[Mod] Mountain ranges [0.4.5] [landup]

paramat
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by paramat » Fri Mar 29, 2013 06:12

Zedm0n wrote:This is good mod, but there are a few things that bug me:

1.) Most importantly the mountains are way too steep. It takes forever to climb up them and trying to climb down them with damage turned on is suicidal. I think the steepest (near vertical) walls should spaced out more or reserved for only the highest peaks.

2.) There are often huge cube shaped (over 100 meters) long areas carved out of the mountain ranges as if the mod decided to start rendering something else in the middle of it's work. These areas have completely smooth walls with no signs of erosion, dirt, grss, or trees. This detracts from the immersion factor of having a beautiful world to play in.

3.) When the land gets streched upwards it also stretches the ore deposites leading to very long vertical lines of ore.

All of this is happening with version 0.4.5 of minetest on version 0.3.0 of the mod.

Keep up the fine work,


Zedm0n

Thanks :)
1. You can make the mountain ranges wider, more natural and less steep by using a wider noise range: NOISEL = -0.3 NOISEH = 0.3. However this will increase generation time.
2. You may need to increase EXPSEC to 5 or 6 seconds or so if the spiral teleportation doesn't seem to be generating all the upper chunks as it should. Ungenerated upper chunks causes those missing blocks. Also increasing MAXUP beyond 160 may cause this.
Last edited by paramat on Fri Mar 29, 2013 06:22, edited 1 time in total.
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Nore
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by Nore » Sun Mar 31, 2013 09:21

I have made the code to remove those terrain bugs:

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 landup_filename=minetest.get_worldpath() .. "/landup"

local function read_file()
    local f = io.open(landup_filename, "r")
    if f==nil then return {{},{}} end
        local t = f:read("*all")
        f:close()
    if t=="" or t==nil then return {{},{}} end
    return minetest.deserialize(t)
end

local function write_file(tbl)
    local f = io.open(landup_filename, "w")
        f:write(minetest.serialize(tbl))
        f:close()
end

local rf=read_file()
local chunks_to_load = rf[1]
local nodes_to_add = rf[2]
if chunks_to_load == nil then chunks_to_load={} end
if nodes_to_add == nil then nodes_to_add={} end


minetest.register_on_shutdown(function()
    write_file({chunks_to_load,nodes_to_add})
end)

local time_wait=0

minetest.register_globalstep(function(dtime)
    local env=minetest.env
    time_wait=dtime+time_wait
    if time_wait>2 then
        time_wait=0
        --if chunks_to_load~={} then print(dump(chunks_to_load)) end
        nchunks_to_load={}
        local ci=1
        for _,chunk in ipairs(chunks_to_load) do
            if minetest.env:get_node_or_nil({x=chunk.x*16,y=chunk.y*16,z=chunk.z*16}) ~= nil then
                print(dump(chunk))
                nnodes_to_add={}
                local i=1
                for _,node in ipairs(nodes_to_add) do
                    if math.floor(node.pos.x/16)==chunk.x and
                        math.floor(node.pos.y/16)==chunk.y and
                        math.floor(node.pos.z/16)==chunk.z then
                        env:add_node(node.pos,node.node)
                    else
                        nnodes_to_add[i]=node
                        i=i+1
                    end
                end
                nodes_to_add=nnodes_to_add
            else
                nchunks_to_load[ci]=chunk
                ci=ci+1
            end
        end
        chunks_to_load=nchunks_to_load
    end
end)

local function add_node_later(pos,node)
    local chunk={x=math.floor(pos.x/16),y=math.floor(pos.y/16),z=math.floor(pos.z/16)}
    nodes_to_add[#nodes_to_add+1]={pos=pos,node=node}
    for _,chk in ipairs(chunks_to_load) do
        if chk.x==chunk.x and chk.y==chunk.y and chk.z==chunk.z then return end
    end
    chunks_to_load[#chunks_to_load+1]=chunk
end

local function safe_add_node(pos,node)
    local env=minetest.env
    if env:get_node_or_nil(pos)==nil then
        add_node_later(pos,node)
        return
    end
    env:add_node(pos,node)
end


Add that at the beginning of the code, and replace env:add_node everywhere else with safe_add_node, and there is no bug after that.

