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

DerakuTenshi
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by DerakuTenshi » Thu Aug 16, 2012 05:29

hey i'm running Minetest version 0.4.1 and have animals modpack-1.3.0 and the mod animals, as well as vombies. when i do to start a game i receve this "ModError:Failed to load and run" then gives the file location any ideas about how to fix it?
 

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Topywo
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by Topywo » Thu Aug 16, 2012 06:11

Blackthorne wrote:I tried this modpack, but I keep getting unsatisfied dependencies for "Wool" and "Animals". Any help would be appreciated.


DerakuTenshi wrote:hey i'm running Minetest version 0.4.1 and have animals modpack-1.3.0 and the mod animals, as well as vombies. when i do to start a game i receve this "ModError:Failed to load and run" then gives the file location any ideas about how to fix it?


For the latest animal mod you need the latest minetest version 0.4.2 rc1 (that has a mod wool in the default game)
Last edited by Topywo on Thu Aug 16, 2012 06:13, edited 1 time in total.
 

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tonyka
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by tonyka » Thu Aug 16, 2012 13:17

sapier wrote:I've added your cow graphics looks great! Whats the license for it?

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by sapier » Thu Aug 16, 2012 22:05

thanks I'll add them as WTFP as all other graphics too.

@ALL
I've got little time atm so I'd wanted to ask you what features you'd prefere to be added next. If someone thinks there is a much more important feature please tell me.

By now I plan following order:

a) adapt and include celerons vault generation code within animal_dm
Currently dm's are simply added to dark caves with a minimum size of 3. Adapting celerons example dm code would create their own caves with chests and lava on map generation and spawnd dms in there.

b) add new path based movement gen
to use this mgen I'd add a special tool so players can specify waypoints within game and then make a mob move from waypoint to waypoint.
I' thinking about some sort of mule that walks some path carrying your items/stones and other things.
It's further planed to create guard mobs. Guard mobs attack other players/hostile mobs as soon they detect them and continue their patrol as soon as fight is finished.

c) 3D models for more animals
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by PilzAdam » Fri Aug 17, 2012 10:15

c)
 

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by Belgac » Fri Aug 17, 2012 10:36

b)

And what would be really cool with guard mobs is to not only have a player defined path to protect but also things to protect. ie: you could say to a mob to protect a wall or a chest, if a player or mob tries to detroy it or check the inventory then guard enter in action.
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by sapier » Mon Aug 20, 2012 19:29

Ok updating all animals to 3d mode takes some time for all of you waiting I've added preview screenshots in main post.

-3D rat
-3D vombie (with new burn animation)
-3D chicken
-3D deer
-3D Gull (do you spot it? ; -) )
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by Temperest » Mon Aug 20, 2012 19:50

Awesome!
WorldEdit 1.0 released

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by cosarara97 » Tue Aug 21, 2012 12:26

I'm going to tell you my experience with this mod. I just downloaded and installed it (and updated minetest from git), created a new world and started to play. This is what I did:
1. I found a chicken. I Took an egg and killed the chicken with my hand (got just a feather and the egg).
2. I found a tree, took wood and made a wooden sword.
3. I foud a rat, killed it and got nothing.
4. I found 2 cows.
5. Many error messages (animal bug, drowning, and all that) started appearing in the terminal.
6. I tried to kill a cow (using the wooden sword). It had 40 hp. Most times did 0 damage, sometimes 1.
7. Crafted a pick, got cobble, crafted a stone sword. Same problem as with the wooden sword.

Then, before I could kill the cow, the server somehow freezed (I could move and digg things, but I didn't get them to my inventory) and I had to kill the process.
:D
 

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by TheLoLMan » Tue Aug 21, 2012 12:39

GOOD JOB
 

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by sapier » Tue Aug 21, 2012 18:20

@cosarara97
first of all thanks for your feedback!
1) is expected to be that way chicken drop eggs every now and then

5) I've now added a best effort handling in that special case that triggered 99% of the error messages so they'll be reduced next to zero next mod

6) doing most time zero damage is due to minetest damage handling is rounding damage values to "half hearts". As maximum damage with most items (including sword) is 1 or 2 it's nearly everytime rounded to 0. Minetest damage handling needs to be improoved to be more precise to really handle fights.

