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Re: Post your screenshots!

Posted: Fri Jul 12, 2019 05:10
by CalebJ
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Re: Post your screenshots!

Posted: Fri Jul 12, 2019 05:57
by duane
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Re: Post your screenshots!

Posted: Fri Jul 12, 2019 17:41
by voxelproof
Rugged Polarity Game - descending into what was once the ocean.

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Re: Post your screenshots!

Posted: Sat Jul 13, 2019 03:24
by CalebJ
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Re: Post your screenshots!

Posted: Sat Jul 13, 2019 06:25
by Hume2
CalebJ wrote:Image
That's exactly the same cave you have shown me once :D
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Re: Post your screenshots!

Posted: Sat Jul 13, 2019 20:24
by SB66
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caverealms_lite...

Re: Post your screenshots!

Posted: Sat Jul 13, 2019 23:57
by CalebJ
Hume2 wrote: That's exactly the same cave you have shown me once :D
Yes, I remember! Such a pretty cave.
This reminds me of 8+ months ago, when you asked me to think up ideas for underch, and I first explored it in singleplayer. I found an old screenshot of my exploring :D
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Formspecs!

Posted: Sun Jul 14, 2019 02:41
by v-rob
Well, since I finished real_coordinates and got it merged, I have more time for the other aspects in which formspecs are lacking. My most recent one (just today) as well as the most spectacular is #8676: Add gradients and borders to FormSpec boxes:
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Not a single image was used in these formspecs. These are pure boxes.

Another more practical one is #8658: Add alignment options to FormSpec labels, but sill pretty cool.
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It should be quite useful for getting the labels in the correct position in relation to other elements.

Now, this next one directly modifies the whole form itself: #8646: Add modifiable FormSpec size types
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This first one illustrates what each type is like:
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Fit:
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Fill
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Stretch:
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Wide:
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Tall:
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Mini:
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Quite a few more options, as you can see.

My last one, #8530: Add scrollbaroptions FormSpec element make formspec scrollbars have a bar that can change length as well as settable minimum and maximum. No screenshot for this one.

There are a few others by other people, of course, and I'll mention them here:

#8665: Formspec: change the appeareance of the cursor on fields and co.
#8652: Fix missing item images clipping in formspecs
#8621: Formspec: Add tabs with images
#8591: Add scroll_container formspec element
#8383: Add formspec styling using a style[] tag
#7971: FormSpec: support custom size and spacing for slots in list

I mentioned some of these before, but it doesn't hurt to have them all in one place.

But as you can see, formspecs are getting a ton of features, and the next Minetest release(s) will have some huge improvements.

Re: Formspecs!

Posted: Sun Jul 14, 2019 11:35
by TumeniNodes
v-rob wrote:Well, since I finished real_coordinates and got it merged,
I want to pop in and say congratulations, this is a big improvement

oss/
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Re: Post your screenshots!

Posted: Tue Jul 16, 2019 01:53
by CalebJ
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Tunnelers' Paradise Mini-Server on Tunnelers' Abyss.

Re: Post your screenshots!

Posted: Tue Jul 16, 2019 19:07
by Amaz
Some more work on the mapgen for LOTT:
Added pools of water above sea level!
The code's based on paramat's highland pools mod (although it's significantly modified). Thanks paramat for the wonderful mod!!
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Re: Post your screenshots!

Posted: Tue Jul 16, 2019 23:09
by TumeniNodes
Amaz wrote:Some more work on the mapgen for LOTT:
Added pools of water above sea level!
The code's based on paramat's highland pools mod (although it's significantly modified). Thanks paramat for the wonderful mod!!
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Amaz, I.... I think I love you. 0_o
I'll just be stealing your modifications to highland pools

oss/
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Floaters

Posted: Thu Jul 18, 2019 00:12
by duane
Island on the outside...

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cavern on the inside (it's hollow).

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Re: Post your screenshots!

Posted: Fri Jul 19, 2019 07:09
by duane
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Re: Post your screenshots!

Posted: Fri Jul 19, 2019 08:20
by texmex
duane wrote:Image
It’s… beautiful. T_T

Re: Post your screenshots!

