Post your screenshots!

User avatar
duane
Member
 
Posts: 1476
Joined: Wed Aug 19, 2015 19:11
Location: Oklahoma City
GitHub: duane-r

Re: The Brown Streak

by duane » Fri Jun 21, 2019 00:53

Hume2 wrote:What is the hypercube in your inventory?


Line of sight teleporter.

-------------------------------------------------

Image
Attachments
screenshot_20190619_231232.jpg
(144.73 KiB) Not downloaded yet
Believe in people and you don't need to believe anything else.
 

User avatar
v-rob
Member
 
Posts: 662
Joined: Thu Mar 24, 2016 03:19
Location: Right behind you.
GitHub: v-rob

Re: Post your screenshots!

by v-rob » Fri Jun 21, 2019 01:43

Linuxdirk wrote:
v-rob wrote:[...] because that is how Irrlicht draws them.

So it is basically just fixing the messed up sizes and positions from Irrlicht using some kind of postprocessor?

No, Irrlicht uses pixels as coordinates, but Minetest calculates a scale for a single coordinate. The current Minetest system just is inconsistent and adds strange padding and spacing. The only thing about Irrlicht is that is makes the bottom border partially transparent. As I said, try placing a solid color on an image button, and you'll see that it encompasses that border.

Linuxdirk wrote:
v-rob wrote:How is the "Read Only Textarea" wider than the textlist?

Image

That's the button again.
 

User avatar
duane
Member
 
Posts: 1476
Joined: Wed Aug 19, 2015 19:11
Location: Oklahoma City
GitHub: duane-r

Re: Post your screenshots!

by duane » Fri Jun 21, 2019 08:17

For my next silly trick, I decided to make an underworld with a 4:1 horizontal correspondence to the surface world -- similar to the nether, but without all the annoying fire and brimstone. At the moment, I use a chat command to teleport between the corresponding points. It's a bit like walking around on a map of the world.

This is hard to convey in a screenshot, but here's an attempt.

Space:
Image

Hyperspace:
Image

I'm tempted to scale the vertical distances too, to make climbing easier, but I don't want it to look too normal. I haven't decided what to do yet if you make a portal from somewhere that's outside the bounds of the surface map.
Attachments
screenshot_20190621_030007.jpg
(240.73 KiB) Not downloaded yet
screenshot_20190621_030443.jpg
(224.42 KiB) Not downloaded yet
Believe in people and you don't need to believe anything else.
 

User avatar
texmex
Member
 
Posts: 1443
Joined: Mon Jul 11, 2016 21:08
GitHub: tacotexmex
In-game: texmex
 

User avatar
davidthecreator
Member
 
Posts: 307
Joined: Mon Aug 18, 2014 19:48
Location: Lithuania
GitHub: daviddoesminetest
In-game: DavidDoesMinetest

Re: Post your screenshots!

by davidthecreator » Fri Jun 21, 2019 10:54

duane wrote:For my next silly trick, I decided to make an underworld with a 4:1 horizontal correspondence to the surface world -- similar to the nether, but without all the annoying fire and brimstone. At the moment, I use a chat command to teleport between the corresponding points. It's a bit like walking around on a map of the world.

This is hard to convey in a screenshot, but here's an attempt.

Space:
+ Spoiler


I'm tempted to scale the vertical distances too, to make climbing easier, but I don't want it to look too normal. I haven't decided what to do yet if you make a portal from somewhere that's outside the bounds of the surface map.

Is that a skeleton T-Posing?
Image
 

User avatar
Hume2
Member
 
Posts: 313
Joined: Tue Jun 19, 2018 08:24
Location: Czech Republic
GitHub: Hume2
In-game: Hume2

Re: The Brown Streak

by Hume2 » Fri Jun 21, 2019 12:03


Ah, cool!
If you lack the reality, go on a trip or find a job.
 

User avatar
The Pioneer
New member
 
Posts: 1
Joined: Fri Jun 21, 2019 14:46
Location: Tokyo, Japan
IRC: The_Pioneer
In-game: The_Pioneer

Re: Post your screenshots!

by The Pioneer » Fri Jun 21, 2019 15:26

My Sea Tower, still under construction, created and viewable on VanessaE's Dreambuilder Creative Server.

Image

It has a rooftop pool at the 65th floor, which is about 360 m above the sea level (The Tower itself is about 640 m tall, making it taller than Tokyo Sky Tree, the tallest structure in my country).

