Canadian Doge [048]

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

by paramat » Tue Feb 11, 2014 01:08

Image


^ Another screenshot of the lua mapgen that was developed for this world.
I rely on donations to help provide an income https://forum.minetest.net/viewtopic.php?f=3&t=14935
 

User avatar
mauvebic
Member
 
Posts: 1550
Joined: Fri Jan 27, 2012 11:32

by mauvebic » Tue Feb 11, 2014 01:20

Same version im running?
"Fuck the hat." - Paulie Gualtieri
 

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

by paramat » Tue Feb 11, 2014 03:08

I hope so, 11 days ago v0.2.1 was pushed with the varying ice thickness, then a few hours after v0.2.2 was pushed with a small bugfix to allow snow settling on dungeons (no other changes), you should check and update ;)
https://github.com/paramat/archipelago/commit/600e222d3297f5072faae0a866898cccea3f56f9
Last edited by paramat on Tue Feb 11, 2014 03:15, edited 1 time in total.
I rely on donations to help provide an income https://forum.minetest.net/viewtopic.php?f=3&t=14935
 

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

by paramat » Tue Feb 11, 2014 04:38

Image


This is paragen mod with new pines, the snow nodeboxes just looked so bad, plus the flickering when viewed from above ... im using snow blocks throughout mapgen and on trees now.
The new pines are more pointy on top, have 4 levels of branches with snowblocks, here's the function code if you want these in archipelago:
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
function paragen_pinetree(x, y, z, area, data)
    local c_tree = minetest.get_content_id("default:tree")
    local c_pgneedles = minetest.get_content_id("paragen:needles")
    local c_snowblock = minetest.get_content_id("default:snowblock")
    for j = -4, 13 do
        if j == 3 or j == 6 or j == 9 or j == 12 then
            for i = -2, 2 do
            for k = -2, 2 do
                if math.abs(i) == 2 or math.abs(k) == 2 then
                    if math.random(5) ~= 2 then
                        local vil = area:index(x + i, y + j, z + k)
                        data[vil] = c_pgneedles
                        local vila = area:index(x + i, y + j + 1, z + k)
                        data[vila] = c_snowblock
                    end
                end
            end
            end
        elseif j == 4 or j == 7 or j == 10 or j == 13 then
            for i = -1, 1 do
            for k = -1, 1 do
                if not (i == 0 and j == 0) then
                    if math.random(7) ~= 2 then
                        local vil = area:index(x + i, y + j, z + k)
                        data[vil] = c_pgneedles
                        local vila = area:index(x + i, y + j + 1, z + k)
                        data[vila] = c_snowblock
                    end
                end
            end
            end
        end
        local vit = area:index(x, y + j, z)
        data[vit] = c_tree
    end
    local vil = area:index(x, y + 14, z)
    local vila = area:index(x, y + 15, z)
    local vilaa = area:index(x, y + 16, z)
    data[vil] = c_pgneedles
    data[vila] = c_pgneedles
    data[vilaa] = c_snowblock
end

I still hope you will make a space game and server in future.
Last edited by paramat on Tue Feb 11, 2014 04:41, edited 1 time in total.
I rely on donations to help provide an income https://forum.minetest.net/viewtopic.php?f=3&t=14935
 

User avatar
mauvebic
Member
 
Posts: 1550
Joined: Fri Jan 27, 2012 11:32

by mauvebic » Tue Feb 11, 2014 23:37

paramat wrote:I still hope you will make a space game and server in future.


That could be a bit tricky, my strongest computer can only run one server at a time, the other two can barely handle the client :/
Though i might be able to incorporate moonrealm or some alienized version of paragen into the present map, we haven't explored the depths or height of the map yet, so there's still time to put a realm in there :-)
"Fuck the hat." - Paulie Gualtieri
 

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

by paramat » Wed Feb 12, 2014 08:54

Yeah sure :) to be clear i meant a server you might run in future after the Canadian Doge server. I think we have the interest and the complimentary skills to make amazing space games and servers, and there is a lot of interest in such a thing, now with custom skybox and gravity, drowning in any node etc. the tools we need are in place. Hopefully in future i will have some more space mapgens that could be used and stacked. So far i have moonrealm, asteroid, flexrealm can do dyson spheres and tubular o'neil colonies (i need to generate more of these to demonstrate), and slabrealm is an open-topped ringworld with 1km walls.
I rely on donations to help provide an income https://forum.minetest.net/viewtopic.php?f=3&t=14935
 

User avatar
mauvebic
Member
 
Posts: 1550
Joined: Fri Jan 27, 2012 11:32

by mauvebic » Wed Feb 12, 2014 21:53

Well I was hoping to hold on to the last server longer than a week, but you know how people are :P 5K player files, 3x in landclaims pretty much destroyed performance and corrupted the map :/ There's also the problem with lag in my last space game, I had pretty much worked out the resource tree and had tons of machines, but the abms for those machines killed it :/

