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Re: [mod] 3D Hand [newhand]

Melkor wrote:This is really great! please correct me if im wrong, but with this now we can (?) make independent animations for each tool, weapons or items on hand, like eating or using a map? even sincronize a crack animation on every punch in a block?

Thank you. I believe that's correct. I'll try this weekend
by jordan4ibanez
Tue Jan 24, 2017 06:10
 
Forum: WIP Mods
Topic: [mod] 3D Hand [newhand]
Replies: 22
Views: 3908

Re: [mod] 3D Hand [newhand]

Now compatible with Tenplus1's simple skins mod https://youtu.be/92DX6WJh_iY
by jordan4ibanez
Sun Jan 22, 2017 22:22
 
Forum: WIP Mods
Topic: [mod] 3D Hand [newhand]
Replies: 22
Views: 3908

Re: [mod] 3D Hand

Well I'm not sure what the issue is with that as I can't duplicate it!

Node placement prediction is fixed.

The mod is now ready to be used in modpacks and servers. https://youtu.be/PMHLoq7sABc

Image
by jordan4ibanez
Sun Jan 22, 2017 21:27
 
Forum: WIP Mods
Topic: [mod] 3D Hand [newhand]
Replies: 22
Views: 3908

Re: Remove Torches, I'm Serious

This is a bad idea
by jordan4ibanez
Wed Jan 18, 2017 06:26
 
Forum: Minetest Features
Topic: Remove Torches, I'm Serious
Replies: 26
Views: 5888

Re: [MOD] A Overhall to Darkage [Medieval]

That cobble texture is nostalgic. Looks like Ovo's Rustic Pack's textures
by jordan4ibanez
Wed Jan 18, 2017 06:19
 
Forum: WIP Mods
Topic: [MOD] A Overhall to Darkage [Medieval]
Replies: 7
Views: 1802

Re: [mod] 3D Hand

Hey Jordan.... So... I went and tried out "the hand" <- http://www.bmoviecentral.com/bmc/reviews/131-the-crawling-hand-1963-87-minutes.html <edit put wrong link up> but, I did so without thinking to try it out on a fresh / throw away world in case of any kinks and..., after I unchecked it...
by jordan4ibanez
Tue Jan 17, 2017 19:12
 
Forum: WIP Mods
Topic: [mod] 3D Hand [newhand]
Replies: 22
Views: 3908

Re: [broken mod] 3D Hand

FreeLikeGNU wrote:pr sent, hope this helps

Thanks for the fix, it now works correctly! https://youtu.be/JQ5-NkIWIGQ
by jordan4ibanez
Tue Jan 17, 2017 06:16
 
Forum: WIP Mods
Topic: [mod] 3D Hand [newhand]
Replies: 22
Views: 3908

Re: [API]Open AI [open_ai]

New blood and drops. Blood customizable thanks to t0ny2.
Image
by jordan4ibanez
Mon Jan 16, 2017 00:10
 
Forum: WIP Mods
Topic: [API]Open AI [open_ai]
Replies: 73
Views: 16627

[mod] 3D Hand [newhand]

A 3D hand mod. Fixed by FreeLikeGNU

https://github.com/jordan4ibanez/newhand

License: CC0

Image
by jordan4ibanez
Sun Jan 15, 2017 23:45
 
Forum: WIP Mods
Topic: [mod] 3D Hand [newhand]
Replies: 22
Views: 3908

Re: [API]Open AI [open_ai]

The Library is now stored in it's own folder. Everything is called locally inside of the mob and can be accessed by other mods.
https://github.com/jordan4ibanez/open_ai/tree/master/ai
by jordan4ibanez
Tue Jan 10, 2017 18:01
 
Forum: WIP Mods
Topic: [API]Open AI [open_ai]
Replies: 73
Views: 16627

Re: [API]Open AI [open_ai]

