[Mod] Snow Biomes [3.2] [snow]

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Splizard
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Re: [Mod] Snow Biomes [3.0] [snow]

by Splizard » Fri Sep 19, 2014 23:01

@Paramat
Great to hear that bug has been fixed, I have given you access to the snow mod github repo,
you can push those changes if you like :-)
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Re: [Mod] Snow Biomes [3.0] [snow]

by paramat » Sat Sep 20, 2014 02:10

Okay i will once i learn how to, i guess 'git clone' your repo then push ...
 

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Re: [Mod] Snow Biomes [3.0] [snow]

by Splizard » Sat Sep 20, 2014 11:19

yup :)
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Re: [Mod] Snow Biomes [3.0] [snow]

by paramat » Sun Sep 21, 2014 07:01

Latest commit is my edit of 'mapgen_v6.lua':
Use of noise maps makes this much faster, < 300ms per chunk on a mid power PC.
Ice spawns in sand instead of under sand.
Bugfixes.
 

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Re: [Mod] Snow Biomes [3.0] [snow]

by paramat » Tue Sep 23, 2014 05:10

Another commit: called this version 3.1 (or 0.3.1)

Splizard, i would like to make a pull request for more snow biome nodes to be added to default:
needles, pine sapling (your textures)
pine tree trunk, pine wood (from watershed/riverdev)
(plus all the crafting, stairs, slabs, fuel)

What do you think? is it ok to include your textures in this pull?
We need default pine trees for the snow biomes in mapgen v7.
 

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Re: [Mod] Snow Biomes [3.0] [snow]

by jp » Tue Sep 23, 2014 06:37

Paramat / Splizard : instead of generate a thin layer of snow on top of the leaves, could you replace them by some snow-texturized leaves, please ?

Also, seeing these layers of snow on the sand is odd...

Addenda: bug spotted.
 

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Re: [Mod] Snow Biomes [3.0] [snow]

by paramat » Tue Sep 23, 2014 23:34

That lighting bug is probably due to the use of translucent ice, translucency is inherently buggy in Minetest, previous versions of snow mod had a normal opaque texture.

EDIT
On that subject, does anyone have a better or edited ice texture that doesn't have a gridlike appearence that i could add to this pull?
 

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Re: [Mod] Snow Biomes [3.0] [snow]

by Sokomine » Fri Sep 26, 2014 01:15

jp wrote:Paramat / Splizard : instead of generate a thin layer of snow on top of the leaves, could you replace them by some snow-texturized leaves, please ?

*complain* That will make life more difficult for snow and moresnow! More cases to be handled.
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Re: [Mod] Snow Biomes [3.0] [snow]

by paramat » Sat Sep 27, 2014 00:35

jp, Sokomine, i'll leave that to Splizard to decide, but such changes are probably unlikely as that would break people's maps. I'm not interested in changing snow mod itself because i would change so much it would make more sense to start a new snow mod (no plans for that either).
 

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Re: [Mod] Snow Biomes [3.0] [snow]

by Splizard » Sat Sep 27, 2014 21:36

@Paramat, yes it would be fine to create that pull request.
I would prefer to keep snow above the leaves. As paramat said, it would be best if someone made a different mod.
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Re: [Mod] Snow Biomes [3.0] [snow]

by Minetestforfun » Sun Oct 26, 2014 17:07

Hi, i found a bug :

http://pastebin.ubuntu.com/8690791/

Please, can you help me ? i don't know were is the problem :/
 

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Re: [Mod] Snow Biomes [3.1] [snow]

by Splizard » Sun Oct 26, 2014 21:45

Games: The Hungry Games.
Mods: Lifters (Simple Lifts), Snow Biomes and Gates.
Also checkout my texture pack Gridtoon!
View all of them plus more at http://minetest.splizard.com! (may not always be online).
 

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Re: [Mod] Snow Biomes [3.1] [snow]

by Minetestforfun » Mon Oct 27, 2014 16:50

Thank you very much :)
 

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Version 3.2

by Splizard » Sun Jan 11, 2015 22:30

New version to make compatible with latest minetest.
http://splizard.com/minetest/mods/snow- ... ow-3.2.zip
Games: The Hungry Games.
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Also checkout my texture pack Gridtoon!
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Re: [Mod] Snow Biomes [3.2] [snow]

by Sokomine » Thu Jan 22, 2015 04:18

Thanks! The snow mod is a very nice mod to have.
A list of my mods can be found here.
 

