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

Garakson
Member
 
Posts: 11
Joined: Sat Oct 20, 2012 12:50

by Garakson » Mon Oct 22, 2012 01:49

Can someone please tell me what the following means? I'm using this for the animals and varying hostile mobs. I'm a little frustrated that my stone sword didn't seem to damage a zombie. No, I didn't have any armor.

I did notice a message from the cmd box about texture pack not quite compatible and something about MobFramework having some kind of bug when I'm in the water or the zombie is in it.

Yes, I did notice a lag with this mod. I'll try the other animal mod, later.
 

Josh
Member
 
Posts: 1146
Joined: Fri Jun 29, 2012 23:11

by Josh » Mon Oct 22, 2012 02:34

Sapier, would it be possible for the animals to walk properly and not in kinda hover when they walk.
 

User avatar
MirceaKitsune
Member
 
Posts: 809
Joined: Sat May 21, 2011 22:31
GitHub: MirceaKitsune
IRC: Taoki
In-game: MirceaKitsune

by MirceaKitsune » Mon Oct 22, 2012 11:42

I have a question about the mob framework, after a discussion on IRC yesterday. Is it still as CPU intensive and likely to crash the server as the animals mod was in the past? Many users said animals was unusable because some function caused high CPU usage, and now it's too big to fix any more. Is this the case for any mobs, and can / will the problem be solved?
 

Sokomine
Member
 
Posts: 2980
Joined: Sun Sep 09, 2012 17:31

by Sokomine » Mon Oct 22, 2012 14:00

In my opinion the mob framework works quite well with the spawning restricted to newly generated areas. The code is complex, yes, and most likely bound to have errors in it (like almost all code of that size). Minetest isn't a very animal-friendly environment. Placing animals by hand and only in areas which are suitable for them (ground the animal likes to stay on and nothing to fall into) helps a lot. At least on my machine. Even large "herds" are no problem if the area fits to the animal.
A list of my mods can be found here.
 

User avatar
MirceaKitsune
Member
 
Posts: 809
Joined: Sat May 21, 2011 22:31
GitHub: MirceaKitsune
IRC: Taoki
In-game: MirceaKitsune

by MirceaKitsune » Mon Oct 22, 2012 15:01

Good to know. Only newly generated areas however? They won't spawn when you explore back to a place you visited (that was already generated)? I hope that part is fixed, otherwise mobs will never spawn in an existing place.
 

Garakson
Member
 
Posts: 11
Joined: Sat Oct 20, 2012 12:50

by Garakson » Mon Oct 22, 2012 18:55

Okay, I thought I'd try a change of pace and removed the animals mod from my list of active mods. I went into a new world and received some error messages on the game screen. Seems the lua files for certain mobs are not defined. I thecked the command box that is open while the game is active and saw the same basic message. As it has more details, I copied it and paste it here. Any ideas? Sorry about the long paste. I didn't see a spoiler tag. :(


