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Re: The Brown Streak

PostPosted: Fri Jun 21, 2019 00:53
by duane
Hume2 wrote:What is the hypercube in your inventory?


Line of sight teleporter.

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Re: Post your screenshots!

PostPosted: Fri Jun 21, 2019 01:43
by v-rob
Linuxdirk wrote:
v-rob wrote:[...] because that is how Irrlicht draws them.

So it is basically just fixing the messed up sizes and positions from Irrlicht using some kind of postprocessor?

No, Irrlicht uses pixels as coordinates, but Minetest calculates a scale for a single coordinate. The current Minetest system just is inconsistent and adds strange padding and spacing. The only thing about Irrlicht is that is makes the bottom border partially transparent. As I said, try placing a solid color on an image button, and you'll see that it encompasses that border.

Linuxdirk wrote:
v-rob wrote:How is the "Read Only Textarea" wider than the textlist?

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That's the button again.

Re: Post your screenshots!

PostPosted: Fri Jun 21, 2019 08:17
by duane
For my next silly trick, I decided to make an underworld with a 4:1 horizontal correspondence to the surface world -- similar to the nether, but without all the annoying fire and brimstone. At the moment, I use a chat command to teleport between the corresponding points. It's a bit like walking around on a map of the world.

This is hard to convey in a screenshot, but here's an attempt.

Space:
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Hyperspace:
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I'm tempted to scale the vertical distances too, to make climbing easier, but I don't want it to look too normal. I haven't decided what to do yet if you make a portal from somewhere that's outside the bounds of the surface map.

Re: Post your screenshots!

PostPosted: Fri Jun 21, 2019 09:56
by texmex
That’s brilliant, duane! Is there code coming out? :)

Re: Post your screenshots!

PostPosted: Fri Jun 21, 2019 10:54
by davidthecreator
duane wrote:For my next silly trick, I decided to make an underworld with a 4:1 horizontal correspondence to the surface world -- similar to the nether, but without all the annoying fire and brimstone. At the moment, I use a chat command to teleport between the corresponding points. It's a bit like walking around on a map of the world.

This is hard to convey in a screenshot, but here's an attempt.

Space:
+ Spoiler


I'm tempted to scale the vertical distances too, to make climbing easier, but I don't want it to look too normal. I haven't decided what to do yet if you make a portal from somewhere that's outside the bounds of the surface map.

Is that a skeleton T-Posing?
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Re: The Brown Streak

PostPosted: Fri Jun 21, 2019 12:03
by Hume2

Ah, cool!

Re: Post your screenshots!

PostPosted: Fri Jun 21, 2019 15:26
by The Pioneer
My Sea Tower, still under construction, created and viewable on VanessaE's Dreambuilder Creative Server.

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It has a rooftop pool at the 65th floor, which is about 360 m above the sea level (The Tower itself is about 640 m tall, making it taller than Tokyo Sky Tree, the tallest structure in my country).

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Other images are available at my fan wiki for the Japanese Minetest players. Or you can simply pay a visit on VanessaE's server :)

The Wiki Page (in Japanese)

Re: Post your screenshots!

PostPosted: Sat Jun 22, 2019 11:30
by Chiantos
sorcerykid wrote:Here's a sneak peak of Ratio Workspace, the most advanced formspec editor for Minetest. The following screencaps depict the latest fully-working prototype now in testing.

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No more messing around with Minetest's awkward coordinate system. Ratio is a full featured IDE that works in conjunction with Scarlet Formspec Preprocessor, providing all the tools needed to design forms from the ground up without a single line of code!

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Customizable rulers, guides, and grids ensure that every element is exactly where you expect it to be. And best of all you can input arithmetic formulas for any measurements -- including variables for standard padding and spacing.

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Having trouble recalling which colors and textures to use? No worry, there are interactive color and texture pickers for this purpose!

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Placement, alignment, distribution and ordering of elements is a breeze. And there is support for layers, so elements can be organized into groups for easier manipulation.

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Projects can be saved in json format, and also exported as quoted strings for insertion directly into your Lua scripts.

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Ratio Workspace has been an ongoing project of mine for the past couple months and is finally nearing completion at almost 2,500 lines of code. The anticipated release is early next week :)


Your work interests me and even it is a fork, it's more the operation that interests me. Do you have a link to test your change?

Re: Post your screenshots!

PostPosted: Sat Jun 22, 2019 12:24
by duane
davidthecreator wrote:Is that a skeleton T-Posing?


WTH! That guy keeps photobombing me.

texmex wrote:That’s brilliant, duane! Is there code coming out? :)


There's not really much code involved. I just changed the noise spread values and ran the same mapgen in a different spot. Of course it's useless for the stock mapgens, but I suspect it would be easy to do with any of the realms mapgens, since the code to duplicate them is already there. I don't know how well it would work with 3D noise-based terrain.

A world in (even more) miniature -- this time, 8:1 scale:

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@The Pioneer, nice work!

Re: Post your screenshots!

