Post your screenshots!

sofar
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Re: Post your screenshots!

by sofar » Post

burli wrote:I's not a Minetest screenshot, but can someone do the math?

8x13x178= WTF???
Umm no

there's 178 items+nodes in minecraft. The counter at the top just shows that you're at the first page of 178 items. If you hit the "page next" button you'll see that it goes to 105/178

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burli
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Re: Post your screenshots!

by burli » Post

No, it is really a page counter.

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Re: Post your screenshots!

by azekill_DIABLO » Post

18 512 pices of cakes
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VanessaE
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Re: Post your screenshots!

by VanessaE » Post

The inventory pictured there is the Minecraft "Not Enough Items" mod, and those are indeed page numbers displayed at the top.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)

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azekill_DIABLO
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Re: Post your screenshots!

by azekill_DIABLO » Post

yeah, i have it and it bugs like crazy! your unified inventory is far better, nicer, and faster :)
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Re: Post your screenshots!

by ABJ » Post

Or we could easily create a mod that registers billions of nodes.

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Re: Post your screenshots!

by azekill_DIABLO » Post

no there is a limit... a binary limit... around 256 000 nodes if my memory is good.
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Re: Post your screenshots!

by ABJ » Post

Isn't it supposed to be 65535?

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Re: Post your screenshots!

by VanessaE » Post

The limit is 65534 nodes/items, but the engine artificially limits it to 32766 to leave room for "dummy" entries for unknown nodes or something.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)

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Re: Post your screenshots!

by Andrey01 » Post

MineYoshi wrote: Minecraft has a bigger community, and because that more mods than Minetest.
No, MineTest has much more mods than this MineCraft, because everyone can make his mods.In MineCraft their approximately no more 100 pieces, but in MineTest their more 1000 pieces!

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Re: Post your screenshots!

by Nyarg » Post

[offtop]
No matter how much nodes allowed for register if MT have not dynamic creating node ability during game )
[/offtop]
I am a noob. still yet. Not so noob ) [vml] WIP and a little proof for fun PlantedTorch )))
MT Strike 78a36b468554d101e0be3b0d1f587a555f396452 Great! Somebody have found it )
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Re: Post your screenshots!

by azekill_DIABLO » Post

we need an offtopic BBcode... i'll ask for it :)
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Re: Post your screenshots!

by Andrey01 » Post

Nyarg wrote:[offtop]
No matter how much nodes allowed for register if MT have not dynamic creating node ability during game )
[/offtop]
What is dynamic node?

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Re: Post your screenshots!

by TumeniNodes » Post

A river does NOT run through it... : '(
Image
this is a PNAP image: ( persistant nagging at paramat ) :P
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Re: Post your screenshots!

by TumeniNodes » Post

finally got trees to use tree.pngs, and logs to use tree_top.pngs.. looks better in my opinion.
still have to go back and fix the branches on oak trees, they are not random, I messed up that line in saveschem.:P
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Re: Post your screenshots!

by Jordach » Post

Image

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Re: Post your screenshots!

by Nyarg » Post

Jordach wrote:Image
Diffuse ground texture to flower is really nice metod.
Andrey01 wrote:What is dynamic node?
https://github.com/minetest/minetest/issues/5420 and other issues see links inside.
I am a noob. still yet. Not so noob ) [vml] WIP and a little proof for fun PlantedTorch )))
MT Strike 78a36b468554d101e0be3b0d1f587a555f396452 Great! Somebody have found it )
"My english isn't well" I know. I'm sorry )

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paramat
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Re: Post your screenshots!

by paramat » Post

You want rivers in mgflat :)

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Re: Post your screenshots!

by TumeniNodes » Post

paramat wrote:You want rivers in mgflat :)
Oh... did I say that out loud? : o

I figure if I keep naggin ya... :D

I was happy with playing around with MGv7 for a while, based off all the info you gave me but... over time, I have still reverted back to MGflat with the flags set for hills and lakes, because it just gives a perfect/ideal terrain for building.
But then it only lacks rivers.

Both are beautiful MGs (all of them are) But as I have suggested you before..., adding rivers to MGflat would make it that ultimate MG, and it is less of a burden on resources...

