Post your videos!

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Christian9
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Re: Post your videos!

by rgspro » Fri Nov 17, 2017 01:32

Image

https://youtu.be/FkAOCKt3LgU

Finally completed the Nature Hotel and road system going from the train station to the modern house subdivision.
 

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Re: Post your videos!

by Christian9 » Sun Nov 19, 2017 14:11

https://www.youtube.com/watch?v=vmJNMWin6Lk&t=22s

Speed Model for Paralititan (Egyptian Brachiosaurus)

Lets Play Tomorrow at 4:00 PM PST.
 

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Re: Post your videos!

by Christian9 » Mon Nov 27, 2017 01:11

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.
 

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Re: Post your videos!

by burli » Tue Nov 28, 2017 18:23

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
 

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Re: Post your videos!

by sofar » Tue Nov 28, 2017 18:43

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.


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.
 

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Re: Post your videos!

by burli » Tue Nov 28, 2017 19:42

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.

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.
 

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Re: Post your videos!

by Jordach » Thu Nov 30, 2017 23:03

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
viewtopic.php?f=10&t=19056 Solar Plains Dev Server
 

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Re: Post your videos!

by jas » Mon Dec 04, 2017 16:32

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.
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)


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Re: Post your videos!

by azekill_DIABLO » Tue Dec 05, 2017 17:19

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

#1 on trending.
【Voxellar 2.0】 ; 【MILA】 update ; 【Rec_a_MT】 ; 【BB,HD】 update ; 【▶ Youtube】 This person worked too hard to be forgotten: Feedback me!
 

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Re: Post your videos!

by jas » Wed Dec 06, 2017 11:11

Will it get merged, burli? In my initial test[1] everything seemed okay speed-wise.

[1] https://youtu.be/4X5kNCPa8Ok?t=2m42s
 

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Re: Post your videos!

by cHyper » Wed Dec 06, 2017 16:49

burli wrote:This is a video about my current version of my pathfinder

https://youtu.be/QuqXuyg8PrE


for which mobpack do you make this path finding! i want to try it out at home?!!
 

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Re: Post your videos!

by burli » Wed Dec 06, 2017 17:10

cHyper wrote:for which mobpack do you make this path finding! i want to try it out at home?!!


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.

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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