
Post your screenshots!
- Krock
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Re: Post your screenshots!
I see your 5.2E6 uptime and I raise you a 5.9E6 seconds uptime, but from 4.5 years ago: (the servers are down btw)


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- Andrey01
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Re: Post your screenshots!
Aristotle, just amazing structure. Cool.
It seems it is impossible to read because these are not clear symbols (i don`t know from what an alphabet they are taken).Hume2 wrote:Can anyone read these symbols? (If it's not clear, I mean
the stone structures behind the waterfall.)
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Re: Post your screenshots!
My first build on IhrFussel's server, seen at night.


- voxelproof
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Re: Post your screenshots!
One of the best castles on this Forum. Glory of fairy tales is back :)random_geek wrote:My first build on IhrFussel's server, seen at night.
_____________________________
I've probably fixed as much as possible the map_meta settings for mountain creeks in valleys mg. And finally got rid of these nasty ugly huge cave entrances. And made highland pools to occur 'naturally' :-))
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To miss the joy is to miss all. Robert Louis Stevenson
Re: Post your screenshots!
... Fucking Troll ...
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- IMG_20180811_191642.jpg (139.02 KiB) Viewed 1951 times
Re: Post your screenshots!
this mapgen looks so coolvoxelproof wrote:I've probably fixed as much as possible the map_meta settings for mountain creeks in valleys mg. And finally got rid of these nasty ugly huge cave entrances. And made highland pools to occur 'naturally' :-))
Have a nice day! :D
- voxelproof
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Re: Post your screenshots!
Yes, it does. I've spent some time recently on improving land generation for large scale terrain (some summits exceed 1500) and it's not easy cause valleys map generator was obviously intended for smaller altitudes (the best results are when mountains reach max 500 in height). However I'm pretty glad of what I've found so far - e.g. there're numerous ponds in the flatter woody areas, also high altitude plateaux which form huge deserts look awesome ( the highest one I found so far was at y=1300):MineYoshi wrote: this mapgen looks so cool
Some discoveries are rather disturbing:
It's extremely rare occurence, but when a machine generates something that is strongly resembling a vestige of some grim reality it gives truly eerie experience.
And there're also strange patterns, which are simply curious and seem to point to some otherworldly laws of other nature ;)
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To miss the joy is to miss all. Robert Louis Stevenson
Re: Post your screenshots!
How much RAM does it need in a computer to avoid worrying that if you build such structures as you will not be a problem with them?
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Re: Post your screenshots!
Building them as such never ought to be a problem as long as you avoid higher resolution textures and mods that are too complex for your machine. There is, however, the problem of view range. It might be problematic if your view range is too low to actually see the entire structure. But even then you can switch to infinite view now and then in order to take a look and in general work in the limited area you can see with good fps.meridians wrote: How much RAM does it need in a computer to avoid worrying that if you build such structures as you will not be a problem with them?
Another thing: Screenshot of ships_on_mapgen combined with basic_houses (there's a tiny one in the background):
Shipwrecks are hard to see below the water. During the development process, ships built out of meselamps did help a lot in that regard:
And here's a shipwreck where water has been replaced by glass by an impatient treasure hunter:
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Re: Post your screenshots!
Jordach: Very romantic! Now add a nice little hut there so that the sunraise/sunset can be viewed more often.
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Re: Post your screenshots!
I might look into "borrowing" your schematic placement at some point for some neat buildings.Sokomine wrote:Jordach: Very romantic! Now add a nice little hut there so that the sunraise/sunset can be viewed more often.
- sorcerykid
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Re: Post your screenshots!
I came up with absolutely insane results while benchmarking the latest version of auth_rx. I figured it would be nearly comparable with the sauth mod, but it turns out that Auth Redux performs nearly 5000x faster O_o
So if a server averages around 30 players joining every minute at peak hour, sauth would consume over 20 seconds of CPU cycles (that is 1/3 of server time spent processing authorization). Yet auth_rx clocks in at just 3.8 milliseconds after 30 player joins.
Screencaps or it didn't happen :)


So if a server averages around 30 players joining every minute at peak hour, sauth would consume over 20 seconds of CPU cycles (that is 1/3 of server time spent processing authorization). Yet auth_rx clocks in at just 3.8 milliseconds after 30 player joins.
Screencaps or it didn't happen :)


Re: Post your screenshots!
yikes, that's pretty bad. How many player entries did this create in the authdb? Did those numbers degrade over time, or were they this bad from the start?sorcerykid wrote:I came up with absolutely insane results while benchmarking the latest version of auth_rx. I figured it would be nearly comparable with the sauth mod, but it turns out that Auth Redux performs nearly 5000x faster O_o
So if a server averages around 30 players joining every minute at peak hour, sauth would consume over 20 seconds of CPU cycles (that is 1/3 of server time spent processing authorization). Yet auth_rx clocks in at just 3.8 milliseconds after 30 player joins.
Screencaps or it didn't happen :)
- voxelproof
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Re: Post your screenshots!
Now there can be found really nice looking, explorable creeks with sandy banks.