I'll even help you push the argument for it (if it would matter :P ) but it could be set up the same for choosing the hills and lakes option... just yet another flag : )
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Re: Post your screenshots!

by Chibi ghost » Post

What's a pirates favourite letter?
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Castle Across the Sea

by rubenwardy » Post

Castle Across the Sea

Image
Image
Image
Image

Created using skybox
Last edited by rubenwardy on Thu Apr 13, 2017 20:46, edited 1 time in total.
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VanessaE
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Re: Post your screenshots!

by VanessaE » Post

Here's that skybox mod with HDX installed for the rest of the world:
Image
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)

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texmex
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Re: Post your screenshots!

by texmex » Post

Does skybox mod require the latest dev version?

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Hybrid Dog
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Re: Post your screenshots!

by Hybrid Dog » Post

texmex, no

Image
Here's the source:

Code: Select all

call init
mainloop:
	call make_frames
	mov target.z, buildpos.z
	sub target.z, 3
	call walkz
jmp mainloop

; changes the "maidpos" and "buildpos" fields
init:
	setyaw 0
	getpos $maidpos
	copytable $buildpos, $maidpos
	add buildpos.x, 0.5
	floor buildpos.x
	add buildpos.y, 0.5
	floor buildpos.y
	add buildpos.z, 0.5
	floor buildpos.z
ret

; uses "target.z"
; changes "maidpos.z"
; taints "stop_walk" and the "vel" fields
walkz:
	setwalk 2
	walkz_loop:
	getpos $maidpos
	mov stop_walk, target.z
	sub stop_walk, maidpos.z
	less stop_walk, 0
	jmp finished_walk, stop_walk
		sleep 0.5
		getvelocity $vel
		equal vel.z, 2
		jmp walkz_loop, vel.z
		print $don't stop me
		flush
		setwalk 3
		jmp walkz_loop
	finished_walk:
	setwalk
ret

; uses the "buildpos" and "maidpos" fields
; changes buildpos.z
; taints "near_enough", "dist" and the "pos" fields
make_frames:
	mov dist, buildpos.z
	sub dist, maidpos.z

	jump; demo

	make_frames_loop:
	mov near_enough, dist
	less near_enough, 5
	jmp one_more_frame, near_enough
	ret
	one_more_frame:
		copytable $pos, $buildpos
		call make_frame
		inc buildpos.z
		inc dist
	jmp make_frames_loop


; uses the "pos" fields
; taints the "pos" fields
make_frame:
	mov hole, pos.z
	mod hole, 2
	equal hole, 0

	; floor
	dec pos.y
	call place_if_needed

	; right wall
	inc pos.x
	inc pos.y
	call place_if_needed
	inc pos.y
	jmp frame_no_wallright, hole
		call place_if_needed
	frame_no_wallright:

	; ceiling
	inc pos.y
	dec pos.x
	call place_if_needed

	; left wall
	dec pos.x
	sub pos.y, 2
	call place_if_needed
	jmp frame_no_wallleft, hole
		inc pos.y
		call place_if_needed
	frame_no_wallleft:
ret

; uses "nodename"
; changes "walkable"
; taints the "def" fields
is_walkable:
	get_nodedef nodename, $def
	jmp node_known, nodename
	jmp unknown_node
	node_known:
	mov walkable, def.walkable
ret

; uses the "pos" fields
; taints "nodename", "placing_problem" and a few "pos" fields
place_if_needed:
	get_node $pos
	mov nodename, pos.name
	call is_walkable
	jmp no_placement_required, walkable
		mov placing_problem, $pos
		place placing_problem, errormsg
		sleep 0.03; for demonstration purpose
		neg placing_problem
		jmp placing_error, placing_problem
	no_placement_required:
ret

; jumped to on error
unknown_node:
	print $unknown node detected at, pos.x, pos.y, pos.z
	jmp end

placing_error:
	print errormsg
	jmp end

end:
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TumeniNodes
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Re: Post your screenshots!

by TumeniNodes » Post

I'm getting line 61, attempt to call a method 'get_attribute' (a nil value) in skybox : /
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