[Mod] The Lower Road [thelowerroad]

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Otter
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Re: [Mod] The Lower Road [thelowerroad]

by Otter » Thu Nov 30, 2017 23:15

Been thinking about this one and I think that if I were going to set up a server, this would be one of the most important mods. So thinking along those lines, the ideal would be to have a cross roads and the ability to have a grid of roads every 200 to 1000 nodes depending. The ability to place signs with street numbers would be fun as well. The intersection of West Avenue 20 and North Avenue 5 for example.
 

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Re: [Mod] The Lower Road [thelowerroad]

by Deadlock » Fri Dec 01, 2017 01:45

Nice to hear that, Otter.
Having multiple roads is not a big problem, but the intersections will require new code.
When i have time, i'll try modifing it.
Last edited by Deadlock on Sat Dec 02, 2017 03:13, edited 1 time in total.
 

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Re: [Mod] The Lower Road [thelowerroad]

by TheGreatCoffeeKing99 » Fri Dec 01, 2017 21:58

Awesome!
Enjoy it in singleplayer, and although the rewards can get a little repetitive,
they are still nice for the weary traveler. Keep doing what you're going.
This is great.
Hi. I don't have any published mods yet.
 

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Re: [Mod] The Lower Road [thelowerroad]

by Deadlock » Sat Dec 02, 2017 03:17

TheGreatCoffeeKing99 wrote:Awesome!

Thanks, CoffeeKing.

And, Otter: check this out: https://github.com/Distributed-DeadLock/lowercrossroads
a simple "lowerroad"-grid. So far, no proper intersections, but the basics work.
 

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Re: [Mod] The Lower Road [thelowerroad]

by Otter » Sat Dec 02, 2017 21:26

It is great, I just tested it with Carpathian and the seed 88888888. This gives me a nice rich very sloped starting area to test things with. I love it, but yes the intersections don't.I suspect that a small plaza could easily override the issues and make a spot for four nice buildings to be made by players. With a fountain every so often, the plaza might even be fancy. :)
 

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Re: [Mod] The Lower Road [thelowerroad]

by Otter » Sun Dec 03, 2017 00:25

Playing around with it, I had to make a base world set up and then replace the files inside so I didn't have to go through set up over and over. When I reduce sinspread and make the roads nearly straight, It still has horizontal and verticle offsets that are not consistent. If the intersection in underground and they do meet, then walls still block it. I think that if the math harmonized to the same x and y at the same position. Even that seems hard.

My best model would be a plane with only the roads drawn. Imagine that a flowing rippling plane was made over the entire surface cutting through in some places and riding the surface in others. Then imagine the roads were the only part of this plane that was built and the walls where then placed outside the road if the road is underground. I love the crossroads though. It makes things less of a pain without making things easy. With MOBs that spawn in darkness it makes things fairy vicious.
 

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Re: [Mod] The Lower Road [thelowerroad]

by Otter » Mon Dec 04, 2017 17:52

Really well done!

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Re: [Mod] The Lower Road [thelowerroad]

by Otter » Tue Dec 05, 2017 01:12

The underground intersections have a mood all of their own.

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Re: [Mod] The Lower Road [thelowerroad]

by GreenDimond » Tue Dec 05, 2017 04:33

Add some interesting structures and such along the way, and this could very well be on my list of coolest mods ever o-o

Otter wrote:Really well done!

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Is that a... black tulip? o.O
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Re: [Mod] The Lower Road [thelowerroad]

by Otter » Tue Dec 05, 2017 06:08

GreenDimond wrote:Add some interesting structures and such along the way, and this could very well be on my list of coolest mods ever o-o

Otter wrote:Really well done!

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Is that a... black tulip? o.O

Yes, I decided to sneak it into the picture. It's in the latest version of Minetest Game. That and a nice green chrysanthemum.
 

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Re: [Mod] The Lower Road [thelowerroad]

by azekill_DIABLO » Tue Dec 05, 2017 15:47

Well, it's a black tulip. LOL I totally missed it.
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Re: [Mod] The Lower Road [thelowerroad]

by Deadlock » Tue Dec 05, 2017 20:17

Thanks for the cheers and the nice pictures.

I'm currently testing the lowercrossroad mod with different mapgens and settings, to check for problems.

Then i'll be trying to implement some more adjustible settings:

an option to raise the height of the anchor-points of the road at the start and end of every mapchunk(i'll probably implement that in thelowerroad as well).

and an option to disable roadbuilding on the ocean.


after that i'll take a look into more decorations. on my list i have signs, fountains and little settlements made out of roadside-houses. gladly taking suggestions ( and schematics) for that.
 

