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Re: 3 screenshots

Posted: Sun Dec 15, 2019 09:06
by duane
Wuzzy wrote:Image
Oooo. I like that one.


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Image

Re: Post your screenshots!

Posted: Sun Dec 15, 2019 16:00
by azekill_DIABLO
Still goin
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Re: Post your screenshots!

Posted: Sun Dec 15, 2019 17:56
by Krock
Using rivers as drive-through station.

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Re: Post your screenshots!

Posted: Tue Dec 17, 2019 11:44
by voxelproof
@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):
+ Spoiler

Re: Post your screenshots!

Posted: Wed Dec 18, 2019 21:25
by DS-minetest
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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Re: Post your screenshots!

Posted: Wed Dec 18, 2019 21:26
by DS-minetest
<dummy post for file uploading>

Testing stuff

Posted: Thu Dec 19, 2019 01:55
by Wuzzy
Image

Re: Post your screenshots!

Posted: Thu Dec 19, 2019 16:18
by voxelproof
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!

Posted: Fri Dec 20, 2019 01:38
by duane
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!

Posted: Fri Dec 20, 2019 19:06
by voxelproof
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!

Posted: Fri Dec 20, 2019 20:04
by DS-minetest
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!

Posted: Fri Dec 20, 2019 22:56
by Linuxdirk
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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s.jpg
(657.56 KiB) Not downloaded yet
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).

Re: Post your screenshots!

Posted: Sat Dec 21, 2019 10:01
by Krock
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. :)

Re: Post your screenshots!

Posted: Sat Dec 21, 2019 16:53
by Linuxdirk
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
(20.91 KiB) Downloaded 6 times
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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scale.jpg
Sam for scale
(99.82 KiB) Not downloaded yet
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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s.jpg
tower concept
(599.04 KiB) Not downloaded yet
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.

Re: Post your screenshots!

Posted: Sat Dec 21, 2019 19:03
by Krock
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.

Re: Post your screenshots!

Posted: Sat Dec 21, 2019 22:05
by Wuzzy
Image

Re: Post your screenshots!

Posted: Mon Dec 23, 2019 20:08
by Eran
Image

Monkey paradise

Re: Post your screenshots!

Posted: Mon Dec 23, 2019 20:15
by voxelproof
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!

Posted: Mon Dec 23, 2019 20:48
by Eran
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.

Re: Post your screenshots!

Posted: Mon Dec 23, 2019 22:42
by v-rob
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?

Re: Post your screenshots!

Posted: Tue Dec 24, 2019 10:18
by PolySaken
v-rob wrote:
Wow, is my Minetest web browser great or what?
Pretty cool. (I hope that's the "View Page Source" option lol)

Re: Post your screenshots!

Posted: Tue Dec 24, 2019 14:11
by Walker
Image... niceee ... ?
is from my German-Creative-server

Re: Post your screenshots!

Posted: Tue Dec 24, 2019 18:00
by CalebJ
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Re: Post your screenshots!

Posted: Tue Dec 24, 2019 18:28
by Extex
CalebJ wrote:Image
I can't help but feel somethings watching me..

Re: Post your screenshots!

Posted: Tue Dec 24, 2019 23:34
by Linuxdirk
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.