[help needed]M.I.L.A. 0.7 !UPDATE! [community][mod][api]

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Re: [help needed]M.I.L.A. [community][mod][api]

by taikedz » Thu Aug 25, 2016 18:49

azekill_DIABLO wrote:pls don't do this, every thing will be done on my github account, since it's my mod :)

Thanks for the code.


In which case, set up a github (or other code share). That's the main issue here - complete lack of visibility. I'll take mine down.
Last edited by taikedz on Thu Aug 25, 2016 18:51, edited 1 time in total.
 

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Re: [help needed]M.I.L.A. [community][mod][api]

by taikedz » Thu Aug 25, 2016 18:51

Mea culpa. Try this for the add_mob function instead

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function mila:add_entity(name,def)
   local luae = minetest.register_entity(name, {
      mesh = def.mesh,
      textures = def.textures,
      hp_max = def.hp_max,
      speed = def.speed, -- register speed per entity, not globally
      view_range = def.view_range,
      on_step = mila.mila_step
   })
end
 

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Re: [help needed]M.I.L.A. [community][mod][api]

by Byakuren » Fri Aug 26, 2016 04:51

What is setvector?
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Re: [help needed]M.I.L.A. [community][mod][api]

by azekill_DIABLO » Fri Aug 26, 2016 07:55

taikedz wrote:Mea culpa. Try this for the add_mob function instead

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function mila:add_entity(name,def)
   local luae = minetest.register_entity(name, {
      mesh = def.mesh,
      textures = def.textures,
      hp_max = def.hp_max,
      speed = def.speed, -- register speed per entity, not globally
      view_range = def.view_range,
      on_step = mila.mila_step
   })
end


ok i added this. but i think the line 9 of the whole code i've posted above, where you define the view range still makes c++ errors with nearly no clear debug
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Re: [help needed]M.I.L.A. [community][mod][api]

by azekill_DIABLO » Fri Aug 26, 2016 08:08

done a repo! link on the first post
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Re: [help needed]M.I.L.A. [community][mod][api]

by taikedz » Thu Sep 01, 2016 14:43

azekill_DIABLO wrote:done a repo! link on the first post


Only just seen this. Will clone test and pull request soon as i have the time!
 

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Re: [help needed]M.I.L.A. [community][mod][api]

by azekill_DIABLO » Fri Sep 02, 2016 11:32

sry i have so i may not be able to check the forum and github any more for a lot of time.
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Re: [help needed]M.I.L.A. [community][mod][api]

by taikedz » Sat Sep 03, 2016 03:36

Managed to make it move. So much more to do though. Sent pull request
 

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Re: [help needed]M.I.L.A. [community][mod][api]

by taikedz » Sat Sep 03, 2016 03:48

It would be good to dtermine now the key aims of the project. Why is mobs redo not suitable? Why MILA?

After having just worked on the code to move the mob i do not think this will be a small project at all.

Why are you wanting this?
 

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Re: [help needed]M.I.L.A. [community][mod][api]

by azekill_DIABLO » Sat Sep 03, 2016 10:19

i wnat to do it because mobs redo is too heavy to run on weak computers, has a buggy pathfinding, and has many function that many people don't even know how to use.

MILA is an alternative to make only basics function to have simple mobs. Lightweight, fast and easely moddable.
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Re: [help needed]M.I.L.A. [community][mod][api]

by azekill_DIABLO » Sat Sep 03, 2016 15:23

I just added collision and gravity! thanks taikedz!
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Re: [help needed]M.I.L.A. [community][mod][api]

by azekill_DIABLO » Sat Sep 03, 2016 16:14

adding mob orientation and stepheight! but i don't know why, the entity doesn't allow me to change it's hitbox.
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Re: [help needed]M.I.L.A. [community][mod][api]

by TenPlus1 » Sat Sep 03, 2016 17:23

azekill: I have a very slow net-top pc which I wrote mobs redo api on and it works perfectly fine on my ancient setup, also you can disable many of the features in the api like pathfinding etc.

Also a quick side note, Xanadu server was running on an ancient Pentium D and quite happily ran 40 players with 0.4 second lag while using mobs redo, so I'm wondering where you are getting the notion that the api is heavy ?
 

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Re: [help needed]M.I.L.A. [community][mod][api]

by azekill_DIABLO » Sat Sep 03, 2016 17:50

idk. mobs redo does many lag with ranged mobs on my computer and seem to have a delay between hit and damage. for now, the moving api from mial is simpler and faster. i don't say your mod is not good :b
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Re: [help needed]M.I.L.A. [community][mod][api]

by azekill_DIABLO » Sun Sep 04, 2016 15:11

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   -- water swimming
   local mobnode = mobe:get_node()
   if mobnode = "default:water" then
      self.object:setvelocity({x=0,y=4.5,z=0})
   end


got a problem with that. idk how to detect a node and then change the velocity if the mob.
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Re: [help needed]M.I.L.A. [community][mod][api]

by taikedz » Sun Sep 04, 2016 16:44

http://dev.minetest.net/LuaEntitySAO
http://dev.minetest.net/Category:Methods

You need to use the entity's "getpos()" method and the minetest "get_node()" method

Please do check those two pages I linked.
 

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Re: [help needed]M.I.L.A. [community][mod][api]

by azekill_DIABLO » Sun Sep 04, 2016 17:00

thanks .o.

