Post your videos!
- Christian9
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- Location: Hell Creek
Re: Post your videos!
https://www.youtube.com/watch?v=-l4KedYH3To
Speed Model of Ornithomimus for my Prehistoric Life mod.
Speed Model of Ornithomimus for my Prehistoric Life mod.
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- Member
- Posts: 3476
- Joined: Sun Jul 12, 2015 22:51
- GitHub: BBmine
- IRC: BBmine
- In-game: Baggins
- Location: USA
Re: Post your videos!
First Episode of How to Play Minetest
Sorry for the low-quality audio, my microphone isn't the best.
Sorry for the low-quality audio, my microphone isn't the best.
- Christian9
- Member
- Posts: 338
- Joined: Fri Sep 19, 2014 20:29
- In-game: Christian9
- Location: Hell Creek
Re: Post your videos!
Another Speed Model! This time I did Protoceratops.
https://www.youtube.com/watch?v=wOWMIHGXvMs&t=3s
https://www.youtube.com/watch?v=wOWMIHGXvMs&t=3s
Re: Post your videos!
https://youtu.be/FkAOCKt3LgU
Finally completed the Nature Hotel and road system going from the train station to the modern house subdivision.
- Christian9
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- Posts: 338
- Joined: Fri Sep 19, 2014 20:29
- In-game: Christian9
- Location: Hell Creek
Re: Post your videos!
https://www.youtube.com/watch?v=vmJNMWin6Lk&t=22s
Speed Model for Paralititan (Egyptian Brachiosaurus)
Lets Play Tomorrow at 4:00 PM PST.
Speed Model for Paralititan (Egyptian Brachiosaurus)
Lets Play Tomorrow at 4:00 PM PST.
- Christian9
- Member
- Posts: 338
- Joined: Fri Sep 19, 2014 20:29
- In-game: Christian9
- Location: Hell Creek
- Christian9
- Member
- Posts: 338
- Joined: Fri Sep 19, 2014 20:29
- In-game: Christian9
- Location: Hell Creek
Re: Post your videos!
https://www.youtube.com/watch?v=s4Iqxy1Kj5w
Daily Videos starting today. at 6:00 PM PST. I'm late putting this one on here, I have Ep 2 Coming out at the scheduled time today.
This is a Redo of Ep 1. Very Little Lag now. It only lags twice for a few seconds.
Daily Videos starting today. at 6:00 PM PST. I'm late putting this one on here, I have Ep 2 Coming out at the scheduled time today.
This is a Redo of Ep 1. Very Little Lag now. It only lags twice for a few seconds.
Re: Post your videos!
I modified item_entity.lua for my subgame to add water physics, droplift and splash sound to dropped entities. Also all kind of dropped items burn instantaneously in lava, even a lava source item itself.
If items flow out of the water they stop and fall down if there is an edge
I have done this for performance reasons. Most of this could be done as mod, but a few functions must be executed multiple times.
https://youtu.be/YaLVNxOcm-4
If items flow out of the water they stop and fall down if there is an edge
I have done this for performance reasons. Most of this could be done as mod, but a few functions must be executed multiple times.
https://youtu.be/YaLVNxOcm-4
Re: Post your videos!
Care to post a link to the code? I've seen similar attempts at doing the same, it would be nice to be able to compare them.burli wrote:I modified item_entity.lua for my subgame to add water physics, droplift and splash sound to dropped entities. Also all kind of dropped items burn instantaneously in lava, even a lava source item itself.
If items flow out of the water they stop and fall down if there is an edge
I have done this for performance reasons. Most of this could be done as mod, but a few functions must be executed multiple times.
Re: Post your videos!
Didn't upload it yet. Want to take a look if I can do it better or at least nicer. But I used code from the flowlib mod.sofar wrote: Care to post a link to the code? I've seen similar attempts at doing the same, it would be nice to be able to compare them.
Re: Post your videos!
Demonstrating some sounds. (Not good ones, like dirt and sand.)
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- Joined: Mon Oct 03, 2011 17:58
- GitHub: Jordach
- IRC: Jordach
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- Location: Blender Scene
Re: Post your videos!
