Inocudom wrote:Could you let others fork it and continue work on it?
Yes, you can continue my work, I have not really the sense of property, my aim is to improve Minetest and not to get a reputation for some things that I have made myself.
I think Minetest has a big potential but it is still not completely exploited, for example about the mapgen.
In brief, you can continue my work.
This kind of situation will be perhaps more convenient to manage with Github. I have troubles to understand how does it work.
Paramat and Krock can help you out with GitHub.
Humility is the greatest friend of open-source projects. I am glad that you have learned that.
It is a problem of Minetest versions. I've created this mod on February-March-April, the lastest Minetest was 0.4.9. Now it's 0.4.10, the syntax of this function has changed. It's not a bug, it means "Warning : in the followings versions of Minetest, the support for this syntax will be removed.
Just realize how bored we would be if the world was perfect.
I already knew this error. I thought I had corrected it. I'll fix it now. Look at the 7th post of the page 3, the problem is exactely the same. I think I've put the wrong version on Github on September 22nd.
Just realize how bored we would be if the world was perfect.
Gael de Sailly wrote:I already knew this error. I thought I had corrected it. I'll fix it now. Look at the 7th post of the page 3, the problem is exactely the same. I think I've put the wrong version on Github on September 22nd.
Hi, i saw on IRC you have a problem, see viewtopic.php?p=167081#p167081
Due to a recent change in the noise code, the Z size of 2D perlinmaps must be set to 1, like this:
This mod should be moved into "Old Mods" section. It crashes in newly created worlds in 0.4.16 (at least in mg v5 and valleys), it's due to some fault in get_instant_temeperature function according to the debug message:
ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'forest' in callback LuaABM::trigger(): C:\Minetest\bin\..\mods\forest\init.lua:14: attempt to call field 'mod' (a nil value)
ERROR[Main]: stack traceback:
ERROR[Main]: C:\Minetest\bin\..\mods\forest\init.lua:14: in function 'get_instant_temperature'
ERROR[Main]: C:\Minetest\bin\..\mods\forest\init.lua:170: in function <C:\Minetest\bin\..\mods\forest\init.lua:169>
To miss the joy is to miss all. Robert Louis Stevenson
Mantar wrote:It's using math.mod, which was removed in Lua 5.2. Replace it with math.fmod and you're good.
Thanks for the hint. The mod as I had managed to figure out in an eye's blink before it crashed provides pretty rich forests, much more robust than the default ones.
To miss the joy is to miss all. Robert Louis Stevenson
This mod is very old and badly coded (it was my very first coding experience), I don't recommend using it, now. I'm OK to move it in Old Mods.
If some people are interested, I could make a new, cleaner version of it.
Just realize how bored we would be if the world was perfect.
Gael de Sailly wrote:This mod is very old and badly coded (it was my very first coding experience), I don't recommend using it, now. I'm OK to move it in Old Mods.
If some people are interested, I could make a new, cleaner version of it.
As you probably noticed, I'm doing some preparations for a future mountain game and looking around for already existing useful for this purpose mods. The flora of the default MT game is just enough for testing terrain features in particular tweakings, but certainly lacks refinement and diversity necessary for serving as a nice "dressing" for the montainous vistas (and as a matter of fact also "moretrees" mod doesn't focus on forests as such). As I managed to spot your "Forest" looks very good, the trees are much higher and larger and their shapes are much more interesting and 'natural'. I'd be greatly thankful if you 'revived' this mod (for now it seems to overwrite existing map_meta, so it's essentially more a mapgen than a standalone woods mod). Thanks for your response and engagement :)
To miss the joy is to miss all. Robert Louis Stevenson
voxelproof wrote:for now it seems to overwrite existing map_meta, so it's essentially more a mapgen than a standalone woods mod
It is totally a mapgen since it has its own terrain shape and overwrites map_meta. It was my main project until I switched to Valleys Mapgen in February 2015.
But separating the terrain and biome parts would be a good idea if it's revived.
Just realize how bored we would be if the world was perfect.
Since I suggested before that the mod isn't openable anymore, now I post a few screenies of this nice forest mapgen. Although its perlin noise - based map generator can't match that of Valleys, it's still very pleasant and the forest areas create nice, walkable environment. Certainly worth further maintenance.
Attachments
forest3.png (369.91 KiB) Viewed 833 times
forest2.png (368.08 KiB) Viewed 833 times
forest1.png (393.97 KiB) Viewed 833 times
To miss the joy is to miss all. Robert Louis Stevenson