duane wrote:I can do the same with the lua mapgen, if anyone's interested. Does the broken terrain bother anyone?
What do u do for c make it for main version too please :)
And where is thoose updated versions ? I see that it was updated 5 days ago
duane wrote:I can do the same with the lua mapgen, if anyone's interested. Does the broken terrain bother anyone?
Don wrote:Is there still cliffs?
Don wrote:Is there still cliffs?
WARNING: Undeclared global variable "darkage_mapgen" accessed at ...etest/minetest/bin/../mods/valleys_mapgen/mapgen.lua:589philipbenr 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
WARNING: Undeclared global variable "darkage_mapgen" accessed at ...etest/minetest/bin/../mods/valleys_mapgen/mapgen.lua:589
I keep getting fatal freezes and ^^^ this in my debug.txt when I am exploring a world. I don't have darkage enable FYI.
philipbenr 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
WARNING: Undeclared global variable "darkage_mapgen" accessed at ...etest/minetest/bin/../mods/valleys_mapgen/mapgen.lua:589
I keep getting fatal freezes and ^^^ this in my debug.txt when I am exploring a world. I don't have darkage enable FYI.
blert2112 wrote:Edit again: Oh, how I wish I could use this. :(
The game crashes with a "LUA out-of-memory" error, after about ten of minutes of play, nearly every time. Oh well, I may attempt to compile the c++ version and see how that does, but that is for another day.
blert2112 wrote:Edit: Which fork of DarkAge is recommended? My fork of DarkAge does not use a LUA mapgen, it uses register_ore instead. I assume my fork will work fine with this mapgen? Still, would like to know which fork of DarkAge you had in mind when you wrote the compatibility part in as I can make my Pyramids fork work in the same way. Also, which noise describes deserts?
duane wrote:blert2112 wrote:Edit again: Oh, how I wish I could use this. :(
The game crashes with a "LUA out-of-memory" error, after about ten of minutes of play, nearly every time. Oh well, I may attempt to compile the c++ version and see how that does, but that is for another day.
I can't think of anything in vmg (lua) that uses much memory other than the perlin noise maps. It's mostly just tinkering with the datamap the system gives it. You could try setting "vmg_caves = false" in your minetest.conf. That will free up most of the memory the noisemaps use (vmg caves use multiple 3D maps). Of course, you won't have any caves.
philipbenr wrote:I keep getting fatal freezes and ^^^ this in my debug.txt when I am exploring a world. I don't have darkage enable FYI.
blert2112 wrote:Edit again: Oh, how I wish I could use this. :(
The game crashes with a "LUA out-of-memory" error, after about ten of minutes of play, nearly every time.
paramat wrote:blert2112 wrote:Edit again: Oh, how I wish I could use this. :(
The game crashes with a "LUA out-of-memory" error, after about ten of minutes of play, nearly every time.
If you're using LuaJIT try disabling it, it restricts lua memory use to a low limit, because the lua version of this mapgen uses 6 3D noises it uses huge amounts of memory to process those noises (1 3D noise = 80 2D noises).
However you will still need a machine with roughly 2GB free memory to cope.
There are some optimisation methods available now in 0.4.13 to reduce memory use by noise, i need to learn these then i can share some examples of use.
My riverdev lua mapgen uses a similar number of 3D noises so probably has the same problem.
Even core mgv7 only uses 4 3D noises.
duane wrote:I think I've eliminated the nerd poles spawning in the mountains. Here's two shots of the same spot in the same game, before...
Gael de Sailly wrote:These "nerd poles" don't exist in the Lua version, where there would be overhang cliffs (with a slope > 90°). Possible cause : the C++ code looks for the highest node and don't check the lower ones.
blert2112 wrote:Edit again: Oh, how I wish I could use this. :(
The game crashes with a "LUA out-of-memory" error, after about ten of minutes of play, nearly every time. Oh well, I may attempt to compile the c++ version and see how that does, but that is for another day.
paramat wrote:blert2112 wrote:Edit again: Oh, how I wish I could use this. :(
The game crashes with a "LUA out-of-memory" error, after about ten of minutes of play, nearly every time.
If you're using LuaJIT try disabling it, it restricts lua memory use to a low limit, because the lua version of this mapgen uses 6 3D noises it uses huge amounts of memory to process those noises (1 3D noise = 80 2D noises).
duane wrote:blert2112 wrote:Edit again: Oh, how I wish I could use this. :(
The game crashes with a "LUA out-of-memory" error, after about ten of minutes of play, nearly every time. Oh well, I may attempt to compile the c++ version and see how that does, but that is for another day.
I still can't duplicate this. However, this patch to mapgen.lua might help. Give it a try, and if it works, we can put it into the main code. It solved some problems with integral trees. My suspicion is that lua forgets to garbage collect under some circumstance. Every now and then, memory use would just run away. It's not an issue of memory still being referenced or the extra garbage collection wouldn't help. It doesn't happen very often, so the change doesn't affect the speed of chunk generation much.



demon_boy wrote:My new volcano is an extension of a mountain or sometimes along mountain ridges. They will fill up with lava and sometimes overflow.
demon_boy wrote:Sometimes the lava generates outside the volcano surface and you end up with a cataclysmic lava flow and ensuing fire.
Gael de Sailly wrote:This has been faster that I thought. I think that it's finished, it seems to work, but it needs more tests. You can watch the diff here.
duane wrote:Gael de Sailly wrote:This has been faster that I thought. I think that it's finished, it seems to work, but it needs more tests. You can watch the diff here.
Ingenious. This cleans up the code nicely. It seems to be producing a lot more bare patches though. Maybe I'm imagining it, because I can't see any reason in the source why that would be the case.
demon_boy wrote:More bare space could be used for oak and willow trees. I'm also thinking about mangrove trees for where rivers meet the beach.
Users browsing this forum: No registered users and 11 guests