[Mod] Finite / Realistic Water [outdated] [waterplus]

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GJH105775
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by GJH105775 » Fri Feb 22, 2013 12:40

rubenwardy wrote:
BrandonReese wrote:How CPU intensive is this mod?


I have done no tests, all I can say is that it depends on how much finite water there is.

This mod uses an Active Block Modifier to check if any of the surrounding blocks are lower than it is, and if so it starts flowing water into it.

So basically, a waterfall or a pond of finite water will not be that CPU extensive, but if you replace all default water with finite water... only tests will show.



My 3.2ghz processor runs it great
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by rubenwardy » Fri Feb 22, 2013 15:44

I did do a speed test:

rubenwardy wrote:[h]Speed testing[/h]
I have tested the speed of this mod on my system.

No finite mod (control)
Using the vanilla minetest_game
Frame per second: 40 FPS
Loop time: n/a


Just Finite
Just a few finite lakes and puddles
Frames per second: 35 FPS
Loop time: half a second


Finite Ocean
All of default:water_source was converted to finite
Frames per second: 8-20 FPS
Loop time: 30sec - 1 min


Loop time is the time it takes to cycle through all of the finite water nodes.
Basically, it is how long it takes for a node to flow / drop again.
 

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RealBadAngel
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by RealBadAngel » Fri Feb 22, 2013 16:05

imho no point of testing speed of this mod since core version is waitin to be merged
try rather to test this one
 

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rubenwardy
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by rubenwardy » Fri Feb 22, 2013 17:06

RealBadAngel wrote:imho no point of testing speed of this mod since core version is waitin to be merged
try rather to test this one


I tested the speed ages ago :D
 

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by Calinou » Mon Feb 25, 2013 20:08

GJH105775 wrote:My 3.2ghz processor runs it great


Frequency doesn't do everything these days, number of cores, amount of cache and architecture matter a lot today. :)

rubenwardy wrote:I did do a speed test:


Out of curiosity, what's your CPU and graphcis card?
Last edited by Calinou on Mon Feb 25, 2013 20:09, edited 1 time in total.
 

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by proller » Tue Feb 26, 2013 17:07

c++ version merged to core, to use - update and enable in conf -
liquid_finite = true
 

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by rubenwardy » Tue Mar 05, 2013 17:06

Calinou wrote:
GJH105775 wrote:My 3.2ghz processor runs it great


Frequency doesn't do everything these days, number of cores, amount of cache and architecture matter a lot today. :)

rubenwardy wrote:I did do a speed test:


Out of curiosity, what's your CPU and graphcis card?


CPU: Pentium.
GRAPHICS CARD: built in.
 

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by Traxie21 » Tue Mar 05, 2013 17:26

I tried adding liquids_finite = true in minetest.conf (0.4.5 xyz), but nothing happened. afaik.
 

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by rubenwardy » Tue Mar 05, 2013 18:02

 

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by kaeza » Tue Mar 05, 2013 18:34

Sometimes the water gets stuck when you join after switching to liquids_finite. To fix that, you have to trigger a node update, for example, by digging a node adjacent to a body of water.
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by Inocudom » Tue Mar 05, 2013 19:10

kaeza wrote:Sometimes the water gets stuck when you join after switching to liquids_finite. To fix that, you have to trigger a node update, for example, by digging a node adjacent to a body of water.

I have noticed that as well.
 

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by ch98 » Tue Aug 13, 2013 06:58

Can I modify this code for my Scientific Mod? This will be great for finite gas if I flip it and make the texture almost invisible.
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by JackGruff » Sun Oct 06, 2013 19:49

Is it a bit too slow for your liking? You can try to increase the speed of the abm by decreasing the interval of the abm in finite.lua

Not detailed enough? Increase the water_finite_steps property in init.lua


How does one go about changing these now that this mod is stock?
 

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by Topywo » Sun Oct 06, 2013 23:23

JackGruff wrote:
Is it a bit too slow for your liking? You can try to increase the speed of the abm by decreasing the interval of the abm in finite.lua

Not detailed enough? Increase the water_finite_steps property in init.lua


How does one go about changing these now that this mod is stock?


You can change liquid settings by putting them in your minetest.conf file.

Look for them in the minetest.conf.example file. Copy the ones you want to use into your minetest.conf file. Change some variables and remove the # from the beginning of the line to get them to work.
 

