[Mod] Fun Caves [fun_caves]

User avatar
burli
Member
 
Posts: 1313
Joined: Fri Apr 10, 2015 13:18

Re: [Mod] New Fun Caves (No Surface) [fun_caves]

by burli » Wed May 18, 2016 19:58

I guess I found the reason for the shadows and other issues with the v6 lua cavegen. I replaced "air" with "default:cobble" for large caves and "default:wood" for normal caves.

Normal caves "grow" sometimes into forests
Image

Huge caves are floating in the air. Inside the huge caves are small caves
Image

And they are eveywhere
Image

An interesting fact is, that the large caves always spawn at specific heights
Attachments
screenshot_20160518_213149.jpg
screenshot_20160518_213149.jpg (161.36 KiB) Viewed 3364 times
screenshot_20160518_212756.jpg
screenshot_20160518_212756.jpg (90.18 KiB) Viewed 3364 times
screenshot_20160518_214618.jpg
screenshot_20160518_214618.jpg (346.09 KiB) Viewed 3364 times
 

User avatar
duane
Member
 
Posts: 776
Joined: Wed Aug 19, 2015 19:11
GitHub: duane-r

Re: [Mod] New Fun Caves (No Surface) [fun_caves]

by duane » Thu May 19, 2016 03:52

burli wrote:I guess I found the reason for the shadows and other issues with the v6 lua cavegen. I replaced "air" with "default:cobble" for large caves and "default:wood" for normal caves.


Ok, but why would that cause shadows when you're only placing air?
 

User avatar
duane
Member
 
Posts: 776
Joined: Wed Aug 19, 2015 19:11
GitHub: duane-r

Re: [Mod] New Fun Caves (No Surface) [fun_caves]

by duane » Thu May 19, 2016 03:57

azekill_DIABLO wrote:a crystal cave?!?cool!


The salt blocks are dim light sources in caverealms, which makes them look pretty, but it spoils the surprise when you're moving toward another lighted area in the distance and you hit a (nearly) invisible wall. In some places, it's a bit like a mirror maze.
 

User avatar
burli
Member
 
Posts: 1313
Joined: Fri Apr 10, 2015 13:18

Re: [Mod] New Fun Caves (No Surface) [fun_caves]

by burli » Thu May 19, 2016 05:04

duane wrote:
burli wrote:I guess I found the reason for the shadows and other issues with the v6 lua cavegen. I replaced "air" with "default:cobble" for large caves and "default:wood" for normal caves.


Ok, but why would that cause shadows when you're only placing air?

I don't know why, but I noticed something similar with the original intersecting mod. There is just a hard limit at 48. Sometimes I found a shadow right next to a hole. If you fly above the shadow you see, that the wield hand gets darker and normal again around 48.


I also think that there must be normal caves in the air. I can see them in the water, they are inside the large caves and they "grow" along other nodes like trees. But for whatever reason air is not replaced by the small caves. It is really strange.

Another thing I noticed is, that h1 is always 1. Are you sure that vector.add can add 4 values?

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
vector.add(v, x)`: returns a vector
 

User avatar
burli
Member
 
Posts: 1313
Joined: Fri Apr 10, 2015 13:18

Re: [Mod] New Fun Caves (No Surface) [fun_caves]

by burli » Thu May 19, 2016 07:11

Ok, this looks better. No flying large caves, but still shadows, caves still eat up plants and caves under water

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 p1 = vector.add(orpi, vector.add(veci, vector.add(this.of, this.rs / 2)))
local p2 = vector.add(orpi, vector.add(this.of, this.rs / 2)


This one is a special one. It does not collapse

Image

Is it possible that lua mapgens are executed AFTER the decoration? This would explain the destroyed plants
Attachments
screenshot_20160519_075719.jpg
screenshot_20160519_075719.jpg (37.48 KiB) Viewed 3364 times
 

User avatar
duane
Member
 
Posts: 776
Joined: Wed Aug 19, 2015 19:11
GitHub: duane-r

Re: [Mod] New Fun Caves (No Surface) [fun_caves]

by duane » Fri May 20, 2016 01:21

burli wrote:This one is a special one. It does not collapse

It won't unless you update liquids (which causes lag, sadly).

