Post your screenshots!

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Wuzzy
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Re: Post your screenshots!

by Wuzzy » Post

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SB66
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Re: Post your screenshots!

by SB66 » Post

.... there are too much bright and shiny landscapes here .... ;-)
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runs
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Re: Post your screenshots!

by runs » Post

COOMING SOON!
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ShadMOrdre
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Re: Post your screenshots!

by ShadMOrdre » Post

With a definable "city", who wants the challenge of making simple, callable functions, to build "life" like cities, ai, mobs, and well...., whatever you can create for a custom mapgen.


Shad
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littlePrettyCat
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Re: Post your screenshots!

by littlePrettyCat » Post

Minetest Game
Mapgen: Ethereal
Texture pack: Soothing 32
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cdb_b870072d9f7f

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rudzik8
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Re: Post your screenshots!

by rudzik8 » Post

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My english isn't so good, sorry. || You can check out my mods here (and maps here)

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ROllerozxa
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Re: Post your screenshots!

by ROllerozxa » Post

Some screenshots testing out x2048's 'bfs' branch on my server. BIG FAT SHADERS!

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Andrey01
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Re: Post your screenshots!

by Andrey01 » Post

ROllerozxa wrote:
Sat Nov 12, 2022 21:50
Some screenshots testing out x2048's 'bfs' branch on my server. BIG FAT SHADERS!

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Why do your rays look like a way brighter and more contrast? My ones are much fainter and almost not noticeable. Or are there some settings in the mainmenu adjusting them?

x2048
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Re: Post your screenshots!

by x2048 » Post

Andrey01 wrote:
Sun Nov 13, 2022 18:21
Why do your rays look like a way brighter and more contrast? My ones are much fainter and almost not noticeable. Or are there some settings in the mainmenu adjusting them?
Are you using the right branch? "volumetric_light" is now a technical branch for a PR, and I've moved all the work on nice effects to bfs.

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ROllerozxa
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Re: Post your screenshots!

by ROllerozxa » Post

Andrey01 wrote:
Sun Nov 13, 2022 18:21
Why do your rays look like a way brighter and more contrast? My ones are much fainter and almost not noticeable. Or are there some settings in the mainmenu adjusting them?
I edited client/shaders/extract_bloom/opengl_fragment.glsl to increase the sun boost variable from 3 to 9, although I assume it might become a configurable knob setting sometime later down the line.

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Andrey01
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Re: Post your screenshots!

by Andrey01 » Post

ROllerozxa wrote:
Mon Nov 14, 2022 18:51
Andrey01 wrote:
Sun Nov 13, 2022 18:21
Why do your rays look like a way brighter and more contrast? My ones are much fainter and almost not noticeable. Or are there some settings in the mainmenu adjusting them?
I edited client/shaders/extract_bloom/opengl_fragment.glsl to increase the sun boost variable from 3 to 9, although I assume it might become a configurable knob setting sometime later down the line.
I changed that varyable to 9, but I got to see only this (no any rays whatever):
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x2048 wrote:
Sun Nov 13, 2022 19:21
Andrey01 wrote:
Sun Nov 13, 2022 18:21
Why do your rays look like a way brighter and more contrast? My ones are much fainter and almost not noticeable. Or are there some settings in the mainmenu adjusting them?
Are you using the right branch? "volumetric_light" is now a technical branch for a PR, and I've moved all the work on nice effects to bfs.
Yes, I use the bfs branch.
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SB66
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Re: Post your screenshots!

by SB66 » Post

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somehow no sunrays here....

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Re: Post your screenshots!

by ShadMOrdre » Post

Steamtest, Drivetest, Roadtest, Citytest.....
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ShadMOrdre
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Re: Post your screenshots!

by ShadMOrdre » Post

Couldn't resist
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SB66
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Re: Post your screenshots!

by SB66 » Post

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JALdMIC
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Re: Post your screenshots!

by JALdMIC » Post

First i don't speak English
Some previews of the next version of Assets Warehouse mod(1.0 alpha)
This version include upgrades like a option to change the model and textures quality without need to go to the mod folder,also a new experimental feature who changes the player appearance for other more realistic.
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This was supposed to be upload already but because the Game Jam i decide to delay they launch.The model is thanks to Makehuman (Makehuman plugin for Blender).

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Wizard Of mkdir
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Re: Post your screenshots!

by Wizard Of mkdir » Post

Zailing the DF Caverns' Sunless Rivers in Apercy's boat
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rudzik8
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Re: Post your screenshots!

by rudzik8 » Post

Wizard Of mkdir wrote:
Sun Nov 20, 2022 14:14
Zailing the DF Caverns' Sunless Rivers in Apercy's boat
*snap*
Nice screenshots, but why simple lighting?
My english isn't so good, sorry. || You can check out my mods here (and maps here)

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Wizard Of mkdir
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Re: Post your screenshots!

by Wizard Of mkdir » Post

rudzik8 wrote:
Sun Nov 20, 2022 15:02
Wizard Of mkdir wrote:
Sun Nov 20, 2022 14:14
Zailing the DF Caverns' Sunless Rivers in Apercy's boat
*snap*
Nice screenshots, but why simple lighting?
Is it really that noticeable? My computer isn't the fastest, and I already get some lag with the boat, so I use flat shading to reduce that.

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rudzik8
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Re: Post your screenshots!

by rudzik8 » Post

Wizard Of mkdir wrote:
Sun Nov 20, 2022 15:19
Is it really that noticeable? My computer isn't the fastest, and I already get some lag with the boat, so I use flat shading to reduce that.
Sadly, yes, it is noticeable in caves and other dark places. However, flat shading looks fine when used in sunny locations with minimal amount of shadows (may help I guess?)

The screenshots' resolution is 3K, so I thought your PC is powerful enough for this... maybe I just underestimate apercy's mods sometimes because I don't use them too frequently XD
My english isn't so good, sorry. || You can check out my mods here (and maps here)

x2048
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Re: Post your screenshots!

by x2048 » Post

Andrey01 wrote:
Mon Nov 14, 2022 21:10
I changed that varyable to 9, but I got to see only this (no any rays whatever):
Image
You will see this if you look at a clean sky, as there is currently no aperture simulation. If you change time to 6:00 or look at the sun from behind a mountain, you should see the light rays.

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Desour
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Re: Post your screenshots!

by Desour » Post

I've built a 32 bit adder that propagates carry in log(n) time where n is the number of bits.
It takes 9 gates (18 server-steps) til the sum is computed (1 to 3 gates could probably be optimized away). For a 64 bit adder it would take 10 gates (just one more).
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The interesting side. There are always 2^step grouped bits for which it stores the carry if there's carry in == 0, and if carry in == 1. It then combines 2 neighboring groups in each step.
The interesting side. There are always 2^step grouped bits for which it stores the carry if there's carry in == 0, and if carry in == 1. It then combines 2 neighboring groups in each step.
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he/him; Codeberg; GitHub; ContentDB; public personal TODO list; "DS" is preferred (but often too short)

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Wuzzy
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Re: Post your screenshots!

by Wuzzy » Post

Glitch, my submission for the 2022 Minetest Game Jam:
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X-Decor, except it's libre:
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apercy
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Re: Post your screenshots!

by apercy » Post

New toy =)
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apercy
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Re: Post your screenshots!

by apercy » Post

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