Post your screenshots!

Re: Post your screenshots!

Postby duane » Mon Apr 08, 2019 12:13 am

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Re: Post your screenshots!

Postby Miniminaut » Mon Apr 08, 2019 2:51 pm

T-Rex
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No Cherryblossoms
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Hotties
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Puzzle Boxes

Postby duane » Tue Apr 09, 2019 2:39 am

Since I'm not wild about minetest combat, I'm focusing on puzzles, like this match-three vault. Match enough blocks, and the vault will open.

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Re: Post your screenshots!

Postby v-rob » Tue Apr 09, 2019 3:17 am

That's pretty cool, Duane. I like the thought of puzzles, since I'm not a big fan of combat myself. Are they randomly generated?
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Re: Post your screenshots!

Postby duane » Tue Apr 09, 2019 4:30 am

v-rob wrote:That's pretty cool, Duane. I like the thought of puzzles, since I'm not a big fan of combat myself. Are they randomly generated?


So far, there's only the one type. I'm thinking about doing a sliding puzzle, but it might be too easy -- certainly you couldn't lose one. I also thought about a big rubik's cube, but that seems way too difficult.

I need to have this one generate dead blocks occasionally, to add some challenge. I can routinely match several hundred on a side, and by going from side to side you can work your way back to any place you get stuck. I haven't reached a point where I couldn't continue yet. Maybe I'll put in a bad-match block that gets replaced with lava and destroys the treasure. Or a TNT block. Heh.

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Re: Post your screenshots!

Postby ShadMOrdre » Tue Apr 09, 2019 6:40 am

Beware the fortress on the hill......
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Tent camp....
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Uncanny Valleys....
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Re: Post your screenshots!

Postby voxelproof » Tue Apr 09, 2019 8:56 am

duane wrote:So far, there's only the one type. I'm thinking about doing a sliding puzzle, but it might be too easy -- certainly you couldn't lose one. I also thought about a big rubik's cube, but that seems way too difficult.


Another conceivable possibility is a jigsaw puzzle, but this would require higher resolution textures of an image split into squarish pieces to be assembled into the original picture. BTW I wonder if there's a feature allowing to have exactly one type of a node in the game, which could be utilised in card-like games.

oss:

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The search for the best settings of Valleys in the Mountain Game continues.

EDIT: of course, I wonder whether it's possible to have only and exactly one node of a specific kind, and not one type which would be rather ridiculous curiosity ;)
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Re: Post your screenshots!

Postby duane » Wed Apr 10, 2019 2:09 pm

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Re: Post your screenshots!

Postby SB66 » Wed Apr 10, 2019 9:38 pm

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should reactivate this map....
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Re: Post your screenshots!

Postby duane » Thu Apr 11, 2019 2:13 am

SB66 wrote:Image
should reactivate this map....


Very nice.

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Seems like I'm forgetting something...

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Oh yes, massive forest fires. That's what I needed. ;p

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Re: Post your screenshots!

Postby duane » Fri Apr 12, 2019 5:39 am

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Re: Post your screenshots!

Postby ShadMOrdre » Sat Apr 13, 2019 4:08 am

Biomes have always been a pain. Not a pain to manage or configure. A pain in that they are just mono. Singular. No matter how many plants, trees, mobs, they are just plain. To try and layer them, you get banding, even with the new vertical_blend, which, by the way, is awesome. But you still get bands of this biome interspersed with that biome.

In my lib_materials/lib_ecology mods, I finally found an "answer". This is not efficient, cause, well, it needed to work first. It now does. So now the next phase begins. But I'll post the code to github this next week.

Introducing ecosystems. Biomes now contain disparate and various ecosystems. Yes, this is still just a collection of plants and trees, but, isn't real life? However, now, you can experience an oak forest and a pine forest in the same biome, maybe even overlapping. The possibility of infinite variety now arrives.

Why? Because I can. Because MT allows it. Because I love this kinda stuff. Because MT needs a different base than just default or MCL2. Suggestions, knowledge, and even criticisms are welcome. Now, for the goods....

A favorite map. Seed "Eden" on mg_valleys. This is roughly a sq km southeast of origin. The coloration is inspired by sofars' Lucious mod, but does not use the mod or the code. Instead, this is all just 16 colors from a palette applied to 4 different greyscale grass textures, for a total of 64 colored grass types. Simple, effective.
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Origin is the little hill in the foreground.
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And looking back from the peak. Notice the coords and height in the upper left debug output.
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Re: Post your screenshots!

Postby duane » Sat Apr 13, 2019 4:35 am

ShadMOrdre wrote:In my lib_materials/lib_ecology mods, I finally found an "answer". This is not efficient, cause, well, it needed to work first. It now does. So now the next phase begins. But I'll post the code to github this next week.


Excellent!

ShadMOrdre wrote:Why? Because I can.


You don't need an excuse to excel.

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Re: Post your screenshots!

Postby th3drift3r » Sat Apr 13, 2019 8:30 am

Just a random screenshot. I'm new to Minetest.

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Re: Post your screenshots!

Postby SB66 » Sat Apr 13, 2019 8:52 pm

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Re: Post your screenshots!

Postby Lone_Wolf » Sat Apr 13, 2019 10:05 pm

727 nodes tall. Not counting the tree on top
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Re: Post your screenshots!

Postby duane » Sun Apr 14, 2019 6:00 am

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Re: Post your screenshots!

Postby voxelproof » Sun Apr 14, 2019 2:00 pm

Lone_Wolf wrote:727 nodes tall. Not counting the tree on top


Is it Carpathian mg? Looks very good albeit I'm not sure whether the whole of the mountain was generated (it looks that it was).

The picture below is edited and shows a rock formation in "Eden" tweaking of Valleys which I already showed in this thread. But it's really nice in its heavenly character, resembling some assembly of saints... even if a little petrified ones.

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The next one features a rocky summit half way to the top of the mountain in experimental tweaking of Valleys. The massif is over 11000 nodes high. The main issue now is to make the rocky features accord with the oversized terrain scale.

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Re: Post your screenshots!

Postby Lone_Wolf » Sun Apr 14, 2019 3:22 pm

voxelproof wrote:
Lone_Wolf wrote:727 nodes tall. Not counting the tree on top


Is it Carpathian mg? Looks very good albeit I'm not sure whether the whole of the mountain was generated (it looks that it was).

A blindly modified Carpathian. It has nice mostly flat land and towering mountains like that one there. In addition to patches of small hills. I've even seen a few small craters.

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Re: Post your screenshots!

Postby voxelproof » Sun Apr 14, 2019 5:13 pm

Lone_Wolf wrote:A blindly modified Carpathian. It has nice mostly flat land and towering mountains like that one there. In addition to patches of small hills. I've even seen a few small craters.


Excellent. With peaks over 700 it provides nice climbing paths.
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