Post your screenshots!
Re: Post your screenshots!
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Re: Post your screenshots!
looks good to me, you might want to make it only symetrical on one axis and have a roof similar to the one you see on the wiki page you've linkedLinuxdirk wrote:Totally not sure about this bergfried.
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Re: Post your screenshots!
Bergfrieds look pretty boring in reality imo. It was just for reference what a bergfried is. But here I removed the top and placed a roof (loosely resembling the style of the Topoľčany Castle bergfried roof on one side with dormers and on the other side without) but staying within the nodes palette.

The good thing is that it is not only symmetrical and modular, the buildings on their own are also modular (wall-level, building, roof).


The good thing is that it is not only symmetrical and modular, the buildings on their own are also modular (wall-level, building, roof).
Re: Post your screenshots!


My creations. I gladly accept bitcoins: 17fsUywHxeMHKG41UFfu34F1rAxZcrVoqH
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Re: Post your screenshots!
Spawn castle on JT2 server decked out in balloons for tonight's NYE celebration. This year's color theme: pink, white, and violet :)




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Re: Post your screenshots!
Is Minetest the best game in the world?
Radar Bear does not know the answer.

Edit: just went a little further down…

Radar Reaper says this year's gonna be your year. :)
Radar Bear does not know the answer.
Edit: just went a little further down…
Radar Reaper says this year's gonna be your year. :)
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Roses are red, violets are blue. Omae wa mou shindeiru.
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Re: Post your screenshots!
After a short little building block (pun intended) I finally made the build pattern for the bergfried.
All that’s now missing are a multi-purpose building (armory/barracks/storage) and the main building – all integrated with the wall. Maybe also stables, but this would likely be just slapping some fences between the wall sections on the inside.
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Re: Post your screenshots!
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To miss the joy is to miss all. Robert Louis Stevenson
Re: Post your screenshots!
Maybe not so much in mg_villages as villages didn't have such massive stone walls in medieval times (rather hedges, fences and the like). Citybuilder could fit more. After all that's intended to provide some building of predefined structures. In citybuilder, the player decides what gets build where, and may even "build" the structure by supplying the materials. The real goal is to let NPC do the building.Krock wrote: These wall segments could be integrated really well into mg_villages (at least concept-wise). If there are schematics I'd first try to generate fortress walls. :)
Citybuilder, with a house beeing upgraded from one level to another:
Further screenshots:
Friendship between Petz:
Gateway (under construction):
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A list of my mods can be found here.
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Re: Post your screenshots!
Meanwhile on Tunnelers' Abyss...

meanwhile in the land of Abyssal dev work...


meanwhile in the land of Abyssal dev work...

If you want realism, you're in the wrong place. Get off your mobile.
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Re: Post your screenshots!
Default Valleys mg.

_____________________
Is it possible to change transparency of water to decrease underwater viewing range? I haven't seen relevant parameter in settingtypes.txt, so I'm afraid it's hard-coded, am I right?
_____________________
Is it possible to change transparency of water to decrease underwater viewing range? I haven't seen relevant parameter in settingtypes.txt, so I'm afraid it's hard-coded, am I right?
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To miss the joy is to miss all. Robert Louis Stevenson
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Re: Post your screenshots!
voxelproof wrote:Default Valleys mg.
Is it possible to change transparency of water to decrease underwater viewing range? I haven't seen relevant parameter in settingtypes.txt, so I'm afraid it's hard-coded, am I right?
Code: Select all
post_effect_color = {a = 220, r = 68, g = 93, b = 100},
I assume you know what the r g and b represent
Ich mag keine grünen Eier und Schinken, ich mag sie nicht Sam I Am
- voxelproof
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Re: Post your screenshots!
Of course I do. Thanks a lot. As I understand it's in the core code.TumeniNodes wrote:voxelproof wrote:Default Valleys mg.
Is it possible to change transparency of water to decrease underwater viewing range? I haven't seen relevant parameter in settingtypes.txt, so I'm afraid it's hard-coded, am I right?a = alpha transparency under water, play with the value to see the diffCode: Select all
post_effect_color = {a = 220, r = 68, g = 93, b = 100},
I assume you know what the r g and b represent
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To miss the joy is to miss all. Robert Louis Stevenson
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Re: Post your screenshots!
voxelproof,
This is actually found in the node def for water in the default mod for MTG. You can set the values shown by Tumeni in the nodes.lua file of the default MTG, in the section that contains the node def for default:water_source, default:water_flowing, and the river_water counterparts.
The following were ripped from the above mentioned file, for quick reference.
default water -- a=103,r=30,g=60,b=90
default river water -- a=103,r=30,g=76,b=90
This is actually found in the node def for water in the default mod for MTG. You can set the values shown by Tumeni in the nodes.lua file of the default MTG, in the section that contains the node def for default:water_source, default:water_flowing, and the river_water counterparts.
The following were ripped from the above mentioned file, for quick reference.
default water -- a=103,r=30,g=60,b=90
default river water -- a=103,r=30,g=76,b=90
MY MODS: lib_ecology lib_materials lib_clouds lib_node_shapes ---- Inspired By: Open Source Virtual World Simulator Opensimulator.
- voxelproof
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Re: Post your screenshots!
Oh now I see. Gosh, good to know I don't have to recollect my C course. As you can see, I'm up to creating a world of my dreams ;)ShadMOrdre wrote:voxelproof,
This is actually found in the node def for water in the default mod for MTG. You can set the values shown by Tumeni in the nodes.lua file of the default MTG, in the section that contains the node def for default:water_source, default:water_flowing, and the river_water counterparts.
The following were ripped from the above mentioned file, for quick reference.
default water -- a=103,r=30,g=60,b=90
default river water -- a=103,r=30,g=76,b=90
Great thanks.
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To miss the joy is to miss all. Robert Louis Stevenson
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Re: Post your screenshots!
New years eve shenanigans on the JT2 server.
People were going crazy with the new confetti cannons. And the party horns were just as loud as always xD



