Post your screenshots!

cheapie
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Re: Post your screenshots!

by cheapie » Sat Aug 11, 2018 04:07

I'm back!

...and also rather glad to see that most of my traffic lights and stuff seem to still be working:
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I've also been experimenting with more stuff, like good old discrete mesecons logic:
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And also turning vertical movestone into a complete elevator:
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Also plenty of traffic engineering stuff, like this new diverging diamond(ish) interchange:
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And I'm still just as bad as ever at getting a reasonable amount of lighting on stuff without going overboard :P
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Re: Post your screenshots!

by Wuzzy » Sat Aug 11, 2018 07:44

When your uptime grows so big, Minetest decides to switch to scientific notation:
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;-)

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Re: Post your screenshots!

by Krock » Sat Aug 11, 2018 11:16

I see your 5.2E6 uptime and I raise you a 5.9E6 seconds uptime, but from 4.5 years ago: (the servers are down btw)
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Re: Post your screenshots!

by Chiantos » Sat Aug 11, 2018 12:56

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Re: Post your screenshots!

by Andrey01 » Sat Aug 11, 2018 16:01

Aristotle, just amazing structure. Cool.

Hume2 wrote:Can anyone read these symbols? (If it's not clear, I mean
the stone structures behind the waterfall.)
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It seems it is impossible to read because these are not clear symbols (i don`t know from what an alphabet they are taken).
DL9Eh7xVBw7DXwLAMX1lStE21bSD2XUQ
 

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Re: Post your screenshots!

by random_geek » Sat Aug 11, 2018 17:38

My first build on IhrFussel's server, seen at night.

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Re: Post your screenshots!

by voxelproof » Sat Aug 11, 2018 19:48

random_geek wrote:My first build on IhrFussel's server, seen at night.


One of the best castles on this Forum. Glory of fairy tales is back :)
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I've probably fixed as much as possible the map_meta settings for mountain creeks in valleys mg. And finally got rid of these nasty ugly huge cave entrances. And made highland pools to occur 'naturally' :-))

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Re: Post your screenshots!

by Chiantos » Sat Aug 11, 2018 20:47

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... Fucking Troll ...
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Re: Post your screenshots!

by MineYoshi » Sat Aug 11, 2018 23:19

voxelproof wrote:I've probably fixed as much as possible the map_meta settings for mountain creeks in valleys mg. And finally got rid of these nasty ugly huge cave entrances. And made highland pools to occur 'naturally' :-))

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this mapgen looks so cool
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Re: Post your screenshots!

by voxelproof » Sun Aug 12, 2018 09:28

MineYoshi wrote:this mapgen looks so cool


Yes, it does. I've spent some time recently on improving land generation for large scale terrain (some summits exceed 1500) and it's not easy cause valleys map generator was obviously intended for smaller altitudes (the best results are when mountains reach max 500 in height). However I'm pretty glad of what I've found so far - e.g. there're numerous ponds in the flatter woody areas, also high altitude plateaux which form huge deserts look awesome ( the highest one I found so far was at y=1300):

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Some discoveries are rather disturbing:

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It's extremely rare occurence, but when a machine generates something that is strongly resembling a vestige of some grim reality it gives truly eerie experience.

And there're also strange patterns, which are simply curious and seem to point to some otherworldly laws of other nature ;)

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Re: Post your screenshots!

by meridians » Sun Aug 12, 2018 15:12

How much RAM does it need in a computer to avoid worrying that if you build such structures as you will not be a problem with them?
 

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Re: Post your screenshots!

by Sokomine » Sun Aug 12, 2018 15:37

meridians wrote:How much RAM does it need in a computer to avoid worrying that if you build such structures as you will not be a problem with them?

Building them as such never ought to be a problem as long as you avoid higher resolution textures and mods that are too complex for your machine. There is, however, the problem of view range. It might be problematic if your view range is too low to actually see the entire structure. But even then you can switch to infinite view now and then in order to take a look and in general work in the limited area you can see with good fps.

