[Mod] Mobs Redo [1.34] [mobs]

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krilin
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Re: [Mod] Mobs Redo [1.14] [mobs]

by krilin » Wed Aug 05, 2015 04:09

what can i do or craft with the lava orb?
 

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Re: [Mod] Mobs Redo [1.14] [mobs]

by ExeterDad » Wed Aug 05, 2015 05:36

krilin wrote:what can i do or craft with the lava orb?

Feed one to a bunny...
...run like hell.
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Re: [Mod] Mobs Redo [1.14] [mobs]

by benrob0329 » Sun Aug 09, 2015 19:28

ExeterDad wrote:
krilin wrote:what can i do or craft with the lava orb?

Feed one to a bunny...
...run like hell.


XD I'm going to have to try that later today...
Are the blood particles realy necessary? I like the dirt, mese, stone, ect particles. But since MT is suppose to be a family friendly game, why blood?

I would think that having eg. feathers come off the chicken or hit marks instead of blood would be better.
 

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Re: [Mod] Mobs Redo [1.14] [mobs]

by blert2112 » Mon Aug 10, 2015 05:44

benrob0329 wrote:Are the blood particles realy necessary?... But since MT is suppose to be a family friendly game, why blood?

Turn it off:
add...
mobs_enable_blood = false
... to minetest.conf
 

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Re: [Mod] Mobs Redo [1.15] [mobs]

by fark » Wed Aug 12, 2015 01:13

I have some Irrlicht texture load error messages:

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
Irrlicht: Could not open file of texture: stone_monster_2.png
Irrlicht: Could not open file of texture: oerkki.png
Irrlicht: Could not open file of texture: sheep.png
Irrlicht: Could not open file of texture: mobs_kitten_striped.png
 

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Re: [Mod] Mobs Redo [1.15] [mobs]

by ExeterDad » Wed Aug 12, 2015 02:23

fark wrote:I have some Irrlicht texture load error messages:

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
Irrlicht: Could not open file of texture: stone_monster_2.png
Irrlicht: Could not open file of texture: oerkki.png
Irrlicht: Could not open file of texture: sheep.png
Irrlicht: Could not open file of texture: mobs_kitten_striped.png


Harmless.
Those models were exported with reference to those image textures. It's possible different textures are being used now, and it's certain at least the file names are changed. The current textures are fed via lua in the mobs mod. But irrlicht still complains.

It's annoying I guess, but not a showstopper. To resolve the models will need to be exported again with references to all textures removed.
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Re: [Mod] Mobs Redo [1.15] [mobs]

by fark » Wed Aug 12, 2015 11:31

fark wrote:I have some Irrlicht texture load error messages:

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
Irrlicht: Could not open file of texture: stone_monster_2.png
Irrlicht: Could not open file of texture: oerkki.png
Irrlicht: Could not open file of texture: sheep.png
Irrlicht: Could not open file of texture: mobs_kitten_striped.png


I want make a suggestion, but please note that i'm not an expert at this field so i can be wrong.

I've tried to fix this bug but i found a difficulty. I think the models format (.b3d and .x) aren't quite in line with free software. I think i can't open them without a privative software (in a direct or indirect way). That may hinder the incorporation of new developers and the community growth.

I suggest to utilize open and known formats like Collada, Waveframe .obj, Blender, etc
 

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Re: [Mod] Mobs Redo [1.15] [mobs]

by benrob0329 » Wed Aug 12, 2015 12:36

I thought Blender could open .b3d files...and that's why MT was switching to them....?
 

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Re: [Mod] Mobs Redo [1.15] [mobs]

by ExeterDad » Wed Aug 12, 2015 12:58

benrob0329 wrote:I thought Blender could open .b3d files...and that's why MT was switching to them....?

I think the reason for switching to .b3d is the file size is MUCH smaller then .x so it's a performance boost.

Blender can somewhat import .x for editing. And if I remember correctly, there isn't any plugins to import .b3d with any success.

You should be able to find the .blends for those models as I believe they were created with Blender. Check around the various "mobs" mods around here. Some of the authors include them.
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Re: [Mod] Mobs Redo [1.15] [mobs]

by TenPlus1 » Wed Aug 12, 2015 19:45

ExeterDad: I'm not getting any errors like those when i run Mobs Redo on standalone server, it seems to work fine... What version of Minetest are you using ?
 