Here is a screenshot:
Image

Sometimes, you can think that a chunk has not been generated, but if you wait a bit, it will appear.
Last edited by Nore on Sun Mar 31, 2013 09:34, edited 1 time in total.
 

paramat
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by paramat » Mon Apr 01, 2013 00:11

That's awesome Nore, thanks :) good screenshot too.
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paramat
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by paramat » Mon Apr 01, 2013 02:31

I'm busy with other projects but i intend to test this and hopefully include it in a new version.
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proller
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by proller » Tue Apr 02, 2013 13:51

another way to make higher mountains:
mgv6_np_terrain_base = -4, 200, (250, 250, 250), 82341, 5, 0.6
mgv6_np_terrain_higher = 20, 160, (500, 500, 500), 85039, 5, 0.6
 

paramat
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by paramat » Tue Jan 07, 2014 09:45

Version 0.4.0
New screenshot in first post.
Lua voxel manipulator / perlin map rewrite, chunk processing time roughly 1 second.
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yaman
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by yaman » Thu Mar 06, 2014 02:47

I made a new world with this mod enabled and couldn't find any evidence of the mod. My doubts built up and I was thinking "what a scam" until I nearly fell into this:
Image

Great mod!
Last edited by yaman on Thu Mar 06, 2014 02:47, edited 1 time in total.
 

Amaz
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by Amaz » Thu Mar 06, 2014 09:56

yaman wrote:I made a new world with this mod enabled and couldn't find any evidence of the mod. My doubts built up and I was thinking "what a scam" until I nearly fell into this:
http://i.imgur.com/PaSq6Bp.png

Great mod!


I don't think that has anything to do with the mod... To find the mountain ranges, you need to just walk/fly around... They can be quite rare.
 

paramat
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by paramat » Thu Mar 06, 2014 12:31

Yes im not sure that's part of my mod, the mountain ranges are roughly separated by 4000 nodes so you may need to travel that far or more to find them.
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HATEandPAIN
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by HATEandPAIN » Fri Mar 07, 2014 11:14

wooooooooow
 

paramat
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Re: [Mod] Mountain ranges [0.4.3] [landup]

by paramat » Sun Aug 31, 2014 06:07

Version 0.4.3 with new parameters, pines above y = 47, pinewood and pine saplings.
 

paramat
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Re: [Mod] Mountain ranges [0.4.3] [landup]

by paramat » Tue Sep 02, 2014 07:04

Screenshot removed.
Last edited by paramat on Sun Feb 15, 2015 23:40, edited 3 times in total.
 

paramat
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Re: [Mod] Mountain ranges [0.4.5] [landup]

by paramat » Sat Sep 06, 2014 00:32

0.4.5
Mod's own snowblocks to avoid cavegen griefing.
Snow now deepens with height above snowline using the same method as the thinning soil/sand.

Stuff i need to do: ores and caves/tunnels/fissures
Last edited by paramat on Tue Jan 06, 2015 03:36, edited 1 time in total.
 

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Johnny Joy
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Re: [Mod] Mountain ranges [0.4.5] [landup]

by Johnny Joy » Wed Oct 22, 2014 17:05

Would it be possible to use something like ethereal with landup?
 

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Gael de Sailly
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Re: [Mod] Mountain ranges [0.4.5] [landup]

by Gael de Sailly » Sat Oct 25, 2014 19:36

I've found a big problem.

It doesn't generate water, and it doesn't generate any block below y = -32. I've briefly watched the code and I have not found the bug.

But the mapgen looks good, I like the mountains generated both with 2D and 3D noises.
Very busy this year too, so do not expect me to be very active on the forum or in game. But I'm not about to drop Minetest forever :)
 

paramat
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Re: [Mod] Mountain ranges [0.4.5] [landup]

by paramat » Sat Oct 25, 2014 22:13

Johnny Joy, it willl work in any mapgen, but the biomes will not match anything other than mgv6.

Gael de Sailly, this is for use in mgv6, it just adds mountain ridges to what's already there.
 

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Gael de Sailly
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Re: [Mod] Mountain ranges [0.4.5] [landup]

by Gael de Sailly » Sun Oct 26, 2014 08:14

paramat wrote:Gael de Sailly, this is for use in mgv6, it just adds mountain ridges to what's already there.

I didn't understand it that way.
Very busy this year too, so do not expect me to be very active on the forum or in game. But I'm not about to drop Minetest forever :)
 

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JoshMars
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Re: [Mod] Mountain ranges [0.4.5] [landup]

by JoshMars » Fri May 22, 2015 23:58

So... do pinelings grow?
 

paramat
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Re: [Mod] Mountain ranges [0.4.5] [landup]

by paramat » Sat May 23, 2015 05:52

Currently pine saplings grow only between y = 48 and y = 127, as if that was their natural habitat.
 

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Re: [Mod] Mountain ranges [0.4.5] [landup]

by JoshMars » Sun May 24, 2015 00:38

paramat wrote:Currently pine saplings grow only between y = 48 and y = 127, as if that was their natural habitat.

Thanks... I was wondering:)
 

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