[Mod] worldedge [worldedge]

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[Mod] worldedge [worldedge]

by Don » Sun Dec 14, 2014 15:11

worldedge is a mod that teleports the player to the other side of the world when they reach the edge.

When the player walks past 30000 in any direction they will be teleported to the other side of the world as if they walked around the world.

Krock has made it so when you teleport to the other side you will be at ground height.

This mod was created by Amaz and modified by Krock.

License - DWYWPL
Dependencies - none
Download - worldedge
Github - worldedge

Tested on Minetest 0.4.10
Last edited by Don on Wed Mar 23, 2016 21:31, edited 3 times in total.
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Re: [Mod]worldedge

by Napiophelios » Sun Dec 14, 2014 16:09

oooh, I can use this to limit my worlds size?
I wanna trap my players to a smaller game area.
 

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Re: [Mod]worldedge

by Don » Sun Dec 14, 2014 16:37

Napiophelios wrote:oooh, I can use this to limit my worlds size?
I wanna trap my players to a smaller game area.

Yes. Just edit init.lua change the first 2 lines to the size you want. Make the second a few smaller so they don't keep teleporting. It is not perfect but it works.
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Re: [Mod]worldedge

by Napiophelios » Sun Dec 14, 2014 16:49

Nice it works well,
except I keep teleporting inside nodes.
I think its an easy fix tho.
 

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Re: [Mod]worldedge

by Don » Sun Dec 14, 2014 16:52

Napiophelios wrote:Nice it works well,
except I keep teleporting inside nodes.
I think its an easy fix tho.

you get teleported to the same height as what you was at. If you can find a way to fix this I will added it.
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Re: [Mod]worldedge

by AMMOnym » Sun Dec 14, 2014 22:09

Wow
 

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Re: [Mod]worldedge

by Don » Sun Dec 14, 2014 23:05

AMMOnym wrote:Wow

Yes. Amaz is Amazing
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Re: [Mod]worldedge

by paramat » Mon Dec 15, 2014 00:25

It's possible to use noise to precalculate terrain before it is generated, so that the player can be placed at the surface on teleportation, it's complex though, see my 'spawnplayer' functions in my recent mapgens for examples. I'm a bit busy at the moment to do this for this mod.
 

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Re: [Mod]worldedge

by Don » Mon Dec 15, 2014 00:34

paramat wrote:It's possible to use noise to precalculate terrain before it is generated, so that the player can be placed at the surface on teleportation, it's complex though, see my 'spawnplayer' functions in my recent mapgens for examples. I'm a bit busy at the moment to do this for this mod.

Unfortunately I know nothing about mapgen. If you are about to do it I would be happy. I know you are very good with mapgen. Maybe you can put it on you "if I get bored" list. I think this mod could be really good but I do not have the skills to do it.

If anyone wants to improve this mod please do so.
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Re: [Mod]worldedge

by Hybrid Dog » Mon Dec 15, 2014 16:25

paramat wrote:It's possible to use noise to precalculate terrain before it is generated, so that the player can be placed at the surface on teleportation, it's complex though, see my 'spawnplayer' functions in my recent mapgens for examples. I'm a bit busy at the moment to do this for this mod.

Would it keep the mgv6 look (caves, cliffs,…) at the map corners?
 

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Re: [Mod]worldedge

by Krock » Mon Dec 15, 2014 19:08

https://github.com/DonBatman/worldedge/pull/1

I will add a terrain height detection when I've got time.
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Re: [Mod]worldedge

by Don » Mon Dec 15, 2014 19:54

Krock wrote:https://github.com/DonBatman/worldedge/pull/1

I will add a terrain height detection when I've got time.

Thanks for that. It is now merged.
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Re: [Mod]worldedge

by TG-MyinaWD » Tue Dec 16, 2014 02:47

I love this mod Don. Really use for when got a flat world. I might use this in my massive city. but First would need update the world a bit get work better.
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Re: [Mod]worldedge

by Don » Tue Dec 16, 2014 03:00

Alt. Tester wrote:I love this mod Don. Really use for when got a flat world. I might use this in my massive city. but First would need update the world a bit get work better.

