[Mod] Mount Meru, 2 km tower/mountain [0.3.1] [meru]

Hybrid Dog
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Re: [Mod] Mount Meru, 2 km tower/mountain [0.3.0] [meru]

by Hybrid Dog » Wed Dec 24, 2014 11:41

Minetestforfun wrote:so, a solution exist for save a schematic of a meru mountain ?

yes, just edit a few lines of the worldedit mod that it automatically saves the date into more files
I dislike worldedit schematics, they're so simple. They don't save bigger e.g. cubes with the same node, they store each node with it's name, it's empty meta and its position.
 

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Re: [Mod] Mount Meru, 2 km tower/mountain [0.3.0] [meru]

by Minetestforfun » Wed Dec 24, 2014 14:57

Ok, good news :)

Please, can you give me the modified lines ? (i don't know where is this lines...)
 

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Re: [Mod] Mount Meru, 2 km tower/mountain [0.3.0] [meru]

by Hybrid Dog » Wed Dec 24, 2014 16:57

Minetestforfun wrote:Ok, good news :)

Please, can you give me the modified lines ? (i don't know where is this lines...)

ok, https://github.com/HybridDog/Minetest-W ... b3143c8856
this is just for saving, for loading these files I would need to edit other lines
And saving it into more files causes much more lag(of course self evident), I tested it.
You don't need to edit each line manually, just download the edited file (($ wget) https://raw.githubusercontent.com/Hybri ... s/init.lua) and replace it with yours.
 

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Re: [Mod] Mount Meru, 2 km tower/mountain [0.3.0] [meru]

by Minetestforfun » Thu Dec 25, 2014 23:11

Ok,

Thank you Hybrid Dog :)
 

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Re: [Mod] Mount Meru, 2 km tower/mountain [0.3.0] [meru]

by Sokomine » Mon Dec 29, 2014 06:52

HeroOfTheWinds wrote:Your best chance would be to split it up into multiple schematics, and piece them all back together. And no, you can't jump straight from the game to the hard drive. It always has to assemble all the data into the RAM, then convert it to the proper format for schematics... :/

You can - but it has its limits. Deep down, the map is just a very simple database, with each mapblock (16x16x16 nodes) stored as data with the mapblocks coordinates combined into an index number. Those database entries can be exchanged between maps directly under some circumstances.

Hybrid Dog wrote:I dislike worldedit schematics, they're so simple. They don't save bigger e.g. cubes with the same node, they store each node with it's name, it's empty meta and its position.

Then save the files as .mts via
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
/mtschemcreate filename

instead of /save. *.mts is quite close to the actual map format. To my knowledge, .mts files are still limited by the amount of memory the machine has as the file still has to be imported.
A list of my mods can be found here.
 

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Re: [Mod] Mount Meru, 2 km tower/mountain [0.3.0] [meru]

by Hybrid Dog » Mon Dec 29, 2014 12:41

Sokomine wrote:Then save the files as .mts via
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
/mtschemcreate filename

instead of /save. *.mts is quite close to the actual map format. To my knowledge, .mts files are still limited by the amount of memory the machine has as the file still has to be imported.

thanks
 

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Re: [Mod] Mount Meru, 2 km tower/mountain [0.3.0] [meru]

by Hybrid Dog » Thu Jan 01, 2015 12:16

Minetestforfun, l think you could also temporary increase sour swap size to save and load big we schematics
http://wiki.ubuntuusers.de/Swap
 

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Re: [Mod] Mount Meru, 2 km tower/mountain [0.3.0] [meru]

by Minetestforfun » Thu Jan 01, 2015 13:13

I have 16GB DDR3 and 16GB SWAP, i think it's enough...
 

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Re: [Mod] Mount Meru, 2 km tower/mountain [0.3.0] [meru]

by Hybrid Dog » Thu Jan 01, 2015 18:29

Sokomine wrote:
Hybrid Dog wrote:I dislike worldedit schematics, they're so simple. They don't save bigger e.g. cubes with the same node, they store each node with it's name, it's empty meta and its position.

Then save the files as .mts via
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
/mtschemcreate filename

instead of /save. *.mts is quite close to the actual map format. To my knowledge, .mts files are still limited by the amount of memory the machine has as the file still has to be imported.

l don't have this command, where can l get it?
Image
 

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Re: [Mod] Mount Meru, 2 km tower/mountain [0.3.0] [meru]

by Topywo » Thu Jan 01, 2015 22:15

Hybrid Dog wrote:
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
/mtschemcreate filename


l don't have this command, where can l get it?



