Post your screenshots!

Eran
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Re: Post your screenshots!

by voxelproof » Mon Dec 23, 2019 20:15

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!

by Eran » Mon Dec 23, 2019 20:48

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.
 

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Re: Post your screenshots!

by v-rob » Mon Dec 23, 2019 22:42

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?
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Re: Post your screenshots!

by PolySaken » Tue Dec 24, 2019 10:18

v-rob wrote:
Wow, is my Minetest web browser great or what?

Pretty cool. (I hope that's the "View Page Source" option lol)
 

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Re: Post your screenshots!

by CalebJ » Tue Dec 24, 2019 18:00

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If you want realism, you're in the wrong place. Get off your mobile.
 

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Re: Post your screenshots!

by Extex » Tue Dec 24, 2019 18:28

CalebJ wrote:Image

I can't help but feel somethings watching me..
Player of PK, RIP. Creator of the light_tool and christmas mods. Working on another mod which should be coming soon!
 

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Re: Post your screenshots!

by Linuxdirk » Tue Dec 24, 2019 23:34

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.
 

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Re: Post your screenshots!

by jas » Thu Dec 26, 2019 11:03

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Re: Post your screenshots!

by azekill_DIABLO » Fri Dec 27, 2019 13:34

Linuxdirk wrote:Totally not sure about this bergfried.

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looks good to me, you might want to make it only symetrical on one axis and have a roof similar to the one you see on the wiki page you've linked
 

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Re: Post your screenshots!

by Linuxdirk » Sat Dec 28, 2019 19:24

Bergfrieds look pretty boring in reality imo. It was just for reference what a bergfried is. But here I removed the top and placed a roof (loosely resembling the style of the Topoľčany Castle bergfried roof on one side with dormers and on the other side without) but staying within the nodes palette.

Image Image

The good thing is that it is not only symmetrical and modular, the buildings on their own are also modular (wall-level, building, roof).
 

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Re: Post your screenshots!

by Wuzzy » Tue Dec 31, 2019 14:23

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Re: Post your screenshots!

by sorcerykid » Tue Dec 31, 2019 22:15

Spawn castle on JT2 server decked out in balloons for tonight's NYE celebration. This year's color theme: pink, white, and violet :)

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Re: Post your screenshots!

by iisu » Wed Jan 01, 2020 20:23

Is Minetest the best game in the world?
Radar Bear does not know the answer.
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Edit: just went a little further down…
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Radar Reaper says this year's gonna be your year. :)
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Re: Post your screenshots!

by Linuxdirk » Thu Jan 02, 2020 12:52

After a short little building block (pun intended) I finally made the build pattern for the bergfried.

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All that’s now missing are a multi-purpose building (armory/barracks/storage) and the main building – all integrated with the wall. Maybe also stables, but this would likely be just slapping some fences between the wall sections on the inside.
 

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Re: Post your screenshots!

by voxelproof » Fri Jan 03, 2020 20:37

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Re: Post your screenshots!

by Sokomine » Sat Jan 04, 2020 01:22

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. :)

Maybe not so much in mg_villages as villages didn't have such massive stone walls in medieval times (rather hedges, fences and the like). Citybuilder could fit more. After all that's intended to provide some building of predefined structures. In citybuilder, the player decides what gets build where, and may even "build" the structure by supplying the materials. The real goal is to let NPC do the building.

Citybuilder, with a house beeing upgraded from one level to another:
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Further screenshots:

Friendship between Petz:
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Gateway (under construction):
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Re: Post your screenshots!

by CalebJ » Sat Jan 04, 2020 23:15

Meanwhile on Tunnelers' Abyss...
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meanwhile in the land of Abyssal dev work...
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If you want realism, you're in the wrong place. Get off your mobile.
 

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Re: Post your screenshots!

by voxelproof » Mon Jan 06, 2020 16:45

Default Valleys mg.

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_____________________

Is it possible to change transparency of water to decrease underwater viewing range? I haven't seen relevant parameter in settingtypes.txt, so I'm afraid it's hard-coded, am I right?
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Re: Post your screenshots!

by TumeniNodes » Tue Jan 07, 2020 04:47

voxelproof wrote:Default Valleys mg.
Is it possible to change transparency of water to decrease underwater viewing range? I haven't seen relevant parameter in settingtypes.txt, so I'm afraid it's hard-coded, am I right?


Code: Select all
post_effect_color = {a = 220, r = 68, g = 93, b = 100},


a = alpha transparency under water, play with the value to see the diff
I assume you know what the r g and b represent
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Re: Post your screenshots!

by voxelproof » Tue Jan 07, 2020 07:59

TumeniNodes wrote:
voxelproof wrote:Default Valleys mg.
Is it possible to change transparency of water to decrease underwater viewing range? I haven't seen relevant parameter in settingtypes.txt, so I'm afraid it's hard-coded, am I right?


Code: Select all
post_effect_color = {a = 220, r = 68, g = 93, b = 100},


a = alpha transparency under water, play with the value to see the diff
I assume you know what the r g and b represent


Of course I do. Thanks a lot. As I understand it's in the core code.

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Re: Post your screenshots!

by ShadMOrdre » Tue Jan 07, 2020 08:57

voxelproof,

This is actually found in the node def for water in the default mod for MTG. You can set the values shown by Tumeni in the nodes.lua file of the default MTG, in the section that contains the node def for default:water_source, default:water_flowing, and the river_water counterparts.

The following were ripped from the above mentioned file, for quick reference.

default water -- a=103,r=30,g=60,b=90
default river water -- a=103,r=30,g=76,b=90
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