Irrlicht Engine version 1.7.2
Microsoft Windows 7 Home Premium Edition Service Pack 1 (Build 7601)
Using renderer: OpenGL 2.1.2
GeForce 6200/PCI/SSE2: NVIDIA Corporation
OpenGL driver version is 1.2 or better.
GLSL version: 1.2
Resizing window (800 600)
Loaded texture: C:/Users/Barry/Downloads/minetest-0.4.3-win32/minetest-0.4.3-win
32/textures/all/menubg.png
Loaded texture: C:/Users/Barry/Downloads/minetest-0.4.3-win32/minetest-0.4.3-win
32/textures/all/menulogo.png
mAdBlOcKs 12.7.17 loaded
14:29:03: ACTION[main]: .__ __ __
14:29:03: ACTION[main]: _____ |__| ____ _____/ |_ ____ _______/ |_
14:29:03: ACTION[main]: / \| |/ \_/ __ \ __\/ __ \ / ___/\ __\
14:29:03: ACTION[main]: | Y Y \ | | \ ___/| | \ ___/ \___ \ | |
14:29:03: ACTION[main]: |__|_| /__|___| /\___ >__| \___ >____ > |__|
14:29:03: ACTION[main]: \/ \/ \/ \/ \/
14:29:03: ACTION[main]: World at [C:\Users\Barry\Downloads\minetest-0.4.3-win32\
minetest-0.4.3-win32\bin\..\worlds\Garakville]
14:29:03: ACTION[main]: Server for gameid="minetest" listening on port 30011.
Resizing window (1280 965)
creative inventory size: 1065
14:29:20: ACTION[ServerThread]: singleplayer joins game. List of players: single
player
14:29:20: ERROR[ServerThread]: LuaEntity name "animal_big_red:big_red" not defin
ed
14:29:20: ERROR[ServerThread]: LuaEntity name "animal_dm:dm" not defined
14:29:20: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:29:20: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:29:20: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:29:23: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:29:23: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:29:23: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:29:23: ERROR[ServerThread]: LuaEntity name "animal_creeper:creeper" not defin
ed
14:29:23: ERROR[ServerThread]: LuaEntity name "animal_dm:dm" not defined
14:29:23: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:29:23: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:29:23: ERROR[ServerThread]: LuaEntity name "animal_gull:gull" not defined
14:29:24: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:29:24: ERROR[ServerThread]: LuaEntity name "animal_creeper:creeper" not defin
ed
14:29:24: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:29:24: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:29:24: ERROR[ServerThread]: LuaEntity name "animal_creeper:creeper" not defin
ed
14:29:24: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:29:24: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:29:24: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:29:24: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:29:24: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:29:24: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:29:25: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:29:25: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:29:25: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:29:25: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:30:46: ERROR[main]: Failed to delete C:\Users\Barry\Downloads\minetest-0.4.3-
win32\minetest-0.4.3-win32\bin\..\worlds\Garakville\map.sqlite
14:30:46: ERROR[main]: Failed to delete C:\Users\Barry\Downloads\minetest-0.4.3-
win32\minetest-0.4.3-win32\bin\..\worlds\Garakville
GUIConfirmMenu: Not allowing focus change.
mAdBlOcKs 12.7.17 loaded
14:31:31: ACTION[main]: .__ __ __
14:31:31: ACTION[main]: _____ |__| ____ _____/ |_ ____ _______/ |_
14:31:31: ACTION[main]: / \| |/ \_/ __ \ __\/ __ \ / ___/\ __\
14:31:31: ACTION[main]: | Y Y \ | | \ ___/| | \ ___/ \___ \ | |
14:31:31: ACTION[main]: |__|_| /__|___| /\___ >__| \___ >____ > |__|
14:31:31: ACTION[main]: \/ \/ \/ \/ \/
14:31:31: ACTION[main]: World at [C:\Users\Barry\Downloads\minetest-0.4.3-win32\
minetest-0.4.3-win32\bin\..\worlds\Garakville]
14:31:31: ACTION[main]: Server for gameid="minetest" listening on port 30011.
creative inventory size: 1065
on_newplayer
14:31:32: ACTION[ServerThread]: singleplayer joins game. List of players: single
player
Unsupported texture format
Loaded texture: C:/Users/Barry/Downloads/minetest-0.4.3-win32/minetest-0.4.3-win
32/textures/base/pack/sunrisebg.png
Font size: 8 15
14:32:13: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:32:13: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:32:14: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:32:14: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:32:14: ERROR[ServerThread]: LuaEntity name "animal_dm:dm" not defined
14:32:14: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:32:14: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:32:15: ERROR[ServerThread]: LuaEntity name "animal_creeper:creeper" not defin
ed
14:32:15: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:32:15: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:32:16: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:32:16: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:32:17: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:32:17: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:32:17: ERROR[ServerThread]: LuaEntity name "animal_gull:gull" not defined
14:32:17: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:32:17: ERROR[ServerThread]: LuaEntity name "animal_creeper:creeper" not defin
ed
14:32:17: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:32:17: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:32:17: ERROR[ServerThread]: LuaEntity name "animal_big_red:big_red" not defin
ed
14:32:17: ERROR[ServerThread]: LuaEntity name "animal_gull:gull" not defined
14:32:17: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:32:17: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:32:17: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:32:17: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:32:17: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:40:36: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:40:36: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:40:37: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:40:37: ERROR[ServerThread]: LuaEntity name "animal_gull:gull" not defined
14:40:58: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:40:58: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:40:58: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:40:58: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:40:58: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:40:58: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:40:58: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:40:58: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:40:58: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:40:58: ERROR[ServerThread]: LuaEntity name "animal_gull:gull" not defined
14:40:58: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:41:08: ACTION[ServerThread]: singleplayer punches object 3: LuaEntitySAO at (
3.9379,2.7,-142.006)
14:42:14: ERROR[ServerThread]: LuaEntity name "animal_gull:gull" not defined
14:42:14: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:42:14: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:42:18: ERROR[ServerThread]: LuaEntity name "animal_big_red:big_red" not defin
ed
14:42:18: ERROR[ServerThread]: LuaEntity name "animal_dm:dm" not defined
14:42:18: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:42:18: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:42:18: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:42:18: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:42:18: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:42:18: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:42:18: ERROR[ServerThread]: LuaEntity name "animal_vombie:vombie" not defined

