Post your screenshots!

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duane
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Re: That Lonely Highway

by duane » Sat Mar 09, 2019 05:56

voxelproof wrote:I have a strange presentiment that you didn't build this road manually. How did it come into being? And these nice cuboid caves in your previous post? Is it perhaps a terrain generator feature?


The road is all noise, and extends pretty much everywhere. It's generated the same way Paramat did his roads mod (I think), except that my mapgen produces loads of flat terrain, so I don't have to deal with tunnels or hills. It wouldn't work on any other mapgen, and being noise-based, I get little bugs like this racetrack.

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The caves are a noiseless cave system I keep playing with (because 3D noise sucks up so much processor time). I started with spheroids, but they cause problems and don't look very pretty, so I'm leaning toward cubic shapes.

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It makes me think of the great machine of the Krell more than caves though.

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I still can't get the caves to stay below ground, despite my best efforts, so I keep turning them off.
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Houses of the Unholy

by duane » Sat Mar 09, 2019 07:04

Athletic training center?

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Needs some gardens and a few statues.

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Re: Post your screenshots!

by Hybrid Dog » Sat Mar 09, 2019 17:00

For the fractured game I implemented caves which use the Weierstraß function as fractal noise.
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duane
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Underdark

by duane » Sun Mar 10, 2019 03:45

Honestly, I think I like my flat caves the best. They may not be realistic, and they don't provide vertical access, but they're sure easier to deal with.

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Re: Post your screenshots!

by Hume2 » Sun Mar 10, 2019 09:17

Wow, I like your caves.
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Re: Post your screenshots!

by DELTA_FORCE » Sun Mar 10, 2019 22:19

I am just playing with Blender, and made this for fun: Image
Now I have to make special textures for it, but it shouldn't be too hard :D (please note I know it is far from perfect)!
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Re: Post your screenshots!

by DELTA_FORCE » Mon Mar 11, 2019 23:49

Also, I would LOVE shadows like this in-game. I hope to see this implemented in the future.
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FYI I made that in Blender, just as an example. Please don't ask for a non-existent download for a non-existent shader.
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Something went wrong

by Wuzzy » Tue Mar 12, 2019 02:33

Image
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Developer's screenshot dump

by Wuzzy » Tue Mar 12, 2019 02:42

Image
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EDIT:
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Re: Post your screenshots!

by voxelproof » Tue Mar 12, 2019 12:57

@ Wuzzy: wonderful images, great gallery. I guess it's mostly MC2 (except Hades). I really like the ambience of your game.

oss:

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More dev screenshots!

by Wuzzy » Wed Mar 13, 2019 07:37

Just a little snow experiment:
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I'm sometimes amazed by what the mapgen generates. I haven't thought lagunas would be possible.
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And finally, probably one of the worst possible spawn points:
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Re: More dev screenshots!

by voxelproof » Wed Mar 13, 2019 19:56

Wuzzy wrote:And finally, probably one of the worst possible spawn points:


It could be fixed, in general, by adopting handholds as a terrain feature randomly distributed throughout the rocks. It would at once make also an interesting puzzle climbing game.
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Re: Post your screenshots!

by sorcerykid » Wed Mar 13, 2019 21:23

The Avatars mod is finally nearing completion! Now patrol points and flee points can be viewed and edited interactively using markers, which are essentially entities with nametags.The benefit of this approach is that patrol points and fleepoints are saved within the mapblock and loaded/unloaded dynamically by the engine. It is also possible to link patrol points into a series so as to form a continuous route.

From the coding side, there is also great deal of versatility afforded. For example, the get_random_trolpoint() or get_direct_trolpoint() functions accept a variety of parameters such as maximum distance, maximum altitude, and maximum rotation delta so that patrol points can be sampled and sorted to find the optimal destination based on the AI's current location and direction. Patrolling itself is engaged via the the set_travel_destination() function, which invokes the custom pathfinder. The AI will follow the calculated route, avoiding obstacles -- even opening doors and climbing ladders automatically as depicted in the animated GIF below!

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Here the AI is travelling between designated TrolPoints (the makers are hidden by default, but can be shown with the /mark command). The red and white dots are just pathfinder debugging visuals, of course.

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Ugly Noise

by duane » Thu Mar 14, 2019 06:03

What's this all about? Did the Statue of Liberty melt again? Am I going to have to listen to Charlton Heston's ghost whine about it all day? (It kind of looks like it's giving the "thumbs down" too.) Now, ask me why I gave up on 3D noise. ; )

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Post your screenshots!

by Festus1965 » Thu Mar 14, 2019 06:14

best building ever needed: Jail !
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Re: Post your screenshots!

by davidthecreator » Thu Mar 14, 2019 06:16

Festus1965 wrote:best building ever needed: Jail !

I see what you did there ;)
 

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Re: Post your screenshots!

by twoelk » Thu Mar 14, 2019 10:40

aw, I don't think freeminer deserves to be treated as the others.
Or has the name been claimed by some other people not related to the original fork?

nice idea though

that would be something if the spawn area could be adjusted according to the client type that connected.
 

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Re: Post your screenshots!

by ShadMOrdre » Thu Mar 14, 2019 16:32

duane,

Why did you give up on 3D noise?
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Re: Post your screenshots!

by duane » Fri Mar 15, 2019 01:58

ShadMOrdre wrote:duane,

Why did you give up on 3D noise?


: P


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Re: Post your screenshots!

by thomasthespacefox » Fri Mar 15, 2019 02:07

Thats one heck of a sea, see :p
Minetest v5's new Carpathian mapgen:
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yes thats an advanced trains line.

For scale, that smokestack that looks like it says 'donut' (far right, in the desert), is 5x5x31 meters
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Disco ice

by Wuzzy » Fri Mar 15, 2019 07:17

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MudWhale

by duane » Fri Mar 15, 2019 09:00

A sand sea and a city-ship to sail on, inspired by Children of the Whales. (They're about 400 meters from bow to stern, with a draft of 20 meters, and generate every half-kilometer.)

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Yeah, I know -- The MudWhale was prettier.

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Needs some grates or glass to light the interior...

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The sand behaves like a liquid, can drown you, and is slow to swim through. This would be a very mineral-poor game.
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Re: Post your screenshots!

by Pokecat » Sat Mar 16, 2019 00:01

The mapgen that I'm using is mg by Nore. I sorta fixed up the local village here.

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Re: Post your screenshots!

by benrob0329 » Sat Mar 16, 2019 04:39

This image perfectly illustrates my love/hate relationship with mesecons.

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Re: Post your screenshots!

by thomasthespacefox » Sat Mar 16, 2019 04:54

benrob0329 wrote:This image perfectly illustrates my love/hate relationship with mesecons.

Image


Sure can be finicky can't it? At least they added new lightstone colors... :)
 

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