[Mod] DarkAge [0.4] [darkage]

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

by Sokomine » Mon Jan 06, 2014 15:38

Good to see you back, MasterGollum!

addi wrote:also there is a function minetest.register_ore() that can be used to generate the iron ore in the desert

That function might lead to a significant speedup regarding ore generation. Not only for the iron ore but also for the non-ores (stratus, claylike). To my knowledge, the function offers parameters that might cover those situations. Please explore that :-) LuaVoxelManipulator is also great but may not be necessary here. The new ore generation routines ought to be good enough.
A list of my mods can be found here.
 

User avatar
MasterGollum
Member
 
Posts: 79
Joined: Thu Sep 27, 2012 14:48

by MasterGollum » Mon Jan 06, 2014 19:50

Thank you for the tips and the welcome, I will look at that. I have been playing a little with nodeboxes, so maybe I will include some new nodes for middle age themed furniture.
 

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

by Sokomine » Mon Jan 06, 2014 22:16

MasterGollum wrote:maybe I will include some new nodes for middle age themed furniture.

New furniture is always good to have :-) Take a look at my cottages mod. It already comes with some furniture, but there's certainly room for more :-) The anvil from realtest might look fine in a medieval environment as well.
A list of my mods can be found here.
 

User avatar
MasterGollum
Member
 
Posts: 79
Joined: Thu Sep 27, 2012 14:48

by MasterGollum » Mon Jan 06, 2014 23:58

Sokomine wrote:New furniture is always good to have :-) Take a look at my cottages mod. It already comes with some furniture, but there's certainly room for more :-) The anvil from realtest might look fine in a medieval environment as well.


wow that's very nice what you did there. You read my mind and implemented it before I even thought about that lol. As Inocudom pointed we have the straw bale duplicated, I like the suggestion of merge them. Maybe as an extension of Dark Age with some textures more "medieval" (for example the bed), that can be turned off easily so people can choose if to use cottage mod as you designed it (with or without Dark Age) or the medieval version of cottage just inside the Dark Age mod itself. What do you think?
 

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

by Sokomine » Tue Jan 07, 2014 02:37

Hmpf. Typed a long message, included some links, and accidently clicked on a link.

The straw (and the straw bale) is indeed a copy of your darkage mod. I sent you a mail back then and asked you for permission :-) You just got to *have* a straw bale in a Minetest world - else it would be incomplete :-)

I didn't eliminiate/alias the straw nodes before (even though it was requested by some server owners) because that would at that time have interfered with my random_buildings and later my villages mod - those spawn houses that use nodes from cottages, and if the nodes are just aliasses to another mod, that gets more complicated.

If you have any better textures for the nodes or can create them or even add more furniture please do so! We can certainly have more than one bed. And the King Arthurs Land server will certainly enjoy more medieval nodes. I'm very bad at creating textures and have to rely on other people creating them for me. I'm curious as to how your nodes will look like :-)
A list of my mods can be found here.
 

User avatar
MasterGollum
Member
 
Posts: 79
Joined: Thu Sep 27, 2012 14:48

by MasterGollum » Tue Jan 07, 2014 06:17

Indeed I don't have any problem that you used the texture I created or you decided to supply new node versions for the straw bales, I like a lot what you did. I understand that Dark Age is a "huge" mod that supplies several nodes and functionalities that many people don't want. cottages is consistent as it is, it supplies all the nodes it needs without add dependences to other mods. Can they be used together as they are now? Yes, of course. Should be used together? not so sure, they will create duplicate nodes with craft recipes not consistent between them, for example the way you decided to craft the stairs. I absolutly will use your mod in my server, but I will do some changes to fit my personal tastes. I can share that version with the community or keep it private if you dislike the idea of see your nodes shared in a new different version. I absolutly don't intent to take ownership of your work, just to add them slightly modified and explain what I did and from where that nodes come from.
 

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

by Sokomine » Wed Jan 08, 2014 03:01

Craft receipes only exist so that the nodes can actually be crafted. Cottages was created in order to have nodes for building small, medieval/simple structured houses for the lumberjacks and village inhabitants (once they show up..). If you have better ideas for crafting receipes, that ought to be no problem. I'd love to let "inhabitants" "sell"/trade the furniture nodes to players anyway :-)

Please do what you have in mind and then let's see how to best combine or otherwise handle it.
A list of my mods can be found here.
 