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Re: [Mod] Mobs Redo [1.15] [mobs]

by stu » Wed Aug 12, 2015 19:54

TenPlus1 wrote:ExeterDad: I'm not getting any errors like those when i run Mobs Redo on standalone server, it seems to work fine... What version of Minetest are you using ?

You probably won't see them unless you start your client from a terminal (irrc). I had the same problem with the 3d_armor model, I thought I had fixed that for a time but apparently not. ExeterDad eventually sorted it out properly ;-)
 

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Re: [Mod] Mobs Redo [1.15] [mobs]

by TenPlus1 » Wed Aug 12, 2015 20:29

I always start my client from terminal to see output and nothing about missing textures ?!?!

What did you do ExeterDad ?
 

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Re: [Mod] Mobs Redo [1.15] [mobs]

by ExeterDad » Wed Aug 12, 2015 22:29

lol Easy TenPlus1 :D
It wasn't my error. I was just giving my two cents from what I saw in his output.
Honestly... I haven't had much time to play Minetest much at all this summer. I've pretty much been a drive by forum lurker. And apparently stirring up trouble while doing it.
:P
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Re: [Mod] Mobs Redo [1.15] [mobs]

by TenPlus1 » Thu Aug 13, 2015 07:22

Lol... The only error I got was yesterday's build renaming the default_pinewood.png to default_pine_wood.png and throwing out stairs and ethereal mods, so will fix those today :)
 

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Re: [Mod] Mobs Redo [1.16] [mobs]

by TenPlus1 » Thu Aug 13, 2015 16:01

Today's update lets mobs follow and eat multiple items which will not only heal their health but make them breed as well... Cats, Rabbits and even Npc's can breed now...
 

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Re: [Mod] Mobs Redo [1.16] [mobs]

by ExeterDad » Thu Aug 13, 2015 17:00

Now you've done it. You know what happens when bunnies think breeding is a good idea right?
*breaks out shotgun and stew pot*
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Re: [Mod] Mobs Redo [1.16] [mobs]

by TenPlus1 » Thu Aug 13, 2015 17:24

mmm... wabbit stew...
 

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Re: [Mod] Mobs Redo [1.16] [mobs]

by FreeLikeGNU » Thu Aug 13, 2015 23:19

TenPlus1 wrote:Today's update lets mobs follow and eat multiple items which will not only heal their health but make them breed as well... Cats, Rabbits and even Npc's can breed now...

Awesome! I can apply this to goblins to rob caves of torches! Muaahahhah

"Why's it so dark in here, Timmy? Did you take my torches out of this cave?"
"No"
*grunt, grunt, grunt*
AAAAAAAAAAAAAAAHHHH!
 

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Re: [Mod] Mobs Redo [1.16] [mobs]

by benrob0329 » Fri Aug 14, 2015 11:07

XD

"Those little....wait.....where did they go???"
 

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Re: [Mod] Mobs Redo [1.16] [mobs]

by KCoombes » Fri Aug 14, 2015 17:59

TenPlus1 wrote:Today's update lets mobs follow and eat multiple items which will not only heal their health but make them breed as well... Cats, Rabbits and even Npc's can breed now...


+10

Quick question: After growing up a baby Npc, attempting to right-click on it yields "is owner!" message (in singleplayer game) - is this intended?
 

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Re: [Mod] Mobs Redo [1.16] [mobs]

by TenPlus1 » Fri Aug 14, 2015 19:40

It's nto tamed, you gotta feed the little guy some cooked meat or bread to tame then you can pick him up...
 

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Re: [Mod] Mobs Redo [1.16] [mobs]

by Glünggi » Sun Aug 16, 2015 23:39

I always start my client from terminal to see output and nothing about missing textures ?!?!

2015-08-17 01:11:38: ACTION[main]: Irrlicht: Could not open file of texture: stone_monster_2.png
2015-08-17 01:11:38: ACTION[main]: Irrlicht: Could not open file of texture: stone_monster_2.png
2015-08-17 01:11:40: ACTION[main]: Irrlicht: Could not open file of texture: stone_monster_2.png
2015-08-17 01:11:40: ACTION[main]: Irrlicht: Could not open file of texture: stone_monster_2.png
2015-08-17 01:11:42: ACTION[main]: Irrlicht: Could not open file of texture: mobs_kitten_striped.png
2015-08-17 01:11:43: ACTION[main]: Irrlicht: Could not open file of texture: mobs_kitten_striped.png
2015-08-17 01:11:43: ACTION[main]: Irrlicht: Unknown data object in animation of .x file: AnimTicksPerSecond (<<< ? )
2015-08-17 01:11:44: ACTION[main]: Irrlicht: Could not open file of texture: stone_monster_2.png
2015-08-17 01:11:48: ACTION[main]: Irrlicht: Could not open file of texture: mobs_kitten_striped.png

