paramat wrote:your tower damage noise needs a much smaller 'spread',
-- 3D noise for tower damage
local np_dmg = {
offset = 0,
scale = 1,
spread = {x=15, y=5, z=5},
seed = 133742, --a LEET answer to life, the universe, and everything
octaves = 3,
persist = 0.67
}
local wst_dmg_lvl=0.7
if math.abs(nvals_dmg[nixyz]) > wst_dmg_lvl then
data[vi] = c_air
elseif math.abs(nvals_dmg[nixyz]) > wst_trans_lvl then
data[vi] = wst_material_wall_trans
else
data[vi] = wst_material_wall
end
HeroOfTheWinds wrote:I'm trying to toy with a few ideas
HeroOfTheWinds wrote: Consider making the gap width in fracrift global,
paramat wrote:Ideally you should have c_ before any node name to show they are content ids.
12Me21 wrote:Why is the tower sideways?
If it fell, then why is the base on one side of the fracture?
Kilarin wrote:12Me21 wrote:Why is the tower sideways?
Because it fell!If it fell, then why is the base on one side of the fracture?
Because if it had fallen INTO the fracture, which is bottomless, it would be pretty useless. So I went with the rather less probably idea that it was knocked to one side when the world split.
I am considering moving it down so that it will look like it was stuck part way down and angled up, to the other side. but that will:
a: be less useful for people wanting to get across
b: quite probably will look funny since trying to build cylinders on an angle is possible, but funky in a voxel based world.
but, despite those issues, I'll probably be trying it sometime in the future here.
Kilarin wrote:12Me21 wrote:Why is the tower sideways?
Because it fell!If it fell, then why is the base on one side of the fracture?
Because if it had fallen INTO the fracture, which is bottomless, it would be pretty useless. So I went with the rather less probably idea that it was knocked to one side when the world split.
I am considering moving it down so that it will look like it was stuck part way down and angled up, to the other side. but that will:
a: be less useful for people wanting to get across
b: quite probably will look funny since trying to build cylinders on an angle is possible, but funky in a voxel based world.
but, despite those issues, I'll probably be trying it sometime in the future here.
[fracrift_ure_gen] chunk minp (-32 48 128)
[fracrift_ure_gen] 1290 ms
[wst_gen] chunk minp (-32 48 128)
[wst_gen] 1189 ms
[newspawn_gen] chunk minp (-32 128 48)
[newspawn_gen] 185 ms
[blast_gen] chunk minp (-32 128 48)
[blast_gen] 208 ms
[wst_gen] chunk minp (-32 128 48)
[wst_gen] 1037 ms
[blast_gen] chunk minp (-32 128 -112)
[blast_gen] 277 ms
12Me21 wrote:If you place all 4 markers in on top of each other, it will crash the game.
Krock wrote:The result of those complex structures is mostly a longer generation time but it makes the world amazing.
Kilarin wrote:12Me21 wrote:If you place all 4 markers in on top of each other, it will crash the game.
We will DEFINITELY have to deal with that issue then.Krock wrote:The result of those complex structures is mostly a longer generation time but it makes the world amazing.
There is a cost for having cool things. :) BUT, since Hero has already been showing me how to tweak my code for improvements, I'm hoping I can still find some inefficiencies and make it generate faster. Right now I'm sometimes having to wait 8 seconds or even more for a new chunk to load.
By the way, I'm certain most of the people here already know how to test multiplayer functionality if you don't have a real server set up. But for those few who are ignorant like me, here is my multiplayer testing method:
Create a game in singleplayer
open minetest, server tab,choose game, connect
open another minetest, client tab
address: 127.0.0.1 Port: 30000
enter a user name and log in.
You can switch back and forth between the minetests sessions and test out any multiplayer functionality issues without even having to have a live internet connection.
Now testing for Lag? THATS a whole nuther ball game.
12Me21 wrote:Kilarin wrote:12Me21 wrote:If you place all 4 markers in on top of each other, it will crash the game.
We will DEFINITELY have to deal with that issue then.Krock wrote:The result of those complex structures is mostly a longer generation time but it makes the world amazing.
There is a cost for having cool things. :) BUT, since Hero has already been showing me how to tweak my code for improvements, I'm hoping I can still find some inefficiencies and make it generate faster. Right now I'm sometimes having to wait 8 seconds or even more for a new chunk to load.