User avatar
ShadowNinja
Member
 
Posts: 194
Joined: Tue Jan 22, 2013 22:35
GitHub: ShadowNinja
IRC: ShadowNinja
In-game: ShadowNinja

by ShadowNinja » Fri Jan 10, 2014 20:49

Rather than having people modify the code, you should add minetest.conf settings.
For example:
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
if minetest.setting_getbool("darkage.enable_mapgen") then
    dofile(modpath.."/mapgen.lua")
end

And then you can just set darkage.enable_mapgen in minetest.conf.
You should also cache the modpath, just call minetest.get_modpath("darkage") once and store it in a local variable named modpath.

Also: I beleive that you are required to have a link to the actual GitHub page, not just to the archive if you use GitHub. And if not I would appreciate if you added one. :-)

Aditionally you use legacy generation methods that are very slow. You should use minetest.register_ore and the LuaVoxelManip if there are any ore types that it doesn't provide.
Last edited by ShadowNinja on Fri Jan 10, 2014 20:54, edited 1 time in total.
I play on my Minetest server and VanessaE's.
The best way to contact me is usually IRC (InchraNet, freenode).
 

User avatar
MasterGollum
Member
 
Posts: 79
Joined: Thu Sep 27, 2012 14:48

by MasterGollum » Sun Jan 12, 2014 23:59

ShadowNinja wrote:Aditionally you use legacy generation methods that are very slow. You should use minetest.register_ore and the LuaVoxelManip if there are any ore types that it doesn't provide.


Thank you for the tips, btw what is the LuaVoxelManip!? :P Because the documentation I found it's let's say scarce http://koti.kapsi.fi/~nawulf/code/minetest/2013-09-12_doxygen/classLuaVoxelManip.html
 

User avatar
hoodedice
Member
 
Posts: 1372
Joined: Sat Jul 06, 2013 06:33

by hoodedice » Mon Jan 13, 2014 02:30

MasterGollum wrote:
ShadowNinja wrote:Aditionally you use legacy generation methods that are very slow. You should use minetest.register_ore and the LuaVoxelManip if there are any ore types that it doesn't provide.


Thank you for the tips, btw what is the LuaVoxelManip!? :P Because the documentation I found it's let's say scarce http://koti.kapsi.fi/~nawulf/code/minetest/2013-09-12_doxygen/classLuaVoxelManip.html


New method for manipulating nodes, introduced by hmmmm(mmmm?) in 0.4.7. Reduces node manip and loading time from 20+ seconds to 1-5 seconds. Also, makes calling nodes easier.
Last edited by hoodedice on Mon Jan 13, 2014 02:30, edited 1 time in total.
7:42 PM - Bauglio: I think if you go to staples you could steal firmware from a fax machine that would run better than win10 does on any platform
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
 

User avatar
MasterGollum
Member
 
Posts: 79
Joined: Thu Sep 27, 2012 14:48

by MasterGollum » Mon Jan 13, 2014 06:41

hoodedice wrote:New method for manipulating nodes, introduced by hmmmm(mmmm?) in 0.4.7. Reduces node manip and loading time from 20+ seconds to 1-5 seconds. Also, makes calling nodes easier.


Where is the documentation to understand how it works? Is there any example of use?
 

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

by Sokomine » Mon Jan 13, 2014 16:21

See lua_api.txt:
documentation wrote:Ore types
---------------
These tell in what manner the ore is generated.
All default ores are of the uniformly-distributed scatter type.

- scatter
Randomly chooses a location and generates a cluster of ore.
If noise_params is specified, the ore will be placed if the 3d perlin noise at
that point is greater than the noise_threshhold, giving the ability to create a non-equal
distribution of ore.
- sheet
Creates a sheet of ore in a blob shape according to the 2d perlin noise described by noise_params.
The relative height of the sheet can be controlled by the same perlin noise as well, by specifying
a non-zero 'scale' parameter in noise_params. IMPORTANT: The noise is not transformed by offset or
scale when comparing against the noise threshhold, but scale is used to determine relative height.
The height of the blob is randomly scattered, with a maximum height of clust_size.
clust_scarcity and clust_num_ores are ignored.
This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.

Any suspcions what that "stratus" might allude to? :) The function is called register_ore. Lua voxelmanip also exists, but as there's an extra function for ore distribution, register_ore might be more fitting. I would be glad if you could use that function since it most likely will speed things up considerably. The technic mod uses generate_ore for creating sheets of marble and granite: oregen.lua.
A list of my mods can be found here.
 

User avatar
MasterGollum
Member
 
Posts: 79
Joined: Thu Sep 27, 2012 14:48

by MasterGollum » Mon Jan 13, 2014 16:57

Thank you I will do some tests with that, stratus is a mistype of stratum :P


Let me show you the shapes I was generating with my function.

