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

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Calinou
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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by Calinou » Tue Apr 29, 2014 13:45

MirceaKitsune wrote:I'd love these mobs... if only the models were of better quality and would all be boxes. Diagonal parts / bent limbs / etc. break the default Minetest style IMO. Still love the idea though... hopefully the nature of Minetest will eventually be full of various critters!


...if only that was the only issue of MOBF.
 

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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by sapier » Tue Apr 29, 2014 21:24

Sorry guys for beeing away for so long, I wanted to complete android port first.
There's been a lot of valuable input while I was busy, and some useless general bashing too ...

I hope to integrate all of your great additions till end of May, if anyone can do testing, help is welcome!

Any bugreport is welcome, of course I wanna get as much information about what's happening as possible. The more information you provide the bette chances I'll be able to fix your issue.
 

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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by dgm5555 » Sun May 18, 2014 19:45

I have another suggestion - the mobs keep throwing themselves off cliffs [as well as wandering around under water which I mentioned before). This is a bit too unrealistic for me (possibly because I have a 7yo wailing about 'the poor animals')...

BTW I'm happy to test, but the master hasn't changed recently, and I can't see any branches under you, where can I it from? EDIT: Aha, I found the dropdown with 2.4 dev...
Last edited by dgm5555 on Tue May 27, 2014 22:41, edited 1 time in total.
 

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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by theoluk » Mon May 26, 2014 20:31

Is there a version of this mod that I could download that would run on 0.4.7?
 

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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by Topywo » Tue May 27, 2014 08:16

theoluk wrote:Is there a version of this mod that I could download that would run on 0.4.7?


When you click the GitHub Link in the 1st post, you'll go to Sapiers GitHub page.

Select the tab called 48 releases. Under it there are zips from versions since 19 september 2012.

Choose a version around 6 june 2013 (minetest 0.4.7). Probably some newer versions will work too.
 

Nathan
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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by Nathan » Wed Jun 18, 2014 21:21

Is there a way I can disable specific MOBs?
 

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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by theoluk » Thu Jun 19, 2014 14:42

What does the Contract do?
 

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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by sapier » Fri Jun 20, 2014 08:07

@nathan enter /mobf or /mobf_settings (depends on mod version) and configure as you wish
@theoluk contract is used to get a hireling back once it's placed
 

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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by shaneroach » Tue Jun 24, 2014 08:13

I haven't entirely followed up on all the prerequisite mods, but it seems that I get animals to load fine. It's just that when I go to kill them either they have to move or I have to move, or else no damage is done when I hit them. Is this some sort of bug or is this a known issue that just has not been addressed or...? Does anyone know?
 

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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by Topywo » Tue Jun 24, 2014 17:05

shaneroach wrote:I haven't entirely followed up on all the prerequisite mods, but it seems that I get animals to load fine. It's just that when I go to kill them either they have to move or I have to move, or else no damage is done when I hit them. Is this some sort of bug or is this a known issue that just has not been addressed or...? Does anyone know?



Reminds me of this topic:
viewtopic.php?f=6&t=9530
 

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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by lotek » Thu Jul 03, 2014 14:26

Could not open file of texture

when I play minetest (dev from https://launchpad.net/~minetestdevs/+ar ... ily-builds) over my hosted server (linux), the client (ubuntu 14.04 LTS) shows always those error about textures. But animals wolf and cow are definitely visible.

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
Irrlicht log: Could not open file of texture: character.png
Irrlicht log: Could not open file of texture: character.png
Irrlicht log: Could not open file of texture: animal_rat_mesh.png
Irrlicht log: Could not open file of texture: fish_clownfish_mesh.png
Irrlicht log: Could not open file of texture: animal_wolf_mesh.png
Irrlicht log: Could not open file of texture: animal_sheep_mesh.png
Irrlicht log: Could not open file of texture: character.png
Irrlicht log: Could not open file of texture: fish_clownfish_mesh.png
Irrlicht log: Could not open file of texture: steer_mesh.png
Irrlicht log: Could not open file of texture: cow_mesh.png
Irrlicht log: Could not open file of texture: animal_gull_mesh.png


I use your latest git (https://github.com/sapier/animals_modpack) and the missing images (e.g. the cow https://raw.githubusercontent.com/sapie ... w_mesh.png) are in the correct directory (server side) and also on the client side I see it in the cache directory (~/.minetest/cache/media/5547e046efe637f242d05b341686027e63d87f47)


Any Idea if this is a bug or I got some misconfiguration?
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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by Jordach » Thu Jul 03, 2014 14:51

lotek wrote:Could not open file of texture

when I play minetest (dev from https://launchpad.net/~minetestdevs/+ar ... ily-builds) over my hosted server (linux), the client (ubuntu 14.04 LTS) shows always those error about textures. But animals wolf and cow are definitely visible.

