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

User avatar
tonyka
Member
 
Posts: 320
Joined: Sat Jun 16, 2012 04:08

by tonyka » Wed Sep 05, 2012 23:58

this is a joke, right?
o.O
My mod: [MOD]3D Forniture 1.0
Download: 3DForniture_v_1.0.zip
Page development (European Castilian):
Moviliario 3D (proyecto 3D Forniture)
 

Spots
Member
 
Posts: 124
Joined: Tue Jul 24, 2012 12:12

by Spots » Thu Sep 06, 2012 03:22

<gets a blank look on his face> <mumbles "I thought i had a ton of mods.">
 

User avatar
Mito551
Member
 
Posts: 1271
Joined: Sat Jun 16, 2012 15:03

by Mito551 » Thu Sep 06, 2012 03:57

well, this makes games a LOT more fun.
anyway, ambietsounds? uhmm, i'm not sure, someone's github. it doesn't work anyway, i'll delete it. just forgot.

little UPD: i deleted it, yet animals still are not working
Last edited by Mito551 on Thu Sep 06, 2012 04:02, edited 1 time in total.
 

User avatar
GloopMaster
Member
 
Posts: 213
Joined: Wed Aug 01, 2012 18:03

by GloopMaster » Thu Sep 06, 2012 13:31

Cant unzip the file (latest version) in windows, for some reason i cant grasp.
Meow.

That is all.
 

User avatar
alexcraft
Member
 
Posts: 66
Joined: Thu Sep 06, 2012 13:12

by alexcraft » Thu Sep 06, 2012 13:47

nice i like this mod but try to use original minecraft models mcause cow look like a slime and zombies scare me alot so try to make this anyways nice mod
 

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

by PilzAdam » Thu Sep 06, 2012 14:57

alexcraft wrote:nice i like this mod but try to use original minecraft models mcause cow look like a slime and zombies scare me alot so try to make this anyways nice mod

Please do not use MC mobs or models.
 

User avatar
Calinou
Member
 
Posts: 3124
Joined: Mon Aug 01, 2011 14:26
GitHub: Calinou
IRC: Calinou
In-game: Calinou

by Calinou » Thu Sep 06, 2012 16:39

PilzAdam wrote:
alexcraft wrote:nice i like this mod but try to use original minecraft models mcause cow look like a slime and zombies scare me alot so try to make this anyways nice mod

Please do not use MC mobs or models.


It is fine IMO. Trying to use different models will probably just look horrible 99% of the time (seen the 3D player patch a while ago? It looked horrible).
 

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

by sapier » Thu Sep 06, 2012 19:53

Mito551 wrote:well, this makes games a LOT more fun.
anyway, ambietsounds? uhmm, i'm not sure, someone's github. it doesn't work anyway, i'll delete it. just forgot.

little UPD: i deleted it, yet animals still are not working


Can you please be a little bit more precise? What exactly is "it"? Yes I know mods do make game much more fun but I just can't handle checking every possible mod combination prior to release. I'm not a big company with plenty of resources but just a single person writing this mod in spare time ;-). And animals mod has grown to a complexity I can't even test all features before releasing it.
So please be patient with me I simply have to "abuse" animals mod users as beta testers every now and then.

@GloopMaster I've just unzipped it in WinXP with compressed folders support only what windows version do you use?
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 » Thu Sep 06, 2012 20:08

sapier wrote:
Mito551 wrote:little UPD: i deleted it, yet animals still are not working


Can you please be a little bit more precise? What exactly is "it"?


I understood it to mean "ambientsounds", as it was the subject of the previous sentence.
WorldEdit 1.0 released

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

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

by sapier » Thu Sep 06, 2012 23:00

@Temperest I expect this too, but I've been to often searching problems that only have been different interpretations of one word ;-)

btw I hope he's going to try removing a little bit more of the mods.
DON'T mention coding style!
(c) sapier all rights reserved
 

User avatar
GloopMaster
Member
 
Posts: 213
Joined: Wed Aug 01, 2012 18:03

by GloopMaster » Fri Sep 07, 2012 00:21

sapier wrote:@GloopMaster I've just unzipped it in WinXP with compressed folders support only what windows version do you use?



