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

sapier
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by sapier » Sun Jan 15, 2012 09:29

oh I see this message is probably missleading, I'll change it in next release. I assume it's not really a spawn but activation of an animal. Entities are deactivated if noone is next to them in case of someone entering a chunk they get activated. But of cause all animals within this chunk at once. I don't have any control about this. I'll try to speedup this process but I ain't sure I can do much about this.
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neko259
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by neko259 » Sun Jan 15, 2012 10:07

Can you use another filehosting service? mediafire works very strange without flash and when downloading through wget.
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by sapier » Sun Jan 15, 2012 10:30

@neko259 I've already changed file hosting service to mediafire on someones request. I'm sorry but I assume if I change to another service it's just a matter of time till another one requests changing to next.

If you tell me where to put I probably add a secondary release option.

EDIT1:
@rahonejm
I've checked activation code and made minor changes for next version. But there are only two operations that probably need some time within activation.
One to workaround minetest not saving custom defined variables for entities. The other to workaround minetests inability to save data for a mod. I can't remove them without getting even worse problems so for now I'm sorry I don't se a chance to help you. But I'll try to find a way of course.
Last edited by sapier on Sun Jan 15, 2012 10:35, edited 1 time in total.
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neko259
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by neko259 » Sun Jan 15, 2012 10:32

sapier wrote:@neko259 I've already changed file hosting service to mediafire on someones request. I'm sorry but I assume if I change to another service it's just a matter of time till another one requests changing to next.

If you tell me where to put I probably add a secondary release option.

I like ompldr.com. It can give you direct link (useful when downloading from the server console) and you don't have to wait or enter any captchas :)
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by neko259 » Sun Jan 15, 2012 10:40

Another question: why use RMB for shearing? In minetest all the mods use LMB for using anything. It's a bit confusing and uncomfortable when different mods use different keys for the same operation.
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by Hackeridze » Sun Jan 15, 2012 10:42

I like [url]github.com[/url] =\
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by sapier » Sun Jan 15, 2012 10:47

@neko259
added secondary download link, but only latest version will have a secondary link

right click was used to determin beween harvest and attack I already thought about using left click for everything just deciding what to do by wielded item. By now I didn't want to change behaviour of mod as people might already got used to it.

@ALL
I personaly don't have a preference so everyone who is using it comment what you prefer:
(Option 1) right click for harvest/catch, left click for fighting
(Option 2) everything on left click only decided by wielded tool/item

Edit1:
@Hackeridze sorry neko259 just used last release mode change option ;-)
Last edited by sapier on Sun Jan 15, 2012 10:48, edited 1 time in total.
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by robin » Sun Jan 15, 2012 10:49

Hackeridze wrote:I like [url]github.com[/url] =\


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by neko259 » Sun Jan 15, 2012 10:50

You see, I'd like using right click for using things. But almost all mods already use left click. And on_use function in the API uses it too. So even if you make your mod use right click, it would be different. Also, dropping the item when 'using' it not on animal is a bit confusing too :)
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by sapier » Sun Jan 15, 2012 10:53

btw i personaly can't get used to git it obviously has great advantages when having multiple developers concurrent working on same source but when working alone it's just a pain in the ass ... at least to me. And yes I know if you want a powerfull tool you can't expect it to be simple ... but I don't need that distributed features.

@neko259 I can see the benefits and by now as your vote is the only one you've got the majority ;-) I'd just prefere to have some more opinions or at least give them chance to comment or not.
Last edited by sapier on Sun Jan 15, 2012 10:55, edited 1 time in total.
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by Hackeridze » Sun Jan 15, 2012 10:57

sapier wrote:btw i personaly can't get used to git it obviously has great advantages when having multiple developers concurrent working on same source but when working alone it's just a pain in the ass ... at least to me. And yes I know if you want a powerfull tool you can't expect it to be simple ... but I don't need that distributed features.

@neko259 I can see the benefits and by now as your vote is the only one you've got the majority ;-) I'd just prefere to have some more opinions or at least give them chance to comment or not.

/facepalm
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by sapier » Sun Jan 15, 2012 11:03

@Hackeridze not everyone is your opinion you probably should get used to that an respect it
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by mahho » Sun Jan 15, 2012 11:30

github is great for fast updating sources, without 'searching' new versions :)
 

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by Hackeridze » Sun Jan 15, 2012 11:31

mahho wrote:github is great for fast updating sources, without 'searching' new versions :)

+1
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sapier
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by sapier » Sun Jan 15, 2012 12:08

github is great for fast updating sources, without 'searching' new versions :)

I don't se any benefit compared to eg svn in this particular usecase

but let's don't argue about whats good at this vcs bad at that ...