Since the game im using right now contains a lot of myst themed stuff, I thought of adding 1 or more realms that would be like myst ages (which are essentially different planets, but in the universe of myst they're different dimensions). For one of those ages i'd use a combination of a modified (paragen or moonrealm) and your new floatlands :-)
"Fuck the hat." - Paulie Gualtieri
 

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

by paramat » Thu Feb 13, 2014 22:54

That sounds good, but beware paragen is so complex it now has a 5-6s per chunk generation time non-luaJIT, for your low-powered server i recommend one of my faster 1-2s per chunk realms such as moonrealm or whatever.
I rely on donations to help provide an income https://forum.minetest.net/viewtopic.php?f=3&t=14935
 

User avatar
mauvebic
Member
 
Posts: 1550
Joined: Fri Jan 27, 2012 11:32

by mauvebic » Thu Feb 13, 2014 23:08

I kinda wish Minetest had an 'explore' or 'generate' privilege where players who don't have it can't provoke ongen and venture out of generated areas :-)
"Fuck the hat." - Paulie Gualtieri
 

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

by paramat » Fri Feb 14, 2014 02:14

In case you're interested there is an 'explore map' mod for auto-pre-generating a world, and unless i imagined it i remember hmmmm saying he might add a pre-generate option in future.
Now the LVM is so fast im really noticing how the complexity of a lua mapgen mod affects it's generation speed, something simple like 'stability' mod is only 0.5s per chunk, im getting interested in the idea and challenge of creating simple but fun and interesting lua mapgens, moonrealm has a nice balance of speed and features.
I rely on donations to help provide an income https://forum.minetest.net/viewtopic.php?f=3&t=14935
 

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

by paramat » Fri Feb 14, 2014 02:25

By the way, the 'floatindev' mod is actually just a copy of indev floatlands, with a few essential improvements, i'm not particularly happy with the mapgen although it's certainly pretty, it's meant to stay true to the original structures. i have ideas for a much more kick-ass floatlands mod which would have larger, more interconnected structures similar to asteroid mod and not confined to a single chunk layer.
I rely on donations to help provide an income https://forum.minetest.net/viewtopic.php?f=3&t=14935
 

User avatar
mauvebic
Member
 
Posts: 1550
Joined: Fri Jan 27, 2012 11:32

by mauvebic » Fri Feb 14, 2014 02:25

well my idea was not to pre-generate areas, but to prevent random players from generating several chunks for nothing. That way, they'd be limited to making use of what's already there, and the admins/moderators of the server could be charged with generating more map as the need arises :-)

Simple mapgens are fun. I like the islands/archipelago one because it forces us to make efficient use of the land, it also gives plenty of opportunities for building bridges, floating and seabed developments :-)
"Fuck the hat." - Paulie Gualtieri
 

twoelk
Member
 
Posts: 1092
Joined: Fri Apr 19, 2013 16:19

by twoelk » Fri Feb 14, 2014 12:44

<sigh>, no more looking around for just the right place to build ...

but I guess I am too slow for your servers anyways as I never got anything finished before it got wiped.
I do understand your arguments for restricting this and that, ... but ... still ... </sigh>

btw I really like the atmosphere of the new version of Canadian Doge.
 

twoelk
Member
 
Posts: 1092
Joined: Fri Apr 19, 2013 16:19

by twoelk » Fri Feb 14, 2014 16:23

While driving to work (about an hour on little roads), my mind wandered the fair isles I had visited the last time on your server and it occured to me you could disable swimming if that is possible. You could control the wandering of your tourists by editing the gaps between your islands accordingly and add bridges to expand the territory of free movement. Drowning could be used to limit the movement. The usage of diving gear (if you add such a mod) and boats could be limited by special privs and the function of these could maybe limited to a defined radius around some control block. This might result in an interesting gameplay. Don't know what to do about long tunnels and players building bridges though, except these could be rather resource expensive and time consuming. So while deactivating the abbility to swim may not make it impossible to spread it may limit the "Wanderlust" to an acceptable level without installing "hard" boundaries.
 

Sokomine
Member
 
Posts: 2980
Joined: Sun Sep 09, 2012 17:31

by Sokomine » Fri Feb 14, 2014 17:13

mauvebic wrote:well my idea was not to pre-generate areas, but to prevent random players from generating several chunks for nothing. That way, they'd be limited to making use of what's already there, and the admins/moderators of the server could be charged with generating more map as the need arises :-)

Hm. Based on how your worlds work, you might as well check once per minute if someone has wandered off too far and just kill that player ("got lost in the woods/on high sea/never found home/..."). If you don't destroy the inventory and communicate the range with signs around spawn, it might work. Players might even be warned at first that they're too far off 1-2 times before beeing teleported back to spawn.

twoelk wrote:but I guess I am too slow for your servers anyways as I never got anything finished before it got wiped.
I do understand your arguments for restricting this and that, ... but ... still ... </sigh>

Please build more on reliable servers that won't be wiped that often. I love your creations. Mauvebic is also an excellent builder, but his servers lack the longlivity aspect.
A list of my mods can be found here.
 