Is it possible that lua mapgens are executed AFTER the decoration? This would explain the destroyed plants

They are.
 

User avatar
duane
Member
 
Posts: 776
Joined: Wed Aug 19, 2015 19:11
GitHub: duane-r

Re: [Mod] New Fun Caves (No Surface) [fun_caves]

by duane » Fri May 20, 2016 01:28

burli wrote:If you fly above the shadow you see, that the wield hand gets darker and normal again around 48.

Your wield hand darkens when you fly into an ungenerated chunk. It brightens once the chunk generates (even if it's nothing but air).

I also think that there must be normal caves in the air. I can see them in the water, they are inside the large caves and they "grow" along other nodes like trees. But for whatever reason air is not replaced by the small caves. It is really strange.

That probably has to do with the fact that large caves are not generated by noise, so the game has no way to tell that a stone roof won't be generated over one at a chunk border. With the smaller, noise-generated caves, there's an easy way to see where they extend into the next chunk.

Another thing I noticed is, that h1 is always 1. Are you sure that vector.add can add 4 values?

I am not. It does in most languages, but lua is special.
 

User avatar
duane
Member
 
Posts: 776
Joined: Wed Aug 19, 2015 19:11
GitHub: duane-r

Re: [Mod] New Fun Caves (No Surface) [fun_caves]

by duane » Fri May 20, 2016 03:21

I started to miss the surface world, so I added it back in. It should work with any mapgen that produces a heightmap.
 

User avatar
burli
Member
 
Posts: 1313
Joined: Fri Apr 10, 2015 13:18

Re: [Mod] New Fun Caves (No Surface) [fun_caves]

by burli » Fri May 20, 2016 07:20

duane wrote:I started to miss the surface world, so I added it back in. It should work with any mapgen that produces a heightmap.


I like your work and I think about to use it for something new
 

User avatar
duane
Member
 
Posts: 776
Joined: Wed Aug 19, 2015 19:11
GitHub: duane-r

Re: [Mod] Fun Caves [fun_caves]

by duane » Fri May 20, 2016 07:40

Wasting time, watching a bunch of goblins dig a new quarry. It's kind of like having an ant farm.

Image

Image

Image
Attachments
fun-caves-28.jpg
fun-caves-28.jpg (248.32 KiB) Viewed 3364 times
fun-caves-27.jpg
fun-caves-27.jpg (250.98 KiB) Viewed 3364 times
fun-caves-26.jpg
fun-caves-26.jpg (260.5 KiB) Viewed 3364 times
 

User avatar
burli
Member
 
Posts: 1313
Joined: Fri Apr 10, 2015 13:18

Re: [Mod] Fun Caves [fun_caves]

by burli » Fri May 20, 2016 07:56

I have a texture bug. Mob Textures are not loaded with your latest version
 

User avatar
burli
Member
 
Posts: 1313
Joined: Fri Apr 10, 2015 13:18

Re: [Mod] Fun Caves [fun_caves]

by burli » Fri May 20, 2016 08:13

I noticed that your top dirt block is a full grass block. Do you use a mod for this? I asked for this feature a few weeks ago, but did not find a satisfying solution
 

User avatar
duane
Member
 
Posts: 776
Joined: Wed Aug 19, 2015 19:11
GitHub: duane-r

Re: [Mod] Fun Caves [fun_caves]

by duane » Fri May 20, 2016 08:20

burli wrote:I have a texture bug. Mob Textures are not loaded with your latest version


Which ones? It shouldn't matter much, since the affected mobs will die out and be replaced.
 

