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Re: [WIP Mod] RetroBlocks.

PostPosted: Fri Sep 11, 2015 00:47
by MineYoshi
By now i am finishing the yoshi mobs soon will be more, thanks to OldCoder for the 3d Cinos example,
The yoshi will be in 3d and all the mobs in the mod because is Minetest and i dont want something likely the firsts version dungeon master and oerkki and minetest is in 3d not in 2d and because is better make 3d mobs now.
The yoshi is called yosho when he deads he left a spawner egg of a yosho, yosho haves yoshi sfx, and that sfx are short.
Old coder:i try but how you can delete that mobs mod dependency?

Re: [WIP Mod] RetroBlocks.

PostPosted: Fri Sep 11, 2015 03:04
by OldCoder

MineYoshi wrote:"Old coder: I try but how you can delete that mobs mod dependency?"


If you want to, you can build Mobs Redo code into your mods and eliminate the dependency.

For example, see the Goblins mod by FreeLikeGNU. One version of Goblins depends on Mobs Redo. The other version has no dependencies except for "default".

Note: The thread is located at: https://forum.minetest.net/viewtopic.php?f=9&t=13004

I could make you another 3D Cinos example and remove the dependency. However, I'll be occupied for a few days. This would not be until next week.


Re: [WIP Mod] RetroBlocks.

PostPosted: Fri Sep 11, 2015 03:37
by benrob0329
An important note though about having mob code in your mod, that may be heavier than just using a central API.

Re: [WIP Mod] RetroBlocks.

PostPosted: Fri Sep 11, 2015 03:44
by OldCoder

benrob0329 wrote:"An important note though about having mob code in your mod, that may be heavier than just using a central API."

Additionally, one misses out on improvements in the mob framework unless one resyncs periodically. So, yes, it's a tradeoff. On the other hand, the Mobs Redo code isn't too large yet.


Re: [WIP Mod] RetroBlocks.

PostPosted: Sat Sep 12, 2015 16:12
by MineYoshi
thanks oldcoder for the goblins example i will work now than i have free time.

Re: [WIP Mod] RetroBlocks.

PostPosted: Sat Sep 12, 2015 17:25
by MineYoshi
oldcoder i don't need the cinos without dependency i did the version 0.4 i only need correct some and zip it.
And i will remember about the name ok

Re: [WIP Mod] RetroBlocks.

PostPosted: Sat Sep 12, 2015 17:25
by MineYoshi
and the new version has no mobs tenplus mod dependency!!!

Re: [WIP Mod] RetroBlocks.

PostPosted: Sat Sep 12, 2015 17:49
by MineYoshi
Updated to 0.4!!
Link:
Zip: https://www.dropbox.com/s/ckbc2r6wbjh8ryf/mine_yoshi_retroblocks_04.zip?dl=0
i wait than you enjoy there aren't dependencies added, only there are the normal:
playereffects

Re: [WIP Mod] RetroBlocks.

PostPosted: Sun Sep 13, 2015 01:38
by OldCoder

1. Openmine has been updated to RetroBlocks 0.4 and PlayerEffects (a mod that RetroBlocks depends on) has been added.

2. The two mods are presently mirrored at:

http://minetest.org/mods/MineYoshi_-_retroblocks.zip

http://minetest.org/mods/Wuzzy_-_playereffects.zip


Re: [WIP Mod] RetroBlocks.

PostPosted: Mon Sep 14, 2015 13:55
by MineYoshi
i going to be a days out ok don't going to be support ok , by now if some bug or problem say in the chat when im be back i will give you the solution, ok

Re: [WIP Mod] RetroBlocks.

PostPosted: Mon Sep 14, 2015 14:28
by MineYoshi
thanks OldCoder for the update to the server!

Re: [WIP Mod] RetroBlocks.

PostPosted: Tue Sep 15, 2015 13:40
by MineYoshi
what you want to add to the mod ideas are welcomed!

Re: [WIP Mod] RetroBlocks.

PostPosted: Tue Sep 15, 2015 14:13
by Don
Adventure island was one of my favorite games.
https://en.m.wikipedia.org/wiki/Adventu ... video_game)

Re: [WIP Mod] RetroBlocks.

PostPosted: Tue Sep 15, 2015 16:09
by MineYoshi
i Know what to do Dinosaurs likely the yoshis Don maybe you can remeber your childhood with this.
I going to make it

Re: [WIP Mod] RetroBlocks.

PostPosted: Wed Sep 16, 2015 13:34
by MineYoshi
Don this is what i have now the spade dino see
Image
Image
they attack samely to the game with a fire ball!
But need debug and fix some crashes i found

Re: [WIP Mod] RetroBlocks.

PostPosted: Wed Sep 16, 2015 13:56
by Don
Images are not working. I use tinypic for my images. It seems to work ok.

Re: [WIP Mod] RetroBlocks.

PostPosted: Wed Sep 16, 2015 14:01
by MineYoshi

Re: [WIP Mod] RetroBlocks.

PostPosted: Wed Sep 16, 2015 14:02
by MineYoshi
Only download it!
but works perfectly to me what is happening?

Re: [WIP Mod] RetroBlocks.

PostPosted: Wed Sep 16, 2015 14:15
by Don
Nice.

