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

sapier
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by sapier » Sun Dec 30, 2012 00:35

A new Version has arrived, 1.9.5

Whats new?

-Spawning by entity seed
As of this version all abm based thus slow spawners have been removed. All mobs use invisible "spawn-eggs" now. Those eggs/spawners are distributed on map generation. This is strenght and weakness of this mechanism at same time, the spawners are not updated as world changes.

-Fixed height level control
Now flying swiming mobs relly try to stay where they are thought to be

Off Topic:
marktraceur started a license discussion I'm thinking about to release future versions of mobf with cc-by-nc-sa or cc-by-sa ... I'd prefere first one.
I'm asking for comments, what do you think about it?
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rinoux
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by rinoux » Sun Dec 30, 2012 08:43

"nc" is a non free licence i think ?!
 

sapier
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by sapier » Sun Dec 30, 2012 10:52

Depends on your definition of free, if free is defined as "gplv3"-compatible (as some ppl do) both ain't free.
Difference between cc-by-nc-sa and cc-by-sa is that first one prohibits earing money by using it too.
For anyone using mobf by now both licenses won't make a difference.

btw if anyone wanted to relicense animals modpack gplv3 he'd have a problem with sounds in here even if I'd released my code in gplv3 or compatible license. Some sounds are already cc-by-sa. Thats what the license files are for.
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sapier
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by sapier » Sun Dec 30, 2012 17:36

A new Version has arrived, 1.9.6
Mobf is stabilizing again, this version seems to can handle even vombies on slow machines with reduced lag. In my testcase (slow 1 core server) it was only lagging on mapgen for large areas taking place.
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by tux_peng » Sun Dec 30, 2012 19:39

AFAIK; NC make the license non-OSI

I think it is a good idea to stay compatible with debian
http://wiki.debian.org/DFSGLicenses
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by sapier » Mon Dec 31, 2012 03:45

Mobf is doing fast steps towards a stable release. Only bugfixing and code polishing left for 2.x release.
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by J-Block » Mon Dec 31, 2012 22:39

Iqualfragile wrote:J-Block: steps to make mobf useable:
1. blacklist all mobs, enable step by step by hand


Blacklist.....?
 

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Topywo
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by Topywo » Mon Dec 31, 2012 23:07

J-Block wrote:
Iqualfragile wrote:J-Block: steps to make mobf useable:
1. blacklist all mobs, enable step by step by hand


Blacklist.....?


Move the individual animal folders to another map (those that are animals/except when another part of the modpack is depending on it (depends.txt))), and then put them back in one by one.
 

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by sapier » Wed Jan 02, 2013 13:46

Both methods will result in missing mob's in areas which were generated while mob were blacklisted, not copied to mods folder.

I recommend (if possible) starting with all mods disabling them by using mobf settings.
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OryHara
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by OryHara » Wed Jan 02, 2013 18:29

ok, i just tried this mod, idk why, but my guy keeps dying, lol. i dont see anything like fire around me or an enemy mob, i just die.

are there invisible mobs and fire?
 

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by Inocudom » Wed Jan 02, 2013 19:20

OryHara wrote:ok, i just tried this mod, idk why, but my guy keeps dying, lol. i dont see anything like fire around me or an enemy mob, i just die.

are there invisible mobs and fire?


I heard that this is due to a glitch in the engine of Minetest-c55 itself. Same thing happens with PilzAdam's mobs. If you leave the game and come back, you will likely find a bunch of monsters where you left.
 

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by OryHara » Wed Jan 02, 2013 19:35

ah, kk, thanks for the info :)
 

Iqualfragile
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by Iqualfragile » Wed Jan 02, 2013 22:51

its *minetest* not minetest-c55 anymore
Gr8 b8, m8. I rel8, str8 appreci8, and congratul8. I r8 this b8 an 8/8. Plz no h8, I'm str8 ir8. Cr8 more, can't w8. We should convers8, I won't ber8, my number is 8888888, ask for N8. No calls l8 or out of st8. If on a d8, ask K8 to loc8. Even with a full pl8, I always have time to communic8 so don't hesit8.
 

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by OryHara » Thu Jan 03, 2013 02:23

no, its minetest-c55, its what it says in the latest 0.4.4 filename i dl'ed, therefore, you got squished, soz :)
 

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by Iqualfragile » Thu Jan 03, 2013 04:59

Gr8 b8, m8. I rel8, str8 appreci8, and congratul8. I r8 this b8 an 8/8. Plz no h8, I'm str8 ir8. Cr8 more, can't w8. We should convers8, I won't ber8, my number is 8888888, ask for N8. No calls l8 or out of st8. If on a d8, ask K8 to loc8. Even with a full pl8, I always have time to communic8 so don't hesit8.
 

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by PilzAdam » Thu Jan 03, 2013 12:35

Iqualfragile is right.
 