Topic atm is RMB vs LMB harvesting ;-)
Last edited by sapier on Sun Jan 15, 2012 12:10, edited 1 time in total.
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by jordan4ibanez » Sun Jan 15, 2012 21:23

im not being nit picky but the fish dont aim in the direction they swim around and i never know where its going to go! D:
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by sapier » Sun Jan 15, 2012 22:10

@jordan4ibanez I know :-) provide graphics I'll gladly add them
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by sapier » Mon Jan 16, 2012 19:04

as noone seems to have any problems with switching harvest to lmb next release will no longer use rmb for harvesting or catching
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by neko259 » Sun Jan 22, 2012 09:26

Why don't animals have a selection (or collision?) box fit to their visual size? If I want to hit a mob, I have to search for his real body somewhere an the bottom.
And what are false DMs supposed to do? I get confused when I see them and run away like from the real DMs, but these ones don't make fireballs and are almost harmless.
And your false rats jump VERY high. Is that a feature?
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by sapier » Sun Jan 22, 2012 12:37

1) colision boxes ... haven't looked at that issue by now maybe they can be fixed but it's a little bit tricky as collision boxes are 3d elements while sprites are 2d only so they won't fit perfect in any case

2) "false" dm's are supposed to be a replacement for original dm's if you think they're to easy I'll make them harder. They should make fireballs too just not the ones emitting light as entities can't emit light.

3) nope rats are not expected to jump too high I'll fix it for next version

thanks for testing you're the first one that gives feedback to the new features added the last releases
Last edited by sapier on Sun Jan 22, 2012 12:37, edited 1 time in total.
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by neko259 » Sun Jan 22, 2012 15:57

Collision boxes need at least fit the animal's height. I use gun mod so I need to shoot mobs from the distance, but I can't see an animal's collision box without approaching to it. And I can't guess because their collision boxes are completely different from their visual size.
Thanks for everything :)
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by sapier » Sun Jan 22, 2012 16:40

You can't shoot animals by now, at least not the way it's expected. Entities don't implement gethealth/sethealth by now this is a missing feature in minetest.
ATM animals health is dealt manualy. This is a workaround and will be changed as soon as minetest is fixed.
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by neko259 » Sun Jan 22, 2012 16:41

Gun mod's author said your animals die from 1 hit.
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by sapier » Sun Jan 22, 2012 16:44

at least not the way it's expected

this is because gethealth always returns 0 no matter what is set by sethealth
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by sapier » Tue Jan 24, 2012 21:44

0.9.0
rat jumping bug fixed
dm's are more dangerous ---> please test if they are dangerous enough ... they won't shoot through walls but i think this is an error of original dm's so don't ask me to add this .... a mob that can't see you can't fight you!
left mouse button harvesting
make animals work for 20120122 git


Still missing:
Collision boxes
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neko259
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by neko259 » Tue Jan 24, 2012 21:50

sapier wrote:.9.0
rat jumping bug fixed
dm's are more dangerous ---> please test if they are dangerous enough ... they won't shoot through walls but i think this is an error of original dm's so don't ask me to add this .... a mob that can't see you can't fight you!
left mouse button harvesting
make animals work for 20120122 git


Still missing:
Collision boxes

Grrreat! I'll try that now.
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by neko259 » Tue Jan 24, 2012 21:54

I've noticed feather has a description "feather", not "Feather". Default mod has the descriptions starting with capitals, so I think we should do the same. The same goes for "raw meat" and, I think, all the other items.
Last edited by neko259 on Tue Jan 24, 2012 21:59, edited 1 time in total.
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by neko259 » Tue Jan 24, 2012 21:55

I haven't test the other items. Mobs work like before, so I'm waiting for the collision boxes. Thanks for the mod :)
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by sapier » Tue Jan 24, 2012 22:09

I've noticed the capital on originals too. I'll add an additional configuration parameter "name" automaticaly switched by language settings too. For now just changing the names would result in worlds with many unknown entities what i didn't want to do.
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neko259
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by neko259 » Tue Jan 24, 2012 22:14

sapier wrote:I've noticed the capital on originals too. I'll add an additional configuration parameter "name" automaticaly switched by language settings too. For now just changing the names would result in worlds with many unknown entities what i didn't want to do.

Name and description are different fields. Changing description won't do nothing to the world I think.
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