Post your screenshots!

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jas
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Re: Post your screenshots!

by jas » Post

Wow Katvald that looks very nice. I like the fountains and this build style of yours, it reminds me of someone. Great work!
texmex wrote:
jas wrote:Me working on a dresser mod for the third or fourth time:
[snip]
Lol, I know, it's not pretty.
But quite clever use of formspec transparency! Nice one. Now we just need API funcs for switching camera view.
Thank you. It is eight boxes (grey and black) encircling the player. I agree it would be nice for a way to switch camera view in Lua.

Image

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Glory!
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Re: Post your screenshots!

by Glory! » Post

jas wrote:Dresser mod with transparent formspec
Nice one! I looked for it and nothing, have you uploaded it? If not, do so please.
Behold the Razgriz, its wings of black sheath. :: My skin A competitor that unfortunately needs attention to stay afloat.

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jas
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Re: Post your screenshots!

by jas » Post

Thank you.

I uploaded the game to https://github.com/jastevenson303/Glitchtest
The dresser mod is at https://github.com/jastevenson303/Glitc ... ds/dresser

Edit: The whole game is GNU GPL 3, but if you want the dresser code as LGPL2.1+, here you go:
Spoiler

Code: Select all

-- Dresser mod for Glory!
-- Copyright 2018 James Stevenson
-- LGPL2.1+
local dresser = {}
dofile(minetest.get_modpath(minetest.get_current_modname()) .. "/skins.lua")
local function formspec(name)
	local player = minetest.get_player_by_name(name)
	if not player then
		return
	end
	player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = -10, z = 0})
	dresser[name] = true
	return "size[8,10.5]" ..
		"no_prepend[]" ..
		"bgcolor[#FFFFFF00]" ..
		"box[-0.15,-0.15;8,1.2;#000000FF]" .. -- Top border
		"box[6.85,-0.15;1.1,11.2;#000000FF]" .. -- Right border
		"box[-0.15,6.85;8.1,4.2;#000000FF]" .. -- Bottom border
		"box[-0.15,-0.15;1.1,10;#000000FF]" .. -- Left border
		"box[-0.1,-0.1;1,10;#343434FF]" .. -- Left
		"box[-0.1,-0.1;8,1.1;#343434FF]" .. -- Top
		"box[6.9,-0.1;1,10;#343434FF]" .. -- Right
		"box[-0.1,6.9;8,4.1;#343434FF]" .. -- Bottom
		"listcolors[#00000069;#5A5A5A;#141318;#30434C;#FFF]" ..
		jas0.exit_button ..
		"list[current_player;skin;3.5,0;1,1]" ..
		"list[detached:" .. name .. "_clothing;clothing;0,1;1,6]" ..
		"list[detached:" .. name .. "_armor;armor;7,1;1,6]" ..
		"list[current_player;main;0,7;8,4]" ..
	""
end
minetest.register_on_player_receive_fields(function(player, formname, fields)
	if formname ~= "dresser:dresser" then
		return
	end
	if fields.quit then
		player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
		dresser[player:get_player_name()] = nil
	end
end)
minetest.register_on_joinplayer(function(player)
	if not player then
		return
	end
	local inv = player:get_inventory()
	inv:set_size("skin", 1)
end)
minetest.register_allow_player_inventory_action(function(player, action, inventory, inventory_info)
	if action == "move" then
		if inventory_info.from_list == "main" and inventory_info.to_list == "skin" then
			if inventory:get_stack(inventory_info.from_list,
					inventory_info.from_index):get_definition()._skin then
				return 1
			else
				return 0
			end
		end
	end
end)
minetest.register_on_player_inventory_action(function(player, action, inventory, inventory_info)
	if action == "move" and inventory_info.to_list == "skin" then
		local skin = inventory:get_stack("skin", 1):get_definition()._skin
		if skin then
			multiskin.set_player_skin(player, skin)
			multiskin.update_player_visuals(player)
		end
	elseif (action == "move" and
				inventory_info.from_list == "skin") or
				(action == "take" and
				inventory_info.listname == "skin") then
		local gender = player:get_meta():get_string("gender")
		local skin = "multiskin_" .. gender .. ".png"
		if skin ~= player:get_meta():get_string("multiskin_skin") then
			multiskin.set_player_skin(player, skin)
			multiskin.update_player_visuals(player)
		end
	end
end)
minetest.register_on_respawnplayer(function(player)
	if not player then
		return
	end
	player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
end)
minetest.register_on_dieplayer(function(player)
	if not player then
		return
	end
	dresser[player:get_player_name()] = nil
end)
minetest.register_on_leaveplayer(function(player)
	if not player then
		return
	end
	dresser[player:get_player_name()] = nil
end)
minetest.register_craft({
	output = "dresser:dresser",
	recipe = {
		{"group:wool", "group:wool", "group:wool"},
		{"group:wool", "default:chest", "group:wool"},
		{"group:wool", "group:wool", "group:wool"},
	},
})
minetest.register_node("dresser:dresser", {
	description = "Dresser",
	paramtype2 = "facedir",
	tiles = {
		"default_wood.png",
		"default_wood.png",
		"default_wood.png",
		"default_wood.png",
		"dresser_dresser.png",
		"dresser_dresser.png",
	},
	sounds = default.node_sound_wood_defaults(),
	groups = {choppy = 3, flammable = 3},
	on_use = function(itemstack, user, pointed_thing)
		local name = user:get_player_name()
		minetest.show_formspec(name, "dresser:dresser", formspec(name))
	end,
	on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
		local name = clicker:get_player_name()
		minetest.show_formspec(name, "dresser:dresser", formspec(name))
	end,
})
skins.lua

