WaterWorld Server [0.4.7]

TheGenral123
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by TheGenral123 » Thu Aug 08, 2013 00:48

Connecting...(WILL FAIL TO CONNECT FOR AN UNKOWN REASON)
 

TheGenral123
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by TheGenral123 » Thu Aug 08, 2013 00:49

Failed to connect (See I told you!)
 

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mauvebic
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by mauvebic » Thu Aug 08, 2013 13:44

Startest is down while I experiment with WaterWorld (which is public) - If i decide to go with the new format i'll copy paste projects from the Startest map :-)
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mauvebic
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by mauvebic » Mon Aug 12, 2013 14:31

Added nightclub (lights disabled) and colouredglass (black rims removed), upgraded bans.
Last edited by mauvebic on Mon Aug 12, 2013 21:43, edited 1 time in total.
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twoelk
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by twoelk » Tue Aug 13, 2013 11:12

Confusing thread. Maybe WaterWorld could have deserved a new thread seperate from Startest.

Experimenting a little in the open sea I wonder if the Sea modpack by Topywo could add some more life to the ocean bed.

https://forum.minetest.net/viewtopic.php?id=4627

btw is there any glass that does not generate a water surface, as in the blue not seethru texture. I can sometimes look through the glass sorts I tried from a certain angle but normally I just see the water surface texture. Makes glass structures under water somewhat pointless if you can't enjoy the view.

Another idea I was toying with was wether the Mount Meru mod could be used to build atol like islands. Inspired by WaterWorld I tried to generate a raised waterlevel world and in that create a Mount Meru cut of at +102 to get only the bottom part of the cone ending just a few blocks out of the water and generating some flat islands in a ring shaped pattern. Didn't work as thought and looked ugly........ Maybe somebody more clever can put better use to this idea.
Last edited by twoelk on Tue Aug 13, 2013 11:16, edited 1 time in total.
 

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mauvebic
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by mauvebic » Tue Aug 13, 2013 14:19

twoelk wrote:Confusing thread. Maybe WaterWorld could have deserved a new thread seperate from Startest.

If i did that people would keep posting in the old thread thinking im running two maps, besides, there are enough duplicate and near-duplicate threads :p
twoelk wrote:Experimenting a little in the open sea I wonder if the Sea modpack by Topywo could add some more life to the ocean bed.

https://forum.minetest.net/viewtopic.php?id=4627


I like the underwater plants but i was told it uses a *ton* of nodeboxes to accomplish that effect.
twoelk wrote:btw is there any glass that does not generate a water surface, as in the blue not seethru texture. I can sometimes look through the glass sorts I tried from a certain angle but normally I just see the water surface texture. Makes glass structures under water somewhat pointless if you can't enjoy the view.

Avoid using the coloured glasses on/against/in water, it's a known bug. mbocks:1,2,3 are traditional glasslike nodes, those should be fine :-)
twoelk wrote:Another idea I was toying with was wether the Mount Meru mod could be used to build atol like islands. Inspired by WaterWorld I tried to generate a raised waterlevel world and in that create a Mount Meru cut of at +102 to get only the bottom part of the cone ending just a few blocks out of the water and generating some flat islands in a ring shaped pattern. Didn't work as thought and looked ugly........ Maybe somebody more clever can put better use to this idea.

I tried using a moonrealm-deriv mod on my last map, it works fine in singleplayer, but using on_generated on a large scale on a server with many players, doesn't work out so well. I have a voxelsniper-like mod that I can use to make little floating islands.
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mauvebic
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by mauvebic » Tue Aug 13, 2013 19:43

Cloud Tower finished
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Image
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Image
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twoelk
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by twoelk » Wed Aug 14, 2013 12:51

Had a look befor they where finished. Couldn't find access to the buildings then. Now I seem to be able to see a door. Hope you have elevators or some other teleport installed. The last visit to the top of one of your builds using the stairs made me virtually dizzy..... That place under the trees up there would surely be a fine place for a cafe in real life. Might be windy though. Hopefully I'll have access to a powerfull pc with fast internet to go on another sightseeing spree with maximum viewing range on in the next days.