User avatar
duane
Member
 
Posts: 776
Joined: Wed Aug 19, 2015 19:11
GitHub: duane-r

Re: [Mod] Fun Caves [fun_caves]

by duane » Fri May 20, 2016 08:28

burli wrote:I noticed that your top dirt block is a full grass block. Do you use a mod for this? I asked for this feature a few weeks ago, but did not find a satisfying solution


There are a number of texture packs (e.g. PixelBox) that have side grass. I use my own compilation, but I've borrowed from so many sources, that I can't post it for fear of leaving the credits out.
 

User avatar
burli
Member
 
Posts: 1313
Joined: Fri Apr 10, 2015 13:18

Re: [Mod] Fun Caves [fun_caves]

by burli » Fri May 20, 2016 08:32

duane wrote:
burli wrote:I have a texture bug. Mob Textures are not loaded with your latest version


Which ones? It shouldn't matter much, since the affected mobs will die out and be replaced.

I was attacked by naked spiders. I add mobs mod, but not mobs_monsters. I expected, that you just need the api, but you removed some textures. So I had to add mobs_monsters to get the textures

Or are you using an older mobs mod befor it was splitted?
 

User avatar
duane
Member
 
Posts: 776
Joined: Wed Aug 19, 2015 19:11
GitHub: duane-r

Re: [Mod] Fun Caves [fun_caves]

by duane » Sun May 22, 2016 13:11

I added some plants and coral, using some of my textures from valleys_c, to liven up the surface. This time I'm not using any water abms.

Image

Image

Image
Attachments
fun-caves-29.jpg
fun-caves-29.jpg (48.63 KiB) Viewed 3364 times
fun-caves-30.jpg
fun-caves-30.jpg (231.09 KiB) Viewed 3364 times
fun-caves-31.jpg
fun-caves-31.jpg (169.49 KiB) Viewed 3364 times
 

User avatar
azekill_DIABLO
Member
 
Posts: 3458
Joined: Wed Oct 29, 2014 20:05
GitHub: azekillDIABLO
In-game: azekill_DIABLO

Re: [Mod] Fun Caves [fun_caves]

by azekill_DIABLO » Sun May 22, 2016 13:32

stupid question : inyour 1st post u say there's no surface... but why there is a river, grass and sun??!?!
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
Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)

azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
My Mods and Stuff | Voxellar | VoxBox on GITHUB | M.I.L.A Monster engine
WEIRD MODDING CONTEST !!!
 

User avatar
burli
Member
 
Posts: 1313
Joined: Fri Apr 10, 2015 13:18

Re: [Mod] New Fun Caves (No Surface) [fun_caves]

by burli » Sun May 22, 2016 13:44

azekill_DIABLO wrote:stupid question : inyour 1st post u say there's no surface... but why there is a river, grass and sun??!?!



duane wrote:I started to miss the surface world, so I added it back in. It should work with any mapgen that produces a heightmap.
 

User avatar
azekill_DIABLO
Member
 
Posts: 3458
Joined: Wed Oct 29, 2014 20:05
GitHub: azekillDIABLO
In-game: azekill_DIABLO

Re: [Mod] Fun Caves [fun_caves]

by azekill_DIABLO » Sun May 22, 2016 14:25

ok thx ;)
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
Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)

azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
My Mods and Stuff | Voxellar | VoxBox on GITHUB | M.I.L.A Monster engine
WEIRD MODDING CONTEST !!!
 

paramat
Member
 
Posts: 2662
Joined: Sun Oct 28, 2012 00:05
GitHub: paramat

Re: [Mod] Fun Caves [fun_caves]

by paramat » Mon May 23, 2016 02:21

See https://forum.minetest.net/viewtopic.php?p=218419#p218419

I think your heightmap checks may be failing, large caves should not be generated high in the air. The dark air of overgenerated large caves can cause lighiting bugs.
 

