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Re: Post your videos!

Be aware of better mobs. Having some fun playing packman :-D

https://youtu.be/kMqiE2frmeg

Hybrid Dog wrote:Does it consider collisions with other entities?

I know what you mean. They stuck in this video once. But it is not the job of the pathfinder to prevent these kind of collisions.
by burli
Sun Apr 02, 2017 19:16
 
Forum: Minetest General
Topic: Post your videos!
Replies: 421
Views: 113497

Re: Post your screenshots!

Having some fun with mobs :-D

Image
by burli
Sun Apr 02, 2017 18:45
 
Forum: Minetest General
Topic: Post your screenshots!
Replies: 5323
Views: 1276076

Re: Rebuild from scratch on Xamarin, different engine...

I have a "low end" Intel system with an Intel x5-Z8350 QuadCore 1.44Ghz (1.92GHz) . Don't get more than 30fps
by burli
Sun Apr 02, 2017 17:57
 
Forum: Minetest-Related
Topic: Rebuild from scratch on Xamarin, different engine...
Replies: 20
Views: 19325

Re: Post your videos!

Hybrid Dog wrote:Does it consider collisions with other entities?

No, and I don't want to implement this because entities are dynamic and it would make pathfinding more complex
by burli
Sun Apr 02, 2017 13:37
 
Forum: Minetest General
Topic: Post your videos!
Replies: 421
Views: 113497

Re: Post your videos!

My pathfinder can now find a path through a labyrinth. The recalculation of the path is caused by mobs redo and would not be necessary. And I had to set the default maximum path lenght form 50 to 200 https://youtu.be/K1JEcHt9IbI And this is the default pathfinder with the A* algorithm. He fails comp...
by burli
Sun Apr 02, 2017 12:20
 
Forum: Minetest General
Topic: Post your videos!
Replies: 421
Views: 113497

Re: Temple MOD

That's great. I really miss such things in Minetest. Do you want to add more structures?
by burli
Sun Apr 02, 2017 09:57
 
Forum: WIP Mods
Topic: Temple MOD
Replies: 6
Views: 3864

Re: [Mod] Not So Simple Mobs [3.0] [nssm]

There is a mod to remove unknown objects.

viewtopic.php?id=2777

HTH
by burli
Sun Apr 02, 2017 09:32
 
Forum: Mod Releases
Topic: [Mod] Not So Simple Mobs [3.0] [nssm]
Replies: 298
Views: 71001

Re: Post your videos!

First lifesign of my pathfinder

https://youtu.be/szgNmzNob70

Is still buggy, but the first step is done. This pathfinder can go diagonal, but I need to avoid diagonals if there is an obstacle. For that reason the mob stuck in the door for a moment
by burli
Sat Apr 01, 2017 17:52
 
Forum: Minetest General
Topic: Post your videos!
Replies: 421
Views: 113497

Re: schematic collection

Best format for me is a lua schematic. It's the most flexible format. And as far as I know we files don't support something, but I don't remember what it was
by burli
Sat Apr 01, 2017 16:00
 
Forum: Modding Discussion
Topic: schematic collection
Replies: 6
Views: 2868

Re: [Mod] Mobs Redo [1.34] [mobs]

Just to clarify: I don't mean these hops at the beginning​ of the pathfinder, I mean jumping. One mob jumps on a 3 node high wall
by burli
Sat Apr 01, 2017 10:44
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 232778

Re: Post your modding questions here

orwell wrote:maybe print just everything...
print(dump(table_of_all_relevant_data))
There is no other way

As I said, too fast and too much for console output. I write to a file now
by burli
Sat Apr 01, 2017 07:43
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 593108

Re: Post your modding questions here

cx384 wrote:You can write print("variable") in every line.

That's too fast and too much. I need to stop the code to analyse the data
by burli
Sat Apr 01, 2017 07:30
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 593108

Re: Post your modding questions here

How can I debug lua code? I need to run a code step by step to check variables, but I don't know how. I tried to use player controls (key input), but that doesn't work, however local function stepkey() local player = minetest.get_player_by_name("singleplayer") repeat until player:get_playe...
by burli
Sat Apr 01, 2017 07:19
 
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 3735
Views: 593108

Re: [Mod] Mobs Redo [1.34] [mobs]

Mobs jump when attacking, even if jump = false

I think that's a bug
by burli
Fri Mar 31, 2017 16:55
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 232778

Re: [Mod] Booty (Another Treasure Chest) [booty]

Hm, strange. I really had the situation that I just need to walk straight in one direction to find the next chest. And sometimes the chests are full. There where stacks of 90 cotton seeds or wood, wool in different colours...

