Post your screenshots!

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benrob0329
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Re: Post your screenshots!

by benrob0329 » Sat Mar 16, 2019 05:41

thomasthespacefox wrote:
benrob0329 wrote:This image perfectly illustrates my love/hate relationship with mesecons.

Image


Sure can be finicky can't it? At least they added new lightstone colors... :)


It can be, but that's not the problem here. This circuit is very reliable, but does not work in the way I would expect.

Each button will cause one of the pistons to activate, and only one (despite them both being wired in) and the power plant won't power the light above it, it'll power the node kiddie-corner to it. Now while I've gotten used to most of Mesecon's weirdness, it still manages to make me go "But why though" a lot.
 

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Yggdrasil

by duane » Sat Mar 16, 2019 07:34

Legends speak of a tree at the heart of the world that rises into the heavens...

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Re: Post your screenshots!

by Hybrid Dog » Sat Mar 16, 2019 09:13

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Re: Yggdrasil

by duane » Sat Mar 16, 2019 14:56

An elven skyscraper. The 50th floor walk-up is a bear.

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Re: Yggdrasil

by thomasthespacefox » Sat Mar 16, 2019 14:59

duane wrote:An elven skyscraper. The 50th floor walk-up is a bear.

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50 Floors?? you'd sooner walk you feet right off! D:
 

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Re: Post your screenshots!

by Mantar » Sat Mar 16, 2019 17:02

benrob0329 wrote:
thomasthespacefox wrote:it still manages to make me go "But why though" a lot.


I think because somebody thought it was terribly important to make it work exactly like redstone, weird, confusing quirks and all.
Personally I kind of wish somebody would fork it and rationalize it into a new mod. It would break compatibility with existing mesecons builds, but it would also stop sucking so bad. Call it Mesepros or something. If I was sixteen again I'd do it

Lava canyon at night, on Linuxworks:
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Re: Post your screenshots!

by thomasthespacefox » Sat Mar 16, 2019 17:13

Mantar wrote:
benrob0329 wrote:
thomasthespacefox wrote:it still manages to make me go "But why though" a lot.


I think because somebody thought it was terribly important to make it work exactly like redstone, weird, confusing quirks and all.
Personally I kind of wish somebody would fork it and rationalize it into a new mod. It would break compatibility with existing mesecons builds, but it would also stop sucking so bad. Call it Mesepros or something. If I was sixteen again I'd do it

Lava canyon at night, on Linuxworks:
Lava Canyon.jpg


Yea, at least they could add some color-coated wires that don't directly connect or something...
 

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Re: Yggdrasil

by voxelproof » Sat Mar 16, 2019 19:13

duane wrote:An elven skyscraper. The 50th floor walk-up is a bear.

Image


Spring seems to be nigh... however not there where eagles dare.

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Re: Post your screenshots!

by sorcerykid » Sun Mar 17, 2019 05:24

Hybrid Dog wrote:
sorcerykid wrote:Profiles allow users to build a personalized homepage, to describe themselves, their interests, etc. with access to the complete Bedrock Markup Language (also used in the signs_rx mod) -- which has been extended to with support for embedded images, hyperlinks, and dynamic variables.

This makes me think that a mod which converts markdown to a formspec could be a good idea, markdown is well-known and even readable as source after all.


I'd considered few different markup standards, including HTML and markdown. However, markdown would not suffice since formspecs do not support headings, subheadings, bold text, italic text, or underlined text which are integral to markdown. Likewise, the specification does not account whatsoever for colored text, bordered text, tab stops, pagination, paragraph spacing, etc.

HTML seemed like a better candidate, but it would have required a far more sophisticated parser, which was overkill for basic layout and formatting of signs. BBCode was a happy medium, and mostly inspired the Bedrock Markup Language syntax, albeit with simpler tags tailored for Minetest. Currently, the entire parser and renderer is a mere 270 lines, so it benefits from being economical and extensible.

Here's an example of a few signs from the JT2 server. I imagine it would be difficult to recreate these with just markdown alone.

