[Mod][Merged] Valleys Mapgen [valleys_mapgen]

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duane
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Re: River Water

by duane » Wed Sep 09, 2015 21:16

srifqi wrote:What I still confused about: "How can you make so that the water inside river doesn't flood lower area?".


Partly, that's because the river water is redefined to have a smaller spread radius than normal water. It's also ingeniously placed.

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
minetest.override_item("default:river_water_source", {liquid_range = waterflow})
minetest.override_item("default:river_water_flowing", {liquid_range = waterflow})
 

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Re: [Mod][WIP] Valleys Mapgen [valleys_mapgen]

by duane » Wed Sep 09, 2015 21:21

ObaniGemini raised a concern about the high-res textures in the last commit.


I don't understand why did you add those textures. It's up to the user if he wants to change the textures. Also, high quality texture packs are made for computer with great capacities, and realistic packs aren't enjoyable for every one. So at least just make a proposal in the README.txt.

I really don't understand : Did you do that only because you like those textures or because you wanted to use them for other blocks ? The description you provided seems to tell it's only for those who use HDX's texture packs (not so many users, if we compare to those who would be interested by this mod).

So what you did here was just to make a publicity for another project which is a texture pack in a repository about a mapgen. I think you should remove it, as it uses room and as it is out of the way this repository is used.

EDIT : (I have nothing about VanessaE, but include a texture pack in a mapgen mod is not good to me if you don't create blocks with the textures, and even more if it's just to support a texture pack without removing the original one)


My response was:


I put these textures in because I use high-res textures routinely and the standard ones included with vmg stand out by comparison. I could try to have them included in another texture pack, but I'm not sure any of texture artists want to bother with a wip mod. (As much as I like vmg, it isn't ready for prime time.)

If Gael-de-Sailly decides to, we might move the high-res textures to another branch. However, they only take up 1.7M total, even with the cave additions, so I think it's a fairly minor inconvenience for those who don't want them. I use a ten-year old laptop exclusively, and I have no trouble with them. They are not enabled by default, they just sit there in another directory for those who do want them.

As for publicizing another mod, I wish more people would do that. It's harder for newcomers to minetest to locate the popular mods than it ought to be, so an occasional shout-out might be a good thing.

If there are other folks who don't like the inclusion of larger textures, please chime in. I'd like to hear everyone's opinions.


Please excuse the over-quoting.

Let me also say that I've made a pull request for additions to caves that some folks will almost certainly not approve of. It's disabled by default, but if anyone has problems with it, now would be the time to shout.

Edit: Canceled the pull request until this is resolved.
Last edited by duane on Fri Sep 11, 2015 01:25, edited 1 time in total.
 

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Re: [Mod][WIP] Valleys Mapgen [valleys_mapgen]

by demon_boy » Thu Sep 10, 2015 23:43

I would suggest removing the HDX textures because this is a mapgen MOD, and textures are seperate. Create a new Github repo for textures and link to it in the README for those interested.

Also, if new plants, trees and other nodes are added the mapgen repo will get very large if new 512bit textures are added.
 

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Re: [Mod][WIP] Valleys Mapgen [valleys_mapgen]

by Gael de Sailly » Sat Sep 12, 2015 12:23

The high-resolution textures has been removed from the repo. I've put it on the first post, in an attachment. These textures may be on HDX textures (the answer of VanessaE).
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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Re: [Mod][WIP] Valleys Mapgen [valleys_mapgen]

by duane » Mon Sep 14, 2015 02:59

Gael de Sailly, have you considered adding an equivalent of minetest.register decoration (or overloading it)? It would require a second pass over all blocks in the mapgen function, but I can't see any other way of planting decorations that depend on the proximity of other nodes, like the lady ferns in mossman's fern pack that spawn near metals or the rhubarb in the farming redo mod.

I don't think it should be optional. Either everyone should take the cpu hit or we should leave it out. And if we add it, we should probably remove the code in mapgen for flowers, using the decoration function instead.
 

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Not Quite VMG

by duane » Wed Sep 16, 2015 00:06

I got tired of dealing with the quirks of a lua mapgen, so I ported the rudiments of vmg to C++ as a real mapgen. You can take a look here.