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by rubenwardy » Mon Oct 07, 2013 07:58

Please notice that this is an old mod, and is not the finite in the Minetest game.
 

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by JackGruff » Thu Oct 10, 2013 17:26

Topywo wrote:Look for them in the minetest.conf.example file. Copy the ones you want to use into your minetest.conf file. Change some variables and remove the # from the beginning of the line to get them to work.


Thanks! Changing the update to something like 0.2 really made it smoother.

Unfortunatly, it doesn't visualise sheer drops very well -- it looks like the water is teleported down a sheer drop, you can't see it falling.

So if you have something like this...

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
#      body  #
#      of    #
#      water #
#     ########
#     #
#     #
#######




... water will start appearing at the bottom but you won't see it fall down.

This has smashed my dreams of constructing a secret waterfall entrance that can be opened by blocking the flow using mesecon pistons.

:(
 

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by Topywo » Thu Oct 10, 2013 22:04

JackGruff wrote:Unfortunatly, it doesn't visualise sheer drops very well -- it looks like the water is teleported down a sheer drop, you can't see it falling.

So if you have something like this...

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
#      body  #
#      of    #
#      water #
#     ########
#     #
#     #
#######




... water will start appearing at the bottom but you won't see it fall down.

This has smashed my dreams of constructing a secret waterfall entrance that can be opened by blocking the flow using mesecon pistons.

:(



I'm not sure how to visualize what you mean and don't have much experience with mesecons (except the wires and the blinky plants :-) ), but maybe putting this in the groups of water_flowing and water_source: falling_node=1 (or in a node you create that replaces the node above the secret entrance), you can simulate the falling water.
 

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by rubenwardy » Fri Oct 11, 2013 07:58

Again, this is the wrong topic.
 

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by HardcoreFox » Sat Dec 07, 2013 00:12

In these versions(versions 0.4.8 and 0.4.7), they have finite liquid already.
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by HardcoreFox » Sat Dec 07, 2013 00:17

Topywo wrote:
JackGruff wrote:Unfortunatly, it doesn't visualise sheer drops very well -- it looks like the water is teleported down a sheer drop, you can't see it falling.

So if you have something like this...

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
#      body  #
#      of    #
#      water #
#     ########
#     #
#     #
#######




... water will start appearing at the bottom but you won't see it fall down.

This has smashed my dreams of constructing a secret waterfall entrance that can be opened by blocking the flow using mesecon pistons.

:(



I'm not sure how to visualize what you mean and don't have much experience with mesecons (except the wires and the blinky plants :-) ), but maybe putting this in the groups of water_flowing and water_source: falling_node=1 (or in a node you create that replaces the node above the secret entrance), you can simulate the falling water.
If you have v0.4.7 or v0.4.8, they will appear. :))
Tell me the password to YOUR server (EXCEPT FOR INOCUOMD)!
 

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by HardcoreFox » Sat Dec 07, 2013 00:43

HardcoreFox wrote:
Topywo wrote:
JackGruff wrote:Unfortunatly, it doesn't visualise sheer drops very well -- it looks like the water is teleported down a sheer drop, you can't see it falling.

So if you have something like this...

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
#      body  #
#      of    #
#      water #
#     ########
#     #
#     #
#######




... water will start appearing at the bottom but you won't see it fall down.

This has smashed my dreams of constructing a secret waterfall entrance that can be opened by blocking the flow using mesecon pistons.

:(



I'm not sure how to visualize what you mean and don't have much experience with mesecons (except the wires and the blinky plants :-) ), but maybe putting this in the groups of water_flowing and water_source: falling_node=1 (or in a node you create that replaces the node above the secret entrance), you can simulate the falling water.
If you have v0.4.7 or v0.4.8, they will appear. :))
Let me check:


--CHECKING--





done.
Tell me the password to YOUR server (EXCEPT FOR INOCUOMD)!
 

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Re: [Mod] Finite / Realistic Water [outdated] [waterplus]

by balthazariv » Sun Aug 17, 2014 11:44

I like the idea of the water equalizes perfectly.
But too many icons. One with the possibility to choose the level would be good. Like a water bomb that would explode after choosing the level.
 

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Re: [Mod] Finite / Realistic Water [outdated] [waterplus]

by davidthecreator » Wed Jun 03, 2015 17:35

K now I really feel like in terraria
 

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