Re: [WIP Mod] RetroBlocks.

PostPosted: Thu Sep 17, 2015 01:26
by MineYoshi
yes is good i only need to finish the code and debug

Re: [WIP Mod] RetroBlocks.

PostPosted: Thu Sep 17, 2015 02:03
by MineYoshi

Re: [WIP Mod] RetroBlocks.

PostPosted: Thu Sep 17, 2015 13:27
by MineYoshi
i will work in the toad he hasn't going to attack you!

Re: [WIP Mod] RetroBlocks.

PostPosted: Thu Sep 17, 2015 13:49
by MineYoshi
If you want something in this mod say me if i can i will do it

Re: [WIP Mod] RetroBlocks.

PostPosted: Thu Sep 17, 2015 17:41
by Inocudom
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
13:31:45: WARNING: Assignment to undeclared global "p" inside a function at /home/derek/.minetest/mods/retroblocks/api.lua:469.
13:31:45: WARNING: Assignment to undeclared global "dist" inside a function at /home/derek/.minetest/mods/retroblocks/api.lua:470.
2015-09-17 13:31:45: ACTION[Main]: Irrlicht: Could not open file of texture: character.png
2015-09-17 13:31:47: ACTION[Main]: Irrlicht: Could not open file of texture: character.png
2015-09-17 13:31:48: ACTION[Server]: LuaEntitySAO at (41,3.5,3) punched by LuaEntitySAO at (42.4058,3.5,4.81215), damage 7 hp, health now 43 hp
2015-09-17 13:31:48: ERROR[Main]: ServerError: Lua: Runtime error from mod 'fnaf' in callback luaentity_Step(): Runtime error from mod 'fnaf' in callback luaentity_Punch(): /home/derek/.minetest/mods/fnaf/api.lua:570: attempt to index local 'dir' (a nil value)
2015-09-17 13:31:48: ERROR[Main]: stack traceback:
2015-09-17 13:31:48: ERROR[Main]:    /home/derek/.minetest/mods/fnaf/api.lua:570: in function </home/derek/.minetest/mods/fnaf/api.lua:519>
2015-09-17 13:31:48: ERROR[Main]:    [C]: in function 'punch'
2015-09-17 13:31:48: ERROR[Main]:    /home/derek/.minetest/mods/retroblocks/api.lua:967: in function </home/derek/.minetest/mods/retroblocks/api.lua:184>
2015-09-17 13:31:48: ERROR[Main]: stack traceback:
2015-09-17 13:31:48: ERROR[Main]:    [C]: in function 'punch'
2015-09-17 13:31:48: ERROR[Main]:    /home/derek/.minetest/mods/retroblocks/api.lua:967: in function </home/derek/.minetest/mods/retroblocks/api.lua:184>

There is conflict between the mods retroblocks and fnaf. Can it be resolved?

Re: [WIP Mod] RetroBlocks.

PostPosted: Fri Sep 18, 2015 16:25
by MineYoshi
Maybe the problem is because the mobs of the fnaf mod ,if i can fix this ,i upload the fixed version

Re: [WIP Mod] RetroBlocks.

PostPosted: Sat Sep 19, 2015 11:44
by OldCoder

Give it time and you'll be able to fix the various glitches.

One thing to do, if you haven't done it already, is decrease the spawn rate. Presently, it's too much of a good thing; see the screenshot below.

To decrease the spawn rate, increase the chance number in the register_spawn call. 20000 to 60000 is the typical range, though you can experiment with other values.

I've also noticed that NPCs don't die after a few minutes like other mobs. So, it's not clear what prevents them from filling up a world. This should probably be checked.


Image


Re: [WIP Mod] RetroBlocks.

PostPosted: Sat Sep 19, 2015 16:28
by MineYoshi
in the 0.6 i will make toads a boy and a girl, you going to have the yoshis problem fixed ,
P.S: OldCoder when you reload a world ALL THE YOSHOS DEAD, but is a server and reload the world is complicated.
I will make that decreasing yoshos spawning

Re: [WIP Mod] RetroBlocks.

PostPosted: Sat Sep 19, 2015 17:04
by Inocudom
MineYoshi wrote:Maybe the problem is because the mobs of the fnaf mod ,if i can fix this ,i upload the fixed version

Turns out that the problem is solely with them, though the Yoshis appear in very large groups when they spawn.

Re: [WIP Mod] RetroBlocks.

PostPosted: Sat Sep 19, 2015 18:24
by OldCoder

MineYoshi wrote:"ALL THE YOSHOS DEAD"


A moment of silence, then, for the departed :P

But what is the usual way for NPCs to be limited? I'm referring to all "npc" types and not solely to Yoshos.

The standard API doesn't seem to apply lifetimer expiration to "npc"-type mobs. The active object count limit will have an effect, but as NPCs spread out, don't they fill up a world?


Re: [WIP Mod] RetroBlocks.

PostPosted: Sat Sep 19, 2015 18:30
by MineYoshi
Inocudom that's the idea the yoshis are likely wolfs, they attack in group they are very social.
Old Coder -_- in really , can be but you at least need 10.000.000 to only fill up a big build i think than if the world of minetest is INFINITE 10000000000000000000000000000000000000000000000000000000000000000000000 yoshos can't fill up a world