Post your screenshots!

Re: Post your screenshots!

Postby duane » Mon Mar 25, 2019 9:28 am

ShadMOrdre wrote:Duane,

Since you are obviously still playing with the code, what are your plans for the Geomoria mod? IIRC, you had previously stated you were "abandoning" the code. :( I'm also asking because I have a simple change to the code that removes the deep chasms, while keeping the stairs down into the abyss. Essentially, it also means licensing, since, iirc, it's apache license.

IMHO, Geomoria is THE best dungeon mod MT has. Your work is phenomenal. I gotta go figure out how to make more "rooms/areas" for use with it, and how to spawn them in mountains without cutting through.

Those dungeons fit all too well with some of the other things I've been working on.... (Nearby the last image is another peak with a stairway to heaven, errr, hellllllll.) Working on adding the Balrog, dwarves, gobllins, and other appropriate mods.


Geomoria is still gpl 2.1, and I'm not planning to do anything with it. Feel free to fork it.

I've recreated most of the geomorph code in my latest mess, I mean project, but I haven't added any ruin/chasm code since it always annoyed me. (I spent a lot of time on those halls. I don't want them broken.) The newer version is separated into a functional mod (called geomorph) and the geomorph data, which is stuck in the mapgen mod at the moment. I'm still making geomorphs, but none of them would fit the original style.

The newer mod is much faster, since you have to call it from a lua mapgen, so it doesn't need to make an additional copy of the map data. Of course that only helps if you're running a lua mapgen. Most of the structures in the images below were made with geomorphs.

The geomorphs are easy to make. I put a brief guide on the mod page. You just break everything down into simple shapes and drop in a table for each. They depend on having the same sixteen doorways in every plan to link up, but you're free to do anything as long as you leave them alone.

Getting geomorphs to spawn in mountains would be possible as long as nobody asks why someone built a hallway with no connections to the rest of the complex. You'd just have to check the heightmap before placing each node. Of course that limits you to mapgens that create accurate heightmaps. Unfortunately, it's logically impossible to have an accurate 2D heightmap of a mapgen that creates overhangs.

The problem with geomoria, from my point of view was always that it was so huge and empty and deep underground (to avoid terrain issues). It takes forever to get down there and then I tend to get bored with it. So, I'm making a game where everything is shuffled together in no particular order.

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Hmmm. This didn't work the way I thought it would.

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Better.

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Re: Post your screenshots!

Postby Linuxdirk » Mon Mar 25, 2019 6:57 pm

SB66 wrote:seen today on the main site of youtube.....
....https://www.youtube.com/watch?v=CwsDKy6xsAQ
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Nice :) They even have a pool there.
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Re: Post your screenshots!

Postby PEAK » Mon Mar 25, 2019 7:39 pm

Landscaping

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Re: Post your screenshots!

Postby voxelproof » Mon Mar 25, 2019 7:41 pm

paramat wrote: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.


However I've just noticed that the cloud_height doesn't seem to be settable neither through the settings in the main menu nor the in-game command. Is there maybe somewhere a setting formspec and I can't see it?

The Valleys mg tweakings so far are easily transposable to the new MT version.

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Re: Post your screenshots!

Postby voxelproof » Mon Mar 25, 2019 9:25 pm

PEAK wrote:Landscaping


Nice :)
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Re: Post your screenshots!

Postby Linuxdirk » Tue Mar 26, 2019 6:37 am

paramat wrote: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.

I want a closed layer when the player is above a specific height.

Is there a registering function or do we run it in a globalstep and check for the players location?

And after setting all of this: is there a way to revert to the default value?
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Juxteposition

Postby duane » Tue Mar 26, 2019 10:37 am

Got kind of an ancient vs. modern thing going. (And a big lizard stuck in a corridor. Sigh.)

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Re: Post your screenshots!

Postby AspireMint » Tue Mar 26, 2019 11:06 pm

Release 4 teeth kraken!
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Re: Post your screenshots!

Postby duane » Wed Mar 27, 2019 1:26 am

AspireMint wrote:Release 4 teeth kraken!
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That's what we need -- more kaiju in minetest.

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Re: Post your screenshots!

Postby SB66 » Wed Mar 27, 2019 9:46 pm

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WIP.....
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Re: Post your screenshots!