Image

And here you can see the complete shape flying over the world in de debug phase when I was creating them in the air by mistake :P

Image
 

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

by Sokomine » Tue Jan 14, 2014 03:20

MasterGollum wrote:And here you can see the complete shape flying over the world in de debug phase when I was creating them in the air by mistake :P

You're not the first one :-) There are some intresting ore-generation screenshots somewhere on the forum.

Marble and granite from the technic mod spawn in a way that is comparable to the stones from darkage. Some parameters might need fine-tuning, but in general even that's close enough :-)
A list of my mods can be found here.
 

User avatar
mimilus
Member
 
Posts: 75
Joined: Thu Mar 06, 2014 09:08
GitHub: mimilus
IRC: Mimilus

by mimilus » Thu Mar 06, 2014 09:14

Hello

I'm on minetest 0.4.9

I have an error , darkage_marble_tile.png is missing in textures but I see it's in textures32 could you correct it

Thank's
minetest 0.4.9
Ubuntu 12.04
 

User avatar
mimilus
Member
 
Posts: 75
Joined: Thu Mar 06, 2014 09:08
GitHub: mimilus
IRC: Mimilus

by mimilus » Thu Mar 06, 2014 09:32

Sorry Variant Version by addi seems to work fine.
minetest 0.4.9
Ubuntu 12.04
 

User avatar
Vazon
Member
 
Posts: 191
Joined: Sat Aug 17, 2013 17:20
IRC: Vazon
In-game: Vazon

Re: [Mod] DarkAge [0.4] [darkage]

by Vazon » Thu Jun 05, 2014 22:47

Since it seems this mod hasn't been updated in a while I decided to fix it up a bit. This new version has the marble tile texture, and if the mod Moreblocks is installed it will override the stairs.lua and read the moreblocks.lua. This allows the blocks I thought would best be fitted for the circular saw.

Github Source: https://github.com/Vazon/darkage/tree/master
Download: https://github.com/Vazon/darkage/archive/master.zip
 

User avatar
Inocudom
Member
 
Posts: 2889
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

Re: [Mod] DarkAge [0.4] [darkage]

by Inocudom » Wed Aug 13, 2014 16:36

https://github.com/CraigyDavi/darkage
CraigyDavi has a version of this mod too.
 

User avatar
addi
Member
 
Posts: 605
Joined: Thu Sep 20, 2012 03:16

Re: [Mod] DarkAge [0.4] [darkage]

by addi » Wed Aug 13, 2014 16:50

maybe we schuld work all toghether instead of creating realy much forks
 

User avatar
philipbenr
Member
 
Posts: 1665
Joined: Fri Jun 14, 2013 01:56
GitHub: philipbenr
IRC: philipbenr
In-game: WisdomFire or philipbenr

Re: [Mod] DarkAge [0.4] [darkage]

by philipbenr » Wed Aug 13, 2014 21:14

addi wrote:maybe we schuld work all toghether instead of creating realy much forks


Hopefully you suggestion is taken. I am trying to get some parts of this mod into castles++, but I am kinda flustered at the number of forks there are... : /
 

User avatar
addi
Member
 
Posts: 605
Joined: Thu Sep 20, 2012 03:16

Re: [Mod] DarkAge [0.4] [darkage]

by addi » Tue Sep 02, 2014 09:05

i merged some features of CraigyDavi's fork into mine:
https://bitbucket.org/adrido/darkage/downloads

i think more will follow.
 

User avatar
CraigyDavi
Member
 
Posts: 565
Joined: Sat Aug 10, 2013 13:08
GitHub: davisonio
IRC: davisonio or CraigyDavi
In-game: davisonio or CraigyDavi

Re: [Mod] DarkAge [0.4] [darkage]

by CraigyDavi » Tue Sep 02, 2014 17:45

addi wrote:i merged some features of CraigyDavi's fork into mine:
https://bitbucket.org/adrido/darkage/downloads

i think more will follow.

I have also created this commit: https://github.com/CraigyDavi/Craig-Server_game/commit/2af76115c8c2471d7e08b3d803364a35509fd84e. It adds a few more stairs and fixes a typo.

I never got round to it but there has been a change in the stairsplus mod API which may require some changes in moreblocks. The API is avaliable here: https://gitorious.org/calinou/moreblocks/source/6501336d86f2f55d9c7af1869b461cd9e7891ad7:stairsplus/API.md
 

User avatar
addi
Member
 
Posts: 605
Joined: Thu Sep 20, 2012 03:16

Re: [Mod] DarkAge [1.2] [darkage]

by addi » Thu Sep 04, 2014 11:06

CraigyDavi wrote:
addi wrote:i merged some features of CraigyDavi's fork into mine:
https://bitbucket.org/adrido/darkage/downloads

i think more will follow.