User avatar
mauvebic
Member
 
Posts: 1550
Joined: Fri Jan 27, 2012 11:32

by mauvebic » Fri Feb 14, 2014 22:11

Well it's an island map, the whole point is to make use of limited land (or use the seabed/underground). I don't want sparse development far apart, I want to be able to link the whole thing with bridges and roads and tunnels :-) And I can't have people wandering off long distances because every time I upgrade the mapgen, it's that much farther to go find the new types of areas/terrain.

Longevity... My present map has lasted several weeks versus the first's 1 week. So far, no 5K player files, no map corruption and no lag. This time, people will have to register before signing on, they'll get one protected island (and/or seabed) and won't get more until they've used it. And to make sure people understand my terms, i'll have a formspec popup for new players where they can either agree or disagree and be kicked. As you might have noticed from our recent screenshots, we get more done when we're not running a daycare.
Last edited by mauvebic on Fri Feb 14, 2014 22:37, edited 1 time in total.
"Fuck the hat." - Paulie Gualtieri
 

Sokomine
Member
 
Posts: 2980
Joined: Sun Sep 09, 2012 17:31

by Sokomine » Fri Feb 14, 2014 22:41

mauvebic wrote:this time, people will have to register before signing on, they'll get one protected island (and/or seabed) and won't get more until they've used it.

Sounds like a good concept.

mauvebic wrote:As you might have noticed from our recent screenshots, we get more done when we're not running a daycare.

I've seen how overrun servers can be with new players who have neither clue nor control nor the desire/capabilities to make the world nicer, and it was quite bad on your last server.

A way to re-establish trust in the continued existence of a map/server would be to copy those buildings from the previous map over that where worth it (comparable quality to what you build) provided those buildings can be made fit in in some way.
A list of my mods can be found here.
 

User avatar
mauvebic
Member
 
Posts: 1550
Joined: Fri Jan 27, 2012 11:32

by mauvebic » Fri Feb 14, 2014 23:43

Sokomine wrote:I've seen how overrun servers can be with new players who have neither clue nor control nor the desire/capabilities to make the world nicer, and it was quite bad on your last server.

That's the way MT is setup. I can't see a player's client or lag, I can't share ban lists and we have no way of authenticating users collectively.
Sokomine wrote:A way to re-establish trust in the continued existence of a map/server would be to copy those buildings from the previous map over that where worth it (comparable quality to what you build) provided those buildings can be made fit in in some way.

But then i'd be wasting time copy pasting buildings from one map to the next instead of playing because people couldn't behave on the last map. Trolls love wasting people's time like this.
Last edited by mauvebic on Sat Feb 15, 2014 01:40, edited 1 time in total.
"Fuck the hat." - Paulie Gualtieri
 

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

by paramat » Mon Feb 17, 2014 03:35

So far the only idea i have for limiting player's exploration is to have a globalstep function that randomly and occasionally (for lightweightness) checks player's co-ords and returns them to spawn is any of those co-ords go beyond a settable limit.
I rely on donations to help provide an income https://forum.minetest.net/viewtopic.php?f=3&t=14935
 

User avatar
mauvebic
Member
 
Posts: 1550
Joined: Fri Jan 27, 2012 11:32

by mauvebic » Mon Feb 17, 2014 05:51

No worries I wouldn't expect anyone to develop a lua solution to this. It would have to be part of the engine to work efficiently :-)
"Fuck the hat." - Paulie Gualtieri
 

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

by paramat » Mon Feb 17, 2014 09:00

Another thing i can do, if this is ever needed, is generate a chosen geometry of chunks which have invisible impassable walls around the edges, these chunks can be used as parts of a wall to contain players. However they would be permanent, or if removed would leave empty slices in the terrain.
I rely on donations to help provide an income https://forum.minetest.net/viewtopic.php?f=3&t=14935
 

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

by paramat » Wed Feb 26, 2014 23:40

Best wishes and i hope you are okay mauvebic, IRC just isn't the same without you ;)
I rely on donations to help provide an income https://forum.minetest.net/viewtopic.php?f=3&t=14935
 

twoelk
Member
 
Posts: 1092
Joined: Fri Apr 19, 2013 16:19

by twoelk » Thu Feb 27, 2014 01:39

maybe this could be of use for the geographical limiting of players issue: https://forum.minetest.net/viewtopic.php?pid=83035
 

User avatar
mauvebic
Member
 
Posts: 1550
Joined: Fri Jan 27, 2012 11:32

by mauvebic » Sat Mar 01, 2014 06:41

Sorry been busy with other work/projects lately. Plus the last few times I checked into the chat, there was nothing going on, or more moderators/devs online than paysans :/
"Fuck the hat." - Paulie Gualtieri
 

Previous

Return to Minetest Servers

Who is online

Users browsing this forum: No registered users and 11 guests

cron