User avatar
duane
Member
 
Posts: 776
Joined: Wed Aug 19, 2015 19:11
GitHub: duane-r

Re: [Mod] Fun Caves [fun_caves]

by duane » Mon May 23, 2016 14:44

paramat wrote:See https://forum.minetest.net/viewtopic.php?p=218419#p218419

I think your heightmap checks may be failing, large caves should not be generated high in the air. The dark air of overgenerated large caves can cause lighiting bugs.


That's probably true. I've already taken all the large cave code out of the mod. Burli's using the original code I cobbled together from the C source and never maintained.
 

User avatar
duane
Member
 
Posts: 776
Joined: Wed Aug 19, 2015 19:11
GitHub: duane-r

Re: [Mod] Fun Caves [fun_caves]

by duane » Mon May 23, 2016 16:26

Deserts were not much fun, so I added small rocks (which can be made into cobble) and a recipe to turn dry shrubs into sticks. I've also added hunger, so I had to add some food to this harsh terrain. Bon apetite.

Image

The code is now faster, but it still develops a lot of lag at times. I think some of that is due to the large number of creatures I have available.
Attachments
fun-caves-32.jpg
fun-caves-32.jpg (151.45 KiB) Viewed 3364 times
 

User avatar
burli
Member
 
Posts: 1313
Joined: Fri Apr 10, 2015 13:18

Re: [Mod] Fun Caves [fun_caves]

by burli » Wed May 25, 2016 08:29

duane wrote:The code is now faster, but it still develops a lot of lag at times. I think some of that is due to the large number of creatures I have available.

Hm, I add a counter. I just waked on the surface the first ingame day and in this time over 40 mobs are spawned. But it is also possible to get up to over 100. I don't know if they are all active

And I noticed that I get demage without any mob around. Even if I fly in the air I got damage. Is that by intention?

[Edit] you added hunger. Just read it now, sorry

And if I punch a mob the game craches

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
2016-05-25 10:25:43: ACTION[Server]: Player singleplayer punched by LuaEntitySAO at (412.109,-21.5,-230.328), damage 1 HP
2016-05-25 10:25:44: ACTION[Server]: singleplayer punches object 622: LuaEntitySAO at (412.807,-21.5,-233.346)
2016-05-25 10:25:44: ERROR[Main]: ServerError: Lua: Runtime error from mod 'fun_caves' in callback luaentity_Punch(): /home/markus/minetest/bin/../mods/mobs/api.lua:1711: attempt to index local 'tool_capabilities' (a nil value)
2016-05-25 10:25:44: ERROR[Main]: stack traceback:
2016-05-25 10:25:44: ERROR[Main]:    /home/markus/minetest/bin/../mods/mobs/api.lua:1711: in function </home/markus/minetest/bin/../mods/mobs/api.lua:1692>
2016-05-25 10:25:44: ERROR[Main]:    /home/markus/minetest/bin/../builtin/game/mod_profiling.lua:290: in function </home/markus/minetest/bin/../builtin/game/mod_profiling.lua:288>
2016-05-25 10:25:44: ACTION[Server]: singleplayer leaves game. List of players:
 

User avatar
duane
Member
 
Posts: 776
Joined: Wed Aug 19, 2015 19:11
GitHub: duane-r

Re: [Mod] Fun Caves [fun_caves]

by duane » Wed May 25, 2016 10:07

burli wrote:And if I punch a mob the game craches

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
2016-05-25 10:25:43: ACTION[Server]: Player singleplayer punched by LuaEntitySAO at (412.109,-21.5,-230.328), damage 1 HP
2016-05-25 10:25:44: ACTION[Server]: singleplayer punches object 622: LuaEntitySAO at (412.807,-21.5,-233.346)
2016-05-25 10:25:44: ERROR[Main]: ServerError: Lua: Runtime error from mod 'fun_caves' in callback luaentity_Punch(): /home/markus/minetest/bin/../mods/mobs/api.lua:1711: attempt to index local 'tool_capabilities' (a nil value)
2016-05-25 10:25:44: ERROR[Main]: stack traceback:
2016-05-25 10:25:44: ERROR[Main]:    /home/markus/minetest/bin/../mods/mobs/api.lua:1711: in function </home/markus/minetest/bin/../mods/mobs/api.lua:1692>
2016-05-25 10:25:44: ERROR[Main]:    /home/markus/minetest/bin/../builtin/game/mod_profiling.lua:290: in function </home/markus/minetest/bin/../builtin/game/mod_profiling.lua:288>
2016-05-25 10:25:44: ACTION[Server]: singleplayer leaves game. List of players:


That's an old error. Are you using the latest mobs redo?
 

