
Gen layer integration
Ezoteric opened this issue ยท 97 comments
As i knew from the start, we need to start implement genlayer shit to be able to get islands and more
BOP uses it and climate control also
I did start adding genlayer to see if i could fix your mushroom BS biome :P (not realistic so replace to volcano goddammit ;) )
But what i was affraid of was that we almost need to import most layer files.
Soooo
A: i check first as this is mainly copy paste work and you keep focusing on the rewrite (if still needed)
B: you also start with it :P
My gawd that climate control has a shit load of files....
I dunno if we should integrate climate control like that.
Besides that, if we get islands from MCs gen layer and would be able to add the volcano on those islands it doesn't matter if it's still called ocean. Cause I think you can only name biomes right ?
Also gen layers add shores so that's a good a thing but I think it will be some work to get that in as well. I think I'll. Check how bop did it cause that code seems a lol easier then cc code
Cool, I've just finished completely removing the old RWG base biomes, including the realistic sub-biomes that RWG added, so the only thing left in the 'rwg-base-biome-removal' branch is vanilla biomes. :) I don't know why I struggled with it so much before - it was actually pretty straightforward!
Anyway, I want to merge 'rwg-base-biome-removal' back into master, but I'll wait until you've synced your branch with the current master so I can see what the best way is to merge everything together.
I've been reading up on GenLayers (when I should be working, haha!) and I think I have a slightly better understanding of what they are and how we might be able to use them, but it's still quite confusing.
Yeah can you make a branch for the addon or will there still be a way to add a few of those biomes ?
I'll merge mine in 4 hours ๐
Useful links for reference (feel free to share some of your own):
https://github.com/MinecraftModArchive/ScottishBiomes-Reference-Implementation
"Yeah can you make a branch for the addon or will there still be a way to add a few of those biomes ?"
I'm going to merge the rwg-base-biome-removal
branch back into master
, but only after we get your Jason
branch merged first.
Then after everything's up-to-date, I'm going to delete both of those branches, and then from now on, we create new branches for specific tasks only. For example, the rwg-base-biome-removal
branch had a single purpose (to remove the base biomes), so now that it's been done, we should delete that branch after it's been merged into master
... and then we create a new branch for the next feature/task, etc etc.
I know that means we're going to 'lose' all of the realistic biome code from RWG (RealisticBiomePolar.java, RealisticBiomeRedwood.java, RealisticBiomeIslandTropical.java, etc), but we can still reference those from the RWG repo and add elements of them back in if we need to. The tropical islands, for example, if we can figure out the GenLayers and make them generate inside an Ocean biome, that would be awesome.
Hmmz i think i need your code before you need my code, ive seen why my code didnt work cause in chunkmanager i need to start genlayer and at the place it needs to be it starts the whole hot cold snow stuff. I think you deleted that code right ?
Example:
public ChunkManagerRealistic(World par1World)
{
this();
long seed = par1World.getSeed();
perlin = new PerlinNoise(seed);
cell = new CellNoise(seed, (short)0);
cell.setUseDistance(true);
biomecell = new CellNoise(seed, (short)0);
biomes_snow = new ArrayList<RealisticBiomeBase>();
biomes_cold = new ArrayList<RealisticBiomeBase>();
biomes_hot = new ArrayList<RealisticBiomeBase>();
ETC ETC
and i think it needs to be
public ChunkManagerRealistic(World par1World)
{
this();
GenLayer[] var4 = GenLayerRTG.makeWorld(par1);
this.genBiomes = var4[0];
this.biomeIndexLayer = var4[1];
blablabla
I think ?
No I thought if i used your removal branch I could surprise you with a working gen layer but it seems to be more then I can chew on I'll dump the files in Jason in a few minutes and you can take a look
I think our chunkmanager needs to have more work done to get genlayerrtg to work haha
So I did this and got no error but I get the feeling it doesn't trigger genlayerrtg so I still need to check why that is happening.
But when it works I think I also will get the real mushroom island cause I did change that to ours.
I'll update my branch when I'm home from work
btw how do i create a folder in world/gen it needs to add a folder layers so i have world/gen/layers
On github cause i can only make a file not a folder ?
Not sure how to do it from Eclipse, but... I just go into Windows Explorer and create the folders manually and then drag & drop an existing class file and fix the errors in Eclipse.