Another thing: Screenshot of ships_on_mapgen combined with basic_houses (there's a tiny one in the background):
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Shipwrecks are hard to see below the water. During the development process, ships built out of meselamps did help a lot in that regard:
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And here's a shipwreck where water has been replaced by glass by an impatient treasure hunter:
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Re: Post your screenshots!

by Sokomine » Sun Aug 12, 2018 15:43

Jordach: Very romantic! Now add a nice little hut there so that the sunraise/sunset can be viewed more often.
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Re: Post your screenshots!

by Jordach » Sun Aug 12, 2018 15:45

Sokomine wrote:Jordach: Very romantic! Now add a nice little hut there so that the sunraise/sunset can be viewed more often.

I might look into "borrowing" your schematic placement at some point for some neat buildings.
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Re: Post your screenshots!

by sorcerykid » Sun Aug 12, 2018 21:00

I came up with absolutely insane results while benchmarking the latest version of auth_rx. I figured it would be nearly comparable with the sauth mod, but it turns out that Auth Redux performs nearly 5000x faster O_o

So if a server averages around 30 players joining every minute at peak hour, sauth would consume over 20 seconds of CPU cycles (that is 1/3 of server time spent processing authorization). Yet auth_rx clocks in at just 3.8 milliseconds after 30 player joins.

Screencaps or it didn't happen :)

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Re: Post your screenshots!

by sofar » Tue Aug 14, 2018 00:06

sorcerykid wrote:I came up with absolutely insane results while benchmarking the latest version of auth_rx. I figured it would be nearly comparable with the sauth mod, but it turns out that Auth Redux performs nearly 5000x faster O_o

So if a server averages around 30 players joining every minute at peak hour, sauth would consume over 20 seconds of CPU cycles (that is 1/3 of server time spent processing authorization). Yet auth_rx clocks in at just 3.8 milliseconds after 30 player joins.

Screencaps or it didn't happen :)


yikes, that's pretty bad. How many player entries did this create in the authdb? Did those numbers degrade over time, or were they this bad from the start?
 

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Re: Post your screenshots!

by voxelproof » Tue Aug 14, 2018 04:21

Now there can be found really nice looking, explorable creeks with sandy banks.

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The terrain contains both huge mountains (up to over 1200) and calm, green lowlands with rolling hills. The stretches of water are really big (up to a 10000 in width), so I estimate that the land makes not more than 1/4 of the total world surface area. Nevertheless sometimes sea-level water is contained within vast, circular calderas.

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There're also small ponds at all altitudes. However rocks in summit parts of mountains have sometimes unrealistic, fantastic yet beautiful shapes, but it adds a lot of charm to this otherwise quite realistic tuning of valleys mg.

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Re: Post your screenshots!

by Devy » Tue Aug 14, 2018 16:41

voxelproof, can you post the settings you are using for mg_valleys? I really want to try it. Or could you make a post somewhere on the forums where you can update the settings as you keep tuning them? Thanks!
 

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Re: Post your screenshots!

by ChimneySwift » Wed Aug 15, 2018 10:33

Devy wrote:voxelproof, can you post the settings you are using for mg_valleys? I really want to try it. Or could you make a post somewhere on the forums where you can update the settings as you keep tuning them? Thanks!


Yes, please do. They look really cool.
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Re: Post your screenshots!

by voxelproof » Wed Aug 15, 2018 15:53

Sokomine wrote:Shipwrecks are hard to see below the water. During the development process, ships built out of meselamps did help a lot in that regard:
Image
And here's a shipwreck where water has been replaced by glass by an impatient treasure hunter:
Image


At first I was rather sceptical about your idea of placing sailing ships within the game's worlds given the small scale and obviously blocky nature of the models. But the results are more than just agreeable, they do look very good. And the question arises -- what about a "pirate" mod with pirates (or their ghosts) guarding hidden treasure set to be found as a mission objective?
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EDEN

by voxelproof » Wed Aug 15, 2018 16:14

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Devy wrote:voxelproof, can you post the settings you are using for mg_valleys? I really want to try it. Or could you make a post somewhere on the forums where you can update the settings as you keep tuning them? Thanks!


Of course, with pleasure. I hope thanks to it many players will find yet another way of enjoying Minetest :)

Here you go: viewtopic.php?p=328348#p328348
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Re: Post your screenshots!

by Krock » Wed Aug 15, 2018 19:16

Comparison of Blocky Survival of August 7th and August 15th around my house.
What can be seen: New streets, some grown flowers and grass and a new house next to my two wooden rooftop buildings. The image highlights the terrain which was removed for the new buildings.
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