[Modpack] Animals Modpack [2.5] -- 2.6 approaching

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valmet565
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by valmet565 » Sat Nov 30, 2013 19:39

Would it be possible that the deer will run away in any direction, when you go too near or when a deer sees a player. It would be forced to hunt with a bow and swan too.
 

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by sapier » Sat Nov 30, 2013 21:37

AspireMint/Sokomines mobs are scheduled for 0.2.4
valmet565 deer now will run away if you get close to it ... I know it's no very smart when running away ;-) will improve that in later versions
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by jojoa1997 » Sat Nov 30, 2013 21:39

what does that factioning mean the animals will do?
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sapier
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by sapier » Sat Nov 30, 2013 21:51

factioning was main feature of 2.2 ...
If you have factioning mod installed you can make your guards defend your home against other players while some friends are free to enter.
Factions is used for some mobs being friendly to each other while being enemy with others too.

Edit:
I just added 2.2.95 ... hope this is going to be identical to 2.3
Last edited by sapier on Sat Nov 30, 2013 21:56, edited 1 time in total.
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by Inocudom » Sun Dec 01, 2013 00:18

Valmet565, I am grateful to see that you have an interest not only in mobf, but also the new animals for it. I was worried that mobf would lose support in time. However, your liking to them is a spirit lifter for me.

Sapier, it is good to see that you will include the new animals in mobf. To make the mod even more enjoyable for creative mode players, would you consider featuring an option that toggles whether mobs can destroy nodes or not?
 

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by Iqualfragile » Sun Dec 01, 2013 00:35

Sokomine wrote:The problem is: simple mobs is not meant to handle nicely animated peaceful mobs. I tried AspireMints models with simple mobs first (in the hope to get them on some servers)

I run mobf on my server
Gr8 b8, m8. I rel8, str8 appreci8, and congratul8. I r8 this b8 an 8/8. Plz no h8, I'm str8 ir8. Cr8 more, can't w8. We should convers8, I won't ber8, my number is 8888888, ask for N8. No calls l8 or out of st8. If on a d8, ask K8 to loc8. Even with a full pl8, I always have time to communic8 so don't hesit8.
 

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by sapier » Sun Dec 01, 2013 01:41

As far as I know there's only a single mob capable of destroying nodes "big_red". As it's quite easy to disable a mob I suggest to remove big_red in order to achieve a non node destroying mobf installation.

In mobf 2.3 mobf will use a limited amount of cpu time per step only. This reduces lag by some degrees. Not everything mobf does is within this quota but most time consuming actions.
Last edited by sapier on Sun Dec 01, 2013 01:44, edited 1 time in total.
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by roguelikesesp » Sun Dec 01, 2013 02:47

¿Why i just see (with 3D models) an rabbit and the elements monsters? ¿Where are the cowns, pigs, zombies, etc? I need to use 2D models to activate these mobs? Also, ¿How to use the 2D mode?
 

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by sapier » Sun Dec 01, 2013 04:21

because you did install simplemobs instead of mobf roguelikesesp
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by valmet565 » Sun Dec 01, 2013 17:24

I tried the update. Deer runs to really get away. Just awesome. Deer in the woods can be obtained the sword, if you manage to run it at a dead end. This is relatively easy. With a bow needs at least 15 arrows, so that the deer will die.
The arrows needs to do more damage. However, a diamond sword requires 9 strokes.

Deer could move slightly when you hit it. It would be great if the rabbit and the swan would go to get away.
Awesome job. Thank you for all the awesome mode
 

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by valmet565 » Sun Dec 01, 2013 17:28

I noticed that the log will be very much along these lines. Apparently, the new animals make these.
[ 30.365000]MOBF: error calculation consumed time: 30365 --> 30365
[552.938000]MOBF: error calculation consumed time: 552938 --> 552938
At least 70000 lines
 

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by Neuromancer » Mon Dec 02, 2013 00:13

Sokomine wrote:AspireMint has written some models (including animations) and textures for new animals. The integration into mobf isn't perfect yet - getting a swan to swim isn't easy, and some other aspects are not perfect yet either. If you like to test it, get the mobf_animals repro from github.