Yeah... it seems it was just a temporary derp. :P
Meow.

That is all.
 

User avatar
Mito551
Member
 
Posts: 1271
Joined: Sat Jun 16, 2012 15:03

by Mito551 » Fri Sep 07, 2012 14:53

no, couple of sound-related mods, besides ambientsounds.

and saying about a LOT of fun i was about this ton of mods

i made MT work with animals at last. i had some sound-related code. and i forgot about it! now everything alright.
Last edited by Mito551 on Fri Sep 07, 2012 17:10, edited 1 time in total.
 

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

by sapier » Sat Sep 08, 2012 22:29

A new release ... why did I change name? First of all I've noticed most people do only read title of Thread and judge whole mod by it. So plenty of people think oh animals ... but I want mobs so wrong mob.
This mod started as animals only true, but has evolved far from that point. It's possible to add mobs really fast and easy.

I've fixed some hidden bugs too while renaming core component. And added the long requested slimes ... they spawn below depth 100.
DON'T mention coding style!
(c) sapier all rights reserved
 

User avatar
VanessaE
Member
 
Posts: 3894
Joined: Sun Apr 01, 2012 12:38
GitHub: VanessaE
IRC: VanessaE
In-game: VanessaEzekowitz

by VanessaE » Sun Sep 09, 2012 00:03

heh, Jeija just created a Slimes mod :-)
http://minetest.net/forum/viewtopic.php?pid=41653#p41653
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
Tips (BTC): 13LdcdUFcNCFAm7HfvAXh5GHTjCnnQj6KE
 

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

by sapier » Sun Sep 09, 2012 00:39

I know ;-) ... last weeks many ppl reinvented the wheel creating new "mob" mods while they could have been done in mobf with very low effort. Sure mobf ain't perfect but most things are minor glitches I haven't noticed by now because of lack of feedback.

Jeija's slimes behave a little bit different, especialy in spawning and mese sensibility ... Wouldn't be much effort to make mobf's slimes identicaly. But I intended to make them more like the ones I remember from minecraft.
DON'T mention coding style!
(c) sapier all rights reserved
 

breinzter11
Member
 
Posts: 39
Joined: Sat Sep 08, 2012 10:43

by breinzter11 » Sun Sep 09, 2012 08:45

sapier why i don't have 3D animal
why ?

sorry for poor english
 

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

by sapier » Sun Sep 09, 2012 10:45

not all animals are 3d right now but per default those available in 3d should be 3d. At least if you don't have set config file options.
DON'T mention coding style!
(c) sapier all rights reserved
 

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

by PilzAdam » Sun Sep 09, 2012 15:15

Bug:
When a not player entity hits an animal (using object:punch()) and kills it appears a bug because your mod dont check wether the hitter is a player and has a inventory.
EDIT: You can drop the kill results of animals as items, so the TNT or throwing mod (wich uses object:punc() now) dont "waste" the drops of animals.
Last edited by PilzAdam on Sun Sep 09, 2012 15:43, edited 1 time in total.
 

irksomeduck
Member
 
Posts: 224
Joined: Tue Aug 28, 2012 21:45

by irksomeduck » Sun Sep 09, 2012 17:51

This caused loading problems for my singleplayer world, the world loaded VERY slowly in very small parts. I do not a have a decent pc and it might just have been my hardware or was it this mod?
I love exploring minetest worlds :D
If you have a good seed let me know
--------------------------------------------------
My world/house pack- http://minetest.net/forum/viewtopic.php?id=3066
 