User avatar
burli
Member
 
Posts: 1313
Joined: Fri Apr 10, 2015 13:18

Re: [Mod] Fun Caves [fun_caves]

by burli » Wed May 25, 2016 10:56

A few days old. But I can update again if there was an update shortly
 

User avatar
duane
Member
 
Posts: 776
Joined: Wed Aug 19, 2015 19:11
GitHub: duane-r

Re: [Mod] Fun Caves [fun_caves]

by duane » Wed May 25, 2016 14:38

burli wrote:A few days old. But I can update again if there was an update shortly


That's definitely not the version I've got, which has the mobs_redo directory and different code. I got mine from https://github.com/tenplus1/mobs_redo.
 

User avatar
burli
Member
 
Posts: 1313
Joined: Fri Apr 10, 2015 13:18

Re: [Mod] Fun Caves [fun_caves]

by burli » Wed May 25, 2016 16:00

duane wrote:
burli wrote:A few days old. But I can update again if there was an update shortly


That's definitely not the version I've got, which has the mobs_redo directory and different code. I got mine from https://github.com/tenplus1/mobs_redo.


No idea what happens. My version was maybe two weeks old and I could play two days ago with this mod.

burli wrote:I was attacked by naked spiders. I add mobs mod, but not mobs_monsters. I expected, that you just need the api, but you removed some textures. So I had to add mobs_monsters to get the textures

Or are you using an older mobs mod befor it was splitted?


I just downloaded the new version of fun_caves and replaced the old one. Then I got the error
 

User avatar
duane
Member
 
Posts: 776
Joined: Wed Aug 19, 2015 19:11
GitHub: duane-r

Re: [Mod] Fun Caves [fun_caves]

by duane » Thu May 26, 2016 11:15

I'm working on hidden fortresses, underground. They'll be mazes full of nasty creatures with some kind of trophy hidden inside. Collect the set and you win a no-prize. (They won't actually be lit. I took the shots in debug mode.)

Image

Image
Attachments
fun-caves-39.jpg
fun-caves-39.jpg (134.69 KiB) Viewed 3363 times
fun-caves-38.jpg
fun-caves-38.jpg (269.17 KiB) Viewed 3363 times
 

User avatar
azekill_DIABLO
Member
 
Posts: 3458
Joined: Wed Oct 29, 2014 20:05
GitHub: azekillDIABLO
In-game: azekill_DIABLO

Re: [Mod] Fun Caves [fun_caves]

by azekill_DIABLO » Thu May 26, 2016 15:21

+1
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
Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)

azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
My Mods and Stuff | Voxellar | VoxBox on GITHUB | M.I.L.A Monster engine
WEIRD MODDING CONTEST !!!
 

User avatar
duane
Member
 
Posts: 776
Joined: Wed Aug 19, 2015 19:11
GitHub: duane-r

Re: [Mod] Fun Caves [fun_caves]

by duane » Fri May 27, 2016 13:15

Mobs that spawn in fortresses are now tougher than their free-roaming cousins -- a little tougher up top -- at the bottom... expect pain. This should work for any mobs_redo mob, as long as you add a register_spawn line with the "fortress" group set (so they spawn there at all). It won't affect mobs that wander in from above.

Edit: A lesser goblin just killed me in two hits. I may have to look into armor mods.
 

PreviousNext

Return to WIP Mods

Who is online

Users browsing this forum: No registered users and 8 guests

cron