Code: Select all

--skins.lua for Glory!
--Copyright 2018 James Stevenson
--LGPL2.1+
local skins = {
	{"dusty", "Dusty"},
	{"blass", "Blass"},
	{"blockcolor", "Blockcolor"},
	{"cheapie", "Cheapie"},
	{"sam_ii_winter", "Winter Sam"},
}
minetest.register_alias("jas0:skin_character", "dresser:skin_dusty")
for i = 1, #skins do
	local file = skins[i][1]
	local name = skins[i][2]
	minetest.register_alias("jas0:skin_" .. file,
			"dresser:skin_" .. file)
	minetest.register_craftitem("dresser:skin_" .. file, {
		description = name,
		inventory_image = "multiskin_" .. file .. "_inv.png",
		stack_max = 1,
		on_use = function(itemstack, user, pointed_thing)
			multiskin.set_player_skin(user,
					"multiskin_" .. file .. ".png")
			multiskin.update_player_visuals(user)
			local inv = user:get_inventory()
			if not inv:is_empty("skin", 1) then
				local object = minetest.add_item(user:get_pos(), inv:get_stack("skin", 1))
				inv:set_list("skin", {})
			end
			inv:add_item("skin", itemstack)
			return ""
		end,
		_skin = "multiskin_" .. file .. ".png",
	})
end

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Glory!
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Re: Post your screenshots!

by Glory! » Post

jas wrote: -- Dresser mod for Glory!
That's flattering, cheers mate, but I was thinking about the greater community: you making it a standalone mod and posting it to the forums, I believe some server owners would really appreciate it.
Behold the Razgriz, its wings of black sheath. :: My skin A competitor that unfortunately needs attention to stay afloat.

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jas
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Re: Post your screenshots!

by jas » Post

Yeah, but that all comes with time. I usually do this, work on a game, get bored, make individual mods, take a break, repeat.

Actually, I'm terribly lazy with what little spare time I have, and there's bugs in the upstream multiskin or clothing (i forget which) that I should probably report -- BUT, there's issues that might be related to 5.0.0-dev, which needs further inspection and testing. Sorry, anyway, that's another matter is that it doesn't yet work by itself, or at all on the stable Minetest.

Thanks for the interest, please make a mod and let me know, or not; but I just don't have the time/energy/inclination (yet).

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Re: Post your screenshots!

by Mantar » Post

If you report them, somebody might figure out where exactly they are before you do.
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jas
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Re: Post your screenshots!

by jas » Post

That is true, but all I have to go on currently is, "something might not work, and it may be because of the 5.0.0-dev version" which won't matter anyway if the mod is supported only on stable, and not -dev. (It's just I'm overly-cautious to create issues without many details. When I have more information I will submit, but right now I haven't even tested once.)
Here's a picture:
Image
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Re: Post your screenshots!