Sokomine
Member
 
Posts: 2980
Joined: Sun Sep 09, 2012 17:31

by Sokomine » Sun Sep 09, 2012 18:10

I'd really like to use this mod. Unfortunately my computer isn't the best equipped (only 4GB RAM, four year old onbord grapic card). Minetest itself runs very fine, but if I activate the animals the next crash is only a question of time :-( It seems to work quite well as long as animals don't spawn or drop anywhere where they couldn't find out ( ACTION[ServerThread]: MOBF: BUG!!! didn't find a way to stop mob at(42.286640167236,20.945428085327,-47.169368743896) from running into water or dropping" happens a lot). For testing I put a two blocks high fence around an area and dropped 100 animals into the small enclosed space where they could neither escape nor drop and drown. That did work - as long as I didn't leave the area. They walked around happily in there (and through each other as there seems to be no collusion detection - but that's not really important).

Is there a way to turn automatic spawning off altogether and just spawn the animals manually?That could still be used to create some farm animals in a safe area (Minetest's landscape might be more suitable for goats....). Or is there any server that has the animals mod running? Maybe not having to run the server on the same machine could help.

Another point: Right now the behaviour of the animals doesn't seem very convincing. They just glide around a lot and rotate. Rotating is a special problem of cows and deer - they are large animals! They don't turn around fast if they don't really have to. Big animals ought to rotate much slower. Rats and animals up to sheep-size are ok.

Since the animals are constructed out of individual parts (heads, legs, body etc.) it ought to be possible to let the whole animal stand there for much longer and just move parts of the animal. Instructions for grazing: Slowly lower head; when head close above ground "eat" grass (-> move head around a bit in a circle; possibly move forward one tiny bit from time to time; occasionally lift head up again to listen for enemies; lower head again afterwards and proceed grazing; when done turn grass into dirt and move to the next space). If possible split the head into two parts so that sheep/cows can chew their grass more realisticly (only lower part of head moves around while chewing; chewing happens in head-up-position as well). Cows as bigger animals need more animation - their tails ought to move around constantly. And animals ought to lie down from time to time. This could be done by shortening their legs ans lowering the rest to ground level. Huge animals may also profit from splitting their legs into two parts and thus allowing more realistic movement. In exchange there ought to be less huge animals around than small ones.

At night herd animals ought to congregate somewhere as protection from predators. Maybe instead of spawning individual animals "whole" herds could be created - a group of sheep, a group of cows...all of which remembering their spawnpoint and trying to stay close to that.
A list of my mods can be found here.
 

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

by Temperest » Sun Sep 09, 2012 19:02

That's even possible now possible by updating the node box definitions, in the latest git.
WorldEdit 1.0 released

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

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

by sapier » Sun Sep 09, 2012 19:16

@irksomeduck I'm sorry I can't do anything to fix this Problem. See github issue 229 in worst case this bug can be triggered by a single spike in cpu consumption

@Sokomine
First of all thanks for your feedback!

1) Sadly there are still lot of issues with entity loading/client <-> server sync see http://minetest.net/forum/viewtopic.php?id=728 be prepared that (if using so much animals) sometimes your animals seem to be missing at client even if they are there.

2) "MOBF: BUG!!! didn't find a way to stop mob" just means animal moved so far between two checks that probab movement gen can't find a safe way to continue for animal. It's doing a best effort movement in this case. It's not the way it should be but no problem.

3) By now there ain't a possibility to disable spawning but I'll add a config file option to next version. It's not a big deal.

4.1) fast rotation/direction switching ... I'll set this to my agenda probably I can do something about thatm but don't expect fast results I'll have to try a little bit.

4) Minetest doesn't support 3d models and animation. "But there are 3d animals!" ... Yes they are but they are "wielditems" it's not officialy supported to use a wielditem as 3d model. That's the reason why they're that static. I'd gladly use 3d model animation support as soon as there is anything to use (and I have animated models, I'm not a designer)

5) "At night herd animals ought to congregate somewhere" ... seems implementable with some effort I'll se what I can do. Animals already remember their spawn point. Wolf e.g. returns there after leaving attack mode. Herd animals could become a "night" mode trying to reach spawnpoint at night.
DON'T mention coding style!
(c) sapier all rights reserved
 

Sokomine
Member
 
Posts: 2980
Joined: Sun Sep 09, 2012 17:31

by Sokomine » Sun Sep 09, 2012 20:50

Thanks for the fast reply (and the mod itself of course :-) it's very nice to have animals roaming around!)