The terrain contains both huge mountains (up to over 1200) and calm, green lowlands with rolling hills. The stretches of water are really big (up to a 10000 in width), so I estimate that the land makes not more than 1/4 of the total world surface area. Nevertheless sometimes sea-level water is contained within vast, circular calderas.

There're also small ponds at all altitudes. However rocks in summit parts of mountains have sometimes unrealistic, fantastic yet beautiful shapes, but it adds a lot of charm to this otherwise quite realistic tuning of valleys mg.

The terrain contains both huge mountains (up to over 1200) and calm, green lowlands with rolling hills. The stretches of water are really big (up to a 10000 in width), so I estimate that the land makes not more than 1/4 of the total world surface area. Nevertheless sometimes sea-level water is contained within vast, circular calderas.
There're also small ponds at all altitudes. However rocks in summit parts of mountains have sometimes unrealistic, fantastic yet beautiful shapes, but it adds a lot of charm to this otherwise quite realistic tuning of valleys mg.
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- valleys_new3.jpg (64.07 KiB) Viewed 1951 times
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- valleys_new1.jpg (64.65 KiB) Viewed 1951 times
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Re: Post your screenshots!
voxelproof, can you post the settings you are using for mg_valleys? I really want to try it. Or could you make a post somewhere on the forums where you can update the settings as you keep tuning them? Thanks!
- ChimneySwift
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Re: Post your screenshots!
Yes, please do. They look really cool.Devy wrote:voxelproof, can you post the settings you are using for mg_valleys? I really want to try it. Or could you make a post somewhere on the forums where you can update the settings as you keep tuning them? Thanks!
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- nomohakon
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Re: Post your screenshots!
Behold, the Bedrock City!


- voxelproof
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Re: Post your screenshots!
At first I was rather sceptical about your idea of placing sailing ships within the game's worlds given the small scale and obviously blocky nature of the models. But the results are more than just agreeable, they do look very good. And the question arises -- what about a "pirate" mod with pirates (or their ghosts) guarding hidden treasure set to be found as a mission objective?Sokomine wrote:Shipwrecks are hard to see below the water. During the development process, ships built out of meselamps did help a lot in that regard:
And here's a shipwreck where water has been replaced by glass by an impatient treasure hunter:
To miss the joy is to miss all. Robert Louis Stevenson
- voxelproof
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EDEN
Of course, with pleasure. I hope thanks to it many players will find yet another way of enjoying Minetest :)Devy wrote:voxelproof, can you post the settings you are using for mg_valleys? I really want to try it. Or could you make a post somewhere on the forums where you can update the settings as you keep tuning them? Thanks!
Here you go: viewtopic.php?p=328348#p328348
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- Krock
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Re: Post your screenshots!
Comparison of Blocky Survival of August 7th and August 15th around my house.
What can be seen: New streets, some grown flowers and grass and a new house next to my two wooden rooftop buildings. The image highlights the terrain which was removed for the new buildings.

What can be seen: New streets, some grown flowers and grass and a new house next to my two wooden rooftop buildings. The image highlights the terrain which was removed for the new buildings.
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- map_diff.png (98.55 KiB) Viewed 1951 times
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- aristotle
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Re: Post your screenshots!
Cool! That should be shown/explained in a tute! I feel as if Mesecons movestone is still heavily underestimated, though with great potential.cheapie wrote:I'm back!
......And also turning vertical movestone into a complete elevator:
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Re: Post your screenshots!
AspireMint is a very capable builder and has created a great ship plus some convincing wrecks. I'm satisifed with my ship as well. Some smaller ships would be great, too.voxelproof wrote: At first I was rather sceptical about your idea of placing sailing ships within the game's worlds given the small scale and obviously blocky nature of the models. But the results are more than just agreeable, they do look very good. And the question arises -- what about a "pirate" mod with pirates (or their ghosts) guarding hidden treasure set to be found as a mission objective?
As to the pirates - I'd be glad if those could roam the ships. The largest problem might be the textures/skins for those pirates and sailors. The second problem would be keeping them from jumping into the water and walking the ocean floors as mobs seem to like.
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