Big thanks to maikerumine for documenting the entire event on his YouTube channel!'
And kudos to everyone that came by to celebrate. I hope you all have a FABULOUS 2020 :)
People were going crazy with the new confetti cannons. And the party horns were just as loud as always xD



Big thanks to maikerumine for documenting the entire event on his YouTube channel!'
And kudos to everyone that came by to celebrate. I hope you all have a FABULOUS 2020 :)
Last edited by sorcerykid on Fri Jan 10, 2020 06:03, edited 1 time in total.
Re: Post your screenshots!
Just before the New Year we conducted a quest called "Station Mesa" on our server. Players find a book with the frequency of radio beacon and go search for the hidden treasures, solve puzzles on the secret bases, and, finally, reach the orbital station with the main prize - jumpdrive components :)
This is one of the quest locations - the ice base:

More screenshots under the spoiler.
This is one of the quest locations - the ice base:

More screenshots under the spoiler.
+
Spoiler
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Re: Post your screenshots!
Nice. Can't wait for the 'devtest' that will actually have a bit of meaning! :-)
If you want realism, you're in the wrong place. Get off your mobile.
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Re: Post your screenshots!
Working on custom lua mapgen, based off Termos' Islands mod, and using voronoi to then shape continents, mountain ranges, and rivers.



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Re: Post your screenshots!
Armory/Storage/Barracks done. Pretty standard to build corner building.

Main Building is planned. It will use the whole area enclosed by the already placed wall modules and outline.

It won’t have direct contact with the outer walls.
In other news:

Walls look good with other materials, too.
Edit: Main building done
It is actually possible to attach the wall pretty much everywhere and have it run around the building because it fits into the logical grid the wall segments create (this will all be shown in the video tutorial series of course).


I kept the same style and node palette for the building but slightly altered the wall part of it because the wall encloses the building (as seen in second picture of this post). The arches on the inwards-facing part of the building can be opened to house 5 nodes wide little stores/apartments/etc., 4 in the corners and 8 regular ones (when the wall is attached as shown in the pictures).
I am also thinking of using the main building or the bergfried as only location where the walkway on top pf the wall is accessible because I don’t find a good way of having a staircase for that.

Main Building is planned. It will use the whole area enclosed by the already placed wall modules and outline.

It won’t have direct contact with the outer walls.
In other news:

Walls look good with other materials, too.
Edit: Main building done
It is actually possible to attach the wall pretty much everywhere and have it run around the building because it fits into the logical grid the wall segments create (this will all be shown in the video tutorial series of course).



I kept the same style and node palette for the building but slightly altered the wall part of it because the wall encloses the building (as seen in second picture of this post). The arches on the inwards-facing part of the building can be opened to house 5 nodes wide little stores/apartments/etc., 4 in the corners and 8 regular ones (when the wall is attached as shown in the pictures).
I am also thinking of using the main building or the bergfried as only location where the walkway on top pf the wall is accessible because I don’t find a good way of having a staircase for that.
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Re: Post your screenshots!
The Temple of Artemis on Craig's server.


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