by Katvald » Post

jas wrote:Wow Katvald that looks very nice. I like the fountains and this build style of yours, it reminds me of someone. Great work!
Thank you for the kind words, Jas. Admittedly, the build still has some features that I still deem unsatisfactory, and a couple are pending, but I work on it from time to time as I am able. Perhaps I will post updates from time to time here and include more screenshots as progress is made. I trust that my inspired reminiscence was not too traumatizing. ;-)

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Re: Post your screenshots!

by Jordach » Post

How to create natural textures without touching the noise tool, feat Bob Ross:

Image

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Re: Post your screenshots!

by Desour » Post

Jordach wrote:How to create natural textures without touching the noise tool, feat Bob Ross:
<image>
Nice! I like the textures of that happy little dirt_with_grass nodes.
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Re: Post your screenshots!

by voxelproof » Post

Jordach wrote:How to create natural textures without touching the noise tool, feat Bob Ross:
Yeah, they look very good and seem to make consistent whole. More screenshots, please :)

____________________________

Testing ground for Mountain Climbing mod :

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Re: Post your screenshots!

by texmex » Post

Nice! Next thing the handholds mod needs is a probability of the handhold breaking and the player risk of falling to the ground.

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Re: Post your screenshots!

by Skamiz Kazzarch » Post

For now take this:
Image
Tommorow, after I had some sleep and figure out licensing, I will relase the mod.

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Re: Post your screenshots!

by Chibi ghost » Post

Jordach wrote:How to create natural textures without touching the noise tool, feat Bob Ross:

Image
those are some happy trees :D

u34

Re: Post your screenshots!

by u34 » Post

Skamiz Kazzarch wrote:For now take this:
Image
Tommorow, after I had some sleep and figure out licensing, I will relase the mod.
nice...

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Re: Post your screenshots!

by Jordach » Post

voxelproof wrote:Yeah, they look very good and seem to make consistent whole. More screenshots, please :)
Image

Image

Who would win: i5 4690K or 1000 view range?

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Re: Post your screenshots!

by thomasthespacefox » Post

Image
How do I build a road through a jungle in creative mode? Not with worldedit thats for sure!
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Re: Post your screenshots!

by Mantar » Post

thomasthespacefox wrote: How do I build a road through a jungle in creative mode? Not with worldedit thats for sure!
That's fantastic. Take that, stupid nature!
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Re: Post your screenshots!

by voxelproof » Post

Jordach wrote:
voxelproof wrote:Yeah, they look very good and seem to make consistent whole. More screenshots, please :)
Image

Image

Who would win: i5 4690K or 1000 view range?
Thanks. Very nice, peaceful and calming. Very good tp.

Oss:

Image
Lao-Tze

This stone statue is not only suitable for one-side viewing, it really looks like a sculpture of a Chinese peasant from each side. Taken in "Chinese" tweaking of Valleys.
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Re: Post your screenshots!

by Chibi ghost » Post

that is lovely

I extended the wall surrounding my home
I can only take being randomly attacked so many times
whilst pottering about
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The first map-generated volcano in MT!

by voxelproof » Post

I supposed that for some sets of parameters volcanoes should appear in Valleys mg, and I was right. The first one 'discovered' in Minetest, over 1800 nodes high circular volcanic island:

Image

Image

Voila. Now it's only to fill caldera with lava source nodes and wait 8D

@Chibi: that's beautiful, you've made me envy your dwelling...
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Re: Post your screenshots!

by voxelproof » Post

An update. Due to the seismic activity the volcano changed its shape a bit ;) Now there should be no doubt as to its volcanic origin.

Image

Image

I'll post the settings for these volcanic worlds tomorrow. Terrain is very smooth, and instead of hills there're mostly flat plateaus forming multiple levels, ideal for building, maybe a little boring sometimes (there're no Alpine-type mountains), nevertheless the small islands are of extraordinary beauty.
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Re: Post your screenshots!

by voxelproof » Post

The settings for "Extreme Volcanic" are posted in "Up!" thread.

As you can see in the picture below, I'm doing my best to achieve more realistic look of Valleys mg.

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Re: Post your screenshots!

by voxelproof » Post

With some further tweaking, this time solely in biome parameters (which apparently affect terrain generation in Valleys), I've found that even much smaller volcanic islands are possible. Now no need to convert MC maps ;)

Image

The screenshot shows the island depicted in this map:

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Re: Post your screenshots!

by TumeniNodes » Post

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A Wonderful World

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