Rabbits come in brown, grey and white (good for snowy landscapes):
http://mg.viewskew.com/mgoblin_media/media_entries/466/animal_rabbit_brown.pnghttp://mg.viewskew.com/mgoblin_media/media_entries/464/animal_rabbit_snow.pnghttp://mg.viewskew.com/mgoblin_media/media_entries/465/animal_rabbit_grey.png

A donkey you can actually ride on:
http://mg.viewskew.com/mgoblin_media/media_entries/468/animal_donkey.png

Butterflies:
http://mg.viewskew.com/mgoblin_media/media_entries/469/animal_butterfly.png

A swan:
http://mg.viewskew.com/mgoblin_media/media_entries/470/animal_swan.png

A turtle (hides inside its shell if you attack it!):
http://mg.viewskew.com/mgoblin_media/media_entries/467/animal_turtle.png

Although the mobf versions are not perfect yet, they are already more convincing in "behaviour" and movement than the simple mobs versions.

Thanks to AspireMint for the fine models and to sapier for mobf!

I tweaked the Turtle texture:

Image Feel free to use it in your modpack. My changes are WTFPL

Also, I don't seem to be able to get the butterflies to spawn.
Last edited by Neuromancer on Mon Dec 02, 2013 01:49, edited 1 time in total.
 

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by sapier » Mon Dec 02, 2013 11:43

valmet565 guess I need to update again to remove that message. It's non critical as both values are same this means the function didn't spend any time. this is a artifact of lack of precise timing information. But that shouldn't result in spaming console.
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by valmet565 » Mon Dec 02, 2013 18:58

Please, could you do it. It's spam console. Otherwise, everything seems to work well. My laptop be able to runs Minetest well.

I think that the lag is due to more of the following modes (Plantlife, Plants [3.5]). I tried those mods and they are really cool, awesome, but I disabled them.
 

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by sapier » Mon Dec 02, 2013 22:36

2.3.2 is out fixing the spam issue .... yet I suggest installing luasocket without it time quotas will not work as good as they could ... spam was result of lack of luasocket installation
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by Tedypig » Tue Dec 03, 2013 02:31

sapier wrote:2.3.2 is out fixing the spam issue .... yet I suggest installing luasocket without it time quotas will not work as good as they could ... spam was result of lack of luasocket installation



What exactly is Luasocket? I'm will to do almost ANYTHING to get Minetest and mobf to run at least a little better.
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by TenPlus1 » Tue Dec 03, 2013 09:07

I did a fresh install of Minetest 0.4.8 and added the new 2.3.2 Animals mod and all that appears are errors trying to define the mobs, a screen full of test and timeouts and no characters in game... Any ideas ?
 

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by sapier » Tue Dec 03, 2013 09:59

TenPlus1 can you provide a log of those error messages?
Tedypig luasocket.sourceforge.net have a look at your packagemanager on linux most distributions already have luasocket packaged
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by TenPlus1 » Tue Dec 03, 2013 11:07

ERROR[ServerThread]: LuaEntity name "mobs:dirt_monster" not defined <-- This is the same for every mob I encounter, just with a different name in quotes

also...

ERROR[ServerThread]: MOBF: function job_processing took too long: 230ms

...and that's all I get throughout playing...
 

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by Tedypig » Tue Dec 03, 2013 17:11

sapier wrote:TenPlus1 can you provide a log of those error messages?
Tedypig luasocket.sourceforge.net have a look at your packagemanager on linux most distributions already have luasocket packaged

Ah... Windows.... Lmao. Nevermind.
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by valmet565 » Tue Dec 03, 2013 20:18

Now, I downloaded the Minetest 0.4.8 and 2.3.2 mobf mod. I did not see the error messages (I played about 6 minutes).