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Re: [Mod] Snow Biomes [3.2] [snow]

by Hybrid Dog » Sun Feb 08, 2015 16:11

snowing in the desert…
Image
Attachments
desert_snow.png
desert_snow.png (372.08 KiB) Viewed 1906 times
 

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Re: [Mod] Snow Biomes [3.2] [snow]

by Splizard » Sun Feb 08, 2015 20:41

Does it make a difference where you are in the desert?
Snow should only fall in a biome specified area.. which can still be in a desert but it shouldn't be the whole desert..
Games: The Hungry Games.
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Re: [Mod] Snow Biomes [3.2] [snow]

by Hybrid Dog » Tue Feb 10, 2015 18:11

Splizard wrote:Does it make a difference where you are in the desert?
Snow should only fall in a biome specified area.. which can still be in a desert but it shouldn't be the whole desert..

Yes, it's just a part of the desert. But l think that snow falling in a desert next to a cactus and a palm tree is a bit strange.
 

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Re: [Mod] Snow Biomes [3.2] [snow]

by Echoes91 » Mon Feb 23, 2015 13:56

Since pines are now in default, I think you could replace all
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
snow:pinetree, snow:needles, snow:sapling_pine

with
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
default:pinetree, default:pine_needles, default:pine_sapling
"It wasn't easy to break so many functions by editing a single line"
 

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Re: [Mod] Snow Biomes [3.2] [snow]

by Diamond knight » Mon Apr 27, 2015 22:04

do you know any seeds that will generate a snow biome at your spawn
I can never get enough MESE!!!!!!!!!

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Re: [Mod] Snow Biomes [3.2] [snow]

by Minetestforfun » Mon Apr 27, 2015 22:22

@Diamond knight
You can also simply set a spawn in snow biome :)

@Splizard
I've also snow falling in desert in my server (mapgenv6, very similar to Carbone default)
 

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Re: [Mod] Snow Biomes [3.2] [snow]

by Don » Tue Apr 28, 2015 02:24

It wasn't too long ago that Afghanistan had a major snow storm. Snow falls in the desert sometimes
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Re: [Mod] Snow Biomes [3.2] [snow]

by Hybrid Dog » Tue Apr 28, 2015 15:47

Shall l disable snowflakes in desert or make it rare?
 

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Re: [Mod] Snow Biomes [3.2] [snow]

by mahmutelmas06 » Thu Apr 30, 2015 23:19

Hybrid Dog wrote:Shall l disable snowflakes in desert or make it rare?


In my opinion its better to disable in desert.
My Mods:

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Re: [Mod] Snow Biomes [3.2] [snow]

by Hybrid Dog » Fri May 01, 2015 17:39

 

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Re: [Mod] Snow Biomes [3.2] [snow]

by Ivà » Sun May 03, 2015 21:31

I've got crashes like:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
terminate called after throwing an instance of 'ServerError'
  what():  .../.minetest/games/hogwarts/mods/snow/src/falling_snow.lua:99: attempt to perform arithmetic on local 'x' (a nil value)
stack traceback:
   .../.minetest/games/hogwarts/mods/snow/src/falling_snow.lua:99: in function 'get_snow'
   .../.minetest/games/hogwarts/mods/snow/src/falling_snow.lua:191: in function <.../.minetest/games/hogwarts/mods/snow/src/falling_snow.lua:183>
   /usr/share/minetest/builtin/game/register.lua:341: in function </usr/share/minetest/builtin/game/register.lua:329>


Changing the get_snow function code as below solves the crash:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
--Get snow at position.
local get_snow = function(pos)
        --Legacy support.
        if weather_legacy == "snow" then
                local perlin1 = minetest.get_perlin(112,3, 0.5, 150)
                local x = pos.x
                local y = pos.z
                if perlin1:get2d({x, y}) <= 0.53 then
                        return false
                end