For killing hostile mobs I'm going to add a bone sword in next animals version doing far more damage.

hmm freezing is really bad ... I'd be glad if you could provide more information if this is reproducable and if please give me some mor information how you triggered it

thanks again
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by cosarara97 » Wed Aug 22, 2012 08:02

sapier wrote:@cosarara97
first of all thanks for your feedback!
1) is expected to be that way chicken drop eggs every now and then

5) I've now added a best effort handling in that special case that triggered 99% of the error messages so they'll be reduced next to zero next mod

6) doing most time zero damage is due to minetest damage handling is rounding damage values to "half hearts". As maximum damage with most items (including sword) is 1 or 2 it's nearly everytime rounded to 0. Minetest damage handling needs to be improoved to be more precise to really handle fights.

For killing hostile mobs I'm going to add a bone sword in next animals version doing far more damage.

hmm freezing is really bad ... I'd be glad if you could provide more information if this is reproducable and if please give me some mor information how you triggered it

thanks again


Well, I'm not sure about how to reproduce the bug, but it happens every time I play with this mod, and I have to create a new world, because when you restart the game the bug persists.
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by sapier » Wed Aug 22, 2012 09:14

@cosarara97
I've been able to reproduce the Bug. Not quite sure how I did it and what is triggering it but I'm optimistic to fix it for next version.

EDIT1:
I've done some investigation on the hang I've discovered. In my case animals mod somehow seems to trigger a bug in minetest core making one of it's threads throwing an exception on collision handling. I'm not sure if I'll be able to fix that in animals mod itself. Probably it's a sideeffect of the "wielditem" abuse.
http://pastebin.com/gE5rSYvi

EDIT2:
Ok I think I've got it. Problem isn't exactly the exception itself but the number of exceptions. But start from the beginning.

First the facts:
1) map ain't loaded in client anymore
2) animals are visible on client without terrain
3) exceptions on server occur due to animals "colliding" with unloaded nodes
4) "emerge thread" loading terrain doesn't get active until minetest crashes after some time.

What I think is happening:
Entitys beeing loaded prior map beeing loaded wasn't really a situation I expected when programming animals mod. Many functions rely on map data beeing available and VALID.
In follow up movement is started somehow and then simply overloading minetest servers collision handling.

Solution:
on_activate checks if node animal is is really loaded and delays activation of on_step handling until map is really loaded.

I'm doing some investigations if this really fixes the problem and release a new version of animals mod soon.
Last edited by sapier on Thu Aug 23, 2012 21:02, edited 1 time in total.
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durtective6
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by durtective6 » Sat Aug 25, 2012 11:37

How come I can't get meat from the cow but can get it in creative
 

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by PilzAdam » Sun Aug 26, 2012 14:06

In the IRC where some suggestion to rename the creeper to something like "Bomb boom" or "Bomboom".
 

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by sapier » Mon Aug 27, 2012 11:47

I assume this background of this suggestion was avoiding minecraft naming conflicts.
I like Bomboom.

but atm I'm still searching for a way to get animals mod running with latest minetest, I've removed lots of (possible) performance problems but still haven't really figured out how to fix it completly.
The solution I have found reduces problems but doesn't seem catch all possible cases.
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by VanessaE » Mon Aug 27, 2012 13:10

I'd like to suggest a change in the movement AI: whatever direction a 3D animal is facing, it should only ever move in that direction. I say that because sometimes I see animals sliding around almost orthogonal to the direction they're facing, which I assume is leftover from when those animals were flat sprites. Still, it just looks wrong :-)
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by sapier » Tue Aug 28, 2012 18:54

True, thats really bad I've been looking for ways to fix this for some time, sofar I do only see 2 solutions.

