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

User avatar
PilzAdam
Member
 
Posts: 4026
Joined: Fri Jul 20, 2012 16:19
GitHub: PilzAdam
IRC: PilzAdam

by PilzAdam » Sun Aug 05, 2012 10:16

Suggestion:
You should use the wool of the default game.
 

User avatar
PilzAdam
Member
 
Posts: 4026
Joined: Fri Jul 20, 2012 16:19
GitHub: PilzAdam
IRC: PilzAdam

by PilzAdam » Sun Aug 05, 2012 10:20

Bug:
The 3D animals dont look in the direction they move.
 

sapier
Member
 
Posts: 763
Joined: Tue Aug 16, 2011 18:17

by sapier » Sun Aug 05, 2012 12:13

@PilzAdam
1) didn't know wool was added recently of course I'll gladly use it
2) thanks for your bug report I'm going to fix the direction problems
DON'T mention coding style!
(c) sapier all rights reserved
 

User avatar
MirceaKitsune
Member
 
Posts: 809
Joined: Sat May 21, 2011 22:31
GitHub: MirceaKitsune
IRC: Taoki
In-game: MirceaKitsune

by MirceaKitsune » Sun Aug 05, 2012 12:42

Ahhh... 3D model support in MineTest at last? Screenshots please :D
Last edited by MirceaKitsune on Sun Aug 05, 2012 12:43, edited 1 time in total.
 

Belgac
 

by Belgac » Sun Aug 05, 2012 15:19

Hello,

First of all thank you for this great mod, i find it awesome especially now that there is 3D support.

I don't like the neck of the cow so much so i suppressed it and enlarged the head in model.lua inside the animal_cow folder, so now the content of this file is:
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
local textures_cow = {
            "animals_cow_top.png",
            "animals_cow_bottom.png",
            "animals_cow_front.png",
            "animals_cow_back.png",
            "animals_cow_right.png",
            "animals_cow_left.png",
}

local nodebox_cow ={
    --snut
    { -0.375, -0.0625, 0.0625,-0.5,     0.0625, -0.0625 },
    --head
    { -0.1875,  -0.0625,  0.0625,-0.375,   0.125, -0.0625  },

   
    --body
    { 0.4375, -0.1875,  0.25,
     -0.1875,  0.1875, -0.25   },
   
    --tail
    {  0.5,     -0.25,    0.03125,
       0.4375,   0.1875, -0.03125},
   
    --legs
    --vl
    { -0.0625, -0.1875, -0.1875, -0.125,   -0.5,    -0.125 },
    {  0,    -0.1875, -0.1875,-0.0625,  -0.3125,   -0.125,},
    --vr
    {   -0.0625, -0.1875, 0.125, -0.125,   -0.5,     0.1875,},
    { 0,      -0.1875, 0.125, -0.0625,  -0.3125,  0.1875,   },
    --hl
    { 0.4375   , -0.1875, -0.1875, 0.375,   -0.5,    -0.125,  },
    { 0.375,    -0.1875, -0.1875,0.3125,     -0.3125, -0.125,  },
    --hr
    { 0.4375,   0.125, 0.125, 0.375,   -0.5,     0.1875  },
    { 0.375,    -0.1875, 0.125,0.3125,     -0.3125, 0.1875},
   
    --udder
    { 0.3125, -0.3125, 0.0625, 0.1875,  -0.1875, -0.0625}
}

minetest.register_node("animal_cow:box_cow", {
    tiles = textures_cow,
    drawtype = "nodebox",
    node_box = {
        type = "fixed",
        fixed = nodebox_cow
        },
        groups = cow_groups
        })
 

sapier
Member
 
Posts: 763
Joined: Tue Aug 16, 2011 18:17

by sapier » Sun Aug 05, 2012 15:31

And another new version ...
-I've replaced the ugly sheep breeding barn by a all new 3d one.
-(mostly) fixed the looking direction issue. mostly because in case an animal hits a block it's direction may not get updated instantly but with a short delay.
-reworked cow 3d model, now using a little bit more "speaking" coordinate scheme

