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Help with forks?

PostPosted: Mon Sep 07, 2015 22:56
by swordpaint12
I'm not sure this belongs here, but I have a question.

I have downloaded the darkage mod, but I don't remember which fork? How can I find the fork I downloaded? I remember the screen shots.

I really have no clue where this belongs, but if somebody could help that would be awesome! Thanks in advance, swordpaint12

Re: Help with forks?

PostPosted: Tue Sep 08, 2015 00:13
by Nathan.S
If you downloaded using git, (git clone) the config file located in the .git directory in the folder will give you the original URL. If you downloaded the zip I don't know, as I never do that.

Re: Help with forks?

PostPosted: Tue Sep 08, 2015 02:20
by Napiophelios
CraigiDavids Fork is the most recently updated

orignal Mod by MasterGollum updated Oct 25 2012
contains:
textures (folder)
textures32 (folder)
building.lua
depends.txt
furniture.lua
init.lua
mapgen.lua
stairs.lua

Fork by Addi and CraigiDavid updated Sept 04 2014
contains:
textures (folder)
textures32 (folder)
.gitattributes
.gitignore
aliases.lua
building.lua
depends.txt
furniture.lua
init.lua
mapgen.lua
README.md
stairs.lua
stairsplus.lua

Latest Fork by CraigiDavid updated 13 days ago
contains:
textures (folder)
aliases.lua
craftitems.lua
crafts.lua
depends.txt
.gitignore
init.lua
mapgen.lua
nodes.lua
README.md
stairs.lua


fork by Vazon updated June 05 2014
contains:
textures (folder)
textures32 (folder)
building.lua
depends.txt
furniture.lua
init.lua
mapgen.lua
moreblocks.lua
README.md
stairs.lua

Re: Help with forks?

PostPosted: Tue Sep 08, 2015 05:55
by addi
the last "real" update by CragyDavy was on Sep 11, 2014.
13 days ago only the gitignore and readme.md file was updated

but there is also a fork by HybridDog updated 4 days ago
other_textures (folder)
textures (folder)
.gitattributes
.gitignore
README.md
alias.lua
building.lua
darkage_reinforced.xcf.bz2
depends.txt
furniture.lua
init.lua
mapgen.lua
stairs.lua
stairsplus.lua

some changes by HybridDog I may include into my fork. Mostly the mapgen update looks intresting.

Re: Help with forks?

PostPosted: Tue Sep 08, 2015 14:29
by blert2112
Here is another fork...
https://github.com/blert2112/darkage.git

It uses the VoxelManip and has a few other speed tweeks. I made this a couple weeks back, before I saw all the other forks floating about, in an attempt to learn how to use VoxelManip.

There is another fork out there by Gael-de-Sailly. With all due respect to this person... I do not suggest using that one at this time. I found it when I went to make a pull req to CraigyDavi. This fork will crash MT every time with a 'LUA out of memory error'. Seems it is not a good idea to pass VoxelManip data to a global function many many times. Anyway, I hope you find some of my changes useful and I will make a pull req when I am finished with it.

Re: Help with forks?

PostPosted: Tue Sep 08, 2015 14:32
by Sokomine
There was some discussion about sheet ore generation. Are the methods found in the api insufficient for the requirements of darkage? Or hasn't anyone found out yet how to use them efficiently? I don't think darkage needs luavoxelmanip. The sheets of ores it generates ought to be handled by the engine. In theory, it was written for that. In practice i don't know.

Re: Help with forks?

PostPosted: Tue Sep 08, 2015 16:08
by blert2112
Sokomine wrote:There was some discussion about sheet ore generation. Are the methods found in the api insufficient for the requirements of darkage? Or hasn't anyone found out yet how to use them efficiently? I don't think darkage needs luavoxelmanip. The sheets of ores it generates ought to be handled by the engine. In theory, it was written for that. In practice i don't know.

From the looks of the code it seems that is the direction that HybridDog is headed. I was also going to attempt it as the API says that things were added so these particular "custom" generation functions do not need to be used. Until someone gets it working I will keep using a VoxelManip DarkAge because it is faster than the old "set_node" version, especially when you are using the amount of mods that I am using (IMO, every millisecond counts when it comes to the mapgen). If someone pulls these updates into a more well-known fork I am going to stop messing with this one and go back to finishing up my Sea-modpack fork.

Also, a note on my fork: It will not update the VoxelManip unless there has been a change (which happens on occation). I believe updating the VoxelManip takes a chunk of time so if you don't have to do it then don't.

Re: Help with forks?

PostPosted: Wed Sep 09, 2015 01:59
by Sokomine
blert2112 wrote:Also, a note on my fork: It will not update the VoxelManip unless there has been a change (which happens on occation). I believe updating the VoxelManip takes a chunk of time so if you don't have to do it then don't.

I'm doing it in a similar way in mg_villages. Still, darkage only adds sheets of "ores" (in the form of stone and mud) - that really ought to be handled by the engine. Can't you have a chat with paramat and perhaps hmmm about it? And yes, Voxelmanip is pretty fast, but it does take significant time for transfering the data from the engine to a mod and back. I've done some profiling on it.

Re: Help with forks?

PostPosted: Thu Sep 17, 2015 02:03
by swordpaint12
Thank you. I got Vazon's fork according to contents. Perhaps I should get a more recent build...

Re: Help with forks?

PostPosted: Thu Sep 17, 2015 03:41
by Napiophelios
I recommend Blert2112's latest fork.
Its has an updated mapgen.
but you will need the latest build of minetest to use it.

there is a reg-ore fix branch if you arent using the latest,
I havent had a problem with either version.

https://github.com/blert2112/darkage

Re: Help with forks?

PostPosted: Thu Sep 17, 2015 17:33
by blert2112
Napiophelios wrote:I recommend Blert2112's latest fork.
Its has an updated mapgen.
but you will need the latest build of minetest to use it.

there is a reg-ore fix branch if you arent using the latest,
I havent had a problem with either version.

https://github.com/blert2112/darkage

Thanks!
Actually, it is the other way around. The reg_ore-FIX branch is for a very recent minetest build. The master branch is for a regular build the likes of which you can get from the download page.

Re: Help with forks?

PostPosted: Fri Sep 18, 2015 10:46
by Napiophelios
ha sorry about that. I am usually only half right so I have a standard to maintain. :)

at any rate I have noticed in all forks that contain the iron stick
why is the iron stick not in groups = {stick=1}

I know it wont add anything to crafted items,
but it would be nice for players to be able to craft tools and weapons with it

would it create some kind of conflict somewhere?

Re: Help with forks?

PostPosted: Fri Sep 18, 2015 12:56
by blert2112
Napiophelios wrote:... at any rate I have noticed in all forks that contain the iron stick
why is the iron stick not in groups = {stick=1} ...

Not sure, it's probably just an oversight. My laptop died a horrible death yesterday so I am not sure when I will be getting a replacement. Toss it into the definition and see if anything goes fubar. If all is well I will use my wife's laptop to edit the source on Github.