[Mod] Cityscape [cityscape]

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Re: [Mod] <Cityscape> [<cityscape>]

by duane » Wed Mar 09, 2016 13:24

I think I've solved the problem of players being buried alive. It seems to work fine on mapgen v7, but I've only tested it thoroughly on valleys. With that solved, I can tentatively recommend Cityscape for servers.
 

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Re: [Mod] <Cityscape> [<cityscape>]

by Don » Wed Mar 09, 2016 15:15

You are going nuts with this. I love it.
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Re: [Mod] <Cityscape> [<cityscape>]

by Napiophelios » Thu Mar 10, 2016 01:36

I just need another mod to reek havoc on the cityscape
and make it look broken down, desolate, and overgrown.

Is there any chance you can make a medieval/darkage version of this :)
nah proly wouldnt look right.
 

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Re: [Mod] <Cityscape> [<cityscape>]

by Don » Thu Mar 10, 2016 01:48

Napiophelios wrote:I just need another mod to reek havoc on the cityscape
and make it look broken down, desolate, and overgrown.

Is there any chance you can make a medieval/darkage version of this :)
nah proly wouldnt look right.

You need the cannons mod
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Re: [Mod] <Cityscape> [<cityscape>]

by duane » Thu Mar 10, 2016 13:42

Napiophelios wrote:I just need another mod to reek havoc on the cityscape
and make it look broken down, desolate, and overgrown.


How's that? That's cityscape_desolation set to three out of ten.

Image

Unfortunately, the crack overlays depend on the texture size, so they'll probably need more work.

Edit: Never fear. The Doctor is here to fix things. (For some reason, the police box now appears on my system whenever a node isn't found.)

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Last edited by duane on Thu Mar 10, 2016 14:46, edited 1 time in total.
 

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Re: [Mod] <Cityscape> [<cityscape>]

by Don » Thu Mar 10, 2016 14:25

That is really cool. The street mod I sent you a link to has pot holes. Just an idea.
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Re: [Mod] <Cityscape> [<cityscape>]

by Nathan.S » Thu Mar 10, 2016 16:43

I love this. Somebody *cough* me *cough* just needs to make some zombie mobs now and we can have apocalypses cities.
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Re: [Mod] <Cityscape> [<cityscape>]

by duane » Thu Mar 10, 2016 17:36

Nathan.S wrote:I love this. Somebody *cough* me *cough* just needs to make some zombie mobs now and we can have apocalypses cities.


I know there are at least two zombie mods out there. I'm using blert2112's, with mini-zombies. I also set KPGMobs wolves to spawn on roads. You have to have packs of hungry dogs for your full apocalyptic experience.
 

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Re: [Mod] <Cityscape> [<cityscape>]

by Don » Thu Mar 10, 2016 18:34

We need a Resident Evil mobs mod.
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Re: [Mod] <Cityscape> [<cityscape>]

by duane » Thu Mar 10, 2016 19:04

This definitely belongs somewhere. And I'd love to have a few fires, though that really doesn't make much sense. Has anyone made a molotov cocktail mod?

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Last edited by duane on Thu Mar 10, 2016 19:08, edited 2 times in total.
 

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Re: [Mod] <Cityscape> [<cityscape>]

by Don » Thu Mar 10, 2016 19:06

I like the car idea.
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Re: [Mod] <Cityscape> [<cityscape>]

by Hybrid Dog » Thu Mar 10, 2016 19:41

It looks great, you could generate explosion holes using perlin noise, add moss there and use more cobble nodes:
https://github.com/HybridDog/vector_ext ... t.lua#L412
https://github.com/HybridDog/nuke/blob/ ... t.lua#L286
https://github.com/HybridDog/morecobblenodes
 

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Re: [Mod] <Cityscape> [<cityscape>]

by Napiophelios » Thu Mar 10, 2016 21:59

duane wrote:This definitely belongs somewhere. And I'd love to have a few fires, though that really doesn't make much sense. Has anyone made a molotov cocktail mod?