Image

Other images are available at my fan wiki for the Japanese Minetest players. Or you can simply pay a visit on VanessaE's server :)

The Wiki Page (in Japanese)
 

User avatar
Chiantos
Member
 
Posts: 363
Joined: Sun Jan 15, 2017 09:04
Location: Earth
GitHub: MrChiantos
IRC: mrchiantos
In-game: mrchiantos

Re: Post your screenshots!

by Chiantos » Sat Jun 22, 2019 11:30

sorcerykid wrote:Here's a sneak peak of Ratio Workspace, the most advanced formspec editor for Minetest. The following screencaps depict the latest fully-working prototype now in testing.

Image

No more messing around with Minetest's awkward coordinate system. Ratio is a full featured IDE that works in conjunction with Scarlet Formspec Preprocessor, providing all the tools needed to design forms from the ground up without a single line of code!

Image

Customizable rulers, guides, and grids ensure that every element is exactly where you expect it to be. And best of all you can input arithmetic formulas for any measurements -- including variables for standard padding and spacing.

Image

Having trouble recalling which colors and textures to use? No worry, there are interactive color and texture pickers for this purpose!

Image

Image

Placement, alignment, distribution and ordering of elements is a breeze. And there is support for layers, so elements can be organized into groups for easier manipulation.

Image

Projects can be saved in json format, and also exported as quoted strings for insertion directly into your Lua scripts.

Image

Ratio Workspace has been an ongoing project of mine for the past couple months and is finally nearing completion at almost 2,500 lines of code. The anticipated release is early next week :)


Your work interests me and even it is a fork, it's more the operation that interests me. Do you have a link to test your change?
 

User avatar
duane
Member
 
Posts: 1476
Joined: Wed Aug 19, 2015 19:11
Location: Oklahoma City
GitHub: duane-r

Re: Post your screenshots!

by duane » Sat Jun 22, 2019 12:24

davidthecreator wrote:Is that a skeleton T-Posing?


WTH! That guy keeps photobombing me.

texmex wrote:That’s brilliant, duane! Is there code coming out? :)


There's not really much code involved. I just changed the noise spread values and ran the same mapgen in a different spot. Of course it's useless for the stock mapgens, but I suspect it would be easy to do with any of the realms mapgens, since the code to duplicate them is already there. I don't know how well it would work with 3D noise-based terrain.

A world in (even more) miniature -- this time, 8:1 scale:

Image

------------------------------------

@The Pioneer, nice work!
Attachments
screenshot_20190621_091908.jpg
(328.16 KiB) Not downloaded yet
Believe in people and you don't need to believe anything else.
 

User avatar
voxelproof
Member
 
Posts: 869
Joined: Sat Aug 05, 2017 08:13
Location: Europe

Re: Post your screenshots!

by voxelproof » Sun Jun 23, 2019 16:32

Rugged Polarity Game. Make it from -7800 to the top at 11300 in highly challenging terrain. Award awaits, and it's a great feeling of true relief :)) I bet this game can crush any mild low mood. Its design is based on some not verified scientifically psychological theories, so be careful when trying it by yourself -- I'm only a self-appointed psychologist ;)

Image

Image
Attachments
rpg2.png
(516.7 KiB) Not downloaded yet
rpg1.png
(553.41 KiB) Not downloaded yet
>>>there is life beyond the Cube>>>
 

ShadMOrdre
Member
 
Posts: 412
Joined: Mon Dec 29, 2014 08:07
Location: USA
GitHub: ShadMOrdre
In-game: shadmordre

Re: Post your screenshots!

by ShadMOrdre » Mon Jun 24, 2019 07:48

Was gonna post some maps. Can't directly link to github images anymore. That's gonna suck.

Image
Image
Image
Attachments
screenshot_20190622_035152.jpg
(266.7 KiB) Not downloaded yet
screenshot_20190622_035136.jpg
(186.82 KiB) Not downloaded yet
screenshot_20190622_034427.jpg
(235.14 KiB) Not downloaded yet
MY MODS: lib_ecology lib_materials lib_clouds lib_node_shapes ---- Inspired By: Open Source Virtual World Simulator Opensimulator.
 

