Hey Eggplant, first of all, i like the idea of making a new dungeon generator since the McMapper is broken, but i have some suggestions for you / things that i miss in the Generator. i already thought about writing one myself...
Thanks for taking the time!
first of all, if I was you, what I am not, I would make the source public. Open Source Projects use to be developed faster, include some modders who like to participate on your "mod" (it is actually modifying map files) like me for example. You would stay the Head and projectleader, others would participate and write some lines of code. The project wouldnt die if you lose the interest in the game.
as a second part, i would like to see Dungeons in the Skylands, would be great. At the Moment the program seems to check the height from the ground level and finds no locations in the skylands. "Hard" settings fill the hole level with stone ^^
Sounds neat, but yeah, the location selection algorithm probably doesn't work on Skylands maps (I've not tried it). Certainly something to think about, but I'd probably not put too much effort into it until Skylands is more official. Right now, the only way to generate a Skylands map is to use Craftbukkit. Similarly, MCDungeon currently will act strangely in the Nether. I'm not sure pymclevel can read multiple dimensions. You'd have to jump through hoops (or use Craftbukkit) to be able to load those sorts of maps to begin with.
As a workaround, you can probably place dungeons manually with the --offset option. (wiki link!)
as a third point i really would enjoy less linear dungeons, at the moment there are n levels with x*y rooms. What i think about are levels which are spreading more in different directions, maybe not all rooms are connected to one system, but having multiple ways to get up and downwars, building some "naturally caves" and being more complex all in all. Not having such a static level height but rooms in different ground level heights, a more mazing structure at all. Maybe it is a little hard to understand what i mean, its like bring more randomness in the caves :wink.gif:
Good suggestions. Some of this you can do today by changing some config options.
disconnected rooms: In the config, try setting the "Blank" room type to something larger than zero. This will cause some blanks to appear and make the layouts irregular with sections cut off form others. Adding a 'Blank' selection to the [halls] section might work even better. Multiple stairwells/ladders per level isn't something that can be done just yet.
Natural caves is on the list, and will probably be in 0.3.0.
Pit rooms are the first "muti-tile" room (rooms that are a different shape than 16x16x6) and there are many more to come. Large tiles will include things like natural caverns, and sets of related rooms (a prison block or forge might be a good example)
You can also mess around with the loops setting to create more maze-like layouts.
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MCDungeon - Procedural Dungeons
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
Hi, I love the idea of this Add on, but downloading it and getting it running confuses me so much, hell makes my Java degree look like it came from an online university, anyway Do I have the basics right
Download Python 2.6
Then download the zip and run it from that, or have I screwed it up?
What OS?
If Windows, just use the standalone version. Unzip and run the .bat file. Dig into the wiki for advanced usage.
If something else, you'll need a working Python install and a few dependencies. I've been working on an article in the wiki that should cover most cases.
Just used this on my main world.
Beautiful.
There's an ocean not too far from my house, and this decided to build an above-water atlantis of ruins. :ohmy.gif:
One thing that would be interesting would be to have an increasing chance of caverns as you descend deeper into the complex -- the upper floors would be the more "finished".
Too bad there are no keys that could be tied to specific doors, that would make this much more challenging :biggrin.gif:
Hmmm... corridors that only "open" once you find the lever. That would be cool too.
just want to say again that this is a super cool plugin. i am setting up a bukkit test server on my lan with an rpg feel and i have been making worlds with various generators and bukkit plugins then running them through mcdungeon. here are a few pics...some of the placement isnt optimal (small sphere with dungeon hanging out of it) but i set variable sizes and left it at that. with a bit of foresight you could set your generator to make planetoids of x size, then set mcdungeon to make dungeons that fit within x.
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Howdy,
I've been trying to install MCDungeon with Ubuntu 10.04LTS. I get stuck trying to install the noise module for it to be able to work. Wonder if you have any idea how to fix this or any suggestions at all really :-) Thx.