I turned the functions in the lua entity registration into a usable library for other mods to utilize. Not much to utilize for possible, but it's there. The library is also injected into the lua entities of the mobs when registered as well for performance. https://github.com/jordan4ibanez/open_ai/bl...
by jordan4ibanez
Sat Jan 07, 2017 05:46
 
Forum: WIP Mods
Topic: [API]Open AI [open_ai]
Replies: 73
Views: 16627

Re: [API]Open AI [open_ai]

Could Open AI be used for NPCs too? Yes Or is it more suited to animals? Whatever you want, you have access to on rightclick and punching To be specific, is this suited to use a library for an NPC mod, or would it need to be modified first? You could probably inject one through the api. ..or, would...
by jordan4ibanez
Sat Jan 07, 2017 05:44
 
Forum: WIP Mods
Topic: [API]Open AI [open_ai]
Replies: 73
Views: 16627

Re: [API]Open AI [open_ai]

Maybe you could combine the tool into one. Left click growth, right click shrink :) If you make core featurates first such as Drop items, attacking or avoiding, flying i can convert some mobs to this api to help you. Dropping items is in there, I'll have to start coding the attack function tomorrow...
by jordan4ibanez
Mon Jan 02, 2017 21:34
 
Forum: WIP Mods
Topic: [API]Open AI [open_ai]
Replies: 73
Views: 16627

Re: [Mod] [Real Trees] [real_trees] [0.3]

That's really cool!
by jordan4ibanez
Mon Jan 02, 2017 07:22
 
Forum: WIP Mods
Topic: [Mod] [Real Trees] [real_trees] [1.1]
Replies: 23
Views: 4912

Re: Tell if player is inside

Thank you for the replies, but browsing through paramat's snowdrift mod , I found this line of code: local ppos = player:getpos() local outside = minetest.get_node_light(ppos, 0.5) == 15 This easily allows to find if in direct sunlight (outside) and could be useful for many mods in the future!
by jordan4ibanez
Mon Jan 02, 2017 06:18
 
Forum: Modding Discussion
Topic: Tell if player is inside [solved]
Replies: 5
Views: 1487

Anti Cheat

I noticed that anti cheat isn't working out how it should be because people can hack into it and flush out all the measurements that are put into the game to stop cheating. Would it be possible to ignore cheating packets that a hacked client sends server side? If a client cheats, could it be possibl...
by jordan4ibanez
Sat Dec 31, 2016 04:34
 
Forum: Minetest Features
Topic: Anti Cheat
Replies: 5
Views: 1449

Re: [API]Open AI [open_ai]

The first mob mod that makes fun. I hope you will add some Monsters too I'll have to look for some right now! nice! but arent the mobs a bit hyperactive? they jump around and never stand still or eg. eat some grass from ground I'll fix that today or tomorrow. Woah! This is niceee... Looks like Mine...
by jordan4ibanez
Sat Dec 31, 2016 03:32
 
Forum: WIP Mods
Topic: [API]Open AI [open_ai]
Replies: 73
Views: 16627

Tell if player is inside [solved]

Does anyone know a trick to getting if a player is inside a building or under a cave or anything of that manner? Light level doesn't really do the trick when it's dark out, and unless there's an api function I'm missing there doesn't seem to be anyway of telling unless a voxel manip is opened and yo...
by jordan4ibanez
Thu Dec 29, 2016 23:54
 
Forum: Modding Discussion
Topic: Tell if player is inside [solved]
Replies: 5
Views: 1487

Re: [API]Open AI [open_ai]

by jordan4ibanez
Thu Dec 29, 2016 05:16
 
Forum: WIP Mods
Topic: [API]Open AI [open_ai]
Replies: 73
Views: 16627

Re: [API]Open AI [open_ai]

The horse taming update: https://youtu.be/FNnkfvu2m3U
by jordan4ibanez
Wed Dec 28, 2016 01:46
 
Forum: WIP Mods
Topic: [API]Open AI [open_ai]
Replies: 73
Views: 16627

Re: [API]Open AI [open_ai]