1) write a completly new movement gen with following characteristics
-movement is handled by speed only
-speed sets direction
-no smooth movement (speed has to be set to distinct values)
2) use more cpu power to update orientation more ofen
3) add autorotate feature to minetest

I'd prefere option 3 as this wouldn't add limitations to movement and of course needs far less changes in animals mod

But ...
atm I'm a little bitt anoyed by minetest, there are (at least) 4 major problems with it:
*requires LOTS of OpenGL memory for correct operation (256MB aren't enough with just a few mods)
*network communication is far to dependent on low latency
*client <-> server entity synchronisation ain't working and getting worse
*minetest seems to have a tripping point behaviour, as soon as theres any ressource shortage it runs havoc

Sorry if I've been a little bit harsh but I've been trying to find out why animals mod seems to introduce so much lag. I haven't got any further options of reducing cpu consumption of minetest (at least I don't see any). Suggestions are welcome

I'm releasing 1.3.2 as latest version with every option to reduce load taken available ATM. It's working quite well on my Phenom II X4 with 8GB RAM.
It won't work on a xen virtualized minetestserver with only 1GB RAM and 2 Phenom II cores at 3.2 GHz. Ok Xen increases jitter of network packets drasticaly so probably a real machine won't run into apocalypse behaviour.
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tonyka
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by tonyka » Tue Aug 28, 2012 21:05

Image inventory for the net ...

DownloadImage

license = WTFP

if you like, is yours ...
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GloopMaster
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by GloopMaster » Tue Aug 28, 2012 21:23

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
17:18:24: ERROR[main]: ========== ERROR FROM LUA ===========
17:18:24: ERROR[main]: Failed to load and run script from
17:18:24: ERROR[main]: C:\Documents and Settings\Tommy\My Documents\Minecraft Mods and stuff\Minetest\minetest-0.4.2-rc1-d38b465-win32\upgraded\bin\..\mods\minetest\animals_modpack-1.3.2\animals\init.lua:
17:18:24: ERROR[main]: ...mods\minetest\animals_modpack-1.3.2\animals\init.lua:115: module 'luatrace' not found:
17:18:24: ERROR[main]:     no field package.preload['luatrace']
17:18:24: ERROR[main]:     no file '.\luatrace.lua'
17:18:24: ERROR[main]:     no file 'C:\Documents and Settings\Tommy\My Documents\Minecraft Mods and stuff\Minetest\minetest-0.4.2-rc1-d38b465-win32\upgraded\bin\lua\luatrace.lua'
17:18:24: ERROR[main]:     no file 'C:\Documents and Settings\Tommy\My Documents\Minecraft Mods and stuff\Minetest\minetest-0.4.2-rc1-d38b465-win32\upgraded\bin\lua\luatrace\init.lua'
17:18:24: ERROR[main]:     no file 'C:\Documents and Settings\Tommy\My Documents\Minecraft Mods and stuff\Minetest\minetest-0.4.2-rc1-d38b465-win32\upgraded\bin\luatrace.lua'
17:18:24: ERROR[main]:     no file 'C:\Documents and Settings\Tommy\My Documents\Minecraft Mods and stuff\Minetest\minetest-0.4.2-rc1-d38b465-win32\upgraded\bin\luatrace\init.lua'
17:18:24: ERROR[main]:     no file '.\luatrace.dll'
17:18:24: ERROR[main]:     no file 'C:\Documents and Settings\Tommy\My Documents\Minecraft Mods and stuff\Minetest\minetest-0.4.2-rc1-d38b465-win32\upgraded\bin\luatrace.dll'
17:18:24: ERROR[main]:     no file 'C:\Documents and Settings\Tommy\My Documents\Minecraft Mods and stuff\Minetest\minetest-0.4.2-rc1-d38b465-win32\upgraded\bin\loadall.dll'
17:18:24: ERROR[main]: stack traceback:
17:18:24: ERROR[main]:     [C]: in function 'require'
17:18:24: ERROR[main]:     ...mods\minetest\animals_modpack-1.3.2\animals\init.lua:115: in function 'animals_init_module'
17:18:24: ERROR[main]:     ...mods\minetest\animals_modpack-1.3.2\animals\init.lua:120: in main chunk
17:18:24: ERROR[main]: =======END OF ERROR FROM LUA ========


exactly, what is this "luatrace"?
Meow.

That is all.
 

