Re: [Mod] DarkAge [0.4] [darkage]

by addi » Tue Sep 02, 2014 09:05

i merged some features of CraigyDavi's fork into mine:
https://bitbucket.org/adrido/darkage/downloads

i think more will follow.
 

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CraigyDavi
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Re: [Mod] DarkAge [0.4] [darkage]

by CraigyDavi » Tue Sep 02, 2014 17:45

addi wrote:i merged some features of CraigyDavi's fork into mine:
https://bitbucket.org/adrido/darkage/downloads

i think more will follow.

I have also created this commit: https://github.com/CraigyDavi/Craig-Server_game/commit/2af76115c8c2471d7e08b3d803364a35509fd84e. It adds a few more stairs and fixes a typo.

I never got round to it but there has been a change in the stairsplus mod API which may require some changes in moreblocks. The API is avaliable here: https://gitorious.org/calinou/moreblocks/source/6501336d86f2f55d9c7af1869b461cd9e7891ad7:stairsplus/API.md
 

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addi
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Re: [Mod] DarkAge [1.2] [darkage]

by addi » Thu Sep 04, 2014 11:06

CraigyDavi wrote:
addi wrote:i merged some features of CraigyDavi's fork into mine:
https://bitbucket.org/adrido/darkage/downloads

i think more will follow.

I have also created this commit: https://github.com/CraigyDavi/Craig-Server_game/commit/2af76115c8c2471d7e08b3d803364a35509fd84e. It adds a few more stairs and fixes a typo.

I never got round to it but there has been a change in the stairsplus mod API which may require some changes in moreblocks. The API is avaliable here: https://gitorious.org/calinou/moreblocks/source/6501336d86f2f55d9c7af1869b461cd9e7891ad7:stairsplus/API.md


lot of thanks CraigyDavi
i merged a lot of your changes, and i also updated the stairsplus aka moreblocks api to get working
also the sounds of the stairs nodes are now correct.

the latest download is at Bitbucket (.zip) and at Github (.zip)
also the sourcecode is avaiable at Bitbucket and at Github
 

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Misty
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Re: [Mod] DarkAge [0.4] [darkage]

by Misty » Mon Sep 08, 2014 01:44

Hi everyone,
Hi Craigydavi,
is there any chance we can roll your changes into the existing darkage mod so that there wont be confusing multiple versions of the mod for people to sift through before finding the one they want?
p.s. I love the darkage mod, and have been using it since the day I first discovered it.
 

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Re: [Mod] DarkAge [0.4] [darkage]

by swordpaint12 » Mon Sep 07, 2015 22:42

deleted
God's not dead; remember that!
Yay for MT! No MC here!
I am a human. I'm younger than 100 years old.
I've been playing Minetest since December 2014.

I'm amazed that I haven't been on here in so long! My latest minetest accomplishment was mining by hand (well, as close as you can get in a computer game) a circle 30 blocks in diameter. It took forever but it's pretty cool.
 

Sokomine
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Re: [Mod] DarkAge [0.4] [darkage]

by Sokomine » Mon Sep 14, 2015 15:38

Integrating all those forks back into one would be highly welcome! Please do so. It's not my mod, but I do like it a lot as well :-)
A list of my mods can be found here.
 

blert2112
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Re: [Mod] DarkAge [0.4] [darkage]

by blert2112 » Tue Sep 15, 2015 02:31

Sokomine wrote:Integrating all those forks back into one would be highly welcome! Please do so. It's not my mod, but I do like it a lot as well :-)

Check out my fork.
reg_ore-FIX branch -> requires a build no less than two days old (beba969)
master branch -> 4.13

Make sure to read the readme!
 

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addi
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Re: [Mod] DarkAge [0.4] [darkage]

by addi » Mon Jul 04, 2016 09:40

I updated my fork now and added the best of CraigiDavi and Hybrid Dogs forks.
It uses now register_ore for fast generation of chalk cliffs and desert stone with iron.
For the other strati it uses now the fast lua voxel manipulator.

Also there are 4 more plaster nodes and 4 wall types which requires Mintest 0.4.14.

Download is aviable at Bitbucket (.zip) and at Github (.zip)
Source is aviable there too: Bitbucket and at Github
 

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addi
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Re: [Mod] DarkAge [0.4] [darkage]

by addi » Fri Jul 08, 2016 10:39

Introducing: Tuff

Wikipedia wrote:Tuff (from the Italian tufo) is a type of rock made of volcanic ash ejected from a vent during a volcanic eruption. Following ejection and deposition, the ash is compacted into a solid rock in a process called consolidation.


In darkage there are 2 sorts of Tuff: the normal brown-white Tuff and Rhyolitic Tuff.
They are available as rock, rubble, bricks, old tuff bricks and as wall.
Image
Image

More Information and crafting recipes:
https://bitbucket.org/adrido/darkage/wiki/Rocks/Tuff

Download is available at Bitbucket (.zip) and at Github (.zip)
Source is available there too: Bitbucket and at Github
 

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Re: [Mod] DarkAge [0.4] [darkage]

by philipbenr » Fri Jul 08, 2016 17:22

Good to see somebody still working on this. ;)
 

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addi
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Re: [Mod] DarkAge [0.4] [darkage]

by addi » Sat Jul 09, 2016 07:49

Yeah I want to make darkage great again :)
If you have any ideas, or feature requests, they are welcome :)
 

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ErrorNull
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Re: [Mod] DarkAge [0.4] [darkage]

by ErrorNull » Sun Jul 31, 2016 06:35

yes please keep this mod going. i love the new blocks for building and the new nodes for the earth like mud, silts, etc. We need more nodes so that it's not boring stone all the time. I use the mg_villages mod and darkage makes a good combination with it.
 

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