[Mod] Cityscape [cityscape]

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TheReaperKing
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Re: [Mod] Cityscape [cityscape]

by TheReaperKing » Wed Mar 23, 2016 22:40

esmobs already work pretty well with the city. I have it set for just NPCs and animals and it is kinda neat seeing the rats in there haha. It could use a few more NPCs and I know there used to be more but hopefully I can help with that too :)

Does anyone know of any other NPC mods that might work well for this game? It'd probably be good to have some standing NPCs too for shops and such. I see soooo much potential for this mod and it is already AWESOME!!!

By the way Duane we love your suburbs addition too. We've been picking houses and I picked one that was beachside haha. We are looking to combine some too. It's so fun watching the kiddos go nuts with it. Take care!
-Mike
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Update

by duane » Tue Mar 29, 2016 02:11

I've put back most of the missing features in the master branch. The only thing left are houses, which have to be redesigned to use the extra space available.

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Re: [Mod] Cityscape [cityscape]

by Don » Tue Mar 29, 2016 03:12

Keep it up Duane. I am a big fan of your work!
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Re: [Mod] Cityscape [cityscape]

by duane » Wed Mar 30, 2016 11:45

I've put suburbs back in. This is the only house.

Image

Boring, isn't it?

If you want more houses, you can help by designing them yourself and saving them with the new "/saveplot" command. To do so, set your "cityscape_vacancies" setting to eight or more. This will cause lots of bare concrete and bare grass to appear in city plots. Design any house you like on an appropriate plot. Leave at least two rows of sidewalk squares outside, giving you a 31x31 work area. The first level (and only the first level) of ground nodes will be saved -- no basements. Try not to make it taller than 20 nodes unless absolutely necessary.

Once your house and yard are ready, stand nearby (or inside), type in "/saveplot [name]", using a simple name (numbers, letters, and underscores only). The mod will save it in your world directory (frequently .minetest/worlds/...) with a ".house" suffix. Post the file here, and I'll put it in cityscape.

The files are nothing but compressed schematics. I considered using ".mts" files, but it involves a lot more number crunching to deal with the desolation setting. These are only slightly larger and much easier to work with.
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Re: [Mod] Cityscape [cityscape]

by Nathan.S » Wed Mar 30, 2016 16:10

Expect a house or something later today. You want them as pull request or just as attachments on the forum thread?
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Re: [Mod] Cityscape [cityscape]

by duane » Wed Mar 30, 2016 16:44

Nathan.S wrote:Expect a house or something later today. You want them as pull request or just as attachments on the forum thread?


Either is fine, thanks.
 

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Re: [Mod] Cityscape [cityscape]

by Nathan.S » Thu Mar 31, 2016 00:04

The .house extension isn't allowed, and I don't feel like zipping the file, so just grab it from here: http://www.nathansalapat.com/downloads/house_with_pool.house right click and save as. Nothing too fancy, wasn't sure if I should be building multiple houses in the area or what exactly.
No worries if you don't want to use it, I won't feel bad.
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Re: [Mod] Cityscape [cityscape]

by duane » Thu Mar 31, 2016 03:20

Nathan.S wrote:Nothing too fancy, wasn't sure if I should be building multiple houses in the area or what exactly.
No worries if you don't want to use it, I won't feel bad.


Very nice! I like the garage.
 

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Re: [Mod] Cityscape [cityscape]

by TheReaperKing » Thu Mar 31, 2016 04:01

The kids are excited to create some houses for you! :D Thanks for all of your hard work!

Also a random idea we had, but not sure if you saw the post about the little girl I work with whose brother died but we wanted to make her a huge disney-ish castle and then have little houses that we build for ourselves. Is it possible to spawn ONLY suburbs? That way we could generate the houses and customize them and build the castle? Maybe even the castle could be an addition as a sort of side branch or whatever. If it is any inconvenience at all don't worry about it at all because we can just modify the existing cities without much trouble for her but wasn't sure if there was just some variables I could toggle or a section I could take out.

Thanks so much!! The kids are still having so much fun with it! I was having crashes with the newer version but going to try it again. Unfortunately it wasn't giving me any info either, just crashing the entire program. I'll keep testing and trying :) Take care!
-Mike
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Re: [Mod] Cityscape [cityscape]

by duane » Thu Mar 31, 2016 07:22

TheReaperKing wrote:Also a random idea we had, but not sure if you saw the post about the little girl I work with whose brother died but we wanted to make her a huge disney-ish castle and then have little houses that we build for ourselves. Is it possible to spawn ONLY suburbs?


I wouldn't know where to begin on a big castle, but the suburbs are easy. Get the latest update and set cityscape_suburbs to ten. That will give you the most houses.
 

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Re: [Mod] Cityscape [cityscape]

by TheReaperKing » Fri Apr 01, 2016 02:11

Awesome!! Thanks so much! I am still having crashes but if it is just me then it must be something weird that I have set up. Are you using minetest 0.4.13 or a dev release? Is there a dependency I could be missing? Take care.
-Mike

EDIT Doh just saw this, sorry!!
Cityscape only works with the new "valleys" mapgen at the moment, because the road noise has to match the terrain.


Hmm still crashing, bah, I'll just have to test with a completely clean version over the weekend
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Re: [Mod] Cityscape [cityscape]

by duane » Fri Apr 01, 2016 14:16

TheReaperKing wrote:Are you using minetest 0.4.13 or a dev release? Is there a dependency I could be missing? Take care.


I'm using the latest git. If you're using an older version without the get_biome_id function, Cityscape will throw an error message and refuse to load, but that shouldn't crash anything. I updated the mod to force valleys mapgen. I also fixed a potential overflow, but it was already being caught by an error check, so I don't see how that could help. I don't get any crashes when I test with a clean system.
 