I'll try to reproduce that
by burli
Fri Mar 31, 2017 04:42
 
Forum: WIP Mods
Topic: [Mod] Booty (Another Treasure Chest) [booty]
Replies: 15
Views: 6306

Re: [Mod] Mobs Redo [1.34] [mobs]

TenPlus1 wrote:They do ? which mod, what's it standing on at the time ?

mobs redo and mobs monsters, relatively new versions. I'm tinker around with the oerkki for a new pathfinder. Every time he starts to follow a path he makes a little hop (not a normal jump)
by burli
Thu Mar 30, 2017 18:53
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 232778

Re: [Mod] Mobs Redo [1.34] [mobs]

Can you tell me why mobs jump when they start to follow a path?
by burli
Thu Mar 30, 2017 17:59
 
Forum: Mod Releases
Topic: [Mod] Mobs Redo [1.34] [mobs]
Replies: 1026
Views: 232778

Re: [mod] Dwarf Fortress style caverns [dfcaverns]

Noticed that too
by burli
Tue Mar 28, 2017 17:22
 
Forum: WIP Mods
Topic: [mod] Dwarf Fortress style caverns [dfcaverns]
Replies: 9
Views: 4867

Re: [mod] Hopper with hopper sorter [wip][hopper]

Feel free to implement the sorter. I think I'll pause this mod for another project. Maybe I contribute to your version if needed
by burli
Mon Mar 27, 2017 06:39
 
Forum: WIP Mods
Topic: [mod] Hopper with hopper sorter [wip][hopper]
Replies: 21
Views: 4633

Re: [mod] Dwarf Fortress style caverns [dfcaverns]

I really like those gigantic caverns, but only to fly around. I don't know how they should work an a normal game. If you hit such a cavern from the top you may see just darkness because the ground is out of the render distance. And it is impossible to get down without an endless rope or something li...
by burli
Sun Mar 26, 2017 09:53
 
Forum: WIP Mods
Topic: [mod] Dwarf Fortress style caverns [dfcaverns]
Replies: 9
Views: 4867

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

Actually, what I meant was that the generator is basically a power plant with a few different properties. It still uses the wires mesecons has always used. I just wanted something more reasonable than an electric plant. Well, Redstone has a torch. And did you understand what "power plant"...
by burli
Sat Mar 25, 2017 18:11
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 528537

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

I didn't expect anything to happen. I was just wondering. And I think it would be impossible to place down logic AND power wires What do you mean? Also, there would be two types of generators: AC (Alternating Current) and DC (Direct Current). DC would power mesecons connected to it... Maybe I didn'...
by burli
Sat Mar 25, 2017 16:09
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 528537

Re: [Modpack] Church[church]

The wild bee hive doesn't drop if I remove the leaves or even the tree. And maybe you can add the bee hive to the new leaf decay
by burli
Sat Mar 25, 2017 10:08
 
Forum: WIP Mods
Topic: [Modpack] Church[church]
Replies: 104
Views: 15996

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

It is intended to work like Minecraft Mesecons. And I think it would be impossible to place down logic AND power wires
by burli
Sat Mar 25, 2017 07:35
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1738
Views: 528537

Re: [Mod] Booty (Another Treasure Chest) [booty]

duane wrote:Problems: None so far


Well, it's easy to find them if you found one. Just walk straight north, south... and you find the next. And I think it is a little bit to much loot. I found a diamond sword, a diamond picaxe, lots ot seeds, wood, flor and other stuff in just 2 or 3 ingame days
by burli
Fri Mar 24, 2017 17:29
 
Forum: WIP Mods
Topic: [Mod] Booty (Another Treasure Chest) [booty]
Replies: 15
Views: 6306

Re: Client-sided modding: Good or bad?

It is. As I was told client-side mods can see anything that the client can already see. And since the client can see all ores client-side mods can see them, too. Yeah, that is ok. But I can't believe that players can install a client side mod at the client. They should be downloaded from the server
by burli
Thu Mar 23, 2017 08:17
 
Forum: Modding Discussion
Topic: Client-sided modding: Good or bad?
Replies: 34
Views: 14997

Re: Client-sided modding: Good or bad?

Linuxdirk wrote:You download an "X-ray mod" like [oredetect] and install it as client-side mod.


Really? Really really? That's ridiculous, if that is true. But I cant believe that the devs are that dumb
by burli
Thu Mar 23, 2017 07:26
 
Forum: Modding Discussion
Topic: Client-sided modding: Good or bad?
Replies: 34
Views: 14997

Re: [Game] MineClone 2 [0.15.0]

Wuzzy wrote:Thanks for the feedback. I'm pretty sure the zombie drops are correct, but correct me if I'm wrong. It's probably because of the high mob frequency.

Shovels and other things are rare drops with a chance of only 2.5%
by burli
Wed Mar 22, 2017 19:23
 
Forum: WIP Subgames
Topic: [Game] MineClone 2 [0.17.0]
Replies: 300
Views: 153608

Re: [mod] Not so simple plants and fungi [nsspf]

npx wrote:I meant default mushrooms as suggested by Wuzzy...

Ah, sorry. You can overwrite them with own mushrooms, but you still have the default spread ABM. Or you can remove them
by burli
Wed Mar 22, 2017 18:59
 
Forum: Mod Releases
Topic: [mod] Not so simple plants and fungi [nsspf]
Replies: 59
Views: 9741
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