Hi Tedypig, I noticed that the graphics settings must be weakened in my game. In addition I disabled some mobf mods (usually these: rat, big_red, creeper, vombie, oerkki). I like animals, and in this way mobf works better. (I have Asus S550C and Windows 8)
 

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by sapier » Wed Dec 04, 2013 20:39

Actually mobf 2.3.2 with all mobs enabled should have reasonable performance on any current machine (maybe except of netbooks)
If this isn't true please tell me!
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by RavonTUS » Thu Dec 05, 2013 03:48

valmet565 wrote:I noticed that the log will be very much along these lines. Apparently, the new animals make these.
[ 30.365000]MOBF: error calculation consumed time: 30365 --> 30365
[552.938000]MOBF: error calculation consumed time: 552938 --> 552938
At least 70000 lines


Greetings,

I have also notice the same thing. Any ideas or where to start looking??

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
[ 13.760000]MOBF: error calculation consumed time: 13760 --> 13760
[ 13.770000]MOBF: error calculation consumed time: 13770 --> 13770
[ 13.780000]MOBF: error calculation consumed time: 13780 --> 13780
[ 13.840000]MOBF: error calculation consumed time: 13840 --> 13840
[ 13.840000]MOBF: error calculation consumed time: 13840 --> 13840
[ 13.840000]MOBF: error calculation consumed time: 13840 --> 13840
[ 13.930000]MOBF: error calculation consumed time: 13930 --> 13930
[ 13.930000]MOBF: error calculation consumed time: 13930 --> 13930
[ 13.930000]MOBF: error calculation consumed time: 13930 --> 13930


-RavonTUS
 

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by valmet565 » Thu Dec 05, 2013 20:21

Greetings,

I have also notice the same thing. Any ideas or where to start looking??

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
[ 13.760000]MOBF: error calculation consumed time: 13760 --> 13760
[ 13.770000]MOBF: error calculation consumed time: 13770 --> 13770
[ 13.930000]MOBF: error calculation consumed time: 13930 --> 13930


-RavonTUS


Download the latest version of the mobf or download it again. Requirement seems to have been Minetest 0.4.8.

I tested the 0.4.7 version and would appear be working, but I found one bug.
 

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by Erthome » Fri Dec 06, 2013 17:51

Okay, I read all 52 pages so far...sadly by the time one gets to the end (of the comments and our memory challenged lives LOL) we can not remember the middle...Is there a stable version of this that I can install on a windows 0.4.6 server?

---------------------------------------------------------------------------------

My idea of semi-ideal would be the ability to use a gui form to turn all critters on and off and specify:

where they auto spawn (Caves/Fissures, Sky, Water, Surface-Dessert, Surface-Near-Trees, Surface-Near-Jungle-Trees, In-Trees, In-Jungle-Trees) with an elevation range, a latitude range,;

a selection for whether they only spawn in new areas);

a disposition matrix listing a default/catch-all disposition, and any number of specific entity group (player and other npc type) disposition overrides, each providing a toggle for passive/self-defensive/area-defensive/hostile/hunt-you-down-wherever-you-are-and-keeel-you-or-die-trying attitude toward the given entity group;

a spawning density/frequency value;

a spawning certainty value (that would allow the spawner to bypass spawning during heavy load in accordance with the relative importance of one Mob type from another;

a spawning bypass counter that would be incremented when the spawn is bypassed so that THIS could be used in concert with the spawning certainty value (above) to prevent an ongoing seemingly permanent bypass of a low priority item;

maybe even a weight factor for said spawning certainty counter to make adjusting this behavior easier (but that may be overkill, or better handled across the board for all entities?);

and whatever else you guys have already incorporated at the .lua level on a per mob type basis;


THEN a second admin gui that lists all spawned entities with their persistent values, such as their current disposition toward players overall (and other entity groups) as well as individual players.

This tool would then offer the ability for the admin (or moderator or whoever had the tune_individual_NPC_disposition privilege) to to manually tune each entity's disposition toward each player or entity group;

and, it should include a couple predefined quick change buttons such as "shake hands" that reduced the animosity a little, "kiss and make up" which improved the animosity a little more, and "Charm the pants off the critter" which basically makes them friends for life (till the next time the character offends them) and maybe even turns them into suffocating best pals that follow you every where LOL that'll teach folks to intentionally piss off the mobs then come crawling to the moderator to twist the NPC's arm into playing nice again !!