14:42:18: ERROR[ServerThread]: LuaEntity name "animal_creeper:creeper" not defin
ed
Ignoring resize operation to (0 0)
 

Temperest
Member
 
Posts: 651
Joined: Tue Nov 15, 2011 23:13
GitHub: Uberi

by Temperest » Mon Oct 22, 2012 19:48

Seems like you did not in fact start a new world, but are using an old one. Try creating a new one and see if the errors persist.
WorldEdit 1.0 released

The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
 

Garakson
Member
 
Posts: 11
Joined: Sat Oct 20, 2012 12:50

by Garakson » Mon Oct 22, 2012 20:14

Temperest wrote:Seems like you did not in fact start a new world, but are using an old one. Try creating a new one and see if the errors persist.


Hmm. The previous game world with animals mod is called "Garakville". I removed the mod and created a new world with the same name. The game acted like the new Garakville was the old one. In fact, I saw pink squares representing the mobs.

I followed through with what Temperest said. I created a new world and DID NOT give it the same name. It worked fine.

I'm using the creative mode so I can see what the various items look like.

I'm also using PilzAdam "better vanilla" patch, too.
 

Sokomine
Member
 
Posts: 2980
Joined: Sun Sep 09, 2012 17:31

by Sokomine » Mon Oct 22, 2012 20:31

You didn't get a new world that way. Rename or remove the old world. Or give the new one another name. If you reinstall the mod, the errors will go away. If you do not reinstall it and want to play the old world without the mod you'll have to live with the errors. Other than creating some scroll and having those strange pink objects hoovering around it can be played without problems.
A list of my mods can be found here.
 

Garakson
Member
 
Posts: 11
Joined: Sat Oct 20, 2012 12:50

by Garakson » Mon Oct 22, 2012 21:27

So, I discovered. :) I'm also using Sapien's Mobf Settings mod. It's an answer to an earlier frustration. I like disabling the vombies and other hostile mobs. I originally thought vombies to be a typo. Nice touch on the name.
 

User avatar
BrandonReese
Member
 
Posts: 836
Joined: Wed Sep 12, 2012 00:44
GitHub: bremaweb
IRC: BrandonReese
In-game: BrandonReese

by BrandonReese » Tue Oct 23, 2012 16:51

It seems like I can hear the vombie random growling sound anywhere on the map. The volume doesn't change depending on the distance I am from the vombie. Is anybody else having this problem? It has a max hear distance set but it seems to be ignoring it.
 

User avatar
kaeza
Member
 
Posts: 2141
Joined: Thu Oct 18, 2012 05:00
GitHub: kaeza
IRC: kaeza diemartin blaaaaargh
In-game: kaeza

by kaeza » Wed Oct 24, 2012 22:23

I am experiencing some problems with this mod. Specifically, I can't kill ANYTHING! I first tried using a wooden sword, then a stone one, and so on with steel and mese, but nothing. It just pushes the mob back, but nothing happens besides that. I've hit a single vombie 200 times in a row (more or less, I lost the count) but it didn't die (on a side note, I should say that is expected, since they are already dead :) ). Thank god I'm playing single player with beds, or else the night would be veeeeery long and boring being forced to stay indoors doing nothing :(

I understand what you say BrandonReese; I can hear the growls of a vombie that is miles away.