I really like the window pattern. Sort off disobeying the grid but keeping to the rules of the grid. The main island is quite a sight now. I wonder though how you get past building regulations with those foundations. Maybe building on water is not considered as dangerous as building on sand.

I was put off somewhat by the rectified leaning building in the first screenshot. That optical effect had me baffled for a while.
 

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mauvebic
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by mauvebic » Wed Aug 14, 2013 13:19

Im hoping someone will write an elevator mod that goes physically up and down, I hate setting up teleports when you have that many floors.

and i'll probably have to add buoyancy tanks to the main disc :P Though someone else is building an underwater city beneath so it may eventually grow to include supports.
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by mauvebic » Thu Aug 15, 2013 13:23

Added lrfurn (removed yellow, violet, orange and grey variants)
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twoelk
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by twoelk » Fri Aug 16, 2013 18:32

somewhere in the endless waters there lies a wee little isle ...
Image

Wish I could turn the palm trees to all sides, would look much better.
 

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mauvebic
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by mauvebic » Fri Aug 16, 2013 21:41

Added the 3 marble textures as tiles (can be used counter-tops), made cabinet doors that fit on full nodes and upper slabs, and cabinet drawers that fit on full nodes (only one texture, may change or add more).
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paramat
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by paramat » Sun Aug 18, 2013 03:56

mauvebic, i have written moonrealm LVM to be processing efficient and generate the realm with 3 sections: surface, underground and atmosphere. Because underground and atmosphere are simpler to generate their code is simpler and generation will be faster than surface chunks, so there's no need to avoid a deep realm for lag reasons, less lag will be caused by players travelling underground or into the atmosphere than exploring the surface.
I rely on donations to help provide an income https://forum.minetest.net/viewtopic.php?f=3&t=14935
 

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mauvebic
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by mauvebic » Sun Aug 18, 2013 13:35

paramat wrote:mauvebic, i have written moonrealm LVM to be processing efficient and generate the realm with 3 sections: surface, underground and atmosphere. Because underground and atmosphere are simpler to generate their code is simpler and generation will be faster than surface chunks, so there's no need to avoid a deep realm for lag reasons, less lag will be caused by players travelling underground or into the atmosphere than exploring the surface.


I'll have to try it out on a separate map, though the last line concerns me since last time i had it running there were 3 or 4 players exploring the surface :/

Also, had 2 players from France come on and grief the nice part of freebuild, repairs are needed. Im going to implement an auto-revoke of interact.
Last edited by mauvebic on Sun Aug 18, 2013 14:26, edited 1 time in total.
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Shire
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by Shire » Sun Aug 18, 2013 19:35

Was I banned or something? I can't log on at all.

Edit. It seems the server did ban me, for digging nodes aimlessly in the hopes of building a tower. :[
Last edited by Shire on Sun Aug 18, 2013 20:13, edited 1 time in total.
 

geralddizon15
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by geralddizon15 » Tue Aug 20, 2013 14:16

hello
 

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by geralddizon15 » Tue Aug 20, 2013 14:17

how to install that
 

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mauvebic
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by mauvebic » Tue Aug 20, 2013 17:14

Shire wrote:Was I banned or something? I can't log on at all.

Edit. It seems the server did ban me, for digging nodes aimlessly in the hopes of building a tower. :[

You got the same number of warnings as anybody else would.

geralddizon15 wrote:how to install that

?
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Shire
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by Shire » Tue Aug 20, 2013 19:22

And so I have to stay banned because I didn't know the server would ban me? That's ridiculous. I mean, Hell, it would have been *fantastic* if one of the "mods" would have told me that the freebuild area was on the same server, else I wouldn't have been so aimless.
Last edited by Shire on Tue Aug 20, 2013 19:28, edited 1 time in total.
 