AND OF COURSE, this should all be done as a plugin for a really nice admin/moderator menu mod (or core feature) that cleanly offers this admin/moderator tool along side all the others that folks would now be developing in a semi-consistent way for said framework.

:-)
Last edited by Erthome on Fri Dec 06, 2013 17:57, edited 1 time in total.
 

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by Sokomine » Fri Dec 06, 2013 20:14

Part of what you describe is already implemented: type "/mobf" in chat. Then you can select which mobs ought to spawn and adjust some settings.

Where they spawn (=preferred environment) and frequency is part of the definition of a mob and can be found and changed in its lua file.

Making friends with mobs would be a nice option :-) I let those sand- and dirtmobs (which are from simple mobs and not this mod) live that do not attack me.
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by RavonTUS » Sat Dec 07, 2013 03:27

valmet565 wrote:
Greetings,

I have also notice the same thing. Any ideas or where to start looking??

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
[ 13.760000]MOBF: error calculation consumed time: 13760 --> 13760
[ 13.770000]MOBF: error calculation consumed time: 13770 --> 13770
[ 13.930000]MOBF: error calculation consumed time: 13930 --> 13930


-RavonTUS


Download the latest version of the mobf or download it again. Requirement seems to have been Minetest 0.4.8.

I tested the 0.4.7 version and would appear be working, but I found one bug.


I disabled all my mods, except this one and there are no errors. As I looked through my list I noticed a few duplcate mobs, so that's probably what it was. Thanks for the help.
 

sapier
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by sapier » Mon Dec 09, 2013 01:42

Sokomine wrote:Making friends with mobs would be a nice option :-) I let those sand- and dirtmobs (which are from simple mobs and not this mod) live that do not attack me.


You know "making friends" was MAIN cause for adding factions support ... try installing factions and open up mobf factions tab ;-) Of course you can't tell a wild wolf not to attack you ... that'd be silly but you can configure your own mobs

Edit1:
Erthome sorry I didn't completely understand what you wrote, best mobf version for 0.4.6 most likely is mobf 2.1 yet I suggest updating minetest.
I'm sorry but adding features to old mobf versions is beyond my available development time.
Mob spawning is completely rewritten for 2.4 lots of those features are now included. I don't think I'm gonna add a gui for changing spawn ratios, too much work for to less benefit.
Last edited by sapier on Mon Dec 09, 2013 01:48, edited 1 time in total.
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by Inocudom » Mon Dec 09, 2013 02:53

sapier wrote:
Sokomine wrote:Making friends with mobs would be a nice option :-) I let those sand- and dirtmobs (which are from simple mobs and not this mod) live that do not attack me.


You know "making friends" was MAIN cause for adding factions support ... try installing factions and open up mobf factions tab ;-) Of course you can't tell a wild wolf not to attack you ... that'd be silly but you can configure your own mobs

Edit1:
Erthome sorry I didn't completely understand what you wrote, best mobf version for 0.4.6 most likely is mobf 2.1 yet I suggest updating minetest.
I'm sorry but adding features to old mobf versions is beyond my available development time.
Mob spawning is completely rewritten for 2.4 lots of those features are now included. I don't think I'm gonna add a gui for changing spawn ratios, too much work for to less benefit.


Erthome uses a Macintosh computer, so getting a new build is not easy for him. There was once a person in this community that compiled Minetest development builds for Macintosh, but the individual is not here anymore.
 

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by sapier » Mon Dec 09, 2013 14:42

I understand Erthome and I'll try to add bugfixes to old versions where possible. But I'm sorry backporting features is way beyond available development resources.
Usually latest version wont require a new minetest but 0.4.6 is prior mainmenu formspec cleanup, at least gui parts of mobf depend on those changes. Maybe he can use latest mobf without mobf_settings on 0.4.6, worth a try (after backup of world of course) but no guarantee.

If there are volunteers to do so I'll gladly open up a backports branches for those old versions.

I just updated 2_4 dev branch, spawning rewrite is feature complete now, everyone who created custom mobs is suggested to update to new mechanism. MOBF internal spawning will be removed as of 2.5.
Last edited by sapier on Mon Dec 09, 2013 14:45, edited 1 time in total.
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