Edit no change, still bugs. (it's in the mila_step definition)

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-- water swimming
   local mobpos = self.object:getpos()
   local mobnode = self.object:get_node(mobpos)
   if mobnode = "default:water" then
      minetest:setvelocity({x=0,y=4.5,z=0})
   end
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Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)

azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
My Mods and Stuff | Voxellar | VoxBox on GITHUB | M.I.L.A Monster engine
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Re: [help needed]M.I.L.A. [community][mod][api]

by taikedz » Sun Sep 04, 2016 18:09

Create a development branch in your github and push changes there.

Without the context in which you are running this, it's difficult to tell what you are doing.

Also did you check tenplus1's update to mobs_redo ? He added a change that might help with the problem you described above.
 

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Re: [help needed]M.I.L.A. [community][mod][api]

by azekill_DIABLO » Mon Sep 05, 2016 11:10

ah? thanx then.
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Re: [help needed]M.I.L.A. [community][mod][api]

by azekill_DIABLO » Mon Oct 10, 2016 16:17

Ok sorry i've been busy a lot, i've lost many files in an upgade of minetest, so sorry again. i found a way to make the mob puch you, but still having problems with the range. mobs move is now ok. but i would need a way to make the mob smoothly move around when no players.
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Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)

azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
My Mods and Stuff | Voxellar | VoxBox on GITHUB | M.I.L.A Monster engine
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Re: [help needed]M.I.L.A. [community][mod][api]

by octacian » Tue Oct 11, 2016 21:32

azekill_DIABLO wrote:Ok sorry i've been busy a lot, i've lost many files in an upgade of minetest, so sorry again. i found a way to make the mob puch you, but still having problems with the range. mobs move is now ok. but i would need a way to make the mob smoothly move around when no players.


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Re: [help needed]M.I.L.A. [community][mod][api]

by azekill_DIABLO » Wed Oct 12, 2016 10:54

ok. i alredy checked but... ok.
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azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
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Re: [help needed]M.I.L.A. [community][mod][api]

by azekill_DIABLO » Thu Oct 13, 2016 16:08

Update 0.5! i completely wrote a verylight code for: punch, re (rotating entity), passive mobs, and many physics improvements... Enjoy! the mod is now perfectly playable! I think it's a very great update! i just need code to know how to make an entity move ramdomly slowly.
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Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)

azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
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Re: [help needed]M.I.L.A. [community][mod][api]

by azekill_DIABLO » Thu Oct 13, 2016 17:34

Thread has now been moved to wip mod section!
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Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)

azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
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Re: [help needed]M.I.L.A. [community][mod][api]

by taikedz » Fri Oct 14, 2016 13:05

OK - will test in a bit! I will leave comments/suggestions in the "issues" area (I am not at home at the moment, using different computer)
 

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Re: [help needed]M.I.L.A. [community][mod][api]

by azekill_DIABLO » Sat Oct 15, 2016 15:56

entity moving improved! i done a test with approx 40 entities on screen :
minetest game 65 fps, mila has 55 fps, mobs redo 35 fps, cme 30 fps.
note that some mobs are more fps killer than other.
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Re: [help needed]M.I.L.A. [community][mod][api]

by TenPlus1 » Sat Oct 15, 2016 19:12

This test performed on Intel Atom 1.8ghz dual core with 2gb memory and nvidia ion.2 gfx:

Stage: A sky platform was created 200 high so that no ground abm's or underground mobs would interfere with test, here are the results after placing 50 sheep from each mod:

M.I.L.A. - 64fps with no animations or other special features supported.

Mobs Redo - 58fps with animation and a host of added features checked in background.
 

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Re: [help needed]M.I.L.A. [community][mod][api]

by twoelk » Sun Oct 16, 2016 10:39

that sounds interesting,
I mean the testbed ;-P
could we have a downloadable standard testworld that all could use?
it would be an interesting way to not only compare the mods but also other stuff of the testers setup that might have influence such as cpu brand or whatever.

best would be a fixed testworld with some mod that supplies some tools for testing and documenting such as writing to an extra log file. the avatar could be some scripted robot that performs the same movement pattern on each test while the viewer is fixed to the avatar or set to a static position so that player movement is a controlled parameter of the test.
 

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Re: [help needed]M.I.L.A. [community][mod][api]

by azekill_DIABLO » Sun Oct 16, 2016 10:47

TenPlus1 wrote:This test performed on Intel Atom 1.8ghz dual core with 2gb memory and nvidia ion.2 gfx:

Stage: A sky platform was created 200 high so that no ground abm's or underground mobs would interfere with test, here are the results after placing 50 sheep from each mod:

M.I.L.A. - 64fps with no animations or other special features supported.

Mobs Redo - 58fps with animation and a host of added features checked in background.


Actually, some features are supported. Thanks for doing the test. Also know that animation does not seem to have more than 1-2 fps change. (on my computer and when done with a b3d file, not when made with bones)
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Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)

azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
My Mods and Stuff | Voxellar | VoxBox on GITHUB | M.I.L.A Monster engine
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Re: [help needed]M.I.L.A. [community][mod][api]

by azekill_DIABLO » Wed Oct 19, 2016 15:53

sorry tadeikz<<idk how towrite it>> i saw your issues, but i'm not at home and i can't modify the files!
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Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)

azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
My Mods and Stuff | Voxellar | VoxBox on GITHUB | M.I.L.A Monster engine
WEIRD MODDING CONTEST !!!
 

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