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PostPosted: Mon Jul 29, 2013 23:14
by Mossmanikin
mauvebic wrote:Are those nodeboxes or angled nodes? really cool :-)

I used
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Code: Select all
drawtype = "flowingliquid"

but the nodes don't spread like water or lava.

PostPosted: Mon Jul 29, 2013 23:18
by mauvebic
Mossmanikin wrote:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
drawtype = "flowingliquid"

but the nodes don't spread like water or lava.


Interesting, is the code posted anywhere?

PostPosted: Mon Jul 29, 2013 23:48
by Mossmanikin
mauvebic wrote:Interesting, is the code posted anywhere?


Not yet, since it's not organized at all.

But here's an example:
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Code: Select all
minetest.register_node("dunes:desert_sand", {
    description = "Desert Sand",
    drawtype = "flowingliquid",
    liquidtype = "flowing",
    liquid_alternative_flowing = "group:liquid",
    liquid_alternative_source = "default:desert_sand",
    paramtype = "light",
    walkable = false,
    inventory_image = minetest.inventorycube("default_desert_sand.png"),
    tiles = {"default_desert_sand.png"},
    special_tiles = {image="default_desert_sand.png"},
    groups = {crumbly=3, falling_node=1, liquid=3, not_in_creative_inventory=1},
    selection_box = {
        type = "fixed",
        fixed = {-1/2, -1/2, -1/2, 1/2, 0, 1/2},
    },
    drop = 'default:desert_sand',
    sounds = default.node_sound_sand_defaults(),
})

PostPosted: Tue Jul 30, 2013 00:31
by mauvebic
Mossmanikin wrote:
mauvebic wrote:Interesting, is the code posted anywhere?


Not yet, since it's not organized at all.

But here's an example:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
minetest.register_node("dunes:desert_sand", {
    description = "Desert Sand",
    drawtype = "flowingliquid",
    liquidtype = "flowing",
    liquid_alternative_flowing = "group:liquid",
    liquid_alternative_source = "default:desert_sand",
    paramtype = "light",
    walkable = false,
    inventory_image = minetest.inventorycube("default_desert_sand.png"),
    tiles = {"default_desert_sand.png"},
    special_tiles = {image="default_desert_sand.png"},
    groups = {crumbly=3, falling_node=1, liquid=3, not_in_creative_inventory=1},
    selection_box = {
        type = "fixed",
        fixed = {-1/2, -1/2, -1/2, 1/2, 0, 1/2},
    },
    drop = 'default:desert_sand',
    sounds = default.node_sound_sand_defaults(),
})


Thanks ill have to try that with grass :-)

PostPosted: Wed Jul 31, 2013 03:46
by kaeza
Image

PostPosted: Wed Jul 31, 2013 05:24
by Inocudom


Are you working on something that imports images into Minetest by replacing pixels with blocks?

PostPosted: Wed Jul 31, 2013 05:29
by kaeza
Inocudom wrote:Are you working on something that imports images into Minetest by replacing pixels with blocks?

Yup: https://forum.minetest.net/viewtopic.php?pid=103026#p103026

PostPosted: Wed Jul 31, 2013 05:54
by winstonebook
Evergreen wrote:Epic dungeon that I found. I did a bit of exploring, and took several pictures along the way. Seed: 579677145995689766
Coordinates for entrance to dungeon (first screenshot): -81.8, 4.2, -1169.0 Texture pack: MT-Faithful


http://i.imgur.com/cejsh29.png



What a weird dungeon! It seems to me like Jungle Temples :P

PostPosted: Wed Jul 31, 2013 05:56
by winstonebook
Made a Minetest video!

https://www.youtube.com/watch?v=BrNcZp8sXqw

Just a basic video of me building a basic house :)

PostPosted: Wed Jul 31, 2013 09:50
by Iqualfragile
Hybrid Dog wrote:With middle mouseclick you could craft 10 times faster.

You would not belive how stupid i feel right now…

PostPosted: Wed Jul 31, 2013 11:48
by webdesigner97
Iqualfragile wrote:
Hybrid Dog wrote:With middle mouseclick you could craft 10 times faster.