My output when trying to install noise:
compgurusteve@compgurusteve-desktop:~/Desktop/noise-1.0b3$ sudo python setup.py install
running install
running build
running build_py
creating build
creating build/lib.linux-i686-2.6
creating build/lib.linux-i686-2.6/noise
copying __init__.py -> build/lib.linux-i686-2.6/noise
copying shader.py -> build/lib.linux-i686-2.6/noise
copying perlin.py -> build/lib.linux-i686-2.6/noise
copying shader_noise.py -> build/lib.linux-i686-2.6/noise
running build_ext
building 'noise._simplex' extension
creating build/temp.linux-i686-2.6
gcc -pthread -fno-strict-aliasing -DNDEBUG -g -fwrapv -O2 -Wall -Wstrict-prototypes -fPIC -I/usr/include/python2.6 -c _simplex.c -o build/temp.linux-i686-2.6/_simplex.o -funroll-loops
_simplex.c:5:20: error: Python.h: No such file or directory
_simplex.c:53: error: expected ‘=’, ‘,’, ‘;’, ‘asm’ or ‘__attribute__’ before ‘*’ token
_simplex.c:157: error: expected ‘=’, ‘,’, ‘;’, ‘asm’ or ‘__attribute__’ before ‘*’ token
_simplex.c:202: error: expected ‘=’, ‘,’, ‘;’, ‘asm’ or ‘__attribute__’ before ‘simplex_functions’
_simplex.c: In function ‘init_simplex’:
_simplex.c:223: error: ‘PyObject’ undeclared (first use in this function)
_simplex.c:223: error: (Each undeclared identifier is reported only once
_simplex.c:223: error: for each function it appears in.)
_simplex.c:223: error: ‘m’ undeclared (first use in this function)
_simplex.c:224: warning: implicit declaration of function ‘Py_InitModule3’
_simplex.c:224: error: ‘simplex_functions’ undeclared (first use in this function)
error: command 'gcc' failed with exit status 1
compgurusteve@compgurusteve-desktop:~/Desktop/noise-1.0b3$ sudo gcc
gcc: no input files
Howdy,
I've been trying to install MCDungeon with Ubuntu 10.04LTS. I get stuck trying to install the noise module for it to be able to work. Wonder if you have any idea how to fix this or any suggestions at all really :-) Thx.
_simplex.c:5:20: error: Python.h: No such file or directory
You need to install the python development files which in include the headers needed to build this.
sudo aptitude install python-dev
As a side note, the next version (and the version currently in github) will no longer require the noise module.
Any ETA on the new version? :-) Love this generator btw
Ahhh... not really, no. It's hard to dedicate time, so I'm not sure how long it will take. Since you're running the python version, you're welcome to follow along with the updates via github and provide feedback/testing. :biggrin.gif:
Rollback Post to RevisionRollBack
MCDungeon - Procedural Dungeons
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
Ahhh... not really, no. It's hard to dedicate time, so I'm not sure how long it will take. Since you're running the python version, you're welcome to follow along with the updates via github and provide feedback/testing. :biggrin.gif:
Thanks for taking the time!
It is open, and always has been. Check out the wiki (incomplete, working on it),the github repository, and issue tracker!
Sounds neat, but yeah, the location selection algorithm probably doesn't work on Skylands maps (I've not tried it). Certainly something to think about, but I'd probably not put too much effort into it until Skylands is more official. Right now, the only way to generate a Skylands map is to use Craftbukkit. Similarly, MCDungeon currently will act strangely in the Nether. I'm not sure pymclevel can read multiple dimensions. You'd have to jump through hoops (or use Craftbukkit) to be able to load those sorts of maps to begin with.
As a workaround, you can probably place dungeons manually with the --offset option. (wiki link!)
Good suggestions. Some of this you can do today by changing some config options.
disconnected rooms: In the config, try setting the "Blank" room type to something larger than zero. This will cause some blanks to appear and make the layouts irregular with sections cut off form others. Adding a 'Blank' selection to the [halls] section might work even better. Multiple stairwells/ladders per level isn't something that can be done just yet.
Natural caves is on the list, and will probably be in 0.3.0.
Pit rooms are the first "muti-tile" room (rooms that are a different shape than 16x16x6) and there are many more to come. Large tiles will include things like natural caverns, and sets of related rooms (a prison block or forge might be a good example)
You can also mess around with the loops setting to create more maze-like layouts.
