[Mod] Hallelujah Mountains [cloudlands]

Re: [Mod] Hallelujah Mountains [cloudlands]

Postby Astrobe » Thu Jan 31, 2019 5:48 pm

Even if just used to avoid spoilers, obfuscation is a bad idea because game creators/server owners do want to make sure that the secret feature doesn't conflict with other content.

For them, not only one shouldn't hide the feature, but it also should be documented (e.g. in a comment).

I believe other users won't read the source code past the configuration section at the top of the file (which could easily be put in a separate file). And even if they do, putting a spoiler warning and maybe obfuscating the text messages should be good enough.
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Re: [Mod] Hallelujah Mountains [cloudlands]

Postby Linuxdirk » Thu Jan 31, 2019 5:55 pm

Astrobe wrote:configuration section at the top of the file (which could easily be put in a separate file).

... which easily be put in settingtypes.txt to make configuration independent from code for easier updating when changing the configuration.

(local myvalue = minetest.settings:get('mymod_myvalue') or my_default_value to to get the configuration set by the user or optionally set the desired default value. See Settings for more information on what values types to get.)
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Re: [Mod] Hallelujah Mountains [cloudlands]

Postby ShadMOrdre » Thu Jan 31, 2019 6:57 pm

Linuxdirk,

So then how will you know if code has been intentionally obfuscated if you cannot read kanji?
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Re: [Mod] Hallelujah Mountains [cloudlands]

Postby sofar » Thu Jan 31, 2019 7:20 pm

ShadMOrdre wrote:Linuxdirk,

So then how will you know if code has been intentionally obfuscated if you cannot read kanji?


Obfuscating is the art of making something hidden. By definition, coding in kanji, if you are kanjinese, or know kanji, is not obfuscating, since it isn't hiding if you are writing in your own language.

Using an encryption cipher however is absolutely obfuscating, since it's the only purpose encryption serves.

So rot19 is obfuscating, and so is the deliberate act of making whitespace changes to make everything appear a blurb.
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Re: [Mod] Hallelujah Mountains [cloudlands]

Postby ShadMOrdre » Thu Jan 31, 2019 8:04 pm

Sofar,

I am aware of the definitions of obfuscation. I've been combating and railing against obfuscation for years.

But now my question becomes, what of .zip files posted here on the forums. While technically not banned or encrypted, they do prevent the "openness" of the code. And yes, I've already seen many called out for this. It is also possible to include mods that may actually contain encrypted zip files, or point to mods that use external libraries, which are proprietary in their licensing, and/or binary in their distribution.

Please don't think I'm being naive or stupid, I simply ask questions that either go unasked, or are avoided, due to the complexities involved. IMHO, some of this involves legalities which are still undefined. Simply pointing to a "tow the line" stance doesn't answer the question either.

And I think this discussion should probably move out of this topic, if it does continue.

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Re: [Mod] Hallelujah Mountains [cloudlands]

Postby texmex » Thu Jan 31, 2019 9:52 pm

Stay on topic, dangit.
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Re: [Mod] Hallelujah Mountains [cloudlands]

Postby DrFrankenstone » Fri Feb 01, 2019 8:09 am

Yes, the important topics...

firefox wrote:BEST MOD EVAAA!!!111!!!1!!!11

no really, i like it. the shapes and formations are awesome.


A cultured person of refined taste, I see! ;)

More seriously, thanks :), there was some effort put into the shapes and formations.
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Re: [Mod] Hallelujah Mountains [cloudlands]

Postby Astrobe » Fri Feb 01, 2019 5:48 pm

Linuxdirk wrote:
Astrobe wrote:configuration section at the top of the file (which could easily be put in a separate file).

... which easily be put in settingtypes.txt to make configuration independent from code for easier updating when changing the configuration.


I tend to overlook that feature because as a game maker, there's not a single mod I use in my game that I didn't have to edit in order to change a recipe, remove or change a feature, or add a feature. To me this separation is more an annoying than helpful.

I would trade any day the settings GUI for a mod with a consistent organization; for instance one file with the recipes, one file for the parameters, one file with the feature implementations.
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Re: [Mod] Hallelujah Mountains [cloudlands]

Postby Linuxdirk » Fri Feb 01, 2019 5:58 pm

Astrobe wrote:I would trade any day the settings GUI for a mod with a consistent organization; for instance one file with the recipes, one file for the parameters, one file with the feature implementations.

I usually do this. init.lua is for initialization (global table for passing around parameters and functions), functions go in single files within a system directory and being dofile'd in init.lua, same with node creation, registration of the actual features of the mod, etc. This is an absolutely natural thing for me. I'd never stuff anything in init.lua and have hardcoded values there that make it impossible or hard to update the mod.

I always separate initialization, function, registration and configuration.
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Re: [Mod] Hallelujah Mountains [cloudlands]

Postby DrFrankenstone » Sun Feb 24, 2019 1:32 pm

New update - SkyTrees

Giant trees that can sometimes be found growing out of islands in the sky, large enough to support a tree house... or even a tree mansion.

Image

One of the rarest varieties - a blossom that glows. Bioluminescence can be disabled in the options if desired.
Image

Because it uses schematics there's currently only two tree shapes, but many varieties of trees made with them. Blossoms make beautiful screenshots, but they are not a common variety.

Image
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Re: [Mod] Hallelujah Mountains [cloudlands]

Postby Nathan.S » Sun Feb 24, 2019 6:41 pm

Oooh, that looks pretty.
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Re: [Mod] Hallelujah Mountains [cloudlands]

Postby voxelproof » Mon Feb 25, 2019 5:32 pm

DrFrankenstone wrote:New update - SkyTrees

Giant trees that can sometimes be found growing out of islands in the sky, large enough to support a tree house... or even a tree mansion.