By the way, if you're going to work on GenLayers, we should delete the Jason
branch and create a gen-layers
branch. Do you have anything else on Jason
that you want to keep?
I have to go do some personal stuff now, but I'll be back on the scene in an hour.
PS - Let me merge the base rwg-base-biome-removal
branch first, then I'll create the gen-layers
branch. Gotta run! be back in a bit!
No jason didnt had anything i just downlaoded your removal and dumped it into mine haha
I only needed to change the config it seems :P
lol i dunno where it is, but i think its on my page, github is crap !!!
Also i saw you deleted config files !!
Ok, I've just merged rwg-base-biome-removal
into master
and deleted both rwg-base-biome-removal
and Jason
branches.
I also created the gen-layers
branch, so if you could grab the latest stuff from master
and then switch to the gen-layers
branch, that way we can push & pull from that branch without affecting master
.
That cool?
Oh I forgot to ask... do you use GitHub Desktop? I don't think I would've been able to get my head around GIT without it!
Well your English is good and I think I saw some typical English UK words haha
I'm from Amsterdam haha :p
I do have it but have no clue how it worked.
If programs don't follow the universal menus they can go for them selves haha I just use Web page and just edit or create them there and then copy paste my stuff
I mean the time I have to put into finding all that Shit out I can edit a zillion files haha
Yeah, I can relate to that... the interface for GitHub Desktop isn't very intuitive at first, but if you stick with it, it starts to make sense. If you can get your environment setup so that you can push & pull from that gen-layers
branch, we'll be able to collaborate so much easier. You can do stuff, commit, then push... and then I can pull what you've done to my copy of the branch & then I can do some stuff, commit & push back... then you can pull, etc etc. Let me know if you get stuck and I'll help in any way I can... really important that we start using these branches, especially when we start advertising for "TEAM RTG" W00000t!!!! ๐
lol
If you really want to help me understand that program, skype and show your desktop en tell me what is what :P
Anywayz ill try to merge with gen layer
That's a good idea... I've got grown-up crap to sort out first, but I'll be back on the scene later... do you have a Google account? I'd rather do a Google Hangout if that's cool with you? (Back in about an hour)
wow this is actually again getting out of control lolz
But i think you might be able to fix all the stuff to ours if needed :P
still getting crashes so im trying :P
Cool, no worries. Just let me know when you're ready to commit/sync your stuff to the branch and I'll pull it down to take a look.
well, i think bop does more then i wanted to.
Im stuck now. cause i need to import too much from bop cause i dont know how to stop doing what i dont want it.
It's cool - just push your stuff to the branch if possible. If not, just let me know what files you brought across and I'll try to get them working.
i do get a crash but you have to check maybe you know whats up and needs to be changed :P
its a mess tho, but youll see soon enough :p
Ok, I've deleted the old branch and created a new gen-layers-test
branch... if you switch to that branch in GD, then copy your stuff into the folder we created earlier... then commit & sync... I should be able to pull it down. Let me know if you get stuck.
"Btw pink biomegenbase is pretty much our realistic Base ? So in other words we replace biomegenbase and the biomes? Cause it makes changing to genlayerrtg easier :)"
Not sure what you mean... are you referring to the new BiomeBase.java or MC's BiomeGenBase.java?
I mean biomegenbase from MCs is where all their biomes are in right. like you use biomegen.desert and now be realisticbase.vanilla desert orso
Ahh, I see... well, I'm using the BiomeGenBase biomes as 'seeds' for the realistic biomes, so I think we'd need to keep those.
But feel free to play around with stuff and see what works... if we need to do it a different way, that's fine, as long as it works ;)
No worries first I'll screw with layers and replace chunk with layer haha let's see what it does then
euh, how are our biomes called now ?