Posted: Fri Jul 19, 2019 09:25
by duane
texmex wrote:It’s… beautiful. T_T
It's ****ing me off, cause I found the motherlode of mese, but I can't find any IRON. I know it's there. I put it there.

I'd look in a cave, but all the caves I've found are surrounded by granite, which I can't get through without IRON.

Grrrrrrrrr.

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Re: Post your screenshots!

Posted: Fri Jul 19, 2019 09:43
by texmex
Hehe, damn you for implementing progression, now you’re caught in it! ;)

Re: Post your screenshots!

Posted: Fri Jul 19, 2019 11:56
by AiTechEye
while im testing the new ocean (in xaenvironment)

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Re: Post your screenshots!

Posted: Sat Jul 20, 2019 04:42
by duane
AiTechEye wrote:while im testing the new ocean (in xaenvironment)
Pretty! Too bad I never spend any time underwater. : )

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Bridge too long, send help.

Posted: Sun Jul 21, 2019 16:58
by azekill_DIABLO
I thought making a 3KM+ bridge was a good idea. I was wrong.
I finished the bridge top part, but I'm making each pillar now.
I already built 12 of them… but I need 320 of them…
The best for the end… even when I will be finished with the 320 pillars,
I'll have to do another bridge of the same size next to it, as I planned to do a twin bridge.

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Re: Bridge too long, send help.

Posted: Sun Jul 21, 2019 18:41
by v-rob
azekill_DIABLO wrote:I thought making a 3KM+ bridge was a good idea. I was wrong.
I finished the bridge top part, but I'm making each pillar now.
I already built 12 of them… but I need 320 of them…
The best for the end… even when I will be finished with the 320 pillars,
I'll have to do another bridge of the same size next to it, as I planned to do a twin bridge.

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Is that a Minetest 0.3.1 I spy? I liked that version quite a bit, although I ran into a bug that the last thing I put into a chest would disappear after I left the game. After losing 67 pieces of hard-earned iron to that chest after a successful mining and underground tunnel operation fraught with Dungeon Masters, I kinda rage quitted, imported the map into a later version, and blew it up with TNT.

Re: Bridge too long, send help.

Posted: Sun Jul 21, 2019 18:43
by Mantar
azekill_DIABLO wrote:I thought making a 3KM+ bridge was a good idea. I was wrong.
I finished the bridge top part, but I'm making each pillar now.
I already built 12 of them… but I need 320 of them…
The best for the end… even when I will be finished with the 320 pillars,
I'll have to do another bridge of the same size next to it, as I planned to do a twin bridge.
Sounds like a job for worldedit.

Re: Bridge too long, send help.

Posted: Mon Jul 22, 2019 08:13
by voxelproof
Mantar wrote:
azekill_DIABLO wrote:I thought making a 3KM+ bridge was a good idea. I was wrong.
I finished the bridge top part, but I'm making each pillar now.
I already built 12 of them… but I need 320 of them…
The best for the end… even when I will be finished with the 320 pillars,
I'll have to do another bridge of the same size next to it, as I planned to do a twin bridge.
Sounds like a job for worldedit.
Maybe not this time. I'm pretty sure azekill is working on a very detailed model and each pillar will have many tiny details setting it apart from all the others ;)

oss:

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Re: Post your screenshots!

Posted: Mon Jul 22, 2019 18:56
by voxelproof
A new star was born in the textures packs galaxy. Truly a must-have for every MT user and RPG fan.

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Goblin Traps

Posted: Tue Jul 23, 2019 03:25
by duane
So, I dig down to a small cave and see that it's a pretty short jump. I think, "Do I want a water ladder here? Nah, what's the worst that could happen?", and I drop down...

Into a nest of goblin traps. But not just goblin traps, it's filled with exploding diamond and lava-source gold traps. And, of course, I land on two diamond traps, setting them off with just enough delay for me to think, "What's that sparking noise?"

Incredibly, I survived with half a heart left, and the only lava traps I set off were below me. Never again.

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