@Belgac
thanks for your suggestion I'll have a look at it and do the change probably to next version
EDIT1: suggestion = change of cow model

@PilzAdam
I haven't forgot about the wool, I've just not updated my devenv to 0.4.2rc1 and my version doesn't support wool by now

@MirceaKitsune
not quite 3d model support, it's abusing the "wielditem" drawtype. This ain't perfect as you can't specify testures for blocks and your collision/selection box doesn't rotate in case the animal is rotating.
Last edited by sapier on Sun Aug 05, 2012 17:26, edited 1 time in total.
DON'T mention coding style!
(c) sapier all rights reserved
 

Belgac
 

by Belgac » Sun Aug 05, 2012 17:08

Waw that was fast :)

What you are refering too as my suggestion is hardly one. I just quickfixed the weird cow neck that i disliked but it certainly isn't the best solution.
 

sapier
Member
 
Posts: 763
Joined: Tue Aug 16, 2011 18:17

by sapier » Sun Aug 05, 2012 19:29

I'm about to 3d-ize all animals but that'll need some time. If someone wants to help please post here so no double work is done.

I've already 3d-ized fish-blue white so don't thats already done.

I've found some other bugs in movement direction calculation too so some other cases where animals looked wrong direction are about to be fixed in next version too .. .as well as the movement toggle bug where animals toggled movement direction in 180° within 1 second rhythm.

please do test this release there have cummulated lots of bugs while I didn't have time to do intense checks
Last edited by sapier on Sun Aug 05, 2012 19:29, edited 1 time in total.
DON'T mention coding style!
(c) sapier all rights reserved
 

sapier
Member
 
Posts: 763
Joined: Tue Aug 16, 2011 18:17

by sapier » Wed Aug 08, 2012 21:59

Ok seems noone has problems with the last version so here we go another feature rich Version:

What's new:
-fish blue white gone 3d
-all NEW wolf in 3d
--> catch one with net an place a tamed wolf nest to you it'll follow you wherever you go!
-attacking animals jump up 1 block beware they're much more dangerous now
-creeper now creating a fireball when exploding
-fireball from dm now places fire to ground
-using official wool for sheep

And again please give feedback whats wrong or good! thanks to everyone who does!!
DON'T mention coding style!
(c) sapier all rights reserved
 

PewDiePie
 

by PewDiePie » Thu Aug 09, 2012 14:14

i dont get it. this doesnt seem to work for me. i have minetest 0.4.2. does it only work with a certain version or is something im doing wrong?
 

User avatar
Topywo
Member
 
Posts: 1718
Joined: Fri May 18, 2012 20:27

by Topywo » Thu Aug 09, 2012 17:12

Animal mod works fine on 4.2.rc1.

- Sheeps could be shaved.
- Taming a wolf works.

- Tamed wolves can follow, however they seem to have trouble's when you don't wait now and then, troubles with height differences (although I saw one jump up) and 1 time a teleporting wolf.

So great!
 

PewDiePie
 

by PewDiePie » Thu Aug 09, 2012 18:29

i put it in my mod thing and try to start the game and all it says is mod error failed to run.
 

ashenk69
Member
 
Posts: 230
Joined: Tue Jul 03, 2012 00:08

by ashenk69 » Thu Aug 09, 2012 19:06

I had the same issue as you. The mod folders are contained in a folder. When you extract it don't do it in the mod directory move it to somewhere else, extract it, and then move the folders within into the mod directory.
 

PewDiePie
 

by PewDiePie » Thu Aug 09, 2012 20:40

i downloaded it again and clicked on it and pressed the extract all files button (i have a windows7) and once tht was done i pulled it into the mods folder and it copied into it but when i open up minetest it says the same thing. can you or someone please make me a video. this seems like a really cool mod tht i want to try.
 