This is not a mod. If you want to run it, you've got to actually compile the game from code, so I don't expect a lot of people to be very interested. It's a bit faster than the lua code, but nothing to write home about, so why bother?

As a real mapgen, it doesn't conflict with other mods that use biomes or voxelmanip, like caverealms (one of my faves) or ethereal. Yes, it has all the standard biomes. That was easy since I built it on the mapgen v7 code.

What it doesn't have is everything in vmg beyond the basic landforms and rivers. The rest is all stock v7, but I intend to port as much as I can eventually. My C++ kung-fu is feeble, at best. I spent most of a day trying to figure out why my landscapes looked so weird, and finally tracked it down to using the integer version of the absolute value function. /facepalm

Anyway, here's a few screenshots of what I have so far.

+ Spoiler

+ Spoiler

+ Spoiler

+ Spoiler


Only the genius that is valleys mapgen could have inspired me to use C again. Blecchh!
Last edited by duane on Sun Oct 04, 2015 06:30, edited 1 time in total.
 

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Re: [Mod][WIP] Valleys Mapgen [valleys_mapgen]

by duane » Wed Sep 16, 2015 19:32

vlapsley added several flowers to the mod.

+ Spoiler
 

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Re: [Mod][WIP] Valleys Mapgen [valleys_mapgen]

by Ivà » Wed Sep 16, 2015 19:47

This mapgen should be merged into the main engine as the fifth option, really. It provides a realistic terrain that is a lot more interesting than v6 and less fantasious than v5 or v7, for those who prefer that style of land.

Keep up the good work!
 

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Re: [Mod][WIP] Valleys Mapgen [valleys_mapgen]

by duane » Wed Sep 16, 2015 19:56

Ivà wrote:This mapgen should be merged into the main engine as the fifth option, really.


Gael de Sailly would have to relicense it. The minetest license isn't compatible with gpl3, as I understand it.
 

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Re: [Mod][WIP] Valleys Mapgen [valleys_mapgen]

by Ivà » Thu Sep 17, 2015 04:59

For those who want to give it a try, pretty default minetest_game with duane C++ vmg on:

mtdig.zapto.org:30000

fly and fast are enabled by default.
 

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Re: [Mod][WIP] Valleys Mapgen [valleys_mapgen]

by paramat » Thu Sep 17, 2015 05:37

Good to see this ported to C++, keep going, there is a good chance it could be added to core minetest, we want a variety of mapgens. Lua mapgen is too slow for a multiplayer server due to lag caused by other players exploring, so porting to C++ is essential to make it practical.
 

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Re: [Mod][WIP] Valleys Mapgen [valleys_mapgen]

by Ivà » Thu Sep 17, 2015 06:52

paramat wrote:Good to see this ported to C++, keep going, there is a good chance it could be added to core minetest, we want a variety of mapgens. Lua mapgen is too slow for a multiplayer server due to lag caused by other players exploring, so porting to C++ is essential to make it practical.


+1 paramat :)
 

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Re: [Mod][WIP] Valleys Mapgen [valleys_mapgen]

by Minetestforfun » Thu Sep 17, 2015 08:00

+1, need to port this mapgen to C++, this is definitly the mapgen i will use by default instead of mapgenv5/6/7, i think the actual writing in LUA pull of many admins...
 

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Re: [Mod][WIP] Valleys Mapgen [valleys_mapgen]

by duane » Thu Sep 17, 2015 15:08

paramat wrote:Good to see this ported to C++, keep going, there is a good chance it could be added to core minetest, we want a variety of mapgens. Lua mapgen is too slow for a multiplayer server due to lag caused by other players exploring, so porting to C++ is essential to make it practical.


I hope it will be faster, but every piece I add sucks up more cpu time. There's just a lot of math involved. I'm simplifying where I don't think anyone will notice, but Gael de Sailly optimized the heck out of his lua, so there may not be much room for improvement.

Just posted some fixes, especially to the spawn problem (which was getting on my nerves). Heat and humidity are working. Very ingenious code. And since I love screenshots...