but it works fine all modells have his textures... its just the Output
its only the stonemonster2 who dosnt really exist (!) and kitten striped who exist and Sheep who exist too... the other Mobs have no Problems. so i have try to move those texture in to the modelfolder.. i also have made a stonemonster 2 texture.. but they still give his Output.. maybee is it the build .. i use the new sfan5 build.
but who the &(&% is this stonemonster 2 in the code? xD

edit: and a unknow data object ^^

edit2: i read the last side again (sorry my english) and so i understand thats this data are in the modeldata? and its need to Export those data with the correct texture? Thats a effort..
i mean.. it makes no noticeable Effekt to the game but it Spams every few second thats a little bit distrubing
 

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Re: [Mod] Mobs Redo [1.16] [mobs]

by ExeterDad » Mon Aug 17, 2015 01:41

Glünggi wrote:
I always start my client from terminal to see output and nothing about missing textures ?!?!

2015-08-17 01:11:38: ACTION[main]: Irrlicht: Could not open file of texture: stone_monster_2.png
2015-08-17 01:11:38: ACTION[main]: Irrlicht: Could not open file of texture: stone_monster_2.png
2015-08-17 01:11:40: ACTION[main]: Irrlicht: Could not open file of texture: stone_monster_2.png
2015-08-17 01:11:40: ACTION[main]: Irrlicht: Could not open file of texture: stone_monster_2.png
2015-08-17 01:11:42: ACTION[main]: Irrlicht: Could not open file of texture: mobs_kitten_striped.png
2015-08-17 01:11:43: ACTION[main]: Irrlicht: Could not open file of texture: mobs_kitten_striped.png
2015-08-17 01:11:43: ACTION[main]: Irrlicht: Unknown data object in animation of .x file: AnimTicksPerSecond (<<< ? )
2015-08-17 01:11:44: ACTION[main]: Irrlicht: Could not open file of texture: stone_monster_2.png
2015-08-17 01:11:48: ACTION[main]: Irrlicht: Could not open file of texture: mobs_kitten_striped.png

but it works fine all modells have his textures... its just the Output
its only the stonemonster2 who dosnt really exist (!) and kitten striped who exist and Sheep who exist too... the other Mobs have no Problems. so i have try to move those texture in to the modelfolder.. i also have made a stonemonster 2 texture.. but they still give his Output.. maybee is it the build .. i use the new sfan5 build.
but who the &(&% is this stonemonster 2 in the code? xD

edit: and a unknow data object ^^

edit2: i read the last side again (sorry my english) and so i understand thats this data are in the modeldata? and its need to Export those data with the correct texture? Thats a effort..
i mean.. it makes no noticeable Effekt to the game but it Spams every few second thats a little bit distrubing

Harmless messages. See discussion a few posts back. The page before this one.
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Re: [Mod] Mobs Redo [1.16] [mobs]

by Glünggi » Mon Aug 17, 2015 04:49

Yea i have understand, that this have no effect to the game but it spam's permanent every 2 or 3 second.. look at the timer... the Output is full of it. Thats harmless but not beautyful.. and makes debug.txt very fat :D

edit: for me personaly is it not a Problem, but i want use this mod for a subgame.. and i fear that peoples who downloading my subgame are unsettled when they see so many msg... but maybe is it the actual win 64 build.. i dont know.. short: i can life with it..but ... appletree xD .. it must not be..
 

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Re: [Mod] Mobs Redo [1.16] [mobs]

by FreeLikeGNU » Tue Aug 18, 2015 13:53

I think it has to do with the texture being referenced in the file for the model itself. I had to resave my goblins without textures in blenders to get rid of these messages.
 

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Re: [Mod] Mobs Redo [1.16] [mobs]

by ExeterDad » Tue Aug 18, 2015 17:53

FreeLikeGNU wrote:I think it has to do with the texture being referenced in the file for the model itself. I had to resave my goblins without textures in blenders to get rid of these messages.