I found another problem: an user said in another thread (or was this one? don't remember) that he didn't see any gulls. Well, I'm compelled to say that if the gulls were able to sh*t, then I should name my map "Fecal World". On the other hand, I haven't seen one single deer or wolf in the entire game, neither from my old world, nor from a world I recently created.
Last edited by kaeza on Wed Oct 24, 2012 22:24, edited 1 time in total.
Your signature is not the place for a blog post. Please keep it as concise as possible. Thank you!

Check out my stuff! | Donations greatly appreciated! PayPal | BTC: 1DFZAa5VtNG7Levux4oP6BuUzr1e83pJK2
 

Temperest
Member
 
Posts: 651
Joined: Tue Nov 15, 2011 23:13
GitHub: Uberi

by Temperest » Wed Oct 24, 2012 22:29

New mobs seem to spawn only on world generation. Perhaps you will need to move out farther to get new ones to generate?

The sound thing is probably a bug.

The mob damage system in MineTest is not very effective, unfortunately, so there isn't much mobf can do about this.
WorldEdit 1.0 released

The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
 

User avatar
BrandonReese
Member
 
Posts: 836
Joined: Wed Sep 12, 2012 00:44
GitHub: bremaweb
IRC: BrandonReese
In-game: BrandonReese

by BrandonReese » Thu Oct 25, 2012 02:50

kaeza wrote:I found another problem: an user said in another thread (or was this one? don't remember) that he didn't see any gulls. Well, I'm compelled to say that if the gulls were able to sh*t, then I should name my map "Fecal World". On the other hand, I haven't seen one single deer or wolf in the entire game, neither from my old world, nor from a world I recently created.


The spawn algorithms are set to only run on mapgen, you can edit the init.lua for each animal and change the spawning algorithm. For instance the deer spawn algorithm is "forrest_mapgen" you can change it to "forrest" and they'll spawn in already generated terrain, same with cows and sheep, change from "willow_mapgen" to "willow".

I did this for a while to populate some of the terrain that was already generated, then I switched it back to the mapgen algorithms to keep the lag down.
 

User avatar
BrandonReese
Member
 
Posts: 836
Joined: Wed Sep 12, 2012 00:44
GitHub: bremaweb
IRC: BrandonReese
In-game: BrandonReese

by BrandonReese » Thu Oct 25, 2012 04:01

Temperest wrote:The sound thing is probably a bug.


Figured out the sound problem. According to the lua api docs, "For positional playing of sounds, only single-channel (mono) files are supported."

Switched the sound files to mono and the sounds seem to be positional now.
 

Ragnar
Member
 
Posts: 850
Joined: Thu Oct 25, 2012 15:19

by Ragnar » Sat Oct 27, 2012 15:44

Hackeridze wrote:you should make mmans and womens. and childrens. and in future zoosex, ofcourse.

OH SNAP!
Are you saying that I put an abnormal brain into a seven and a half foot long, fifty-four inch wide GORILLA?
 

MarkTraceur
Member
 
Posts: 103
Joined: Sat Dec 03, 2011 05:41

by MarkTraceur » Sat Nov 03, 2012 00:52

Hi,

Could you please release this mod under an actually free license? I don't mind redistributing under the same terms, so long as there are no other restrictions.

Thanks!
Mods: https://gitorious.org/marktraceur-minetest-mods
IRC: marktraceur on freenode
 

mikey2020
Member
 
Posts: 30
Joined: Sun Jul 15, 2012 03:39

by mikey2020 » Tue Nov 06, 2012 00:32

you should make a 3d-player mod based on the vombie
 

User avatar
MirceaKitsune
Member
 
Posts: 809
Joined: Sat May 21, 2011 22:31
GitHub: MirceaKitsune
IRC: Taoki
In-game: MirceaKitsune

by MirceaKitsune » Fri Nov 09, 2012 22:28

I'm interested to someday make mobs of my own with this framework. I have some more complex plans in mind, although it's a distant thought. Still, I was curious about one related feature: Would it be possible to add a pathfinding AI to them, with the current lua api? So if you give a mob a location, it will know to navigate most structures and get there.