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Mito551
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by Mito551 » Thu Jan 03, 2013 15:04

trader's not woking. it gives me an unknown object
 

OryHara
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by OryHara » Thu Jan 03, 2013 17:07

if its not minetest-c55 anymore, why is c55 included in the filename for even the latest 0.4.4? lol
 

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by sapier » Thu Jan 03, 2013 17:44

@Mito551 plz use latest git version of mobf, I'm gonna release a new mobf version as soon as formspec bugfix is commited to core
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by Temperest » Thu Jan 03, 2013 18:09

Oh oops I posted this in the wrong thread:

I modeled, textured, rigged, and animated the DM:

Image

Frame 1-30 is idle, 31-60 is walk, and 61-90 is attack. All animations loop seamlessly. The specular should be toned down but I didn't notice until after rendering.

Download: http://www.pasteall.org/blend/18585

The design is inspired by Gambit's model. I hereby release it under CC0, so mobf can use it regardless of which license it uses.


Here it is sapier, what do you think?
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by Inocudom » Thu Jan 03, 2013 22:31

The spawn rate of the trading post buildings and their traders would be better off being reduced by 75%. Their spawning seems to take up a fair amount of CPU usage and their presence should be rather isolated. I think it would be neat if boom bombs spawned not only on the surface, but in caves underground as well. You many want to cut the spawn rate of vombies in half, as they are rather strong enemies.

Thank you for maintaining and working on this mod. In time, it many find its way onto servers.
 

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by Mito551 » Fri Jan 04, 2013 00:36

sapier wrote:@Mito551 plz use latest git version of mobf, I'm gonna release a new mobf version as soon as formspec bugfix is commited to core


i'm using 1.9.9
 

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by sapier » Fri Jan 04, 2013 09:50

@Temperest texture doesn't seem to be included within blender file can you put it somewhere to download?

EDIT1:
@all model creators
MOBF assumes to be (Blender) X+ to be direction forward so if you happen to create a new model plz take this into consideraton
Last edited by sapier on Fri Jan 04, 2013 11:14, edited 1 time in total.
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4aiman
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by 4aiman » Fri Jan 04, 2013 20:57

sapier wrote:Please DO write your opinion what needs to be added/fixed!

I have only 2 things to humbly ask of you:
- make this mod fast enough so at least 10 users on the server running on the Intel i3 CPU (2 cores, 3.1 GHz each, Sandy Bridge) wouldn't have speed and performance glitches (with this mod only). The fact of the server-side moddidng doesn't free the client from any essential calculations. So far Minetest is considered as a fast alternative to minecraft for the slow PCs (although raspberry Pi is too slow for the task). Please, don't break that "fast ... for slow PCs" part. At the moment minecraft+moe's creatures eats up a lot less resources than minetest + mob framework. I want minetest to be the best, so some general speed up and optimization should do :)
- get rid of those terrible messages about errors - they taking 1/2 of the screen or even more.
 

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by Temperest » Fri Jan 04, 2013 21:09

sapier wrote:@Temperest texture doesn't seem to be included within blender file can you put it somewhere to download?


Here's the new blend: http://www.pasteall.org/blend/18626

I lost the original texture so I made a new one, I think it looks somewhat better. This time I packed it in the file as a PNG.
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by sapier » Fri Jan 04, 2013 21:13

@4aiman
thanks for your oppinion.
Error messages are a problem being worked on atm I don't know which version you tested maybe it's a lot less with current version,
Mods do ony run server side, I'm sorry but I can't do much about client performace ... preserving the 2d mode is one of those things I can, and will do.
Do you have any experience how mobf is doing with 10 players online?
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by Temperest » Fri Jan 04, 2013 21:55

New model: Oerkki

Image

Model + texture + rig + animation.

Frames 1-30 are idle animation, frames 31-60 are attack animation.

Licensed under CC0, so it can be used in Mobf.

Blend: http://www.pasteall.org/blend/18635
Last edited by Temperest on Fri Jan 04, 2013 21:56, edited 1 time in total.
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4aiman
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by 4aiman » Sat Jan 05, 2013 15:27

sapier wrote:Do you have any experience how mobf is doing with 10 players online?

No, I havent. But I have experienced 6 players... It's not the same, cause all of them was running on my home PC. But my PC is rather powerfull (almost as powerfull as the minetest.ru server).
I decided to test the latest mobf (downloaded just today from the "primary" link) and I have to admit it - mobf became better.

But there are some things that bothered me while testing. I guess, I need to show smth to sound more convincing ;)

First - here's my PC info: hardinfo_report (plain text) and here's one more: hardinfo_report2
I have nothing to hide, so I don't care there are some usernames of home directories names or anything that's probably may be concidered as a threat to my privacy.

Second - I want to show some screenshots.