Thank Amaz. He wrote it. And Krock for his help.
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Re: [Mod]worldedge

by paramat » Tue Dec 16, 2014 05:57

Don i never get bored hehe.

Hybrid Dog wrote:Would it keep the mgv6 look (caves, cliffs,…) at the map corners?

Yes there will be no change to the mapgen, the method would be similar to how player spawnpoint is chosen: use mapgen parameters and noise to precalculate the ground level at the teleport destination before that terrain is generated. You have to know exactly where to teleport to before teleporting.
 

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Re: [Mod]worldedge

by Hybrid Dog » Tue Dec 16, 2014 14:35

paramat wrote:Don i never get bored hehe.

Hybrid Dog wrote:Would it keep the mgv6 look (caves, cliffs,…) at the map corners?

Yes there will be no change to the mapgen, the method would be similar to how player spawnpoint is chosen: use mapgen parameters and noise to precalculate the ground level at the teleport destination before that terrain is generated. You have to know exactly where to teleport to before teleporting.

ok, l thought that you would change the map at the other side, where the player becomes teleported at, that it looks exactly like the current place and so the player doesn't notice teleporting.
 

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Re: [Mod]worldedge

by Don » Tue Dec 16, 2014 15:10

@paramat - if I had your skills I would not get bored either.
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Re: [Mod]worldedge

by paramat » Tue Dec 16, 2014 15:23

Hybrid Dog wrote:ok, l thought that you would change the map at the other side, where the player becomes teleported at, that it looks exactly like the current place and so the player doesn't notice teleporting.

That could only possibly be done in a lua mapgen, with a core mapgen the terrain will always be different when you teleport.
 

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Re: [Mod]worldedge

by philipbenr » Tue Dec 16, 2014 15:42

Actually, it would be cool if you were to make it so the magpen would wrap around. That way, there would be possiblilty to make the world wrap around.

Offtopic: That feature could also make it possible to have different world modes. You could have it so there would be a wrap around world, and an infinite flat world... Just some cool ideas that have been thought of.
 

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Re: [Mod]worldedge

by Hybrid Dog » Tue Dec 16, 2014 16:24

philipbenr wrote:Actually, it would be cool if you were to make it so the magpen would wrap around. That way, there would be possiblilty to make the world wrap around.

Offtopic: That feature could also make it possible to have different world modes. You could have it so there would be a wrap around world, and an infinite flat world... Just some cool ideas that have been thought of.

some time ago l tried to make my own mg noises
viewtopic.php?f=3&t=156&p=158729#p158729
viewtopic.php?f=3&t=156&start=2625#p158957
 

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Re: [Mod]worldedge

by twoelk » Tue Dec 16, 2014 16:27

paramat wrote:...
That could only possibly be done in a lua mapgen, with a core mapgen the terrain will always be different when you teleport.


I have always wondered wether such a transportation mod could not be combined with a restricted mapgen of sorts. This special "mapgen" could force a certain terrain along the predefined borders but leave all other parts of the map/world to what ever other mapgen is doing the job.

Such a border could be for example a broad stretch of desert that gradually draws to a certain hight that fits to the corresponding edge on the other side. My favourite version though would be a nice surrounding ocean of considerable depth and width. I guess other things such as a stretch of grassy plains or a high mountain ridge should also be possible. At least in theory. It might be usefull to restrict interaction in the borderlands to avoid people trying to build structures over the border.
 

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Re: [Mod]worldedge

by Hybrid Dog » Tue Dec 16, 2014 16:35

twoelk wrote:
paramat wrote:...
That could only possibly be done in a lua mapgen, with a core mapgen the terrain will always be different when you teleport.


I have always wondered wether this could not be combined with a restricted mapgen of sorts. This special "mapgen" could force a certain terrain along the predefined borders but leave all other parts of the map/world to what ever other mapgen is doing the job.