[img]https://forum.minetest.net/download/file.php?mode=view&id=5333&sid=cdb249debfc1a4bad9595655ab936230[/img


More_fire by NathanS has one

https://github.com/NathanSalapat/more_fire
 

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Re: [Mod] <Cityscape> [<cityscape>]

by duane » Fri Mar 11, 2016 01:47

Now I'm putting some goodies in.

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Re: [Mod] <Cityscape> [<cityscape>]

by Nathan.S » Fri Mar 11, 2016 04:30

duane wrote:I know there are at least two zombie mods out there. I'm using blert2112's, with mini-zombies. I also set KPGMobs wolves to spawn on roads. You have to have packs of hungry dogs for your full apocalyptic experience.


Those work, but I want better zombies, crawlers, runners, ones missing arms and with crooked heads. I'll whip some together over the weekend and release a mod.
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Re: [Mod] <Cityscape> [<cityscape>]

by duane » Fri Mar 11, 2016 18:46

Napiophelios wrote:More_fire by NathanS has one

https://github.com/NathanSalapat/more_fire


Now I'm starting to feel like the Omega Man.

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FOR OUTDOOR USE ONLY

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Re: [Mod] <Cityscape> [<cityscape>]

by Krock » Fri Mar 11, 2016 20:19

Lovely. I like this idea but there could be some more things:
- A green park field
- Some smaller houses with a garden outside the city
- More green space in general
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Re: [Mod] <Cityscape> [<cityscape>]

by duane » Fri Mar 11, 2016 20:38

Krock wrote:Lovely. I like this idea but there could be some more things:
- A green park field
- Some smaller houses with a garden outside the city
- More green space in general


I can do some of that, but suburbs are not likely to happen, since the mapgen has no clue where the city extends. The best I can do is sometimes tell whether the very next chunk is city. So, at best, you'd have houses generally mixed in with no pattern.
 

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Re: [Mod] <Cityscape> [<cityscape>]

by Nathan.S » Sat Mar 12, 2016 02:17

Some zombies, requires Mob API. Just two at the moment, I'll be adding more textures and sounds later. For some reason they can't be killed at the moment, not sure why though.
https://github.com/NathanSalapat/zombies
They should spawn on the broken blocks in the cities, though I never saw any spawning.
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Re: [Mod] <Cityscape> [<cityscape>]

by npx » Sat Mar 12, 2016 09:06

This mod seems wonderful but I have a problem:
I cloned latest repository from github and:

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
2016-03-12 10:03:35: ERROR[main]: Server: Failed to load and run /home/francesco/.minetest/mods/cityscape/init.lua
2016-03-12 10:03:35: ERROR[main]: ModError: ModError: Failed to load and run /home/francesco/.minetest/mods/cityscape/init.lua
2016-03-12 10:03:35: ERROR[main]: Error from Lua:
2016-03-12 10:03:35: ERROR[main]: /home/francesco/.minetest/mods/cityscape/nodes.lua:144: attempt to call field 'register_fence' (a nil value)
2016-03-12 10:03:35: ERROR[main]: stack traceback:
2016-03-12 10:03:35: ERROR[main]:    /home/francesco/.minetest/mods/cityscape/nodes.lua:144: in main chunk
2016-03-12 10:03:35: ERROR[main]:    [C]: in function 'dofile'
2016-03-12 10:03:35: ERROR[main]:    /home/francesco/.minetest/mods/cityscape/init.lua:28: in main chunk
 

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Re: [Mod] <Cityscape> [<cityscape>]

by wilkgr76 » Sat Mar 12, 2016 09:25

Awesome!
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Re: [Mod] <Cityscape> [<cityscape>]

by duane » Sat Mar 12, 2016 10:36

npx wrote:This mod seems wonderful but I have a problem:


Try the latest version. It shouldn't give you that error anyway.
 

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Re: [Mod] <Cityscape> [<cityscape>]

by duane » Sat Mar 12, 2016 10:39

Nathan.S wrote:They should spawn on the broken blocks in the cities, though I never saw any spawning.