By the way, I'm certain most of the people here already know how to test multiplayer functionality if you don't have a real server set up. But for those few who are ignorant like me, here is my multiplayer testing method:
Create a game in singleplayer
open minetest, server tab,choose game, connect
open another minetest, client tab
address: 127.0.0.1 Port: 30000
enter a user name and log in.
You can switch back and forth between the minetests sessions and test out any multiplayer functionality issues without even having to have a live internet connection.
Now testing for Lag? THATS a whole nuther ball game.
Lol lag happens all the time, no matter what minetest game you use (especailly if you have a slow computer)
[ore_thin] 282 ms
[newspawn_gen] chunk minp (48 -32 -32)
[newspawn_gen] 94 ms
[blast_gen] chunk minp (48 -20 -32)
[blast_gen] 78 ms
[wst_gen] chunk minp (48 -32 -32)
[wst_gen] 110 ms
[ore_thin] chunk minp (-32 -32 -32)
[orethin] (-32,-32,-32) dist=55.425625842204 orethin_maxdist=45000 adj=0.05
[ore_thin] 95 ms
[newspawn_gen] chunk minp (-32 -32 -32)
[newspawn_gen] 93 ms
[fracrift_ure_gen] chunk minp (-32 -32 -32)
[fracrift_ure_gen] 173 ms
[blast_gen] chunk minp (-32 -20 -32)
[blast_gen] 78 ms
[wst_gen] chunk minp (-32 -32 -32)
[wst_gen] 157 ms
[ore_thin] chunk minp (48 -32 48)
[orethin] (48,-32,48) dist=75.046652157175 orethin_maxdist=45000 adj=0.025
[ore_thin] 78 ms
[newspawn_gen] chunk minp (48 -32 48)
[newspawn_gen] 33 ms
[blast_gen] chunk minp (48 -20 48)
[blast_gen] 63 ms
[wst_gen] chunk minp (48 -32 48)
[wst_gen] 95 ms
[ore_thin] chunk minp (-32 -32 48)
[orethin] (-32,-32,48) dist=65.969690009883 orethin_maxdist=45000 adj=0.05
[ore_thin] 109 ms
[newspawn_gen] chunk minp (-32 -32 48)
[newspawn_gen] 33 ms
[fracrift_ure_gen] chunk minp (-32 -32 48)
[fracrift_ure_gen] 125 ms
[blast_gen] chunk minp (-32 -20 48)
[blast_gen] 93 ms
[wst_gen] chunk minp (-32 -32 48)
[wst_gen] 111 ms
[ore_thin] chunk minp (-32 -112 48)
[orethin] (-32,-112,48) dist=125.98412598419 orethin_maxdist=45000 adj=0.05
[ore_thin] 78 ms
[fracrift_ure_gen] chunk minp (-32 -112 48)
[fracrift_ure_gen] 141 ms
[ore_thin] chunk minp (-32 48 48)
[orethin] (-32,48,48) dist=75.046652157175 orethin_maxdist=45000 adj=0.05
[ore_thin] 32 ms
[newspawn_gen] chunk minp (-32 48 48)
[newspawn_gen] 33 ms
[fracrift_ure_gen] chunk minp (-32 48 48)
[fracrift_ure_gen] 141 ms
[blast_gen] chunk minp (-32 48 48)
[blast_gen] 33 ms
[wst_gen] chunk minp (-32 48 48)
[wst_gen] 125 ms
[ore_thin] chunk minp (-32 -112 -32)
[orethin] (-32,-112,-32) dist=120.79735096433 orethin_maxdist=45000 adj=0.05
[ore_thin] 110 ms
[newspawn_gen] chunk minp (-32 -112 -32)
[newspawn_gen] 78 ms
[fracrift_ure_gen] chunk minp (-32 -112 -32)
[fracrift_ure_gen] 173 ms
[wst_gen] chunk minp (-32 -112 -32)
[wst_gen] 141 ms
HeroOfTheWinds wrote:what is your PC hardware like?
Kilarin wrote: ALSO, I'm converting the programs where I used spaces into tabs. I HATE tabs. But in a collaborative open source project, I should try to use what is considered the standards. <sigh>
Evergreen wrote:@12Me21 Because tabs can very in behaviour a between editors.
12Me21 wrote:What do you hate about tabs?
Kilarin wrote:12Me21 wrote:What do you hate about tabs?
I'm a text purist. I don't like having control characters in my text files, not even tabs. I'm not claiming it's reasonable, just that I like spaces. Spaces are simple.
BUT, that's beside the point. The standard on Minetest is to use tabs, and if I intend to be working on the same files with other programmers, I need to conform to the standard.
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