+ Spoiler

+ Spoiler

At the Mountains of Madness
+ Spoiler


Note that no mods were running other than the default for any of these.
 

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Re: [Mod][WIP] Valleys Mapgen [valleys_mapgen]

by Nathan.S » Thu Sep 17, 2015 15:10

This is just so beautiful. Keep up the good work. Really enjoy using this mapgen.
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Re: [Mod][WIP] Valleys Mapgen [valleys_mapgen]

by Dragonop » Thu Sep 17, 2015 23:49

This needs to be ported and merged on the minetest engine, this mapgen is just amazing.
 

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Re: [Mod][WIP] Valleys Mapgen [valleys_mapgen]

by philipbenr » Fri Sep 18, 2015 00:48

So much update too little time. I love this magpen please keep up progress.
 

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Re: [Mod][WIP] Valleys Mapgen [valleys_mapgen]

by Minerz » Fri Sep 18, 2015 22:06

Wow, Gael de Sailly. What a mod!
-Minerz
 

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Re: [Mod][WIP] Valleys Mapgen [valleys_mapgen]

by Napiophelios » Fri Sep 18, 2015 23:41

Dragonop wrote:This needs to be ported and merged on the minetest engine, this mapgen is just amazing.


I hope not, its slower than christmas.
 

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Re: [Mod][WIP] Valleys Mapgen [valleys_mapgen]

by Minerz » Sat Sep 19, 2015 00:14

Wait... does this mod have VILLAGES?!
 

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Re: [Mod][WIP] Valleys Mapgen [valleys_mapgen]

by Napiophelios » Sat Sep 19, 2015 00:21

Minerz wrote:Wait... does this mod have VILLAGES?!

No.
try https://github.com/Ekdohibs/mg by nore
or
https://github.com/Sokomine/mg_villages fork by Sokomine
 

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Re: [Mod][WIP] Valleys Mapgen [valleys_mapgen]

by Ivà » Sat Sep 19, 2015 05:08

Napiophelios wrote:
Dragonop wrote:This needs to be ported and merged on the minetest engine, this mapgen is just amazing.


I hope not, its slower than christmas.


Did you tried the lua mod or the minetest engine's duane fork? The last one isn't slower than christmas, and anyway this would be a new mapgen option like v5, v6, v7 or singlenode, not a default mapgen for all.
 

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Re: [Mod][WIP] Valleys Mapgen [valleys_mapgen]

by Gael de Sailly » Sat Sep 19, 2015 19:35

duane wrote:
Ivà wrote:This mapgen should be merged into the main engine as the fifth option, really.


Gael de Sailly would have to relicense it. The minetest license isn't compatible with gpl3, as I understand it.


I don't know much about licenses. What's different in fact between the licenses ?
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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Re: [Mod][WIP] Valleys Mapgen [valleys_mapgen]

by duane » Sat Sep 19, 2015 22:17

Gael de Sailly wrote:I don't know much about licenses. What's different in fact between the licenses ?


https://forum.minetest.net/viewtopic.php?f=11&t=1271

If a mod is to be included in the main game, it's code needs to be relicensable under LGPLv2.1+, and textures/sounds under CC BY-SA 3.0 Unported, as the main game is released under those licenses. Notably, WTFPL (for anything), BSD (for code) are perfectly compatible with this. Notably, LGPLv3+ and GPLv3+ for code is not compatible with this.
 

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Re: [Mod][WIP] Valleys Mapgen [valleys_mapgen]

by Napiophelios » Sun Sep 20, 2015 01:58

Ivà wrote:
Napiophelios wrote:
Dragonop wrote:This needs to be ported and merged on the minetest engine, this mapgen is just amazing.


I hope not, its slower than christmas.


Did you tried the lua mod or the minetest engine's duane fork? The last one isn't slower than christmas, and anyway this would be a new mapgen option like v5, v6, v7 or singlenode, not a default mapgen for all.


No I last tried the mapgen when version 2.0 came out, I think.
I am a big fan of Gael de Sailly's awesome forests,
so I will definitely try the fork by Duane.
 

