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0gb.us
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by 0gb.us » Sun Mar 10, 2013 21:27

Dungeons are back? Yay!

/me runs off to go compile
 

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PilzAdam
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by PilzAdam » Sun Mar 10, 2013 21:55

Hybrid Dog wrote:When will the rats come back?

Right now in simple mobs!
0gb.us wrote:Dungeons are back? Yay!

/me runs off to go compile

Dont forget to add "dungeons" to mg_flags in minetest.conf
 

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0gb.us
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by 0gb.us » Sun Mar 10, 2013 22:35

PilzAdam wrote:
0gb.us wrote:Dungeons are back? Yay!

/me runs off to go compile

Dont forget to add "dungeons" to mg_flags in minetest.conf


I wouldn't have known to do that. Thanks!
 

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cisoun
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by cisoun » Mon Mar 11, 2013 03:26

I am thinking about to make a better logo than this...

Image
Not here for a while due to some troubles between my graphic card and Minetest.
Cisoun's Texture Pack | The Conifers Mod (deprecated) | Faenza icons for Minetest |
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jojoa1997
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by jojoa1997 » Mon Mar 11, 2013 03:57

cisoun wrote:I am thinking about to make a better logo than this...

Image
cisoun just keep making more background and I will keep on adding them. They are amazing thank you.
Coding;
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Casimir
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by Casimir » Tue Mar 12, 2013 19:32

Image
Dungeons are back ;)
 

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cHyper
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by cHyper » Tue Mar 12, 2013 20:50

Image

more dungeons screenshots...
--------------------------------------------------------
 

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jojoa1997
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by jojoa1997 » Tue Mar 12, 2013 21:53

are the torches there naturally
Coding;
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cHyper
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by cHyper » Tue Mar 12, 2013 21:56

jojoa1997 wrote:are the torches there naturally


no...
3d torches...
--------------------------------------------------------
 

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Casimir
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by Casimir » Wed Mar 13, 2013 22:38

Image
I like the current dungeons much better than the old ones. Mainly because they allow such strange, uncommon structures.
(on the floor: finite water)
 

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Mito551
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by Mito551 » Thu Mar 14, 2013 18:47

Image
cool. quite cool.
 

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Mito551
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by Mito551 » Thu Mar 14, 2013 18:50

Image
and this is far cooler!
Last edited by Mito551 on Thu Mar 14, 2013 18:50, edited 1 time in total.
 

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Inocudom
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by Inocudom » Fri Mar 15, 2013 04:56

Casimir wrote:Image
I like the current dungeons much better than the old ones. Mainly because they allow such strange, uncommon structures.
(on the floor: finite water)


What did you have to do to get this to generate? Dungeons don't seem to appear normally.
 

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Topywo
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by Topywo » Fri Mar 15, 2013 09:21

Inocudom wrote:What did you have to do to get this to generate? Dungeons don't seem to appear normally.


I'm not sure if you mean this, but you need to put dungeons in the minetest.conf file. They don't appear 'naturally'.

Example line to be put in the minetest.conf: mg_flags = trees, caves, v6_biome_blend, dungeons
 

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Inocudom
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by Inocudom » Fri Mar 15, 2013 15:59

Topywo wrote:
Inocudom wrote:What did you have to do to get this to generate? Dungeons don't seem to appear normally.


I'm not sure if you mean this, but you need to put dungeons in the minetest.conf file. They don't appear 'naturally'.

Example line to be put in the minetest.conf: mg_flags = trees, caves, v6_biome_blend, dungeons


...that didn't work. I still can't find any dungeons, and I am using PilzAdam's latest git build.
 

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PilzAdam
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by PilzAdam » Fri Mar 15, 2013 16:46

Inocudom wrote:
Topywo wrote:
Inocudom wrote:What did you have to do to get this to generate? Dungeons don't seem to appear normally.


I'm not sure if you mean this, but you need to put dungeons in the minetest.conf file. They don't appear 'naturally'.

Example line to be put in the minetest.conf: mg_flags = trees, caves, v6_biome_blend, dungeons


...that didn't work. I still can't find any dungeons, and I am using PilzAdam's latest git build.

Are you sure that you edit minetest.conf and not minetest.conf.example?
Is there an # in front of mg_flags (this would make it to an comment and it is ignored)?
Try disabling caves (by removing them from mg_flags) to see the dungeons better.
 

Nore
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by Nore » Sat Mar 16, 2013 17:07

Mesecons computer:

Image
 

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Casimir
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by Casimir » Sat Mar 16, 2013 19:39

Image
More dungeons!
This one reminds me of my holidays in R'lyeh.
 