I imagine this should be easier than bot pathing is done in other games, since the code doesn't have to analyze mesh geometry. It just needs to find a path throughout a structure of blocks, while being aware of the highest block it can jump / climb, and how many blocks its bounding box allows it to fit through (for players it's an 1 x 2 space). If that can be known, a mob could compute the shortest way to a location.

This would be interesting if you're sitting at the balcony of your house for example, a hostile mob outside wants to attack you, but instead of standing there or pushing into a wall it would enter your house, go through the door, climb the stairway, and get to you there. People in GTA 4 can do something similar... but like I said here it should theoretically be even easier.
 

User avatar
BrandonReese
Member
 
Posts: 836
Joined: Wed Sep 12, 2012 00:44
GitHub: bremaweb
IRC: BrandonReese
In-game: BrandonReese

by BrandonReese » Fri Nov 09, 2012 23:10

MirceaKitsune wrote:I'm interested to someday make mobs of my own with this framework. I have some more complex plans in mind, although it's a distant thought. Still, I was curious about one related feature: Would it be possible to add a pathfinding AI to them, with the current lua api? So if you give a mob a location, it will know to navigate most structures and get there.

I imagine this should be easier than bot pathing is done in other games, since the code doesn't have to analyze mesh geometry. It just needs to find a path throughout a structure of blocks, while being aware of the highest block it can jump / climb, and how many blocks its bounding box allows it to fit through (for players it's an 1 x 2 space). If that can be known, a mob could compute the shortest way to a location.

This would be interesting if you're sitting at the balcony of your house for example, a hostile mob outside wants to attack you, but instead of standing there or pushing into a wall it would enter your house, go through the door, climb the stairway, and get to you there. People in GTA 4 can do something similar... but like I said here it should theoretically be even easier.


I have played with pathfinding AI in the past. I might look into working on this...

http://en.wikipedia.org/wiki/Pathfinding
http://en.wikipedia.org/wiki/A*_search_algorithm
 

sapier
Member
 
Posts: 763
Joined: Tue Aug 16, 2011 18:17

by sapier » Sat Nov 10, 2012 18:58

Sorry I've been busy for a while.

I've got some information to add to spawning, there's already a feature called "secondary spawning algorithm" It's merely using the "old" spawning algorithm that caused lot's of lag with low chances. Thus if an animal has a secondary algorithm set, it will spawn in already generated areas too. Ok chances are really low, I know. Be warned, I'm not sure if this reintroduces lag again.

Pathfinding AI ... this is a feature being requested for some time, there's already some code written to add this but it's not much more than a skeleton without content.
Currently it's planed to create a working pathfinding AI by combining a waypoint system with the "follow" movement generator. E.G. first a path is detected it's waypoints are stored in a list. Afterwards follow movement generator is enabled to follow first wp. As soon as first wp is reached follow mgen is switched to second . ...

BTW it's still a 3d pathfinding algorithm as I discovered most "games" use 2d pathfinding only. They create a 2d map of "accessable" areas and ignore third coordinate for pathfinding. It's honored on movement only.

If someone wants to help improoving this the existing skeleton code is already distributed, it's just not usable. If you need information what parts are already implemented I'll gladly answer your questions in irc just write a message when you're there.

ATM support for different movement states e.g. sleep, eat, move (with own models/behaviour dependent on state) is in development. As soon as it's ready a new version will be released.