Postby voxelproof » Thu Mar 28, 2019 6:55 pm

There're many beautiful worlds in particular mapgens, and I made many tweakings of Valleys mg achieving results which sometimes stunned me. But I must say that no mapgen so far matches in its natural charm ordinary flat with lakes and hills.

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Topsy Turvey

Postby duane » Fri Mar 29, 2019 3:24 am

"What is this Wonka, some kind of funhouse?"
"Why? Are you having fun?"

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Mese Mining

Postby duane » Fri Mar 29, 2019 1:55 pm

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Re: Post your screenshots!

Postby voxelproof » Fri Mar 29, 2019 3:36 pm

Duane. What a scandalous waste of energy! To say nothing of that terrible sulphur dioxide which btw should be added to the deepest parts of the worlds at least in some mods featuring underground realms, if not in the MTG itself (to discourage people from strolling through these hellish landscapes).

Back to the surface, then. And fresh air, please!

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Highland breeze
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Re: Post your screenshots!

Postby duane » Sat Mar 30, 2019 12:10 am

voxelproof wrote:Duane. What a scandalous waste of energy! To say nothing of that terrible sulphur dioxide which btw should be added to the deepest parts of the worlds at least in some mods featuring underground realms, if not in the MTG itself (to discourage people from strolling through these hellish landscapes).


Funny you should mention that. I added poisonous gas to that cavern biome, to make it even more interesting. The original version was just completely filled with lava, so I think it's an improvement. Heh.

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Go green!

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Cheap Glitz

Postby duane » Sat Mar 30, 2019 5:09 am

Blinkenlights will drive you crazy.

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Re: Post your screenshots!

Postby voxelproof » Sat Mar 30, 2019 10:23 am

duane wrote:Funny you should mention that. I added poisonous gas to that cavern biome, to make it even more interesting. The original version was just completely filled with lava, so I think it's an improvement. Heh.


I was pretty sure that these screenies weren't posted just to show how amazingly beautiful lavafalls are ;) However the next question is whether you're going to give us any chances of survival in such a harsh environment. I'd beg you to add something like this :) As I remember there's probably a mod with some sort of oxygen supply to a player, but I doubt whether it would be of any use when dealing with toxic underground miasmata.

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oss:

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Re: Cheap Glitz

Postby Hybrid Dog » Sat Mar 30, 2019 5:04 pm

duane wrote:Blinkenlights will drive you crazy.

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Have you tried "/set time_speed -10000" yet?
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Re: Post your screenshots!

Postby Amaz » Sat Mar 30, 2019 5:19 pm

Added some butterflies to LOTT.
They're hard coded without using a mob api, so they don't have any unneeded code, so they're relatively lag-free!
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Re: Post your screenshots!

Postby Lone_Wolf » Sat Mar 30, 2019 7:09 pm

Amaz wrote:Added some butterflies to LOTT.
They're hard coded without using a mob api, so they don't have any unneeded code, so they're relatively lag-free!
+

:thumbsup:
I can't wait for v2 to be playable (It wasn't last I tried anyway)
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Re: Cheap Glitz

Postby duane » Sun Mar 31, 2019 12:54 am

Hybrid Dog wrote:Have you tried "/set time_speed -10000" yet?


Cute. At least the blinkenlights don't affect everything.

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Rogue sun sparks global cataclysm!

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Re: Post your screenshots!

Postby duane » Sun Mar 31, 2019 4:40 am

"Yet the horror grew in him, seeming to hold him bound in his chair. He was cold. Looking over his shoulder he saw that something was crouching beside the closed door, a shapeless clot of shadow darker than the darkness. It seemed to reach out towards him, and to whisper, and to call to him in a whisper: but he could not understand the words."

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Unreflected city?

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I never get tired of this view.

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Re: Post your screenshots!

Postby duane » Sun Mar 31, 2019 8:27 am

Beanfields of the Gods

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Down the Barrel

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Re: Post your screenshots!

Postby voxelproof » Sun Mar 31, 2019 9:32 am

Starting at the altitude of about 1100, the glide lasted for more than 15 minutes thanks to the powerful upward draft which allowed to gain a few hundred meters in height.

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Re: Post your screenshots!

Postby Lone_Wolf » Mon Apr 01, 2019 2:37 am

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If you're wondering what's up with the grass: I use this TP
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