12:01:06: INFO[main]: SourceImageCache::getOrLoad(): Loading path "C:\Users\rabbibob\Desktop\minetest-0.4.dev-20120122-1-win32\minetest-0.4.dev-20120122-1-win32\bin\..\data\clienttextures\unknown_block.png"
12:01:06: INFO[main]: ItemDefManager::updateTexturesAndMeshes(): Updating textures and meshes in item definitions
12:01:06: INFO[main]: SourceImageCache::getOrLoad(): No path found for "animal_big_red_big_red_item.png"
12:01:06: ERROR[main]: generate_image(): Could not load image "animal_big_red_big_red_item.png" while building texture
12:01:06: ERROR[main]: generate_image(): Creating a dummy image for "animal_big_red_big_red_item.png"
12:01:06: INFO[main]: SourceImageCache::getOrLoad(): No path found for "animal_creeper_creeper_item.png"
12:01:06: ERROR[main]: generate_image(): Could not load image "animal_creeper_creeper_item.png" while building texture
12:01:06: ERROR[main]: generate_image(): Creating a dummy image for "animal_creeper_creeper_item.png"
12:01:06: INFO[main]: SourceImageCache::getOrLoad(): No path found for "animal_dm_dm_item.png"
12:01:06: ERROR[main]: generate_image(): Could not load image "animal_dm_dm_item.png" while building texture
12:01:06: ERROR[main]: generate_image(): Creating a dummy image for "animal_dm_dm_item.png"
12:01:06: INFO[main]: SourceImageCache::getOrLoad(): No path found for "animal_gull_gull_item.png"
12:01:06: ERROR[main]: generate_image(): Could not load image "animal_gull_gull_item.png" while building texture
12:01:06: ERROR[main]: generate_image(): Creating a dummy image for "animal_gull_gull_item.png"
it should be included with the modpack by default.
sapier wrote:The messages you note are already known and are non critical. I've already written this some posts before.
sapier wrote:NO! animalmaterials was removed because of good reasons.
It is intended to be added to minetest core so having it included within animals modpack would result in conflicting animalmaterials packages.
18:17:03: ERROR[ServerThread]: ERROR: An unhandled exception occurred: LuaError: error running function 'on_step': .../bin/../share/minetest/mods/animals/movement_gen.lua:556: attempt to concatenate global 'distance_to_predicted_pos' (a nil value)
18:17:03: ERROR[ServerThread]: stack traceback:
In thread 7f95a5389700:
/build/buildd/minetestc55-201202070242/src/server.cpp:113: virtual void* ServerThread::Thread(): Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD 7f95a5389700:
#0 virtual void* ServerThread::Thread()
(Leftover data: #1 void Server::AsyncRunStep())
(Leftover data: #2 virtual void ServerEnvironment::step(float))
(Leftover data: #3 void RemoteClient::GetNextBlocks(Server*, float, irr::core::array<PrioritySortedBlockTransfer, irr::core::irrAllocator<PrioritySortedBlockTransfer> >&))
(Leftover data: #4 void ItemStack::serialize(std::ostream&) const)
DEBUG STACK FOR THREAD 7f95ac052740:
#0 int main(int, char**)
#1 void dedicated_server_loop(Server&, bool&)
(Leftover data: #2 void Server::step(float))
Aborted
minetest.log(LOGLEVEL_WARNING,"ANIMALS: Bug!!!! didn't find a suitable prediction time. Animal will move more than one block within prediction period: ".. distance_to_predicted_pos)
minetest.log(LOGLEVEL_WARNING,"ANIMALS: Bug!!!! didn't find a suitable prediction time. Animal will move more than one block within prediction period")
sapier wrote:@Jordach I'm sorry to tell you but all that chunky code you're talking about is REQUIRED to create a mob. True it's not always perfectly shaped and some things are more complex than necessary for only ONE mob but as soon as you don't want to clone 95% of code it's required to be that abstract.
@jordan4ibanez thanks for the compliment I'm just not sure I really got what you wanted I've been a little bit busy last weeks so I probably missed something. First of all is there 3d model code added in minetest?
If so am I right you requested a 3d mob behaving similar to those jumping nerving things in minecraft bouncing ?
BTW in 2d this mob is already possible with animals mod rat's do random jumps using acceleration values setting right values in the movement pattern most likely will result in a bouncing mob.
sapier wrote:funny first the mobs have been included as proof of concept within animals and everyone wanted a more generic design now it's more generic everyone requests a more specific one ;-)
the mob you're talking about is already possible by combining mob settings so it's just a matter of adjusting parameters. If I've got time I'll add it in next version. I'm about to extract environment checks from movement generator to enable mobs to stay on a prefered surface eg cows and sheep on meadow while eg scorpions (don't exist atm) stay on sand
MilanFIN wrote:I need help with installing this mod...
1. I have the animalmaterials mod and this Aminals mod...
2. I know the animalmaterials mod has to be put in the /data/mods folder in the server
3. What do I have to copy from the animals mod folder to leave the non peaceful mobs away???
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