Post your screenshots!

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indriApollo
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Re: Post your screenshots!

by indriApollo » Tue Mar 03, 2015 23:20

You can download a somewhat stable version here : https://github.com/indriApollo/minetest ... ree/master

inventory_enhanced depends on creative_enhanced. gamemode is optional but I think it's cool. It allows you to live switch your gamemode with ' /gm 0-1 '. inventory_enhanced will adapt itself accordingly.

Don't use the 3d armor plugin, it's broken (btw I could use some help on that :D )
 

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Re: Post your screenshots!

by cHyper » Wed Mar 04, 2015 05:03

indriApollo wrote:You can download a somewhat stable version here : https://github.com/indriApollo/minetest ... ree/master

inventory_enhanced depends on creative_enhanced. gamemode is optional but I think it's cool. It allows you to live switch your gamemode with ' /gm 0-1 '. inventory_enhanced will adapt itself accordingly.

Don't use the 3d armor plugin, it's broken (btw I could use some help on that :D )


+1 good work...
 

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indriApollo
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Re: Post your screenshots!

by indriApollo » Wed Mar 04, 2015 22:45

Minetest 4.12 build with latest irrlicht 1.9 on linuxmint 17
All characters do now work in chat :D
Image
 

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Re: Post your screenshots!

by LazerRay » Fri Mar 06, 2015 16:06

Here is something odd in world gen, a lone tree in the middle of a dessert growing on top of a cave entrance.

Image
 

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Re: Post your screenshots!

by Thermal_Shock » Sat Mar 07, 2015 01:03

indriApollo wrote:I'm also adding a recipe interface (WIP)
[image]

Awesome. This would be extremely useful.
 

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Re: Post your screenshots!

by LazerRay » Sat Mar 07, 2015 15:34

See if the screwdriver also works on HomeDecor items, like the couches.

You may have the makings of a funny prank to pull on servers.
 

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Re: Post your screenshots!

by cHyper » Sat Mar 07, 2015 18:52

Jordach wrote:My render may be related.

Image


+1
 

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Re: Post your screenshots!

by Krock » Sat Mar 07, 2015 20:03

Jordach wrote:Vox Hypetrain!

http://a.pomf.se/bfgczi.png

Holy noise, what have I done to see such an output?
>> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>
 

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Re: Post your screenshots!

by Jordach » Sat Mar 07, 2015 20:48

Tools are even made from voxels:

Sword:
Image

Shovel:
Image

Pickaxe:
Image

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

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Re: Post your screenshots!

by philipbenr » Sun Mar 08, 2015 04:11

paramat wrote:Vox looks so good!

Does look pretty good. Would look better with better shaders/shadows.
 

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Re: Post your screenshots!

by Jordach » Sun Mar 08, 2015 13:19

More Vox Hypetrain!

Image

Boats are now known as Rafts.

Image

Anyone want an apple, I swear they aren't poisoned.

Image

Derailed.

Image

You'll notice these textures are 3x3, that's because items made in the crafting grid at the size will be displayed as that size.
viewtopic.php?f=10&t=19056 Solar Plains Dev Server
 

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Re: Post your screenshots!

by Glünggi » Sun Mar 08, 2015 22:38

My first steps with mapgen v7 and schematics (appletree, birch, beech an a poplar)
Image
 

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Re: Post your screenshots!

by webdesigner97 » Mon Mar 09, 2015 13:18

Glünggi wrote:My first steps with mapgen v7 and schematics (appletree, birch, beech an a poplar)
Image

These trees look freat!
 

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Re: Post your screenshots!

by Glünggi » Mon Mar 09, 2015 15:51

webdesigner97 wrote:These trees look freat!

you mine freak?
Thanks ;)
The poplar is a bit too uniformly .. and the birch dosnt satisfice me...
To paint the trees was the smal part of the work... i spend 2 Days debuging, because my leaves dosnt decay... now i have simply deleted some decaycode...
Code: Select all
--if n0.param2 ~= 0 then
         --
         --print("param2 ~= 0")
         --return
      --end

and it works... but i dont know wath i have done... maybee i have produce some performencetrouble?... but i dont notice any Problems... it works fine on my pc... but no code is w/o a reason.... so i'm insecure of the consequences.

Edit: i made a game not a mod.. the defaultcode will raped anyway.. so the compatibility dosnt intress me.
 

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Re: Post your screenshots!

by Hybrid Dog » Mon Mar 09, 2015 18:50

Glünggi wrote:
webdesigner97 wrote:These trees look freat!

you mine freak?
Thanks ;)
The poplar is a bit too uniformly .. and the birch dosnt satisfice me...
To paint the trees was the smal part of the work... i spend 2 Days debuging, because my leaves dosnt decay... now i have simply deleted some decaycode...
Code: Select all
--if n0.param2 ~= 0 then
         --
         --print("param2 ~= 0")
         --return
      --end

and it works... but i dont know wath i have done... maybee i have produce some performencetrouble?... but i dont notice any Problems... it works fine on my pc... but no code is w/o a reason.... so i'm insecure of the consequences.

Edit: i made a game not a mod.. the defaultcode will raped anyway.. so the compatibility dosnt intress me.

as far as l know this code should disallow leaves to decay if they're placed by players.
But sadly it also disallows those leaves:
Image
(the whole tree: download/file.php?mode=view&id=2192)
The leaves are rotated plantlike nodes, which need param1 for light values and param2 for the rotation.
But the meta is free.
Attachments
nether_tree.png
(717.57 KiB) Not downloaded yet
nether_leaves.png
(275.46 KiB) Not downloaded yet

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Glünggi
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Re: Post your screenshots!

by Glünggi » Mon Mar 09, 2015 20:17

ok thank you.
and some player setted items like apples will now dispawn when it isnt in the near off a tree... but i think i can life with it.
 

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Re: Post your screenshots!

by 12Me21 » Tue Mar 10, 2015 12:01

Jordach wrote:You'll notice these textures are 3x3, that's because items made in the crafting grid at the size will be displayed as that size.


A while ago, I tried to make a texture pack where each texture was made from the textures of the items used to craft it, for example, the texture for a stone pickaxe was literally just 2 sticks and 3 cobblestone blocks, but I gave up because it looked weird.
 

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Re: Post your screenshots!

by webdesigner97 » Tue Mar 10, 2015 18:01

Glünggi wrote:
webdesigner97 wrote:These trees look freat!

you mine freak?
Thanks ;)
The poplar is a bit too uniformly .. and the birch dosnt satisfice me...
To paint the trees was the smal part of the work... i spend 2 Days debuging, because my leaves dosnt decay... now i have simply deleted some decaycode...
Code: Select all
--if n0.param2 ~= 0 then
         --
         --print("param2 ~= 0")
         --return
      --end

and it works... but i dont know wath i have done... maybee i have produce some performencetrouble?... but i dont notice any Problems... it works fine on my pc... but no code is w/o a reason.... so i'm insecure of the consequences.

Edit: i made a game not a mod.. the defaultcode will raped anyway.. so the compatibility dosnt intress me.

*great ^^
 

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Re: Post your screenshots!

by Hybrid Dog » Tue Mar 10, 2015 18:44

Image

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Re: Post your screenshots!

by 12Me21 » Tue Mar 10, 2015 18:53

indriApollo wrote:I'm also adding a recipe interface (WIP)
Image

WOAH!
how did you get your inventory items to scale so perfectly???
 

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