Post your screenshots!

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Krock
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Re: Post your screenshots!

by Krock » Post

Using rivers as drive-through station.

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Re: Post your screenshots!

by voxelproof » Post

@Wuzzy: charming! :)

Final polish of Valleys "Extreme" tweaking.

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And an idea, from another game, how to improve clouds... (Hope it won't be seen as a too violent breach of the Forum rules):
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Re: Post your screenshots!

by Desour » Post

Some screenshots of a mesecons experiment:
Mesecon torches do not update after a delay but in global cycles:
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I've managed to get a very short signal (the and gate with the red arrow overheats) (it is very possible that there are smaller constructions that give the same short signal):
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It is also possible to get such a signal with luacontrollers:
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The things from my multimesecons mod do not do this:
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Last edited by Desour on Wed Dec 18, 2019 21:26, edited 1 time in total.
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Re: Post your screenshots!

by Desour » Post

<dummy post for file uploading>
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Testing stuff

by Wuzzy » Post

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Re: Post your screenshots!

by voxelproof » Post

While blockiness of MT worlds seems to render them completely incompatible with painting art, the funny fact is that despite its rough simplicity it nevertheless allows to depict all common landscape motifs of so-called 'high art'.

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Re: Post your screenshots!

by duane » Post

voxelproof wrote:blockiness of MT worlds seems to render them completely incompatible with painting art
The last time I went to my local gallery, there was very little there that looked as natural as a minetest screenshot. I've been told that painting has to be unnatural in order to differentiate itself from photography. (I don't agree, but that's what I've been told.)

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Re: Post your screenshots!

by voxelproof » Post

duane wrote: The last time I went to my local gallery, there was very little there that looked as natural as a minetest screenshot. I've been told that painting has to be unnatural in order to differentiate itself from photography. (I don't agree, but that's what I've been told.)
Personally I was never very much fond of photography as an artistic medium (although I took hundreds of shots during my voyages, but they serve more as a personal memoir than any artistic creation). In fact photorealism of 19th-century academic style marked deep crisis of western painting art which was overcome only by the impressionist movement.

I also think that art should offer something "beyond the world", and allow to tresspass our mundane experience. Kind of escapism perhaps.

But this is why I'll probably never get tired of walking amidst these wondrous grassy hills of materialized dreams.

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Re: Post your screenshots!

by Desour » Post

With my new meseconometer mod, I figured out that gates have a delay of 2 globalsteps. I challenge you to build a circuit that makes a one globalstep long signal into a two globalstep long signal (or vice versa) with the least possible delay and without using very complex nodes (like luacontroller).
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Re: Post your screenshots!

by Linuxdirk » Post

A modular walls concept I currently work on that is easy to build in survival mode of vanilla Minetest Game. (Looks better with world-aligned textures, though which are not in the game because of this issue, so you might need at least one mod if you don’t want to turn on world-aligned textures globally.)

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Done so far: Straight wall, inwards/outwards corners, staircase to access the walkway on top of the wall, building concept (you first build the inner perimeter and then extend the wall outwards). Missing a corner tower (light blue outline for placement), a gatehouse an a wall to get up/down the terrain (which is not possible with the current straight wall because of the concept of this walls).

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Re: Post your screenshots!

by Krock » Post

Linuxdirk wrote:A modular walls concept I currently work on that is easy to build in survival mode of vanilla Minetest Game.
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. :)
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Re: Post your screenshots!

by Linuxdirk » Post

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. :)
I tried to create a schematic of the corner piece (see attachment), but I got a warning: "The schematic contains excessive free space and WILL be misaligned when allocated or loaded. To avoid this, shrink your area to cover exactly the nodes to be saved.". I closed the whole corner and because the corner being a corner there is some free space covered by the area since the area is always squared …
corner.we
Schematic of the corner piece
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Here’s two pictures with Sam so there is an idea on how large the walls look compared to the default player model.

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Sam for scale
Sam for scale
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I also worked on the corner tower concept. The tower itself is symmetrical so it can be placed anywhere changing a few nodes (remove 4 nodes for the doors and place 8 additional cobblestone nodes, the additional wall is built around the outer corner of the tower and is not connected to it). It sticks out on the outside of the wall. But I am super unhappy how the upper part looks …

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tower concept
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Maybe have it higher …? I am not sure about this. The tower is not the main watchtower but a simple tower that can be placed on wall corners so it should not stick out too much from the rest of the wall.

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Re: Post your screenshots!

by Krock » Post

Linuxdirk wrote:I tried to create a schematic of the corner piece (see attachment), but I got a warning: "The schematic contains excessive free space and WILL be misaligned when allocated or loaded. To avoid this, shrink your area to cover exactly the nodes to be saved.".
That warning originates in worldedit. It's probably to warn casual players about the missing origin node which is rather useful, but not needed for schematics. It's a warning that can be ignored unless there's really a Minetest bug behind this message.

The tower looks quite good as-is IMO.
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Re: Post your screenshots!

by Wuzzy » Post

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Re: Post your screenshots!

by Eran » Post

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Monkey paradise
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Re: Post your screenshots!

by voxelproof » Post

Eran wrote: Monkey paradise
Nice. And a good idea, cause afaik there're no monkeys yet in any of the creatures mods.

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Re: Post your screenshots!

by Eran » Post

voxelproof wrote:
Eran wrote: Monkey paradise
Nice. And a good idea, cause afaik there're no monkeys yet in any of the creatures mods.
Petz has chimps. My intention is mostly to make the player a monkey, all the leaves and vines are climbable.

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Re: Post your screenshots!

by v-rob » Post

Eran wrote:
voxelproof wrote:
Eran wrote: Monkey paradise
Nice. And a good idea, cause afaik there're no monkeys yet in any of the creatures mods.
Petz has chimps. My intention is mostly to make the player a monkey, all the leaves and vines are climbable.
Well, Minetest does have monkeys because some programmers are monkeys :P

OSS:

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Wow, is my Minetest web browser great or what?
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Re: Post your screenshots!

by PolySaken » Post

v-rob wrote:
Wow, is my Minetest web browser great or what?
Pretty cool. (I hope that's the "View Page Source" option lol)
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Re: Post your screenshots!

by Walker » Post

Image... niceee ... ?
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Re: Post your screenshots!

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Re: Post your screenshots!

by Extex » Post

CalebJ wrote:Image
I can't help but feel somethings watching me..
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Re: Post your screenshots!

by Linuxdirk » Post

Redesign of the staircase module, still not happy. It overlaps an adjacent module and needs the removal of some nodes of that module. Also: It’s two module units wide and is 4 nodes deeper than the other wall modules.

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First Second Third Fourth FifthA concept for the gatehouse. (Like all modules without decorations.)

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It’s symmetrical and sticks out of the wall two nodes on both sides. All I now need to do is taking the module apart again to create replicable building steps that work in survival.

Edit: Gatehouse building steps done.

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Still missing: A wall part that can go up/down terrain (which was never a part of the whole idea).

Edit 2: The wall can now be slightly adapted to the terrain. After each module the next module is 3 nodes above the previous module.

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The wall raises very slowly with this but as stated it was never planned at all.

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Re: Post your screenshots!

by jas » Post

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Re: Post your screenshots!

by Linuxdirk » Post

Totally not sure about this bergfried.

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On the other hand … Those never were super fancy’n’stuff.

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