User avatar
Topywo
Member
 
Posts: 1718
Joined: Fri May 18, 2012 20:27

by Topywo » Thu Aug 09, 2012 22:54

PewDiePie wrote:i downloaded it again and clicked on it and pressed the extract all files button (i have a windows7) and once tht was done i pulled it into the mods folder and it copied into it but when i open up minetest it says the same thing. can you or someone please make me a video. this seems like a really cool mod tht i want to try.


You must not put the animal_mod folders into:
--> /home/Topywo/celeron55-minetest-d38b465/games/minetest_game/mods
--> /home/Topywo/celeron55-minetest-d38b465/mods

You must put them into the minetest folder
/home/Topywo/celeron55-minetest-d38b465/mods/minetest next to the file "mods_here.txt"
 

PewDiePie
 

by PewDiePie » Fri Aug 10, 2012 00:18

can u please make a video or something. i am horrible at this kinda of thing i just started minetest alittle back so i dont know how to do stuff so easily. please it would be so helpful
 

User avatar
PilzAdam
Member
 
Posts: 4026
Joined: Fri Jul 20, 2012 16:19
GitHub: PilzAdam
IRC: PilzAdam

by PilzAdam » Fri Aug 10, 2012 09:34

PewDiePie wrote:can u please make a video or something. i am horrible at this kinda of thing i just started minetest alittle back so i dont know how to do stuff so easily. please it would be so helpful

This has nothing to do with minetest. You have to learn how to move files and folders in your OS. Search that on youtube and learn it. Than you can unzip the folders and place them in your-minetest-directorie/mods/minetest/
 

PewDiePie
 

by PewDiePie » Fri Aug 10, 2012 15:35

u make no sense when u explain anything i cant just go and search ur slash things and wut not actually explain to me how to do it. wut i have to do step by step. and having to extract things and wut not has everything to do with minetest. thts all i use it for.
 

Belgac
Member
 
Posts: 57
Joined: Wed Aug 08, 2012 15:27

by Belgac » Fri Aug 10, 2012 15:57

PewDiePie I don't think typing in angry sms style will get anyone to help you.
Most people on the forum have learned by themselves by reading the right pages and trying to understand what is happening. And it's the best way to do it.
Now if you want a newbie tutorial ask politely and give precise information on your problem instead of harrassing people for a tutorial.


But here i give exactly what you need to do if you promise to behave ;):
-ensure you have the latest version of minetest (i don't think you need explanation for this it's all over the site)
-open the downloaded .zip (animal _modpack something) file with your windows explorer (the thingy you use to view files)
-open the folder that you see inside that's called animal_modpack
-select all the folders in there and hit ctrl and c buttons together
-go to the folder you installed minetest to
-open the "mod" folder that's in there (i mean directly in there not in a sub directory)
-open the folder called "minetest" inside this folder (if there is none create one with right-click of the mouse)
-copy everything here.

I know there is a thing for installing full modpacks but i find it clearer to see exactly what's there.

And one last thing it's not because you use extracting solely with minetest that it has everything to do with it... i mean it's a real common operation and i think what PilzAdam ment was that that was explained all over the web.
Contributor: Plant aging library
Creator: (soon)
 

sapier
Member
 
Posts: 763
Joined: Tue Aug 16, 2011 18:17

by sapier » Fri Aug 10, 2012 16:35

behaviour of tamed animals:

It's true that a tamed wolf teleports to player every now and then, this happens if it ain't able to get next to player within 20 s.
Teleporting is done to avoid problems triggered by deactivating entitys if it's chunk is unloaded. In case this happens to a entity representing a tamed animal e.g. wolf, your wolf will be away until you move to the area you lost your wolf.

Height level handling is a little bit tricky if a tamed animal hits a border <= 1 block it will jump up. As movement is checket once a second there may be a maximum delay of 1s, at least by theory.
If it's more than one block the animal can't jump up.