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
Irrlicht log: Could not open file of texture: character.png
Irrlicht log: Could not open file of texture: character.png
Irrlicht log: Could not open file of texture: animal_rat_mesh.png
Irrlicht log: Could not open file of texture: fish_clownfish_mesh.png
Irrlicht log: Could not open file of texture: animal_wolf_mesh.png
Irrlicht log: Could not open file of texture: animal_sheep_mesh.png
Irrlicht log: Could not open file of texture: character.png
Irrlicht log: Could not open file of texture: fish_clownfish_mesh.png
Irrlicht log: Could not open file of texture: steer_mesh.png
Irrlicht log: Could not open file of texture: cow_mesh.png
Irrlicht log: Could not open file of texture: animal_gull_mesh.png


I use your latest git (https://github.com/sapier/animals_modpack) and the missing images (e.g. the cow https://raw.githubusercontent.com/sapie ... w_mesh.png) are in the correct directory (server side) and also on the client side I see it in the cache directory (~/.minetest/cache/media/5547e046efe637f242d05b341686027e63d87f47)


Any Idea if this is a bug or I got some misconfiguration?

It's a known bug where Irrlicht gets the thing wrong and doesn't understand, but at the same time, does.

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My image and media server is back online and is functioning as normal.
 

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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by Calinou » Thu Jul 03, 2014 18:24

I've had the same issue with Simple Mobs: you have to edit the .x model files using a text editor and remove the references to the textures, they're not needed.

Use Ctrl + F to find the texture name, as .x files are long.
 

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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by sapier » Thu Jul 03, 2014 20:26

@calinou thanks for the suggestion, but there ain't any .x files in mobf as they'd be way to big. mobf uses b3d files which are about 1/10 the size of .x ... but I guess it's same issue, wrong texture path stored in there ... sadly editing a binary file usually isn't a good idea.

Some preview screenshots for upcoming 2.4 release:
Image
Image
Image
Image
Image
 

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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by Inocudom » Thu Jul 03, 2014 20:34

How about the ability to add mobs from other mods to factions so the mobf's mobs will react to them?
 

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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by sapier » Thu Jul 03, 2014 21:10

difficult without support from those mods
 

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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by asdfref » Mon Jul 07, 2014 15:27

I could not post a new topic on the mod realeases so i am posting it here. it is some scins and some little cooler mob framework for some mobs, including both npcs, the vombie, bombom, and the wolf (not tamed wolf).
Attachments
skins_and_a_changed_animals_modpack .zip
(8.23 MiB) Downloaded 177 times
 

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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by sapier » Tue Jul 15, 2014 12:20

 

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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by fifthecard » Thu Jul 17, 2014 01:04

Stop teasing and release :) It looks good man. My kids and I enjoy your current mobf. Can't wait to see this in action.
 

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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by sapier » Thu Jul 17, 2014 21:19

I'm still waiting for aspermints reply, I'm sorry but I can't merge those mobs directly as their modls are way to big. Mobf size would at least double in worst case be three times the current size.

The brave ones can get the current 2.4 dev version from github but be carefull if you started a world with this version there's no way back
 

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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by fifthecard » Thu Jul 17, 2014 21:29

Will your 2.4 use the factions mod or have you added your own?
 

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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by sapier » Fri Jul 18, 2014 15:20

I don't know what mod you're exactly talking about but I wrote a factions mod quite a long time ago. I'd have preferred to improve the one existing by that time but the original author didn't even respond to my request.
 

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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by fifthecard » Sat Jul 19, 2014 04:57

Sorry about the confusion. I was doing multiple things at once. What I ment to say will you require the Mod to be installed or will everything be part of the mobf mod. Just looking at the screenshots it looks completely different.
 

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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by sapier » Sat Jul 19, 2014 12:37

No it won't be a hard requirement. Mobf will work without too, yet if you really want to use the guarding capabilities you'll have to install factions mod.

Yes those screenshots look quite different because the control panel has been rewritten for mobf 2.4. Most features have been there before but sometimes hard to find.
 

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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by sapier » Sun Jul 20, 2014 18:44

Ok here we are, second prerelease of mobf 2.4 series ... scheduled release end of july
http://www.mediafire.com/download/76zfz ... 2.3.91.zip
 

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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by fifthecard » Mon Jul 21, 2014 05:05

I kept getting server crashes with the new adv_spawning/internal.lua:294 assertian failed

disabled that part of the mod and everything else seems to work fine
 

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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by sapier » Mon Jul 21, 2014 15:54

could you provide a backtrace for one of those crashes? There's no reason why something should be done in negative time so there most likely is a bug hidden somewhere else.
Thanks!
 

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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by TenPlus1 » Mon Jul 21, 2014 19:11

I tried the latest github and still get timeout errors for spawning mobs...
 

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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by fifthecard » Mon Jul 21, 2014 22:16

Don't really know how to do a backtrace other than using gdb. Here is what I have. Let me know if this helped. I am using Manjaro / Arch linux.

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
gdb) bt full
#0  0x00007ffff645cd67 in raise () from /usr/lib/libc.so.6
No symbol table info available.
#1  0x00007ffff645e118 in abort () from /usr/lib/libc.so.6
No symbol table info available.
#2  0x0000000000590f54 in assert_fail(char const*, char const*, unsigned int, char const*) ()
No symbol table info available.
#3  0x00000000004541a0 in main ()
No symbol table info available.
(gdb)
 

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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by sapier » Wed Jul 23, 2014 16:35

@TenPlus1 can you please post the full error message?
@fifthecard while usually a gdb backtrace helps, in this situation I'd need the lua backtrace ... it's shown on console and saved in debug.txt
 

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