This is it. With all my respect for moretrees,and Aotearoa which features the most awesome woods in MT, these trees are the most good-looking and naturally shaped, made with a good deal of aesthetic taste. Thanks for sharing them, I'll take a closer look at your heavenly mod then :)
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Re: [Mod] Hallelujah Mountains [cloudlands]

Postby DrFrankenstone » Wed Feb 27, 2019 9:20 am

voxelproof wrote:This is it. With all my respect for moretrees,and Aotearoa which features the most awesome woods in MT, these trees are the most good-looking and naturally shaped, made with a good deal of aesthetic taste. Thanks for sharing them, I'll take a closer look at your heavenly mod then :)


:D

to be fair, these trees are giant, which gives a voxel resolution advantage over the others.

They've worked well enough that I've been having some difficulty resisting the temptation to spam all the forum topics with screenshots every time I find something neat, instead of leaving things to be discovered. Perhaps spamming reddit and social media can satiate that.

Edit: Ignore this last paragraph, that work has been done...
However, as texmex points out, there's still some work to be done - the place_schematic() api call is buggy and can can leave trees half emerged. Adding schemtools support might solve this. So if you find any trees with pieces missing, that may get better.
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Re: [Mod] Hallelujah Mountains [cloudlands]

Postby wziard » Wed Feb 27, 2019 10:24 am

Very nice indeed. Though the fact that the practical view distance (due to the block send distance limit) make that I don't really see them emerge in the distance like I'd want to :-) (until after I have visited them, that is).
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Re: [Mod] Hallelujah Mountains [cloudlands]

Postby Mikola » Tue Apr 02, 2019 7:39 pm

Minetest 5.0.1 + minetest_game + angledstairs without changes.
World name: "MT" . Seed: "MT" . Map generator: carpathian (updated)
In the vicinity of coordinates 180 250 -580 I consistently get an error:

Code: Select all
2019-04-02 22:31:43: WARNING[Main]: Node 'light_source' value exceeds maximum, limiting to maximum: cloudlands:HeartWood
2019-04-02 22:31:43: ACTION[Main]: World at [C:\Games\minetest\minetest-5.0.1-win64\bin\..\worlds\MT]
2019-04-02 22:31:43: ACTION[Main]: Server for gameid="minetest" listening on 0.0.0.0:30000.
2019-04-02 22:31:48: ACTION[Server]: Mikola [127.0.0.1] joins game.
2019-04-02 22:31:48: ACTION[Server]: Mikola joins game. List of players: Mikola
2019-04-02 22:31:48: WARNING[Main]: Client side scripting is disabled by client.
2019-04-02 22:32:01: ERROR[Main]: ServerError: AsyncErr: Lua: finishGenRuntime error from mod 'cloudlands' in callback environment_OnGenerated(): ...netest-5.0.1-win64\bin\..\mods\cloudlands/cloudlands.lua:252: attempt to index local 'nodeName' (a nil value)
2019-04-02 22:32:01: ERROR[Main]: stack traceback:
2019-04-02 22:32:01: ERROR[Main]:    ...netest-5.0.1-win64\bin\..\mods\cloudlands/cloudlands.lua:252: in function 'split_nodename'
2019-04-02 22:32:01: ERROR[Main]:    ...netest-5.0.1-win64\bin\..\mods\cloudlands/cloudlands.lua:658: in function 'isDead'
2019-04-02 22:32:01: ERROR[Main]:    ...netest-5.0.1-win64\bin\..\mods\cloudlands/cloudlands.lua:1395: in function 'addDetail_skyTree'
2019-04-02 22:32:01: ERROR[Main]:    ...netest-5.0.1-win64\bin\..\mods\cloudlands/cloudlands.lua:1672: in function 'renderCores'
2019-04-02 22:32:01: ERROR[Main]:    ...netest-5.0.1-win64\bin\..\mods\cloudlands/cloudlands.lua:1717: in function <...netest-5.0.1-win64\bin\..\mods\cloudlands/cloudlands.lua:1686>
2019-04-02 22:32:01: ERROR[Main]:    ...st\minetest-5.0.1-win64\bin\..\builtin\game\register.lua:419: in function <...st\minetest-5.0.1-win64\bin\..\builtin\game\register.lua:399>
2019-04-02 22:32:01: ACTION[Server]: Mikola leaves game. List of players:
2019-04-02 22:32:01: ACTION[Main]: Server: Shutting down
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Re: [Mod] Hallelujah Mountains [cloudlands]

Postby DrFrankenstone » Tue Apr 02, 2019 8:26 pm

Thanks for that. I've fixed it and fixed some warnings as well. The update is pushed to git and content.minetest.net.

Your seed/game/location led to a giant tree in a tundra_highland biome, and tundra_highland is just stone with nothing else (node_top = nil). Giant trees will no longer grow out of solid stone biomes, no top layer above the rock makes it rather infertile land for a tree :)
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Re: [Mod] Hallelujah Mountains [cloudlands]

Postby Mikola » Thu Apr 04, 2019 7:25 pm

Mikola wrote:Minetest 5.0.1 + minetest_game + angledstairs without changes.
World name: "MT" . Seed: "MT" . Map generator: carpathian

Again created the world with the specified parameters and an updated version of the mod. Ostrava generated identical. Now there is no error. The problem is resolved.
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