Wanna automate almost everything in Solar Plains? Now you can!
Coal was placed behind it because the Mover had absorbed the Gold Ore before I was able to get coal into that Mover, thus I inserted it from behind.
Coal (or any burnable item, once listed internally so it intelligently knows what's cookable and what's burnable) and anything that can be cooked, can be inserted from any side of the Furnace, active or not.
https://youtu.be/jU5HkFtyBh8
Coal was placed behind it because the Mover had absorbed the Gold Ore before I was able to get coal into that Mover, thus I inserted it from behind.
Coal (or any burnable item, once listed internally so it intelligently knows what's cookable and what's burnable) and anything that can be cooked, can be inserted from any side of the Furnace, active or not.
https://youtu.be/jU5HkFtyBh8
Re: Post your videos!
Ten minutes of fire_small.ogg with random offsets: https://www.youtube.com/watch?v=Gu-dD5_B9VA
Re: Post your videos!
I present my proudest achievement yet: Four and a half hours of fire_small.ogg with random offsets [4:33:10]. These offsets are shown in the upper-left of the screen. Fire_small.ogg is about 6.5 seconds long by itself, but here I have extended it out quite a lot by using the sound offset PR.
This mod helps if you're cold, too, but it's rather subjective.
This mod helps if you're cold, too, but it's rather subjective.
Code: Select all
r = {}
local q = {}
local id
r.start = function(p, name)
id = #q + 1
local l = math.random(0, 4) + math.random()
minetest.chat_send_player(name, l)
local pitch_increase = math.random() * 0.1 + 0.125
q[id] = minetest.sound_play("fire_small", {fade = 1.0, gain = 0.39, pitch = 0.9 + pitch_increase, object = p, loop = true, offset = l})
local flange = minetest.sound_play("fire_small", {gain = 0.19, pitch = 0.9 + pitch_increase, object = p, loop = true, offset = l - 0.05})
minetest.sound_fade(flange, 0.1, 0.0)
minetest.sound_fade(q[id], -0.01, 0.2)
minetest.after(5 - l - 0.25, function()
local hf = minetest.sound_play("fire_small", {fade = 0.0, gain = 29, pitch = 0.98 + pitch_increase, object = p, loop = true, offset = 6})
minetest.sound_fade(hf, -0.6, 0)
minetest.sound_stop(q[id])
q[id] = nil
r.start(p, name)
end)
end
minetest.register_on_joinplayer(function(player)
r.start(player, player:get_player_name())
end)
- Attachments
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- Screenshot from 2017-12-04 11-29-23.png (112.82 KiB) Viewed 843 times
- azekill_DIABLO
- Member
- Posts: 7507
- Joined: Wed Oct 29, 2014 20:05
- GitHub: azekillDIABLO
- In-game: azekill_DIABLO
- Location: OMICRON
- Contact:
Re: Post your videos!
#1 on trending.jas wrote:I present my proudest achievement yet: [url=https://www.youtube.com/watch?v=PKwrFaN7wPY]Four and a half hours of fire_small.ogg
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!
DMs are always open if you want to get in touch!
Re: Post your videos!
Will it get merged, burli? In my initial test[1] everything seemed okay speed-wise.
[1] https://youtu.be/4X5kNCPa8Ok?t=2m42s
[1] https://youtu.be/4X5kNCPa8Ok?t=2m42s
Re: Post your videos!
for which mobpack do you make this path finding! i want to try it out at home?!!
Re: Post your videos!
As I said on YouTube it is just a proof of concept. This should be ported to C++ because the lua version is to slow.cHyper wrote:for which mobpack do you make this path finding! i want to try it out at home?!!
It is not made for a special modpack. It is good enough to replace the built-in pathfinder for singleplayer games and maybe for smaller server with just a few players. But if you have 10 or more players and around each player are running 10 mobs it might be too slow.
I described in the first post how you can modify mobs_redo to use the pathfinder. I push now a new version that fixes a bug and returns the full parameter list to the function call. Probably I will update the first post if something is missing.
But don't expect the same results. I don't use mobs_redo myself. I use my own code for moving, that works completely different
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