The first I've noticed is the broken models yaw (or how that must be called?)
http://dl.dropbox.com/u/39772195/mt%20screens/mobf/screen.png
One player looks at the another and sees his profile... Without mobf that didn't happen even once.
(fps are quite low, cause of 4 more running clients besides this two. The "server" player is the server obviously)

A struck mob...
http://dl.dropbox.com/u/39772195/mt%20screens/mobf/screenshot_180680172.png
A mob, freed by myself start to move...
http://dl.dropbox.com/u/39772195/mt%20screens/mobf/screenshot_180753178.png
Another struck mob...
http://dl.dropbox.com/u/39772195/mt%20screens/mobf/screenshot_180787928.png

A stupid zombie I just hitted! He IGNORES me!!!
http://dl.dropbox.com/u/39772195/mt%20screens/mobf/screenshot_180844843.png

Still ignores...
http://dl.dropbox.com/u/39772195/mt%20screens/mobf/screenshot_180848473.png

Okay, the second one appeared and the first one finally got the idea what had happened to it a while ago...
http://dl.dropbox.com/u/39772195/mt%20screens/mobf/screenshot_180885140.png

I've started NEW world, without ANY other mods besides those in the default minetest_game. What's this?
http://dl.dropbox.com/u/39772195/mt%20screens/mobf/screenshot_180936320.png

The cow is not "square". I don't give a damn if it should be square, but the vombies are square.
http://dl.dropbox.com/u/39772195/mt%20screens/mobf/screenshot_181016388.png
I already read about dropping 2d support, so, maybe it's just the time to decide how smooth the models should be? I know, you're not the one who did all the models, but still. Besides this textures are a little too hi-res. Not all people uses hi-res textures, so maybe it would be wise to ask 2 separate texture pack? Or just shink the original ones? I personally do not know how to make an animation or how to use armatures in the Blender. If anyone here could teach me - I would gladly make some models for the minetest and release them under the WTFPL.

I've talked too much.. that zombie behind the cow is still in the middle of ignoring me..
http://dl.dropbox.com/u/39772195/mt%20screens/mobf/screenshot_181024334.png

Oh and here's the one from another one player. But this, I beleive is the Vcard limits problem (see hardware info)
http://dl.dropbox.com/u/39772195/mt%20screens/mobf/screenshot_181596508.png

Here's the sixth player screen shot. Again, this must be VCard's limit problem.
http://dl.dropbox.com/u/39772195/mt%20screens/mobf/screenshot_181613772.png

Also when i "killed" Server, his animation wasn't set to "death", which only happened after installing mobf.
http://dl.dropbox.com/u/39772195/mt%20screens/mobf/screenshot_181716554.png

Whew... When I said that mobf has to do with smth that ment I tested all that things with and without mobf having 5 clients and 1 server running simultaneously.

The third - readme woul be great. So far I do not know what mobs are in the game unless I look into the mod folder. But even then I didn't know that there would be some buildings.

The fourth - mobs are stupid. Really. They are too slow. But when they finally realize they're under attack/can kill someone they make you sorry you ever met them in a less than 5 seconds! So, my point includes this:
- mobs should run away when you've hit them (peacefull) or immidiately turn and attack (hostile or passive);
- hostile mobs are too slow while walking - speed up needed (I've read your argue here about the turning velocity, but mobs may just turn around at the very same spot they were standing! They havent to make such big "hook" just to turn around.);
- mobs should have less hp;
OR
- mobs should be not so quick when attacking;

There was more of it, but I eventually forgot some things while rendering that video...

Anyway, I suggest you look into the butter creeper mod once more and take something from that. Yes, there are different pattarns, but I like the way butter creeper following me. If you're concerned how that would look like, well I can assure it looks great!
Maybe for birds or fish there could be exceptions, but eartbound mobs would be just great with the following mechanic from the butter creeper. Maybe with some adjustments in the velocity etc.
Last edited by 4aiman on Sat Jan 05, 2013 15:33, edited 1 time in total.
 

sapier
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by sapier » Sat Jan 05, 2013 20:57

@4aiman

1) already fixed this, mobf uses different orientation then default player for historic reasons, as it supplied a model with same name as default game there was a name collision

2) Struck mobs ... are a bug I'll try to improove spawning mechanism in future relases, but it's not on prio 1

3) vombies ignoring you: maybe those are client only entities. if a mob doesn't change its direction or isn't pushed back when you hit it. Its most likely to be a core bug.

4)stones in trees: don't know I haven't seen or heared from thos before

5)Inconsistent model format: I'm glad we already have this problem as it indicates there are lot less really important ones.
but of course you're right making them look out of one hand would be great. Learning blender isn't an easy task I've started 3 weeks ago this is best I can do by now. Support from more skilled people is still rare.
No 2D support wont be dropped ... at least not now

6)Also when i "killed" Server: se orientation problem I assume the colliding mesh model was missing a death animation

7) there IS a readme ;-) mobf -->README

8)- mobs should run away when you've hit them (peacefull): good idea I'll try to implement it in next version

9) or immidiately turn and attack (hostile or passive): this already should be done I'll check if turning can be optimized

10) velocity based follow movgen (what you call butter creeper) ... I'll have a look at it but still changing speed at once doesn't seem to be right in my oppinion ... it's the easyest solution true, but there has to be a way to do it acceleration based too. But of course I have to admit follow movementgen isn't quite as good as it should be.

Thanks again for your interest and the time you spent for testing and writing your suggestions.
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by Ragnarok » Sun Jan 06, 2013 00:16

There is a conflict with a roof mod.
 

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