User avatar
duane
Member
 
Posts: 1476
Joined: Wed Aug 19, 2015 19:11
Location: Oklahoma City
GitHub: duane-r

Re: Post your screenshots!

by duane » Mon Jun 24, 2019 11:14

ShadMOrdre wrote:Can't directly link to github images anymore.


Image

I can. Are you sure it's not some other issue?

----------------------------------------------------------------

Image

Image
Attachments
screenshot_20190624_060522.jpg
(263.22 KiB) Not downloaded yet
screenshot_20190624_060855.jpg
(298.79 KiB) Not downloaded yet
Believe in people and you don't need to believe anything else.
 

User avatar
texmex
Member
 
Posts: 1443
Joined: Mon Jul 11, 2016 21:08
GitHub: tacotexmex
In-game: texmex

Re: Post your screenshots!

by texmex » Mon Jun 24, 2019 14:19

duane wrote:Are you sure it's not some other issue?

Strict content blocking in Firefox or privacy addon is a common issue.
 

ShadMOrdre
Member
 
Posts: 412
Joined: Mon Dec 29, 2014 08:07
Location: USA
GitHub: ShadMOrdre
In-game: shadmordre

Re: Post your screenshots!

by ShadMOrdre » Mon Jun 24, 2019 18:44

duane,

Your github image also doesn't show up. Based on a previous post of mine, where the images still show, I resolved this.

This link works:
Code: Select all
https://raw.githubusercontent.com/ShadMOrdre/Minetest_Maps/master/Terraria_v7.jpg

This link does not work:
Code: Select all
https://github.com/ShadMOrdre/Minetest_Maps/blob/master/Terraria_v7.jpg


In an effort to speed up the page load time, map images are moved within a spoiler.
+ Spoiler
Last edited by ShadMOrdre on Wed Jun 26, 2019 06:35, edited 1 time in total.
MY MODS: lib_ecology lib_materials lib_clouds lib_node_shapes ---- Inspired By: Open Source Virtual World Simulator Opensimulator.
 

User avatar
texmex
Member
 
Posts: 1443
Joined: Mon Jul 11, 2016 21:08
GitHub: tacotexmex
In-game: texmex
 

Termos
Member
 
Posts: 124
Joined: Sun Dec 16, 2018 12:50
 

User avatar
duane
Member
 
Posts: 1476
Joined: Wed Aug 19, 2015 19:11
Location: Oklahoma City
GitHub: duane-r

Re: Post your screenshots!

by duane » Tue Jun 25, 2019 01:02

ShadMOrdre wrote:Your github image also doesn't show up. Based on a previous post of mine, where the images still show, I resolved this.


That's strange. Even after I log out of everything and clear my browser, the image still shows up for me. /shrug

--------------------------------------------------------

Making mini-worlds doesn't work nearly as well with 3d-noise-based mapgens. I got this simplified version of valleys (lua) to run as a layer, but it would take at least eight chunks of 3d noise per chunk of mini to make it work. /sigh The more complex a mapgen is, the less flexible it is.

Image
Attachments
screenshot_20190624_062307.jpg
(211.78 KiB) Not downloaded yet
Believe in people and you don't need to believe anything else.
 

ShadMOrdre
Member
 
Posts: 412
Joined: Mon Dec 29, 2014 08:07
Location: USA
GitHub: ShadMOrdre
In-game: shadmordre

Re: Post your screenshots!

by ShadMOrdre » Tue Jun 25, 2019 02:41

duane,

My bad. Your skeleton back looked more like that little image that pops up for dead links. Turns out, github is still fine for hosting large images, 25MB limit on all files on github.

Thanks for making me look into it a little more.... :)

OSS: This image inspires game ideas.
Image
Attachments
screenshot_20190309_114923.jpg
(276.68 KiB) Not downloaded yet
MY MODS: lib_ecology lib_materials lib_clouds lib_node_shapes ---- Inspired By: Open Source Virtual World Simulator Opensimulator.
 

User avatar
duane
Member
 
Posts: 1476
Joined: Wed Aug 19, 2015 19:11
Location: Oklahoma City
GitHub: duane-r

The Pillars of the Earth

by duane » Tue Jun 25, 2019 06:24

Image

Image

Image
Attachments
screenshot_20190625_014316.jpg
(283.37 KiB) Not downloaded yet
screenshot_20190625_013630.jpg
(339.95 KiB) Not downloaded yet
screenshot_20190625_011644.jpg
(256.93 KiB) Not downloaded yet
Believe in people and you don't need to believe anything else.
 