You would not belive how stupid i feel right now…

You don't need to feel stupid, I also didn't know that :D

PostPosted: Wed Jul 31, 2013 16:29
by Inocudom
webdesigner97 wrote:
Iqualfragile wrote:
Hybrid Dog wrote:With middle mouseclick you could craft 10 times faster.

You would not belive how stupid i feel right now…

You don't need to feel stupid, I also didn't know that :D


This should be taught more often on servers.

PostPosted: Wed Jul 31, 2013 17:18
by LionsDen
Iqualfragile wrote:
Hybrid Dog wrote:With middle mouseclick you could craft 10 times faster.

You would not belive how stupid i feel right now…


I had no clue of this as well. :)

PostPosted: Wed Jul 31, 2013 20:22
by Evergreen
LionsDen wrote:
Iqualfragile wrote:
Hybrid Dog wrote:With middle mouseclick you could craft 10 times faster.

You would not belive how stupid i feel right now…


I had no clue of this as well. :)
I actually knew about this a while ago. WE MUST SHARE THE KNOWLEDGE

PostPosted: Wed Jul 31, 2013 22:51
by Evergreen
Some very weird jungle tree generation using Casimir's mapgen settings

Image

PostPosted: Thu Aug 01, 2013 04:15
by Casimir
Talking about mapgenbugs...
Image

For better version of the mapgen settings follow the link.

PostPosted: Sat Aug 03, 2013 12:08
by glenalec
Gateway, leading to...
Image

PostPosted: Sat Aug 03, 2013 12:09
by glenalec
Big gold and obsidian pyramid (with some sandstone placeholding yet-to-be-mined gold)...
Image

PostPosted: Sat Aug 03, 2013 12:09
by glenalec
Beneath which is an underground orchard:
Image

PostPosted: Sat Aug 03, 2013 12:10
by glenalec
And an underground swimming pool with water piped down from the surface and lava-under-obsidian-glass heating of the spa end (the copper block is for thermal transfer!) :-)
Image

PostPosted: Sat Aug 03, 2013 12:27
by nolan

PostPosted: Sat Aug 03, 2013 12:38
by Iqualfragile
glenalec wrote:And an underground swimming pool with water piped down from the surface and lava-under-obsidian-glass heating of the spa end (the copper block is for thermal transfer!) :-)
http://www.glenalec.net/mt/Snapshot04.jpg

please disable bi/trilinear filtering for low resolution texture packs, it just looks wrong

PostPosted: Sat Aug 03, 2013 17:32
by Exilyth
MirceaKitsune wrote:
Hybrid Dog wrote:Could you add streets?


Calculating and adding streets would be crazy and require pretty difficult formulas. But I'm thinking about it still. Not sure when / if it will happen.


Most cities have a motorway/highway; from which main streets branch off; from which side streets branch off; from which back alleys branch off...

If you look at it like that, you could (ab-)use L-Systems for the streets. The hard part would then be assigning buildings to the space between the streets.

PostPosted: Sat Aug 03, 2013 19:25
by paramat
Good stuff glenalec.

PostPosted: Sat Aug 03, 2013 19:49
by champer
Image

Just a « little » castle. The exterior is not finished yet.

PostPosted: Sat Aug 03, 2013 22:56
by glenalec
Iqualfragile wrote:please disable bi/trilinear filtering for low resolution texture packs, it just looks wrong


Hmmm. I think you are right. Thanks for the tip.

PostPosted: Mon Aug 05, 2013 23:29
by solars
A view with noclip from under the city at my Karsthafen map.

Image

I think, its a surreal view... :D

PostPosted: Thu Aug 08, 2013 13:25
by mauvebic
Waterworld - where the sea level rose 100m
Image
Image
Image

PostPosted: Thu Aug 08, 2013 15:06
by sfan5
Playing LogoSkyBlock with PilzAdam, Jordach, Evergreen, ShadowNinja, Calinou and me
Image

PostPosted: Thu Aug 08, 2013 16:05
by Evergreen
More screenshots of use playing LogoSkyBlock:

Image

Image

Image

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