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mauvebic
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by mauvebic » Tue Aug 20, 2013 19:47

So you thought because none of the admins were active you could get away with it? There are signs at spawn pointing the way to freebuild, and trying to dig/place in a protected area gives you warnings, 15 of them before getting banned, sucks for you.
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mauvebic
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by mauvebic » Sun Aug 25, 2013 16:07

Back up after a few days downtime, in other news:

[h]Changes[/h]
- Added sideways slope
- Added slopes from noncubic mod to mblocks (numbered blocks)
- Stricter protection: non-citizens can only interact in freebuild [28K to 30K, x&z], citizens can interact in their own countries as well as unclaimed territory and freebuild
- moved spawn pad to freebuild
Last edited by mauvebic on Mon Aug 26, 2013 18:12, edited 1 time in total.
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hoodedice
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by hoodedice » Wed Aug 28, 2013 01:38

  • Removed me from dome.
  • Changed dome name.
  • Added citizen to dome.


*Sigh*
Last edited by hoodedice on Wed Aug 28, 2013 01:39, edited 1 time in total.
7:42 PM - Bauglio: I think if you go to staples you could steal firmware from a fax machine that would run better than win10 does on any platform
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
 

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mauvebic
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by mauvebic » Wed Aug 28, 2013 02:04

I added someone because there was little development, and even then, the disk sat unused and i needed it, so i moved Corellia further out.

[h]Changes[/h]
- Cleaned up some superfluous or lesser-used nodes from mblocks, mextra and nightclub (performance reasons)
Last edited by mauvebic on Wed Aug 28, 2013 16:28, edited 1 time in total.
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hoodedice
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by hoodedice » Wed Aug 28, 2013 16:31

So what happens to me?
7:42 PM - Bauglio: I think if you go to staples you could steal firmware from a fax machine that would run better than win10 does on any platform
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
 

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mauvebic
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by mauvebic » Wed Aug 28, 2013 19:11

Corellia is between -360 and -240x, same z coordinates.
[h]Changes[/h]
- enabled upside-down placement (6d)
- converted & removed upside-down variant nodes
- re-enabled rotate tool, updated for 6d and protection
Last edited by mauvebic on Sat Aug 31, 2013 15:52, edited 1 time in total.
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twoelk
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by twoelk » Sun Sep 01, 2013 19:39

It seems Corellia has annexed at least parts of my underwater structures :-(

I had been checking the terrain for a possible future connection corridor to the underwater dome but had not really planned to become a part of Corellia as I have over water interests on Aquilea. That is I have been building stuff in several places. I am not really a friend of doing all my building in one restricted place as I like to react to terrain and location. So if I see something interesting somewhere I build something there.

- Hope another structure of mine, my little island, is far enough away to be out of the way for growing nations for a while. That is maybe I should plant a flag and declare it an outpost of Aquilea.
 

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mauvebic
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by mauvebic » Sun Sep 01, 2013 22:22

Right now your a part of both nations though if you'd rather have another spot more far out w/ wider territory let me know :-)
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hoodedice
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by hoodedice » Sun Sep 01, 2013 22:35

ProTip: Don't press the Prison button. Period.
7:42 PM - Bauglio: I think if you go to staples you could steal firmware from a fax machine that would run better than win10 does on any platform
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
 

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mauvebic
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by mauvebic » Mon Sep 02, 2013 01:14

[h]Changes[/h]
- Redefined the nations to be bigger and further out (see OP). Anyone who had stuff in the old nations post the coords here and i'll move them.
- Multinode (limited) enabled for white-listed players
- Added facedir to round columns, removed/converted sideways column
- Added mossy brick texture to mblocks (for castles, ruins, etc.)
Last edited by mauvebic on Mon Sep 02, 2013 18:38, edited 1 time in total.
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mauvebic
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by mauvebic » Wed Sep 11, 2013 16:31

[h]Changes[/h]
- Added ~dozen new textures to mblocks
- enabled bookshelfs with new textures
- updated character look
- updated pipes with new look (steampunk)
- reset freebuild, removed default interact priv
Last edited by mauvebic on Sat Sep 14, 2013 22:12, edited 1 time in total.
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