                -- disable falling snow in desert
                local desert_perlin = minetest.get_perlin(SEEDDIFF3, OCTAVES3, PERSISTENCE3, SCALE3)
                local noise3 = desert_perlin:get2d({x=x+150,y=y+50}) -- Offsets must match minetest mapgen desert perlin.
                if noise3 > 0.35 then -- Smooth transition 0.35 to 0.45.
                        return false
                end
                return true
        end
        return false
end
 

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Re: [Mod] Snow Biomes [3.2] [snow]

by Hybrid Dog » Mon May 04, 2015 15:32

Ivà wrote:I've got crashes like:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
terminate called after throwing an instance of 'ServerError'
  what():  .../.minetest/games/hogwarts/mods/snow/src/falling_snow.lua:99: attempt to perform arithmetic on local 'x' (a nil value)
stack traceback:
   .../.minetest/games/hogwarts/mods/snow/src/falling_snow.lua:99: in function 'get_snow'
   .../.minetest/games/hogwarts/mods/snow/src/falling_snow.lua:191: in function <.../.minetest/games/hogwarts/mods/snow/src/falling_snow.lua:183>
   /usr/share/minetest/builtin/game/register.lua:341: in function </usr/share/minetest/builtin/game/register.lua:329>


Changing the get_snow function code as below solves the crash:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
--Get snow at position.
local get_snow = function(pos)
        --Legacy support.
        if weather_legacy == "snow" then
                local perlin1 = minetest.get_perlin(112,3, 0.5, 150)
                local x = pos.x
                local y = pos.z
                if perlin1:get2d({x, y}) <= 0.53 then
                        return false
                end

                -- disable falling snow in desert
                local desert_perlin = minetest.get_perlin(SEEDDIFF3, OCTAVES3, PERSISTENCE3, SCALE3)
                local noise3 = desert_perlin:get2d({x=x+150,y=y+50}) -- Offsets must match minetest mapgen desert perlin.
                if noise3 > 0.35 then -- Smooth transition 0.35 to 0.45.
                        return false
                end
                return true
        end
        return false
end

thanks, now its not longer untested and should work
https://github.com/Splizard/minetest-mo ... 65c046f500
 

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Re: [Mod] Snow Biomes [3.2] [snow]

by Ivà » Mon May 04, 2015 20:53

Ehmm... but... I didn't dig into the code so I'm not sure that x and y got the intended values here, for example in noise3 assignment there was a 'z' laying around... :-)
 

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Re: [Mod] Snow Biomes [3.2] [snow]

by Hybrid Dog » Tue May 05, 2015 14:34

Ivà wrote:Ehmm... but... I didn't dig into the code so I'm not sure that x and y got the intended values here, for example in noise3 assignment there was a 'z' laying around... :-)

l forgot to change "x, z", what l copied from the meru mod.
 

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Re: [Mod] Snow Biomes [3.2] [snow]

by paramat » Tue May 05, 2015 17:14

There's a new bug that was posted as an engine issue on Github https://github.com/minetest/minetest/issues/2672
The latest commit by melzua is wrong, 'get2D()' doesn't have the form '{x = ..., y = ...}':
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
if perlin1:get2d({x, y}) <= 0.53 then

2D noise always uses abstract variables x and y, these then represent world position x and z.

You left x and z undefined when calculating noise3:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
local noise3 = desert_perlin:get2d({x=x+150,y=z+50}) -- Offsets must match minetest mapgen desert perlin.

The correct code is:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
--Get snow at position.
local get_snow = function(pos)
   --Legacy support.
   if weather_legacy == "snow" then
      local perlin1 = minetest.get_perlin(112,3, 0.5, 150)
      if perlin1:get2d({x=pos.x, y=pos.z}) <= 0.53 then
         return false
      end

      -- disable falling snow in desert
      local desert_perlin = minetest.get_perlin(SEEDDIFF3, OCTAVES3, PERSISTENCE3, SCALE3)
      local noise3 = desert_perlin:get2d({x=pos.x+150,y=pos.z+50}) -- Offsets must match minetest mapgen desert perlin.
      if noise3 > 0.35 then -- Smooth transition 0.35 to 0.45.
         return false
      end
      return true
   end
   return false
end
 

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