It's not perfect, I now if someone has suggestions how to improove it just tell!
DON'T mention coding style!
(c) sapier all rights reserved
 

Temperest
Member
 
Posts: 651
Joined: Tue Nov 15, 2011 23:13
GitHub: Uberi

by Temperest » Fri Aug 10, 2012 16:54

Is there some way to make them stay in one place? I'm surrounded by a crowd of them now and want to leave them somewhere safe.
WorldEdit 1.0 released

The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
 

PewDiePie
 

by PewDiePie » Fri Aug 10, 2012 18:59

sorry. wut i do is download the animals mod and i pull on it and place it into the mods folder where i put all my other mods, but as i start the game and press start game it starts then says like mod error. do i have to open the animals modpack or do i have to exract all the files first?
 

Belgac
Member
 
Posts: 57
Joined: Wed Aug 08, 2012 15:27

by Belgac » Fri Aug 10, 2012 19:14

You can either extract all files and then go inside the place you extracted them and copy all the folders (you need to see multiple folders to know you're at the right place) to mods folder. Or open it with your extractor and extract all the files to the mods folder (be carefull not to create unnecessary folders with the second method)
Contributor: Plant aging library
Creator: (soon)
 

PewDiePie
 

by PewDiePie » Fri Aug 10, 2012 20:08

thanks so much i figured it out.
 

leo_rockway
Member
 
Posts: 131
Joined: Tue Jul 31, 2012 20:37

by leo_rockway » Fri Aug 10, 2012 21:33

Or put a modpack.txt file where all the folders are...
 

sapier
Member
 
Posts: 763
Joined: Tue Aug 16, 2011 18:17

by sapier » Sat Aug 11, 2012 17:54

what's new in 1.3.1?
First of all I've done it! After discovering more and more mods that reimplement lots of things already available in animals mod framework I've decided it's necessary to write a better documentation. By now you had to read the code and try to find out what it is doing. That's not really an easy way to find out what features are available. I've created a full comprehensive code documentation using doxygen to make everyone able to use animals mob framework much more comfortable! Where is this famouse docu?
--> link

additionaly:
-fixed reciep for lasso and net not being registred (didn't this anyone notice??)
-added modpack.txt ... hoping this will reduce installation troubles in future
-fixed fireball not igniting surfaces if not hitting player
Last edited by sapier on Sat Aug 11, 2012 17:58, edited 1 time in total.
DON'T mention coding style!
(c) sapier all rights reserved
 

Temperest
Member
 
Posts: 651
Joined: Tue Nov 15, 2011 23:13
GitHub: Uberi

by Temperest » Sat Aug 11, 2012 18:10

Nice! The documentation should make adding new animals a breeze.
WorldEdit 1.0 released

The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
 

User avatar
Neuromancer
Member
 
Posts: 793
Joined: Tue Jun 12, 2012 22:28
GitHub: Neuromancer56

by Neuromancer » Sun Aug 12, 2012 01:18

Just some random feedback: I installed the version right after the sheep and cows went 3d. I noticed a frequent crashes when going multiplayer on my lan, but I also had my daughter using creative inventory to place 50 or so sheep and 20 gulls.
 

User avatar
InfinityProject
Member
 
Posts: 1009
Joined: Sat Mar 17, 2012 00:52

by InfinityProject » Sun Aug 12, 2012 02:26

Question. Is there a way to remove animals completely? I had installed it quite a while back for my Hunger Games server and it lagged for just me and my friend. About 50+ should be on at the same time. I wanted to remove it, but when I did the server kept on saying lua entity not defined and unknown objects were everywhere.
 

tinoesroho
Member
 
Posts: 570
Joined: Fri Feb 17, 2012 21:55

by tinoesroho » Sun Aug 12, 2012 04:12

Easy enough to do so - just modify this abm code:

minetest.register_abm({
nodenames = {"carts:pickup_plate"},
interval = 0,
chance = 1,
action = function(pos)
minetest.env:remove_node(pos)
end
})
We are what we create.

I tinker and occasionally make (lousy) mods. Currently building an MMO subgame and updating mods. Pirate Party of Canada member. Sporadic author. 21 years old.

My github:
https://github.com/tinoesroho/
 

PreviousNext

Return to Mod Releases

Who is online

Users browsing this forum: No registered users and 72 guests

cron