Exactly. Not a big deal. I'm not comfortable committing to fixing it for the mod until fall or so. Having a summer from hell and haven't the time. Hopefully I haven't forgotten how to use Blender in the meantime :P
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Re: [Mod] Mobs Redo [1.16] [mobs]

by TenPlus1 » Tue Aug 18, 2015 18:56

Most of the .x files have been converted over to .b3d in Mobs Redo although help is more than welcome for the remaining mobs :))
 

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Re: [Mod] Mobs Redo [1.16] [mobs]

by KCoombes » Fri Aug 28, 2015 17:06

Not sure if this is a core bug or a mod bug, so I'll start here:

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
2015-08-28 12:54:24: ACTION[ServerThread]: Player Dave punched by LuaEntitySAO at (31.0522,-348.99,590.9), damage 1 HP
2015-08-28 12:54:24: ACTION[ServerThread]: Dave punches object 129: LuaEntitySAO at (31.0605,-348.39,590.9)
2015-08-28 12:54:24: ERROR[main]: UNRECOVERABLE error occurred. Stopping server. Please fix the following error:
2015-08-28 12:54:24: ERROR[main]: Lua: Runtime error from mod 'mobs' in callback ScriptApiEntity::luaentity_Punch(): C:\Minetest\bin\..\mods\mobs/api.lua:947: attempt to perform arithmetic on field 'full_punch_interval' (a nil value)
2015-08-28 12:54:24: ERROR[main]: stack traceback:
2015-08-28 12:54:24: ERROR[main]:    C:\Minetest\bin\..\mods\mobs/api.lua:947: in function <C:\Minetest\bin\..\mods\mobs/api.lua:943>
compassgps writing settings
In thread 604:
server.cpp:511: Server::step: A fatal error occurred: Lua: Runtime error from mod 'mobs' in callback ScriptApiEntity::luaentity_Punch(): C:\Minetest\bin\..\mods\mobs/api.lua:947: attempt to perform arithmetic on field 'full_punch_interval' (a nil value)
stack traceback:
   C:\Minetest\bin\..\mods\mobs/api.lua:947: in function <C:\Minetest\bin\..\mods\mobs/api.lua:943>

Debug stacks:
2015-08-28 12:54:24: ACTION[ServerThread]: Dave leaves game. List of players:
DEBUG STACK FOR THREAD 604:
#0  main
#1  Dedicated server branch
#2  dedicated_server_loop
#3  Server::step
DEBUG STACK FOR THREAD 85c:
#0  EmergeThread::Thread
(Leftover data: #1  ServerMap::loadBlock)
(Leftover data: #2  ServerMap::loadBlock)
DEBUG STACK FOR THREAD af0:
#0  ServerThread::Thread
#1  Server::AsyncRunStep
#2  Server::DeleteClient
(Leftover data: #3  RemoteClient::GetNextBlocks)
(Leftover data: #4  ItemStack::serialize)
(Leftover data: #5  getCraftingResult)
(Leftover data: #6  ItemStack::deSerialize)
DEBUG STACK FOR THREAD e20:
#0  EmergeThread::Thread
(Leftover data: #1  ServerMap::loadBlock)
(Leftover data: #2  ServerMap::loadBlock)
(Leftover data: #3  ServerMap::loadBlock)
DEBUG STACK FOR THREAD f8c:
#0  CurlFetchThread::Thread
 

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Re: [Mod] Mobs Redo [1.16] [mobs]

by duane » Fri Aug 28, 2015 18:51

Glünggi wrote:edit2: i read the last side again (sorry my english) and so i understand thats this data are in the modeldata? and its need to Export those data with the correct texture? Thats a effort..
i mean.. it makes no noticeable Effekt to the game but it Spams every few second thats a little bit distrubing


I noticed this too. I suspect that you can copy the textures into the models directory (or make a link [ ln -s ..textures.. models/ ] ) and irrlicht will stop complaining. However, I put the older, directx models back in, along with their visual_size entries, which definitely stops the messages. (I really dislike bogus log entries.)

I like the directx format since it's easy to modify in a text editor. However, I've yet to get blender to export one correctly. I can get the shapes right with some effort, but the textures are reversed, right for left, which might make a difference in some cases.
 

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Re: [Mod] Mobs Redo [1.16] [mobs]

by TenPlus1 » Fri Aug 28, 2015 19:34

KCoombes: line 947 has nothing to do with mob punching so I'm thinking that you are using an older version of Mobs Redo... Could you update to the latest version and try again to make sure things work ok...
 

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