Here is the horses update: https://youtu.be/UbWDuEmbrgo I love it! Here's what I'm working on now... https://forum.minetest.net/download/file.php?mode=view&id=8285&sid=a88b163f9fc7ede09a35b058c69d5b54 That looks really good! Also here is the implementation of mob_limit, there can be no more...
by jordan4ibanez
Mon Dec 26, 2016 05:44
 
Forum: WIP Mods
Topic: [API]Open AI [open_ai]
Replies: 73
Views: 16627

Re: [API]Open AI [open_ai]

New sheep mesh and santa mob: https://youtu.be/b7zj-enUeS8 New fish mob and fishing update: https://youtu.be/bw5tpo_qMik LOL! I just finished a fish model last night! Oh well, it's in the PR if you like. It's in, looks really nice! I'll show it off when I implement particles Here is the horses upda...
by jordan4ibanez
Sun Dec 25, 2016 07:34
 
Forum: WIP Mods
Topic: [API]Open AI [open_ai]
Replies: 73
Views: 16627

Re: [API]Open AI [open_ai]

Fixerol wrote:Nice video. I like the dynamics of movement. Pretty smooth.

Thanks!

New sheep mesh and santa mob: https://youtu.be/b7zj-enUeS8
New fish mob and fishing update: https://youtu.be/bw5tpo_qMik
by jordan4ibanez
Sat Dec 24, 2016 04:30
 
Forum: WIP Mods
Topic: [API]Open AI [open_ai]
Replies: 73
Views: 16627

Re: [API]Open AI [open_ai]

Looking at your file I see that your start frame is not zero, which I think will keep the idle animation from exporting, looks like just the walking animation should be exported with the file you shared. I set the export to only selected (as DS-minetest suggested) and included all frames (including...
by jordan4ibanez
Fri Dec 23, 2016 01:23
 
Forum: WIP Mods
Topic: [API]Open AI [open_ai]
Replies: 73
Views: 16627

Re: [API]Open AI [open_ai]

This is going more awesome than i expected. Nice job bro Thank you! An update to leashes and fishing: https://youtu.be/r_IZCJC8Zs0 You can now: ⋅ Fish on land ⋅ Reel in lures over walls and nodes ⋅ Pull mobs over walls and nodes using leashes ⋅ Carry mobs up ...
by jordan4ibanez
Thu Dec 22, 2016 23:53
 
Forum: WIP Mods
Topic: [API]Open AI [open_ai]
Replies: 73
Views: 16627

Re: [Mod] Nuke Mod [2.1] [nuke]

Sfan5, I did slight modifications and greatly sped up the nuke mod to benefit everyone, it now uses vector function to calculate radius which seems to allowed bigger faster explosions!
https://github.com/jordan4ibanez/nuke/c ... 325f668853
by jordan4ibanez
Thu Dec 22, 2016 20:40
 
Forum: Mod Releases
Topic: [Mod] Nuke Mod [2.1] [nuke]
Replies: 122
Views: 81822

Re: [API]Open AI [open_ai]

by jordan4ibanez
Thu Dec 22, 2016 03:35
 
Forum: WIP Mods
Topic: [API]Open AI [open_ai]
Replies: 73
Views: 16627

Re: [API]Open AI [open_ai]

maikerumine wrote:
Robsoie wrote:I checked the videos and i'm really amazed at how those mobs are moving, they nearly "feel" alive.
Can't wait to see how it will go.

+1

I fully agree, I see major promise with this ground up approach.

Well thank you. You should try the new safari balls out
https://youtu.be/CMW4yMbL90w
by jordan4ibanez
Wed Dec 21, 2016 02:51
 
Forum: WIP Mods
Topic: [API]Open AI [open_ai]
Replies: 73
Views: 16627

Re: [Mod] Stained Glass and One Way Windows [abriglass]

I love the one way windows! Nice textures too.
by jordan4ibanez
Wed Dec 21, 2016 02:30
 
Forum: Mod Releases
Topic: [Mod] Stained Glass and One Way Windows [abriglass]
Replies: 10
Views: 2655
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