In (the List of commands/link) of the world edit mod.

https://github.com/Uberi/MineTest-World ... ommands.md
 

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Re: [Mod] Mount Meru, 2 km tower/mountain [0.3.0] [meru]

by Hybrid Dog » Fri Jan 02, 2015 12:05

Topywo wrote:
Hybrid Dog wrote:
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
/mtschemcreate filename


l don't have this command, where can l get it?



In (the List of commands/link) of the world edit mod.

https://github.com/Uberi/MineTest-World ... ommands.md

ok, thanks, l thought I need to write /mtschemcreate into the chat.
 

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Re: [Mod] Mount Meru, 2 km tower/mountain [0.3.1] [meru]

by paramat » Mon Aug 24, 2015 00:08

Version 0.3.1
Noise optimisation. Fix code style issues. Add info to readme
 

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Re: [Mod] Mount Meru, 2 km tower/mountain [0.3.1] [meru]

by benrob0329 » Mon Aug 24, 2015 02:38

Don't fall off... XD
 

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Re: [Mod] Mount Meru, 2 km tower/mountain [0.3.1] [meru]

by Minetestforfun » Mon Aug 24, 2015 11:58

Thank you for your update & work paramat :)
 

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Re: [Mod] Mount Meru, 2 km tower/mountain [0.3.1] [meru]

by twoelk » Mon Aug 24, 2015 15:34

gottadownload
gottadownload
gottatry
gottaplay
 

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Re: [Mod] Mount Meru, 2 km tower/mountain [0.3.1] [meru]

by paramat » Mon Aug 24, 2015 18:40

Nothing exciting, just a slight reduction in memory usage and slightly faster.
 

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Re: [Mod] Mount Meru, 2 km tower/mountain [0.3.1] [meru]

by demon_boy » Sat Sep 12, 2015 02:10

Hi Paramat,
I've been playing with this code and have created multiple mountains based on noise params.
But I can't figure out how to make it appear on top of an existing hill/mountain. It only works at y=1
Your help is much appreciated.
 

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Re: [Mod] Mount Meru, 2 km tower/mountain [0.3.1] [meru]

by paramat » Mon Sep 14, 2015 15:53

The meru towers only appear in newly generated terrain, is that what you mean by 'existing hill/mountain'?
The towers generate from y = -32 upwards, edit line 113 if you prefer from y = 48 upwards.
 

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Re: [Mod] Mount Meru, 2 km tower/mountain [0.3.1] [meru]

by paramat » Wed Mar 22, 2017 04:25

I am no longer interested in maintaining this mod and intend to delete my repo in a month, if anyone is interested in this mod please fork it or copy it now.
This mod is surprisingly popular, i have asked Gael-de-Sailly if he is interested in being the new official maintainer, since he has forked this and made some improvements. However he may not be, anyone else dedicated enough to give this a good home and make it available to MT players?
 

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Re: [Mod] Mount Meru, 2 km tower/mountain [0.3.1] [meru]

by TumeniNodes » Wed Mar 22, 2017 04:48

Work such as this should have a home in an archived, minetest repo, or minetest dev repo?
This way it will always be avail to anyone at any time, who may come along, long after this post and long after you remove it from your personal repo
Flick?... Flick who?
 

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Re: [Mod] Mount Meru, 2 km tower/mountain [0.3.1] [meru]

by TheReaperKing » Wed Mar 22, 2017 16:30

Seems like a good candidate for https://github.com/minetest-mods
Project Lead of the Doom 3 Mod Last Man Standing - http://Doom3Coop.com

Project Lead of Platinum Arts Sandbox Free 3D Game Maker - http://SandboxGameMaker.com

Youtube Channel - https://www.youtube.com/user/PlatinumArtsKids
 

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Re: [Mod] Mount Meru, 2 km tower/mountain [0.3.1] [meru]

by paramat » Wed Mar 22, 2017 19:53

Yeah i'll suggest it to sofar.
 

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Re: [Mod] Mount Meru, 2 km tower/mountain [0.3.1] [meru]

by TheReaperKing » Wed Mar 22, 2017 20:29

I see you want to delete other repos too. Hopefully you could get all of them on the minetest-mods git. For anyone that wants to download all your gits, I put this Linux script together (with some help from google). It might work on Windows too, never tried it.

USER=paramat; PAGE=1
curl "https://api.github.com/users/$USER/repos?page=$PAGE&per_page=100" |
grep -e 'git_url*' |
cut -d \" -f 4 |
xargs -L1 git clone
Project Lead of the Doom 3 Mod Last Man Standing - http://Doom3Coop.com

Project Lead of Platinum Arts Sandbox Free 3D Game Maker - http://SandboxGameMaker.com

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