They were crawling (literally) all over the place when I tried. I couldn't kill them with swords, but molotails took them out every time.
 

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Re: [Mod] <Cityscape> [<cityscape>]

by Nathan.S » Sat Mar 12, 2016 11:12

I don't get it, a Molotov wouldn't do anything to them when I was testing. Obviously it still needs much work.
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Re: [Mod] <Cityscape> [<cityscape>]

by Nathan.S » Sat Mar 12, 2016 12:50

I'm getting this error with the latest git.
[code]
2016-03-12 06:48:17: WARNING[Main]: Undeclared global variable "push" accessed at /home/nathan/.minetest/mods/cityscape/deco_rocks.lua:17
2016-03-12 06:48:17: ERROR[Main]: ModError: Failed to load and run script from /home/nathan/.minetest/mods/cityscape/init.lua:
2016-03-12 06:48:17: ERROR[Main]: /home/nathan/.minetest/mods/cityscape/deco_rocks.lua:17: attempt to call global 'push' (a nil value)
2016-03-12 06:48:17: ERROR[Main]: stack traceback:
2016-03-12 06:48:17: ERROR[Main]: /home/nathan/.minetest/mods/cityscape/deco_rocks.lua:17: in function 'small_cube'
2016-03-12 06:48:17: ERROR[Main]: /home/nathan/.minetest/mods/cityscape/deco_rocks.lua:33: in main chunk
2016-03-12 06:48:17: ERROR[Main]: [C]: in function 'dofile'
2016-03-12 06:48:17: ERROR[Main]: /home/nathan/.minetest/mods/cityscape/init.lua:29: in main chunk
[/code}

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Re: [Mod] <Cityscape> [<cityscape>]

by duane » Sat Mar 12, 2016 19:54

Nathan.S wrote:I'm getting this error with the latest git.


Fixed it. Obviously I need to test more with just the mod in question running.

Edit: Now my trapdoors are missing!

Edit: Ok, they're back.
 

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Re: [Mod] <Cityscape> [<cityscape>]

by wilkgr76 » Sun Mar 13, 2016 00:34

8GB RAM, x64 MT and an error:
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
2016-03-13 10:33:14: ACTION[ServerThread]: singleplayer [127.0.0.1] joins game.
2016-03-13 10:33:14: ACTION[ServerThread]: singleplayer joins game. List of players: singleplayer
2016-03-13 10:33:14: ACTION[main]: Irrlicht: Could not open file of texture: character.png
2016-03-13 10:33:14: ACTION[main]: Irrlicht: Could not open file of texture: character.png
2016-03-13 10:33:14: ACTION[main]: Irrlicht: PNG warning: Interlace handling should be turned on when using png_read_image
2016-03-13 10:33:17: ERROR[main]: ServerError: Lua: OOM error from mod 'cityscape' in callback ScriptApiEnv::environment_OnGenerated(): not enough memory
2016-03-13 10:33:17: ERROR[main]: Current Lua memory usage: 62 MB
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Re: [Mod] <Cityscape> [<cityscape>]

by duane » Sun Mar 13, 2016 04:15

wilkgr76 wrote:8GB RAM, x64 MT and an error:


I doubt there's much I can do about that. You might try blert2112's stop_lj_oom mod.
 

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Re: [Mod] <Cityscape> [<cityscape>]

by wilkgr76 » Sun Mar 13, 2016 05:20

duane wrote:
wilkgr76 wrote:8GB RAM, x64 MT and an error:


I doubt there's much I can do about that. You might try blert2112's stop_lj_oom mod.

Ah, thanks :) I'll try that. EDIT: I don't build MT myself and I don't think I have LuaJIT unless the official builds have it.

EDITEDIT: Perhaps I should read it properly...
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Re: [Mod] <Cityscape> [<cityscape>]

by wilkgr76 » Sun Mar 13, 2016 05:25

Bit better - now I can walk before I crash.☺
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