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Re: [Mod] Cityscape [cityscape]

by TheReaperKing » Thu May 19, 2016 04:21

I'm finally testing this! It is beyond cool. Thanks so much for making it! As a note the students have been having trouble with the cars, especially getting out of them. I think Mesecars (or another one) might be a better alternative. I've been simply telling them not to use those cars and if they don't listen then they can deal with the consequences :) I'm going to test this out with them tomorrow, thanks so much for all of your hard work! Take care.
-Mike

EDIT - Just to offer some constructive criticism, one advantage the one had was city buildings were next to city buildings and the houses were together in the suburbs. Here it seems buildings are kinda spread out and big buildings can appear next to houses seemingly randomly. Definitely not complaining, just making an observation/suggestion.

Also I LOVE the idea of adding in the pools, the kids are going to go nuts!
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Re: [Mod] Cityscape [cityscape]

by TheReaperKing » Fri May 20, 2016 03:49

I've had this crash which seems related to the doors. Using minetest 0.4.14

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
2016-05-19 23:45:45: ERROR[Main]: ServerError: Lua: Runtime error from mod '' in callback item_OnPlace(): ...st-0.4.14\bin\..\games\minetest_game\mods\doors\init.lua:159: attempt to perform arithmetic on local 'state' (a string value)
2016-05-19 23:45:45: ERROR[Main]: stack traceback:
2016-05-19 23:45:45: ERROR[Main]:    ...st-0.4.14\bin\..\games\minetest_game\mods\doors\init.lua:159: in function 'door_toggle'
2016-05-19 23:45:45: ERROR[Main]:    ...st-0.4.14\bin\..\games\minetest_game\mods\doors\init.lua:359: in function 'on_rightclick'
2016-05-19 23:45:45: ERROR[Main]:    ...tinggrounds\minetest-0.4.14\bin\..\builtin\game\item.lua:333: in function <...tinggrounds\minetest-0.4.14\bin\..\builtin\game\item.lua:326>
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Re: [Mod] Cityscape [cityscape]

by duane » Fri May 20, 2016 08:05

TheReaperKing wrote:I've had this crash which seems related to the doors. Using minetest 0.4.14


Yes, apparently someone forgot to give "state" a sane default. I'm not sure how to fix this, so it might be best to set "cityscape_suburbs = 0" for the time being.

Edit: This is the proper way to fix it -- in the minetest game. I've put in a pull request:

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
diff --git a/mods/doors/init.lua b/mods/doors/init.lua
index 90ddcc3..a5bc574 100644
--- a/mods/doors/init.lua
+++ b/mods/doors/init.lua
@@ -138,9 +138,7 @@ function _doors.door_toggle(pos, clicker)
        local state = meta:get_string("state")
        if state == "" then
                -- fix up lvm-placed right-hinged doors, default closed
-               if minetest.get_node(pos).name:sub(-2) == "_b" then
-                       state = 2
-               end
+               state = 2
        else
                state = tonumber(state)
        end
 

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Re: [Mod] Cityscape [cityscape]

by TheReaperKing » Fri May 20, 2016 19:24

You are awesome! Thank you so much for creating something fun not only for me but for the kiddos and for responding to comments! I can't wait until next week when I'll be having them driving down the roads and setting up traffic lights and such. I think the helicopters mod might be fun too :)
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Re: [Mod] Cityscape [cityscape]

by duane » Sat May 21, 2016 00:54

TheReaperKing wrote:You are awesome!


Don't get too excited. It looks like the way this will be fixed will still leave all the doors in Cityscape inoperable (but hopefully not crashing the game). As there don't seem to be any voxelmanip functions for dealing with metadata, I doubt there's going to be a quick fix for this, and I'm not likely to spend much time trying to find a work-around, so I'll probably declare this mod deprecated.
 

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Re: [Mod] Cityscape [cityscape]

by Diamond knight » Sat May 21, 2016 14:17

if all fails just remove the doors or make a inoperable block that is walkable = false
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Re: [Mod] Cityscape [cityscape]

by TheReaperKing » Sat May 21, 2016 14:51

I think the doors inoperable will be fine and not a big deal especially if destroying them doesn't crash the game. It's still a fantastic mod that I think you've done a great job with and I'm inspired to work on my own mapgen stuff though I'm just learning about coding so it will probably be a bit. I loved that medieval villages mod you made too. Thanks for your hard work on the mod and I'm looking forward to any new creations you make. The kids (around 60+) have had endless fun either adding on to the buildings, or some purely destroying them, usually with lots and lots of lava, so I can't thank you enough for the work you've put into this. Take care!
-Mike
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Re: [Mod] Cityscape [cityscape]

by duane » Sun May 22, 2016 12:53

Diamond knight wrote:if all fails just remove the doors or make a inoperable block that is walkable = false


After testing it with state = 0, it seems to work reasonably well anyway, as long as all the doors in the schematics start closed.
 

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Re: [Mod] Cityscape [cityscape]

by wilkgr76 » Wed Jun 01, 2016 23:42

Works well in 0.4.14
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Re: [Mod] Cityscape [cityscape]

by rubenwardy » Thu Jun 09, 2016 01:30

You could always set the meta data for nodes in abms, or add the nodes to a queue and process them after the lvm
 

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Re: [Mod] Cityscape [cityscape]

by Teen_Miner » Mon Jul 18, 2016 21:45

every time i try to use this mod,it closes my game before the world opens
 

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Re: [Mod] Cityscape [cityscape]

by duane » Mon Jul 18, 2016 23:07

Teen_Miner wrote:every time i try to use this mod,it closes my game before the world opens


It still works for me, though it's producing some peculiar cities in uneven terrain. If you'll post your debug.txt, I'll try to determine what's failing.
 

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