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jojoa1997
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by jojoa1997 » Sat Mar 16, 2013 20:02

Casimir wrote:Image
More dungeons!
This one reminds me of my holidays in R'lyeh.
how do you get it to go above ground
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PilzAdam
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by PilzAdam » Sun Mar 17, 2013 00:23

Jungles are back!
Image
(and apple trees in mapgen too)
 

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MirceaKitsune
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by MirceaKitsune » Sun Mar 17, 2013 01:20

PilzAdam wrote:Jungles are back!
Image
(and apple trees in mapgen too)


Just hope they're back in Lua and not in C++. Still hoping to see biomes get fully scripted sometime soon, though still with C++ mapgen.
 

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0gb.us
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by 0gb.us » Sun Mar 17, 2013 09:02

PilzAdam wrote:Are you sure that you edit minetest.conf and not minetest.conf.example?
Is there an # in front of mg_flags (this would make it to an comment and it is ignored)?
Try disabling caves (by removing them from mg_flags) to see the dungeons better.


I added it directly to the file in the world directory, and still couldn't find any dungeons. I gave up looking after about half an hour.

PilzAdam wrote:Jungles are back!
Image
(and apple trees in mapgen too)


jungles are back? Awesome! I hope jungle saplings are added later, or maybe jungle trees regrow without them in jungle areas.
 

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PilzAdam
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by PilzAdam » Sun Mar 17, 2013 09:17

MirceaKitsune wrote:
PilzAdam wrote:Jungles are back!
Image
(and apple trees in mapgen too)


Just hope they're back in Lua and not in C++. Still hoping to see biomes get fully scripted sometime soon, though still with C++ mapgen.

They are in c++.
0gb.us wrote:
PilzAdam wrote:Jungles are back!
Image
(and apple trees in mapgen too)


jungles are back? Awesome! I hope jungle saplings are added later, or maybe jungle trees regrow without them in jungle areas.

Saplings, leaves and junglewood planks are already added.
 

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PilzAdam
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by PilzAdam » Sun Mar 17, 2013 11:58

Here is a screenshot with the latest indev map generator. The mountains get higher the farther you are away from the center of the map:
Image
This screenshot was taken nearly at the edge of the map. Im already standing at a mountain that is 60 nodes high and the mountain I am watching at is higher than 200 nodes. (I have set the cloud height to 500).
 

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PilzAdam
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by PilzAdam » Sun Mar 17, 2013 12:21

Comparison between 0, 2 and 16 times antialiasing (fsaa in minetest.conf):
Image
 

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Casimir
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by Casimir » Sun Mar 17, 2013 12:28

PilzAdam wrote:The mountains get higher the farther you are away from the center of the map:

That is stupid. The (horizontal) mapgen should be independent from where you are. Otherwise the first thing people would do after starting a new map is "/teleport 20000,0,0" just to have the mapgen they want.
There should be a very very large scale perlin noise to do this.

Despite of this;
[h]High Mountains! Yeah! *dancing around*[/h]
Last edited by Casimir on Sun Mar 17, 2013 12:30, edited 1 time in total.
 

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Topywo
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by Topywo » Sun Mar 17, 2013 12:31

PilzAdam wrote:Comparison between 0, 2 and 16 times antialiasing (fsaa in minetest.conf):


I don't see a difference.
 

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by BlockMen » Sun Mar 17, 2013 12:39

PilzAdam wrote:Comparison between 0, 2 and 16 times antialiasing (fsaa in minetest.conf):
Image


Awesome. With Antialiasing it looks much better!

And a question i have after seen the screenshot: Would it be possible to make the selection box outline a bit more descreet? Or reduce the thickness? Or change the color to grey?
 

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by PilzAdam » Sun Mar 17, 2013 12:46

BlockMen wrote:
PilzAdam wrote:Comparison between 0, 2 and 16 times antialiasing (fsaa in minetest.conf):
Image


Awesome. With Antialiasing it looks much better!

And a question i have after seen the screenshot: Would it be possible to make the selection box outline a bit more descreet? Or reduce the thickness? Or change the color to grey?

You can change the color of it in minetest.conf with selectionbox_color = (R,G,B), but you cant change the alpha channel or the thickness.
 

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PilzAdam
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by PilzAdam » Sun Mar 17, 2013 12:47

Topywo wrote:
PilzAdam wrote:Comparison between 0, 2 and 16 times antialiasing (fsaa in minetest.conf):


I don't see a difference.

The difference is pretty small, but there is one and you notice it when playing the game. You can zoom in to see it better.
 

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