Up!

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SB66
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Re: Up!

by SB66 » Sun Aug 19, 2018 22:09

:)

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made a mistake with the "yaw"...
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Gael de Sailly
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Re: Up!

by Gael de Sailly » Mon Aug 20, 2018 08:14

These ponds have never been made on purpose, it's a glitch, but since I find it beautiful too, I don't consider removing them. However I don't see a way to prevent the slopes in the lake. Anyway, excessive slopes are caused by too big values for valleys_depth noise, very sensitive parameter. If you want bigger mountains without this, you should increase the horizontal scales of valleys_depth and rivers noises.
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Re: Up!

by voxelproof » Mon Aug 20, 2018 18:06

Gael de Sailly wrote:These ponds have never been made on purpose, it's a glitch, but since I find it beautiful too, I don't consider removing them. However I don't see a way to prevent the slopes in the lake. Anyway, excessive slopes are caused by too big values for valleys_depth noise, very sensitive parameter. If you want bigger mountains without this, you should increase the horizontal scales of valleys_depth and rivers noises.


And I like them very much too. I'll surely try out your advice. And foremost I hope you've not abandoned mg valleys :)
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Re: Up!

by voxelproof » Mon Aug 20, 2018 18:08

SB66 wrote::)

made a mistake with the "yaw"...


Water looks even better in your paradise :))
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Re: Up!

by Gael de Sailly » Tue Aug 21, 2018 00:17

voxelproof wrote:And foremost I hope you've not abandoned mg valleys :)

I would like to code on this again, but it's hard to gather time and motivation to get into the code. And since it was ported in MT's core, it's no more in Lua like my original code but in C++, language that I find quite obscure. I can still tune mapgen parameters like I started to do monthes ago.
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Bullet Peaks

by voxelproof » Sat Sep 08, 2018 08:05

Bullet Peaks in Eden. Although this kind of sharply shaped rocks is predictable in this tuning of valleys mg parameters, it still catches attention of a devoted climber.

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Re: Bullet Peaks

by MineYoshi » Sun Sep 09, 2018 18:19

voxelproof wrote:Bullet Peaks in Eden. Although this kind of sharply shaped rocks is predictable in this tuning of valleys mg parameters, it still catches attention of a devoted climber.

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That's a really cool mapgen to be honest.
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Re: Up!

by DragonsVolcanoDance » Sun Sep 09, 2018 23:08

The craziness doesn't stop underwater.

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Could be called ''Down!'' too! x)
 

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Re: Up!

by Gael de Sailly » Sun Sep 09, 2018 23:54

DragonsVolcanoDance wrote:The craziness doesn't stop underwater.

Could be called ''Down!'' too! x)

Climbing underwater in Minetest is a bit weird btw
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Re: Up!

by DragonsVolcanoDance » Mon Sep 10, 2018 01:08

Gael de Sailly wrote:Climbing underwater in Minetest is a bit weird btw


Perfectly understandable! Unless you go down head first. Imagine crawling down a staircase head first. Better yet, imagine crawling up a staircase on your belly backwards.

Wait.. this is minetest.

I understand your point, but I just wanted to say that being under the water can feel almost as interesting as being on top of a 1,000 block tall mountain. I have never been in an ocean that's -200, and looking back at the surface makes me think of how deep the oceans IRL really are. It kinda gave me a sense of their depth..

-200 isn't actually that deep for an ocean, either...but in minetest...that's awesome.
 

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Re: Up!

by voxelproof » Mon Sep 10, 2018 03:46

DragonsVolcanoDance wrote:
Gael de Sailly wrote:Climbing underwater in Minetest is a bit weird btw


...
I understand your point, but I just wanted to say that being under the water can feel almost as interesting as being on top of a 1,000 block tall mountain. I have never been in an ocean that's -200, and looking back at the surface makes me think of how deep the oceans IRL really are. It kinda gave me a sense of their depth..

-200 isn't actually that deep for an ocean, either...but in minetest...that's awesome.


I don't know how deep the oceans might be in this version of valleys, never planned underwater exploration afraid of the abyss that is probably just full of darkness and nothing more ;)
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Re: Up!

by voxelproof » Mon Sep 10, 2018 14:05

DragonsVolcanoDance wrote:The craziness doesn't stop underwater.

...

Could be called ''Down!'' too! x)


Although most seashores are steep, there're also many areas which resemble more "regular" generators with relatively flat lowlands (but finding them requires some determination and patience). And for me the highest parts of mountains have shapes which induce strangely positive psychological effect. Of course they aren't very realistic, you can easily determine their fantastic nature, but no good games, movies, novels and so on are fully realistic, they always must offer some sort of escape, a reality change. Maybe this is sometimes a controlled craziness, I'd rather call it simply a pleasant distraction.

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Both were taken in Eden (the second one with Ethereal mod enabled). And screenies don't reflect in the least the real feeling of peculiar immersion a player experiences while roaming across these landscapes.
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Mount Voxelest

by voxelproof » Wed Sep 12, 2018 15:43

The highest point in Eden is now called Mount Voxelest (do not ask me why) and it's 1618 nodes high.However I'm aware that such intrepid explorers as me are extremely rare please let me know in case anyone found anything higher within this world .

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Moreover, on its slopes I discovered never previously reported curious phenomenon of sliding stream -- a very short creek stepping node by node down until it stopped a few tens of nodes below its first position. (Series of screenies in the next post).
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Sliding Stream

by voxelproof » Wed Sep 12, 2018 15:58

Never before seen behaviour of a mapgen, a little creek moving downhill.

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Re: Up!

by voxelproof » Sun Sep 16, 2018 15:28

Southern foundation of Mount Voxelest.

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Re: Up!

by voxelproof » Mon Sep 17, 2018 18:40

And here is a truly astounding view of the nearby massif (however, as I figured out it does not belong to the main formation of Voxelest).

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