Such a border could be for example a broad stretch of desert that gradually draws to a certain hight that fits to the corresponding edge on the other side. My favourite version though would be a nice surrounding ocean of considerable depth and width. I guess other things such as a stretch of grassy plains or a high mountain ridge or a deep forest should also be possible. At least in theory. It might be usefull to restrict interaction in the borderlands to avoid people trying to build structures over the border.


this:
Image

could be used as an approximate height map:
Image

for the whole world
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Re: [Mod]worldedge

by twoelk » Tue Dec 16, 2014 17:12

lol
I had just edited out the forests as I don't think trees in the borderlands would work well :-D
 

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Re: [Mod]worldedge

by paramat » Wed Dec 17, 2014 00:03

paramat wrote:That could only possibly be done in a lua mapgen, with a core mapgen the terrain will always be different when you teleport.

What i mean of course is it could be done in a new core mapgen as well.
Also yes a mod could add matching borderlands to a core mapgen.
 

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Re: [Mod]worldedge

by ArguablySane » Wed Dec 17, 2014 01:28

Hybrid Dog wrote:<snip>


I have a better solution. Gradually blend your perlin noise values with the values on the opposite side of the world for chunks near the edge. Choose a distance which is large compared to the features in your terrain gen, then gradually blend from one side to the other over that distance. Blocks exactly on the edge should be a 50-50 mix of the terrain from each side.
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Re: [Mod]worldedge

by ExeterDad » Wed Dec 17, 2014 12:39

ArguablySane wrote:
Hybrid Dog wrote:<snip>


I have a better solution. Gradually blend your perlin noise values with the values on the opposite side of the world for chunks near the edge. Choose a distance which is large compared to the features in your terrain gen, then gradually blend from one side to the other over that distance. Blocks exactly on the edge should be a 50-50 mix of the terrain from each side.

Basically make a tile of the pelin noise "image?"
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Re: [Mod]worldedge

by Don » Wed Dec 17, 2014 12:48

Can someone post a link to info on mapgen? The dev doesn't seem to have much and I wouldn't mind understanding a little bit of what you are talking about.
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Re: [Mod]worldedge

by Hybrid Dog » Wed Dec 17, 2014 13:43

ArguablySane wrote:
Hybrid Dog wrote:<snip>


I have a better solution. Gradually blend your perlin noise values with the values on the opposite side of the world for chunks near the edge. Choose a distance which is large compared to the features in your terrain gen, then gradually blend from one side to the other over that distance. Blocks exactly on the edge should be a 50-50 mix of the terrain from each side.

For mgv6 this would need a change in the core mapgen, l think.
 

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Re: [Mod]worldedge

by ArguablySane » Wed Dec 17, 2014 13:55

ExeterDad wrote:
ArguablySane wrote:
Hybrid Dog wrote:<snip>


I have a better solution. Gradually blend your perlin noise values with the values on the opposite side of the world for chunks near the edge. Choose a distance which is large compared to the features in your terrain gen, then gradually blend from one side to the other over that distance. Blocks exactly on the edge should be a 50-50 mix of the terrain from each side.

Basically make a tile of the pelin noise "image?"


Essentially yes. The goal is to make the terrain periodic in x and z with period equal to the size of your walkable area. The walkable area of the map should tessellate without discontinuities.

I've made a quick diagram that might explain what I mean a bit better:
Image


Don wrote:Can someone post a link to info on mapgen? The dev doesn't seem to have much and I wouldn't mind understanding a little bit of what you are talking about.

I might try and write up my own mapgen tutorial over the holidays, but for now I suggest looking at the example code on this wiki page: http://dev.minetest.net/minetest.get_perlin_map
It shows how to do basic terrain generation. Anything more complex is usually just a matter of adding more perlin noise functions and combining them in interesting ways.

Hybrid Dog wrote:For mgv6 this would need a change in the core mapgen, l think.

No, you can do it entirely in Lua. You do have to use the get_perlin_map function twice to get the perlin noise corresponding to opposite sides of the map, but the rest is just an averaging function weighted by your coordinates.
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Re: [Mod]worldedge

by Don » Wed Dec 17, 2014 14:13

Thanks. That helps. If you do a tutorial might I suggest that you talk to rubenwardy. He is writing a book.
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