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
Check the archive link in the wiki.
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
What OS?
If Windows, just use the standalone version. Unzip and run the .bat file. Dig into the wiki for advanced usage.
If something else, you'll need a working Python install and a few dependencies. I've been working on an article in the wiki that should cover most cases.
http://mcdungeon.wikkii.com/wiki/Python_Requirements
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
Yup! (Updated thread title)
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
"You are in a maze of twisty little passages, all alike"
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
Beautiful.
There's an ocean not too far from my house, and this decided to build an above-water atlantis of ruins. :ohmy.gif:
There's yet more to come!
edit - so can we expect to see a new version with piston based traps and stuff coming soon? :laugh.gif:
Sweet! That is excellent work!
One thing that would be interesting would be to have an increasing chance of caverns as you descend deeper into the complex -- the upper floors would be the more "finished".
Too bad there are no keys that could be tied to specific doors, that would make this much more challenging :biggrin.gif:
Hmmm... corridors that only "open" once you find the lever. That would be cool too.
sphereworlds bukkit plugin (link)
sphereworlds with 'otherworld: true' setting
skylands
seibais' mystical islands generator (post/download)
seibais' planetoids generator (post/download)
these maps + creative gates = multi-world dungeon dive quest wooo!
We actively participate in the MC SMP global bannning system. Join up!
I've been trying to install MCDungeon with Ubuntu 10.04LTS. I get stuck trying to install the noise module for it to be able to work. Wonder if you have any idea how to fix this or any suggestions at all really :-) Thx.
My output when trying to install noise:
compgurusteve@compgurusteve-desktop:~/Desktop/noise-1.0b3$ sudo python setup.py install
running install
running build
running build_py
creating build
creating build/lib.linux-i686-2.6
creating build/lib.linux-i686-2.6/noise
copying __init__.py -> build/lib.linux-i686-2.6/noise
copying shader.py -> build/lib.linux-i686-2.6/noise
copying perlin.py -> build/lib.linux-i686-2.6/noise
copying shader_noise.py -> build/lib.linux-i686-2.6/noise
running build_ext
building 'noise._simplex' extension
creating build/temp.linux-i686-2.6
gcc -pthread -fno-strict-aliasing -DNDEBUG -g -fwrapv -O2 -Wall -Wstrict-prototypes -fPIC -I/usr/include/python2.6 -c _simplex.c -o build/temp.linux-i686-2.6/_simplex.o -funroll-loops
_simplex.c:5:20: error: Python.h: No such file or directory
_simplex.c:53: error: expected ‘=’, ‘,’, ‘;’, ‘asm’ or ‘__attribute__’ before ‘*’ token
_simplex.c:157: error: expected ‘=’, ‘,’, ‘;’, ‘asm’ or ‘__attribute__’ before ‘*’ token
_simplex.c:202: error: expected ‘=’, ‘,’, ‘;’, ‘asm’ or ‘__attribute__’ before ‘simplex_functions’
_simplex.c: In function ‘init_simplex’:
_simplex.c:223: error: ‘PyObject’ undeclared (first use in this function)
_simplex.c:223: error: (Each undeclared identifier is reported only once
_simplex.c:223: error: for each function it appears in.)
_simplex.c:223: error: ‘m’ undeclared (first use in this function)
_simplex.c:224: warning: implicit declaration of function ‘Py_InitModule3’
_simplex.c:224: error: ‘simplex_functions’ undeclared (first use in this function)
error: command 'gcc' failed with exit status 1
compgurusteve@compgurusteve-desktop:~/Desktop/noise-1.0b3$ sudo gcc
gcc: no input files
You need to install the python development files which in include the headers needed to build this.
As a side note, the next version (and the version currently in github) will no longer require the noise module.
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
Any ETA on the new version? :-) Love this generator btw
Ahhh... not really, no. It's hard to dedicate time, so I'm not sure how long it will take. Since you're running the python version, you're welcome to follow along with the updates via github and provide feedback/testing. :biggrin.gif:
The volume of a pizza of thickness a and radius z can be described by the following formula: pi*z*z*a
Sure, whatever you need. :-)