PostPosted: Sun Jun 23, 2019 16:32
by voxelproof
Rugged Polarity Game. Make it from -7800 to the top at 11300 in highly challenging terrain. Award awaits, and it's a great feeling of true relief :)) I bet this game can crush any mild low mood. Its design is based on some not verified scientifically psychological theories, so be careful when trying it by yourself -- I'm only a self-appointed psychologist ;)

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Re: Post your screenshots!

PostPosted: Mon Jun 24, 2019 07:48
by ShadMOrdre
Was gonna post some maps. Can't directly link to github images anymore. That's gonna suck.

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Re: Post your screenshots!

PostPosted: Mon Jun 24, 2019 11:14
by duane
ShadMOrdre wrote:Can't directly link to github images anymore.


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I can. Are you sure it's not some other issue?

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Re: Post your screenshots!

PostPosted: Mon Jun 24, 2019 14:19
by texmex
duane wrote:Are you sure it's not some other issue?

Strict content blocking in Firefox or privacy addon is a common issue.

Re: Post your screenshots!

PostPosted: Mon Jun 24, 2019 18:44
by ShadMOrdre
duane,

Your github image also doesn't show up. Based on a previous post of mine, where the images still show, I resolved this.

This link works:
Code: Select all
https://raw.githubusercontent.com/ShadMOrdre/Minetest_Maps/master/Terraria_v7.jpg

This link does not work:
Code: Select all
https://github.com/ShadMOrdre/Minetest_Maps/blob/master/Terraria_v7.jpg


In an effort to speed up the page load time, map images are moved within a spoiler.
+ Spoiler

Re: Post your screenshots!

PostPosted: Mon Jun 24, 2019 21:13
by texmex
These maps are amazing.

Re: Post your screenshots!

PostPosted: Mon Jun 24, 2019 21:56
by Termos
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Re: Post your screenshots!

PostPosted: Tue Jun 25, 2019 01:02
by duane
ShadMOrdre wrote:Your github image also doesn't show up. Based on a previous post of mine, where the images still show, I resolved this.


That's strange. Even after I log out of everything and clear my browser, the image still shows up for me. /shrug

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Making mini-worlds doesn't work nearly as well with 3d-noise-based mapgens. I got this simplified version of valleys (lua) to run as a layer, but it would take at least eight chunks of 3d noise per chunk of mini to make it work. /sigh The more complex a mapgen is, the less flexible it is.

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Re: Post your screenshots!

PostPosted: Tue Jun 25, 2019 02:41
by ShadMOrdre
duane,

My bad. Your skeleton back looked more like that little image that pops up for dead links. Turns out, github is still fine for hosting large images, 25MB limit on all files on github.

Thanks for making me look into it a little more.... :)

OSS: This image inspires game ideas.
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The Pillars of the Earth

PostPosted: Tue Jun 25, 2019 06:24
by duane
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Re: Post your screenshots!

PostPosted: Tue Jun 25, 2019 19:22
by v-rob
Those are very interesting and nice, Duane. Looks fun to play around in. Hope you release that.

Re: Post your screenshots!

PostPosted: Wed Jun 26, 2019 00:35
by duane
v-rob wrote:Those are very interesting and nice, Duane. Looks fun to play around in. Hope you release that.


The source code is on github. Pillars start at 4640 altitude. It's going to be a major pain to find anything that grows on the shore, since there isn't much. Lots of bridge-building though.

I'm trying to combine it with the other mapgens, but it's hard to find a place for them.

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Re: Post your screenshots!

PostPosted: Wed Jun 26, 2019 02:58
by duane
Some mapgens were not meant to coexist. (And why is valleys so freaking high?)

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Re: Post your screenshots!

PostPosted: Wed Jun 26, 2019 06:41
by ShadMOrdre
duane,

What about "painting" a heightmap, using the columns as pixel points? You can place it on anything, at that point.

You could alternately opt to make them into floatlands, appearing in the sky, and maybe biome based generated.


OSS:
Psilibin Acres - Homes Now Available...
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Re: Post your screenshots!

PostPosted: Wed Jun 26, 2019 16:17
by tjs
Survival X.

My mine:
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And the miner:
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Re: Post your screenshots!

PostPosted: Thu Jun 27, 2019 03:22
by duane
ShadMOrdre wrote:What about "painting" a heightmap, using the columns as pixel points? You can place it on anything, at that point.


That's how it's done. The trick is finding a place where it isn't swamped by the existing terrain. I settled on putting it in very deep water, since I think it looks best in the water, and large stretches of open water bore me.

The mapgen I'm using works a bit like Kilarin's brilliant, Realms, with modular mapgens that I can place on any part of the map. I managed to break out terrain, roads/ruins, planets, biomes, and caves into separate objects inheriting from the main mapgen. The pillars module just creates a heightmap and lets the main mapgen place terrain from it. This works really well with vertical layers, but horizontal placement could use some kind of blend. It's probably more complicated than it needs to be.

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