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by irksomeduck » Tue Aug 28, 2012 22:06

Hi guys, I have been having some trouble with this animal mod. Whenever I [re]install the mod to Minetest, it comes up with an error in the Lua script. Since I am new to the whole scripting thing, I have absolutely no idea what is wrong with said script, and I was wondering whether there is a way to get rid of this problem by having a tinker with the script. Thanks
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by Qaddosh » Wed Aug 29, 2012 04:32

irksomeduck wrote:Hi guys, I have been having some trouble with this animal mod. Whenever I [re]install the mod to Minetest, it comes up with an error in the Lua script. Since I am new to the whole scripting thing, I have absolutely no idea what is wrong with said script, and I was wondering whether there is a way to get rid of this problem by having a tinker with the script. Thanks


What error message(s) are you getting from the animals mod? That will assist everyone in assisting you.
 

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by sapier » Wed Aug 29, 2012 07:44

@GloopMaster
luatrace is a framework to find performance problems, you most likely don't have it installed. It should have been disabled prior release but hasn't.

Version 1.3.3 fixes this glitch.
To all that already commented out the luatrace line in init.lua 1.3.3 doesn't have any other change.
Last edited by sapier on Wed Aug 29, 2012 07:44, edited 1 time in total.
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by irksomeduck » Wed Aug 29, 2012 08:57

Qaddosh wrote:
irksomeduck wrote:Hi guys, I have been having some trouble with this animal mod. Whenever I [re]install the mod to Minetest, it comes up with an error in the Lua script. Since I am new to the whole scripting thing, I have absolutely no idea what is wrong with said script, and I was wondering whether there is a way to get rid of this problem by having a tinker with the script. Thanks


What error message(s) are you getting from the animals mod? That will assist everyone in assisting you.


Thanks for trying to help, but everything seems to be running fine now. Thanks
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by PilzAdam » Wed Aug 29, 2012 10:02

There are some problems with the latest version:
  • The yaw of the animals is incorrect in many cases.
  • The server hangs with the following message in a loop: 11:58:30: ERROR[ServerThread]: ANIMALS: function animals_spawn_in_shallow_water took too long: 1
    This started when i was killed by a creeper and respawned in another region.
 

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by Lelix » Wed Aug 29, 2012 12:05

Why only 0.4.2 can i put the mod? If I am not mistaken the 0.4.2 is a release canditate..
 

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by sapier » Wed Aug 29, 2012 13:31

hello adam

1) I haven't changed anything about yaw in this version so it should be as good/bad as before.
2) the message you see is result of a single abm running more than a second
or much more likely running just at a seconds border e.g. 59.9 to 0.1 but as lua does only have second granular timers I can't decide wich of the 2 cases is present

3) much more important the "hang" is not in latest versioon but has been introduced to minetest while I've been to busy to test. Anytime I've recognized it will end in a "bad_alloc". I've been tracking this back to animals 1.2.91/minetest-0.4.1 by now and it still happens.

Its a result of minetest NOT priorizing "emerge" operations to entity/collision handling. The thing I was talking about the last 2 weeks. I'll explain my current working thesis another time.

if your server is at its performance edge ANY additional load will bring it to havoc.... so whats the additional load?

a) in case of death you respawn in another region (this most likely happens in case of login in area with mobs too)
b) this region most likely ain't loaded
c) entities get loaded first
d) collision handling on moving entities is started
e) entities colliding to unloaded blocks -> exception thrown starting full exception overhead (this is minetests default way to handle unloaded block collisions)
f) probably some mor subtile things happen too

RESULT:
Emerge thread will NEVER load the blocks causing the collision with unloaded blocks (emerge thread is locked out via mutex from server step handler)

The only way I found to revive a world in such a state is removing any entity on_activate. This obviously ain't a solution worth thinking of.

Until this behaviour is fixed in minetest I suggest using animals mod singleplayer ONLY
Last edited by sapier on Wed Aug 29, 2012 13:33, edited 1 time in total.
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sapier
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by sapier » Wed Aug 29, 2012 13:32

@Lelix as of animals mod 1.3.2 you can use it with 0.4.1 too by adding following line to your minetest.conf
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
disable_animals_3d_mode = true
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by rubenwardy » Wed Aug 29, 2012 17:00

Is there a command to delete all animals? There is a vombie stuck somewhere in my house, maybe in a block, and it is really annoying me.
 

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by PilzAdam » Wed Aug 29, 2012 17:23

rubenwardy wrote:Is there a command to delete all animals? There is a vombie stuck somewhere in my house, maybe in a block, and it is really annoying me.

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
/clearobjects
 

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