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Re: [Mod][WIP] Valleys Mapgen [valleys_mapgen]

by Ivà » Sun Sep 20, 2015 06:10

Do you know why I'm getting transparent nodes? They are default:stone, and it happens with the last git client and server.

+ Spoiler
Attachments
screenshot_20150920_075821.png
screenshot_20150920_075821.png (762.95 KiB) Viewed 3764 times
 

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Re: [Mod][WIP] Valleys Mapgen [valleys_mapgen]

by paramat » Sun Sep 20, 2015 20:12

Lua or C++ version? Sure it's default:stone? stone seems visible in the river banks. Try digging the riverbed node to see what it is. This usually happens in a core mapgen when a node is left undefined.

If this is the C++ version this may be because the biome generation code needs editing in a river mapgen, see my changes to 'generate biomes' in my own core river mapgen https://github.com/paramat/minetest/commit/ffcd316744ad0ce1434cfecfa1844af951c6936b#diff-0316b3962f6ac1c7125de4e659ae3e43R445 lines 464 481 505 526 duane you will need these changes to trigger biome calculation and to work with river water.
 

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Re: [Mod][WIP] Valleys Mapgen [valleys_mapgen]

by Ivà » Sun Sep 20, 2015 21:35

paramat wrote:Lua or C++ version? Sure it's default:stone? stone seems visible in the river banks. Try digging the riverbed node to see what it is. This usually happens in a core mapgen when a node is left undefined.


C++ version, I've found default:stone and default:dirt. I have a server with the latest git version, so you can see it for yourself if you want: mtdig.zapto.org:3000
 

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Re: [Mod][WIP] Valleys Mapgen [valleys_mapgen]

by duane » Mon Sep 21, 2015 08:10

Ivà wrote:C++ version, I've found default:stone and default:dirt. I have a server with the latest git version, so you can see it for yourself if you want: mtdig.zapto.org:3000


That's probably because I used a new node for the river bottoms -- river mud. It's there because I couldn't think of a clever way to keep non-water plants (trees) from spawning in the rivers. One or two might be ok, but they were everywhere.

The changes to games/minetest_game/mods/default/nodes.lua are in the mapgen on git (where they don't belong), just to keep things simpler for now. They're probably not overwriting your copy of the game file out of a sensible desire by git to avoid clobbering another project.

Edit: I just added a check for the new nodes and sensible defaults, but of course you'll get trees in your rivers without them.
Last edited by duane on Mon Sep 21, 2015 08:57, edited 1 time in total.
 

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Re: [Mod][WIP] Valleys Mapgen [valleys_mapgen]

by duane » Mon Sep 21, 2015 08:41

The c++ version of vmg is now feature-complete, at least as far as I'm concerned. It creates terrain according to the original algorithm, carves and fills rivers, generates caves, water, and lava underground, generates v7 dungeons, chooses biomes and populates areas based on them, and places ore and decorations (plants). It does not use different types of dirt, or create vmg-style trees -- features which properly belong to biomes or mods.

It has numerous options for adjusting temperature, humidity, river, and underground features. All noise maps can be customized in the configuration file. Biomes are fully supported. You can choose to use v7 caves instead of vmg's. You can also skip several computationally expensive functions by specifying the "fast" flag, which makes it run... faster anyway.

It already requires a few changes to the default game mod, to support a few new nodes. These were compromises to avoid problems with the existing biome code, and I'm still trying to think of good ways around them. However, I'm going to create a mod to go with it to try to adapt the default biomes. There's no way that I know to make them all work exactly the same, other than using voxelmanip to do it all -- which is definitely an option, but bear in mind that my goal is compatibility, not fidelity.

In the future, I'll be debugging and (hopefully) optimizing the code, and trying to get the last features added as lua. The code is here, if you want to compile it and try it out:

https://github.com/duane-r/minetest

Edit: Thanks to paramat, I've removed one of the new nodes. I might move the stalagmites and stalactites out of the mapgen -- it looks just as easy to do them in lua. That will obviate any need to change the default game.
Last edited by duane on Mon Sep 21, 2015 13:22, edited 1 time in total.
 

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