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Image

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Re: Post your screenshots!

by Calinou » Sun Mar 17, 2019 22:17

Here's a semi-floating island I found while I was in the process of updating the Misa texture pack to 0.4.17:

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Re: Post your screenshots!

by paramat » Mon Mar 18, 2019 06:57

SB66 is that the Carpathian mapgen? Great shape.
 

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Re: Post your screenshots!

by AlexD975 » Mon Mar 18, 2019 14:04

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Practice of work with Blender 3D... I think basic monsters need normal 3D models.
 

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Re: Post your screenshots!

by voxelproof » Mon Mar 18, 2019 14:51

SB66 wrote:Image


One of the most beautiful pictures I've ever seen on this Forum. Worth to be saved for the official gallery of Minetest :)
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Re: Post your screenshots!

by Linuxdirk » Mon Mar 18, 2019 15:29

SB66 wrote:Image

I wish we could have a closed cloud layer (or can we have already?) ... I'd totally build a little cottage there.
 

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Re: Post your screenshots!

by rubenwardy » Mon Mar 18, 2019 17:04

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Made a PR which allows theming/styling builtin formspec elements. Coming in 5.1.0

Code: Select all
player:set_formspec_prepend([[
   style_type[button_exit;bgimg=rainbow.jpg;border=false;textcolor=yellow]
   bgcolor[#ff69b4;false]
]])
 

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Re: Post your screenshots!

by Wuzzy » Mon Mar 18, 2019 17:27

Image
My creations. I gladly accept bitcoins: 17fsUywHxeMHKG41UFfu34F1rAxZcrVoqH
 

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Re: Post your screenshots!

by SB66 » Mon Mar 18, 2019 19:43

paramat wrote:SB66 is that the Carpathian mapgen? Great shape.


Yes its Carpathian (minetest-0.5.0)


voxelproof wrote:One of the most beautiful pictures I've ever seen on this Forum. Worth to be saved for the official gallery of Minetest :)


Thanks, glad you like it


Linuxdirk wrote:I wish we could have a closed cloud layer (or can we have already?) ... I'd totally build a little cottage there.



I build...
but not really a cottage....
on the bottom of the hill

Image


ps.. The TP mostly based on "Hand painted by Drummyfish" (sandstone textures colour changed for my personal taste), mixed with VanessaE's HDX (64) textures.
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Re: Post your screenshots!

by duane » Tue Mar 19, 2019 02:26

Linuxdirk wrote:I wish we could have a closed cloud layer (or can we have already?) ... I'd totally build a little cottage there.


I don't understand what you mean by a "closed" cloud layer.

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/lua me:set_clouds({density=1})

by Wuzzy » Tue Mar 19, 2019 04:41

Linuxdirk means this:
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City on the Edge of 31000

by duane » Tue Mar 19, 2019 04:49

Wuzzy wrote:Linuxdirk means this:


Unbroken clouds? That's easy. Just use a mod. Then you can put them anywhere you like.

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Cloud Play

by duane » Tue Mar 19, 2019 06:49

Image

Building castles in the air again...

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Sadly, the game still can't handle sunlight propagation properly. The courtyards cast a shadow, even though the nodes are transparent and there are fewer there than elsewhere. I guess it thinks the walls need to cast a shadow sideways? /sigh

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Re: City on the Edge of 31000

by voxelproof » Tue Mar 19, 2019 10:09

duane wrote:
Unbroken clouds? That's easy. Just use a mod. Then you can put them anywhere you like.


By Voxel, is that possible? What mod? It would also be great to have cloud blocks to handle them and apply in a similar way to the terrain nodes, it'd make possible skyscape map generators. This would be a major breakthrough in general visual appearance of the game.
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Re: Post your screenshots!

by paramat » Tue Mar 19, 2019 23:37

The new clouds API in 5.0.0 allows you to set, and alter in-game, per-player: cloud coverage, direction, speed, colour, thickness, y level.
 

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