This isnt correct anymore:
RealisticBiomeBase.vanillaTaiga
found it its:
RealisticBiomeVanillaBase.vanillaTaiga :P
Oh, forgot to ask... am I alright to delete the current gen-layers
branch and create a new one? It's just that I created that branch before the last batch of rewrites, and I want to make sure we're all working off the latest version. Is that cool?
i already have new ones :P
BTW can you look at https://github.com/Glitchfiend/BiomesOPlenty/blob/BOP-1.7.10-2.1.x/src/main/java/biomesoplenty/common/world/layer/GenLayerBiomeBOP.java
And maybe change it to our 5 or 7 step climate ? :P
i think with that i can launch a test, i dunno if i can get it working without :O
or wait, ill first make all files ill need to be working, and i think with that we can check if this way works like we want to :P
I've nearly got it running without crashing... that's the good news. I'll tell you the bad news after I get it running ๐
Lolz course there is bad news Probably the noise and Shit haha at least that's what I think is gonna happen
I may gonna discard bops way and try and look at EB's gen layers to fix ours :P
But ill wait on your answer from the current layers :P
I've just updated the gen-layers-test
branch with my stuff... I couldn't get it running without crashing, and I think I know why... in order to use GenLayers, I think we need to convert RTG's realistic biomes so that they extend BiomeGenBase... this might be where the previous author struggled, because doing that isn't going to be easy ๐ข
You can try doing it the way EB does it, but I think you're going to run into the same problem... you can only get so far, and then we'll need to use biomes that extend BiomeGenBase in order to do what we want to do with islands, transitioning, weighting, etc.
I'm going to ask around in the forums, etc, to see if that's definitely the case and hopefully I'll know more soon.
yeah exaclty what i suggested on the other topic :P
well we tried and learned some more right :)
Just testing something... I might have been wrong about it being difficult... even if I wasn't wrong, I think I just fixed a massive bug... I'll keep you posted after some testing.
lol well thats a good thing i hope :D
Ill wait cause im a lil bummed out and i was checking streams and thats a load of shit with this mod lol
chops down hills and what not, also i cant make my shader compatible with the streaming water as the mod author tells something i clearly dont have in my log haha
Anyway im looking forward to your update, meanwhile im still checking EB's source cause that village shit is what i was looking for for a long time !!!!
Yeah, that's one of the things I loved most about it. You can increase the size of the villages and have absolutely MASSIVE villages! And yeah, the custom materials... RTG already does that I think... I'm sure I saw some villages with different materials for houses.
Noooo I was talking about changing the house it self the complete build of it and adding more stuff to it. Not just the size or the blocks hahaha I gonna change the torch and see if it does what I think it does :p
Ok, I've made a change to master
and merged those changes into gen-layer-test
so if you grab the latest version of gen-layer-test
you'll see that I've made RealisticBiomeBase extend BiomeBase, which is now extending BiomeGenBase. So it looks like it wasn't hard after all!!! (Although I haven't done much testing, so I don't want to get excited too much yet!)
Also, I fixed a bug in RealisticBiomeBase that was mixing up the biome IDs a bit, which should improve biome generation a bit. For example, Swamps are no longer a rare/missing biome now.
I'm gonna carry on working on the gen-layer-test
branch to see if I can get it running with the BOP approach to GenLayers... if that doesn't end up working, I'll create a new branch for the EB approach.
hmmz ill test a bit and think i want to use the EB ones
mainly cause he also has village shit i also need to test !!!
i need 2 accounts !!!
btw no matter what, if we wanna use layer we will need to fix the biomegenbase :(
BTW did you kept using chunkmanager with EB layers ?
as i see eb is still using that :P
Btw I think eb has a fix for biomegenbase or else can't we just make our own and extend it to the MC one ? :p
dunno what i did but i dumped a lot of shit in the addon and im actually generating a map :O
Ok so far everything still works it just not doing anything. Now what I think what needs to be done is porting the noise Shit what makes RTG realistic into the specific layer file.
Cause even tho I did activate the genlayerrtg in the chunkmanager it still didn't do anything which is weird right.
I also spotted something I sadly forgot but I will remember it when I'm home. I will also make a list of what needs to be fixed in the addon file so in turn that also helps RTG with layers.
I get the feeling we are really close to getclocal this working :)
I back tracked most of the files and I think I did everything that eb did besides the grouping eb does but I can't seem to add ours.
Also I can't add biomes to lines like biomegenbase. Desert but then our variant? Did you change anything?
Yeah, something weird is going on there. I think it might be related to what's going on in the F3 info, which is showing the right biome, but the realistic base & river biomes look wrong. For example, I'll be in a Desert or some other hot biome, and the realistic base will be Ice Plains. Surely that can't be right?
Now that I've finished adding EB support (needed a break from ChunkProvider), I'll take a look at your genlayer stuff and see if I can get it working.
just had a thought... this might have something to do with making RealisticBiomeBase extend BiomeBase extend BiomeGenBase... I'll do some testing to confirm.