Someone wrote that mobf is too big to be fixed ... In some way this is true, it's most unlikely there ever will be version that's completely flawless. But The most anoying problems mobf atm has can't be fixed by mobf but have to be fixed in core.
1) combat
2) server lockup on low cpu power
3) 3d-model animation

@MarkTraceur I intend to switch to plain gpl as soon as mobf contains a significant amount of code not written by myself ;-). Probably this motivates some people in helping developing mobf.
It's reached a complexity really slowing down adding new features with only one person doing design implementation and testing on it's own. This means I'm glad for everyone helping me ;-)
Last edited by sapier on Sat Nov 10, 2012 19:01, edited 1 time in total.
DON'T mention coding style!
(c) sapier all rights reserved
 

User avatar
Inocudom
Member
 
Posts: 2889
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

by Inocudom » Thu Nov 29, 2012 19:45

I noticed that a number of dungeon master vaults appeared in places where they were visible in the surface world. Shouldn't they be underground at a depth of at least -100? That would seem more reasonable.
 

tux_peng
Member
 
Posts: 99
Joined: Thu Dec 06, 2012 18:21

by tux_peng » Sat Dec 08, 2012 20:25

What is the cleanest way to disable certain animals?
Servers now up (Economy, no PvP) Forum up already! http://tuxcraft.info
 

Sokomine
Member
 
Posts: 2980
Joined: Sun Sep 09, 2012 17:31

by Sokomine » Sun Dec 09, 2012 20:44

I don't know about the cleanest method (maybe through the gui for mobf?). The safest way is to erase the folders with the unwanted animals. Since mobf is a modpack, that works fine.
A list of my mods can be found here.
 

Josh
Member
 
Posts: 1146
Joined: Fri Jun 29, 2012 23:11

by Josh » Mon Dec 10, 2012 04:18

Now that we have 3D player's that can walk properly and not float, let's go for animals that walk and turn their heads properly like a 3D player.
 

User avatar
neko259
Member
 
Posts: 769
Joined: Sun Jun 19, 2011 06:51

by neko259 » Tue Dec 11, 2012 20:36

21:35:04: ERROR[main]: ERROR: An unhandled exception occurred: ServerError: LuaError: error running function 'on_step': ...../games/minetest/mods/mobf/management_functions.lua:196: attempt to index local 'self' (a nil value)
Bitcoin donations: 18r66dJmUjwTmWRTFnorpGMzs8d4B8jzbw
 

sapier
Member
 
Posts: 763
Joined: Tue Aug 16, 2011 18:17

by sapier » Tue Dec 11, 2012 21:00

@neko259
uhh ... I've done lots of changes to management_functions in my current development branch, I'll have a look if this bug is still there. I've almost finished mob state changes and I'm going to release a preview version this weekend (sheep with different states only)

@Josh
I've been away for some time and just discovered animation support I'm going to check if this is already a general feature for all entitys.

If it is I'll probably need a little bit help for animated models ;-). The new added state support has already been a preparation for different animations so ist completed just in time ;-)
DON'T mention coding style!
(c) sapier all rights reserved
 

User avatar
neko259
Member
 
Posts: 769
Joined: Sun Jun 19, 2011 06:51

by neko259 » Tue Dec 11, 2012 21:43

Thanks. I've had this error only once, so I assume it is not so critical.
Bitcoin donations: 18r66dJmUjwTmWRTFnorpGMzs8d4B8jzbw
 

sapier
Member
 
Posts: 763
Joined: Tue Aug 16, 2011 18:17

by sapier » Tue Dec 11, 2012 22:47

Ok seems model support came with bone/mesh support so it's time to add real models.
I'll release a preview as soon as mesh support is added.

I hope there'll be some ppl supporting mobf with better models than those I'll be able to create. ;-)
DON'T mention coding style!
(c) sapier all rights reserved
 

Josh
Member
 
Posts: 1146
Joined: Fri Jun 29, 2012 23:11

by Josh » Wed Dec 12, 2012 02:06

sapier wrote:Ok seems model support came with bone/mesh support so it's time to add real models.
I'll release a preview as soon as mesh support is added.

I hope there'll be some ppl supporting mobf with better models than those I'll be able to create. ;-)

Great! Also, i think that cow's and sheep drop the same meat, What i think is that sheep should drop lamb
and cows can drop beef, chickens could also drop chicken :)
 

PreviousNext

Return to Mod Releases

Who is online

Users browsing this forum: No registered users and 52 guests

cron