User avatar
v-rob
Member
 
Posts: 662
Joined: Thu Mar 24, 2016 03:19
Location: Right behind you.
GitHub: v-rob

Re: Post your screenshots!

by v-rob » Tue Jun 25, 2019 19:22

Those are very interesting and nice, Duane. Looks fun to play around in. Hope you release that.
 

User avatar
duane
Member
 
Posts: 1476
Joined: Wed Aug 19, 2015 19:11
Location: Oklahoma City
GitHub: duane-r

Re: Post your screenshots!

by duane » Wed Jun 26, 2019 00:35

v-rob wrote:Those are very interesting and nice, Duane. Looks fun to play around in. Hope you release that.


The source code is on github. Pillars start at 4640 altitude. It's going to be a major pain to find anything that grows on the shore, since there isn't much. Lots of bridge-building though.

I'm trying to combine it with the other mapgens, but it's hard to find a place for them.

Image

Image

Image
Attachments
screenshot_20190625_042815.jpg
(361.39 KiB) Not downloaded yet
screenshot_20190625_042738.jpg
(335.35 KiB) Not downloaded yet
screenshot_20190625_042613.jpg
(250.29 KiB) Not downloaded yet
Believe in people and you don't need to believe anything else.
 

User avatar
duane
Member
 
Posts: 1476
Joined: Wed Aug 19, 2015 19:11
Location: Oklahoma City
GitHub: duane-r

Re: Post your screenshots!

by duane » Wed Jun 26, 2019 02:58

Some mapgens were not meant to coexist. (And why is valleys so freaking high?)

Image
Attachments
screenshot_20190625_215502.jpg
(326.51 KiB) Not downloaded yet
Believe in people and you don't need to believe anything else.
 

ShadMOrdre
Member
 
Posts: 412
Joined: Mon Dec 29, 2014 08:07
Location: USA
GitHub: ShadMOrdre
In-game: shadmordre

Re: Post your screenshots!

by ShadMOrdre » Wed Jun 26, 2019 06:41

duane,

What about "painting" a heightmap, using the columns as pixel points? You can place it on anything, at that point.

You could alternately opt to make them into floatlands, appearing in the sky, and maybe biome based generated.


OSS:
Psilibin Acres - Homes Now Available...
Image
Image
Image
Attachments
screenshot_20190625_134111.jpg
(279.18 KiB) Not downloaded yet
screenshot_20190625_134100.jpg
(243.68 KiB) Not downloaded yet
screenshot_20190625_134049.jpg
(233.89 KiB) Not downloaded yet
MY MODS: lib_ecology lib_materials lib_clouds lib_node_shapes ---- Inspired By: Open Source Virtual World Simulator Opensimulator.
 

tjs
New member
 
Posts: 5
Joined: Thu May 09, 2019 14:56
In-game: tjs

Re: Post your screenshots!

by tjs » Wed Jun 26, 2019 16:17

Survival X.

My mine:
Image

And the miner:
Image
Attachments
the_miner.jpg
(141.2 KiB) Not downloaded yet
mine.jpg
(134.36 KiB) Not downloaded yet
 

User avatar
duane
Member
 
Posts: 1476
Joined: Wed Aug 19, 2015 19:11
Location: Oklahoma City
GitHub: duane-r

Re: Post your screenshots!

by duane » Thu Jun 27, 2019 03:22

ShadMOrdre wrote:What about "painting" a heightmap, using the columns as pixel points? You can place it on anything, at that point.


That's how it's done. The trick is finding a place where it isn't swamped by the existing terrain. I settled on putting it in very deep water, since I think it looks best in the water, and large stretches of open water bore me.

The mapgen I'm using works a bit like Kilarin's brilliant, Realms, with modular mapgens that I can place on any part of the map. I managed to break out terrain, roads/ruins, planets, biomes, and caves into separate objects inheriting from the main mapgen. The pillars module just creates a heightmap and lets the main mapgen place terrain from it. This works really well with vertical layers, but horizontal placement could use some kind of blend. It's probably more complicated than it needs to be.

Image
Attachments
screenshot_20190625_195533.jpg
(195.87 KiB) Not downloaded yet
Believe in people and you don't need to believe anything else.
 

PreviousNext

Return to General Discussion



Who is online

Users browsing this forum: TheGreatCoffeeKing99 and 1 guest