Yeah well figure it out btw F3 doesn't show the right info to me when I'm in desert it says me say for example
Just went to have a quick look at your addon fork, but didn't see any changes other than the readme file... unless I'm missing something? (probably just me being a noob ๐ )
Well either you a noob or I did something wrong cause I added 6 RWG biomes the village files and all eb layer files where I deleted 4 we don't need so you tell me sir ;)
Btw it's not the master file but rather addon branche from my fork maybe that is the confusion :p
Ok, I've loaded up the Addon... can you hop on IRC in a bit? http://webchat.freenode.net/?channels=%23RTG
"So that version also runs like mine ?"
Yep, I started with the 'working' EB stuff that you did and have been going through and doing what I can. The first step was to replace the EB layers with vanilla layers (which is done now). And the next step is to get our own version of BiomeManager working, which unfortunately involves migrating the modded 'support' system into the way vanilla does it (i.e. a separate class file for every biome, and a separate class file for the terrain & surface that the biome uses).... which means I need to migrate EB, BOP, EBXL (and Highlands) to the new system.... that's a LOT of work, but thankfully there's not much thought involved so I'm hoping I can blitz through it all and be finished by the weekend. Part of that process also involves assigning biome weighting, so we will have made some good progress by the weekend... hopefully!! :)
"Btw I wasn't home yesterday but today I'm done at 12 so I'll take a look at it and see if I can fix something but don't get your hopes up ;)"
No worries... btw, I posted a link to the IRC channel on the OP in the forums... I'm going to be in there whenever I'm online, so feel free to pop in anytime. That goes for anyone else who happens to be reading this as well ๐
Haha nice. Btw that a lot of work if leave a example in all files I can do that Shit.
But let's talk in Irc so we can plan some shit and maybe in the weekend we have a stable core :)
Yeah ok, that sounds like a plan. Maybe you can do BOP, I'll do EB, and maybe @PaddyDwyer can do Highlands, if we haven't scared him away yet ;) That would only leave EBXL (TC's already done), so whoever finishes first can do EBXL as well..
Note to self: Next time I start a mod, wait until everything's working before adding mod compatibility! :P
haha i'm not scared away. I've been busy with work. I'll probably work on highlands tonight or tomorrow
Just a quick update on this... I've created a new branch called gen-layers
and have been working on it every chance I get. Hopefully I'll have something cool to look at this weekend.
Btw I wasn't home yesterday but today I'm done at 12 so I'll take a look at it and see if I can fix something but don't get your hopes up ;)
It's all good mate :) Right, so I've just updated the gen-layers
branch with some BOP & EB examples of what I've been doing in the support section. Essentially, this is what I've been doing for each biome:
- Check RealisticBiomeBOPBase.java to see which Surface & Terrain classes it's using.
- Copy the terrain class, paste it into the biomesoplenty sub-folder, rename it to TerrainBOPWhatever.java & refactor
- Copy the surface class, paste it into the biomesoplenty sub-folder, rename it to SurfaceBOPWhatever.java & refactor
- Copy an existing RealisticBiomeBOPOld.java and rename it to RealisticBiomeBOPNew.java & refactor to use the new biomes info
- Update RealisticBiomeBOPBase.java to use the new class.
Pretty simple once you get going, but mind-numbingly booooring. ๐ช
Anyway, I'm gonna carry on with the EB stuff and hopefully get onto the EBXL stuff afterwards.
@Ezoteric / @PaddyDwyer Are you guys just going to fork that gen-layers
branch and then you can do a pull request when you're finished? Or is there a better way to go about it? Paddy, I'm mainly directing that question to you as myself and Ezoteric are pretty new to GitHub. I'm also still trying to figure out this whole 'Organisation' stuff as well, so.. if you know of a better way to coordinate this, I'm all ears.
Btw on a side note. Maybe Ted didn't use genlayerrtg cause it didn't work hahahah I hope not tho haha me and my thinking. ...
"Maybe Ted didn't use genlayerrtg cause it didn't work"
Possibly... but I don't see why it wouldn't work... we'll still be doing everything that ChunkProvider is doing at the moment, we'll just be spreading it across a bunch of layers. At least, that's what I'm going to keep telling myself, because if it doesn't work I'll be devastated :P
and there was land
Its all vanilla biomes so i guess ill try to hardcode ours if i can.