I have also created this commit: https://github.com/CraigyDavi/Craig-Server_game/commit/2af76115c8c2471d7e08b3d803364a35509fd84e. It adds a few more stairs and fixes a typo.

I never got round to it but there has been a change in the stairsplus mod API which may require some changes in moreblocks. The API is avaliable here: https://gitorious.org/calinou/moreblocks/source/6501336d86f2f55d9c7af1869b461cd9e7891ad7:stairsplus/API.md


lot of thanks CraigyDavi
i merged a lot of your changes, and i also updated the stairsplus aka moreblocks api to get working
also the sounds of the stairs nodes are now correct.

the latest download is at Bitbucket (.zip) and at Github (.zip)
also the sourcecode is avaiable at Bitbucket and at Github
 

User avatar
Minetestforfun
Member
 
Posts: 936
Joined: Tue Aug 05, 2014 14:09
GitHub: Darcidride
IRC: Darcidride + MinetestForFun
In-game: Darcidride + MinetestForFun

Re: [Mod] DarkAge [0.4] [darkage]

by Minetestforfun » Thu Sep 04, 2014 12:40

your merged darkage version is very good ! :) Good work
 

User avatar
CraigyDavi
Member
 
Posts: 565
Joined: Sat Aug 10, 2013 13:08
GitHub: davisonio
IRC: davisonio or CraigyDavi
In-game: davisonio or CraigyDavi

Re: [Mod] DarkAge [0.4] [darkage]

by CraigyDavi » Thu Sep 04, 2014 18:20

Created a new topic for the fork of this mod:
viewtopic.php?f=9&t=10063
 

User avatar
Misty
Member
 
Posts: 51
Joined: Sun Jun 16, 2013 02:09

Re: [Mod] DarkAge [0.4] [darkage]

by Misty » Mon Sep 08, 2014 01:44

Hi everyone,
Hi Craigydavi,
is there any chance we can roll your changes into the existing darkage mod so that there wont be confusing multiple versions of the mod for people to sift through before finding the one they want?
p.s. I love the darkage mod, and have been using it since the day I first discovered it.
 

User avatar
swordpaint12
Member
 
Posts: 187
Joined: Sat Aug 22, 2015 00:50
In-game: [swordpaint12][Belching_Balladeer]

Re: [Mod] DarkAge [0.4] [darkage]

by swordpaint12 » Mon Sep 07, 2015 22:42

deleted
Winter Cumicles
God's not dead; remember that!
Yay for MT! No MC here!
I am a human. I'm younger than 100 years old.
I've been playing Minetest since December 2014.
Fruit!

I'm amazed that I haven't been on here in so long! My latest minetest accomplishment was mining by hand (well, as close as you can get in a computer game) a circle 30 blocks in diameter. It took forever but it's pretty cool.
 

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

Re: [Mod] DarkAge [0.4] [darkage]

by Sokomine » Mon Sep 14, 2015 15:38

Integrating all those forks back into one would be highly welcome! Please do so. It's not my mod, but I do like it a lot as well :-)
A list of my mods can be found here.
 

blert2112
Member
 
Posts: 244
Joined: Sat Apr 25, 2015 04:05
GitHub: blert2112

Re: [Mod] DarkAge [0.4] [darkage]

by blert2112 » Tue Sep 15, 2015 02:31

Sokomine wrote:Integrating all those forks back into one would be highly welcome! Please do so. It's not my mod, but I do like it a lot as well :-)

Check out my fork.
reg_ore-FIX branch -> requires a build no less than two days old (beba969)
master branch -> 4.13

Make sure to read the readme!
 

User avatar
addi
Member
 
Posts: 605
Joined: Thu Sep 20, 2012 03:16

Re: [Mod] DarkAge [0.4] [darkage]

by addi » Mon Jul 04, 2016 09:40

I updated my fork now and added the best of CraigiDavi and Hybrid Dogs forks.
It uses now register_ore for fast generation of chalk cliffs and desert stone with iron.
For the other strati it uses now the fast lua voxel manipulator.

Also there are 4 more plaster nodes and 4 wall types which requires Mintest 0.4.14.

Download is aviable at Bitbucket (.zip) and at Github (.zip)
Source is aviable there too: Bitbucket and at Github
 

PreviousNext

Return to Mod Releases

Who is online

Users browsing this forum: Bing [Bot] and 36 guests

cron