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Re: [Mod] The Lower Road [thelowerroad]

by azekill_DIABLO » Wed Dec 06, 2017 16:58

I was thinking of the possibility to add SOMETHING at the end of the road... which would be harder to use at every kilometer (traps, ambushes, damaged sections). I know this is pretty ambitious but it would be very nice!
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Re: [Mod] The Lower Road [thelowerroad]

by Deadlock » Fri Dec 08, 2017 21:23

Some of these things seem a bit difficult ( not even shure how to build traps in MT at all) but i'll add damaged sections to my list.
 

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Re: [Mod] The Lower Road [thelowerroad]

by Otter » Sat Dec 09, 2017 00:43

Deadlock wrote:Some of these things seem a bit difficult ( not even shure how to build traps in MT at all) but i'll add damaged sections to my list.


Sand at the top edges of cliffs is one of the better common traps built into Minetest. Gravel that falls exposing lava is a real corker.
The best trap was when I used a rope box to climb down to the bottom of a chasm. Till you leave the rope you can't set a torch. So I had to step away from the rope to place a torch. I of course was on a ledge and I stepped off a cliff that I could not see at the time.

Good times.
 

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Re: [Mod] The Lower Road [thelowerroad]

by depassages » Mon Dec 11, 2017 09:38

Hi, what parameter should I change if I want a straight road ?
 

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Re: [Mod] The Lower Road [thelowerroad]

by Deadlock » Tue Dec 12, 2017 06:02

depassages wrote:Hi, what parameter should I change if I want a straight road ?

Set
"The road wobble"(sinfactor) to 1000 or higher and
"The spread of the road wobble"(sinspread) to 2.
That should straighten out the road, but complete straightness is not possible.

& thanks Otter, i think i can do something with gravel and lava.
 

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Re: [Mod] The Lower Road [thelowerroad]

by Linuxdirk » Tue Dec 12, 2017 07:27

Deadlock wrote:Set
"The road wobble"(sinfactor) to 1000 or higher and
"The spread of the road wobble"(sinspread) to 2.
That should straighten out the road, but complete straightness is not possible.

So this works now? :)

https://github.com/Distributed-DeadLock ... d/issues/1
 

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Re: [Mod] The Lower Road [thelowerroad]

by depassages » Tue Dec 12, 2017 07:50

Thanks Deadlock

@Linuxdirk : I had the same error, I added the settings in minetest.conf
 

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Re: [Mod] The Lower Road [thelowerroad]

by Deadlock » Tue Dec 12, 2017 14:33

Linuxdirk wrote:
Deadlock wrote:Set
"The road wobble"(sinfactor) to 1000 or higher and
"The spread of the road wobble"(sinspread) to 2.
That should straighten out the road, but complete straightness is not possible.

So this works now? :)

https://github.com/Distributed-DeadLock ... d/issues/1


Oh,
sorry i have not noticed that error-report, i was busy testing and experimenting.
Not shure what that issue is about, as it does not happen here, maybe a win-vs-linux thing.
I'll dig into that.

Edit: Can't reproduce the error on windows. But i have applied a possible fix, not shure if it's solving the issue though. Please redownload and retry.
 

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Re: [Mod] The Lower Road [thelowerroad]

by Otter » Wed Dec 13, 2017 15:33

Deadlock wrote:
after that i'll take a look into more decorations. on my list i have signs, fountains and little settlements made out of roadside-houses. gladly taking suggestions ( and schematics) for that.


Thinking on this, small western towns around intersections or small English or European villages would be nice. If the buildings stick to particular lengths and widths while having a walkway in front of them, they could easily be matched to the curves of the road and placed at random. A few designs that combine a few blocs would allow for court houses, pubs, inns, shops, houses and jails. It is a pity that thatch doesn't exist, but I think flat roofs can make things interesting.

I am debating the best plans for models. With blocks that only appear if air is present, balconies, porches and interconnected buildings could be included to add more interest. I am planning to throw together a few models while avoiding any extra dependencies. This will make for fairly simple buildings. Unless you have a plan that would work better for you, I will try to make the buildings 9 blocks wide, by 18 blocks deep and 9, 18 or 27 blocks high so they can have several stories and rotate together. The same buildings altered to be made of stone, cobble or sandstone could make interesting underground dwellings.
 

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Re: [Mod] The Lower Road [thelowerroad]

by Deadlock » Sat Dec 16, 2017 12:24

I had some problems implementing the option to raise the height of the anchor-points of the road.
Turned out they were dumbness related. So now i'm back on the track. Thelowerroad is again feature-complete at version 1.2.1.

I made a post for the lowercrossroads-mod: viewtopic.php?f=9&t=19036
Now i'm ready to start implementing the planned features for that. Further discussions over there, please.
 

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