1) The 100 sheep/cows where just a test how my computer would handle them. Even in singleplayer with randomly spawned animals the animals sometimes behaved strange - in that punching e.g. a sheep did nothing (seems the client thought it was there but it wasn't). A while later those left-over animals got cleaned up most of the time. That was in singleplayer so no network latency.

2) Well, those poor animals that did encounter the bug most of the time dropped from one of the many high cliffs Minetest generates! It is sometimes difficult even for a player to get out of water again without placing/destroying blocks. Animals drop down there regulary. And then they...keep going? Or die and cause a new animal to be generated? And if a replacement animal is generated the spawning-algorithm has to look out for a new place...for an animal that will soon drop to its death as well. Might be too much if the computer's already at the limits :-(

3) Thanks! If I can disable spawning I can do more tests and maybe really keep a few animals :-) That would be great!

4.1) A few cows spawned on a couple of grass spots mixed with desert sand spots. That might have confused their pathfinding algorithm. However they did rotate too fast. Even cows on plane grass did that. I hoped it would be only a parameter. Sorry that it's causing much work. But I think they will work better if they rotate slower :-)

4) Well...if I did get this right each animal is composed of a set of boxes? Even if you can't move one of the boxes individually...a sheep or a cow that found a nice grass spot and intends to stay there for a while (at least 1-2 minutes I'd say) could be removed and be replaced by a composed object of 3 seperate objects - non-moving part of sheep, lower head, upper head - and only the two head-parts move around a bit like the whole animal would otherwise do. That might be possible. Most of this doesn't need to be synchronised between client and server - only that the animal startet this movement phase at that position. If the game could handle that it would certainly be better. After all it helps slower computers if they only have to move a tiny part of each animal around instead of the whole thing.

5) That would be great! Hopefully it doesn't consume too much computer power. But it would be really great and improve the animals :-)

Again, thanks for the mod!
A list of my mods can be found here.
 

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

by sapier » Sun Sep 09, 2012 21:37

to 2) animals in water with no way out will drown. Spawn points are random so next spawn point may be better or even worse

4.1) yes cow's sometimes behave strange this is related due to their collision box most of the time not matching their orientation ... hopefully one day there will be a collisionbox rotating according to model

4) Not exactly its a "nodebox" ... but I think this is near enough. True switching model on stop/go might be a possible solution at least improoving situation a little bit.

it wouldn't need to be synchronized ... but mod's are server only so server need's to tell clients that animal is now another one ... this is where entity synchronisation between client and server will cause additional glitches ... but still I'll be worth a try
DON'T mention coding style!
(c) sapier all rights reserved
 

User avatar
Mito551
Member
 
Posts: 1271
Joined: Sat Jun 16, 2012 15:03

by Mito551 » Mon Sep 10, 2012 18:57

another problem report.
VERBOSE[main]: error_message = ServerError: LuaError: error running function 'on_step': ...d3-win32\bin\..\games\dwarves\mods\mobf/fighting.lua:656: attempt to index local 'thrown_entity' (a nil value)
also it states
ERROR[ServerThread]: LuaEntity name "animals:fireball_entity" not defined
all the time.
and some other entities, which are not defined

0.4.3

what can that be?
i'm sorry, if i don't follow the "protocol", the way, report should be done, and being inefficient. i'm trying hard to be polite and efficent, but i don't feel i succed...
Last edited by Mito551 on Mon Sep 10, 2012 19:09, edited 1 time in total.
 

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

by sapier » Mon Sep 10, 2012 20:06

@Mito551 I didn't even know there was a "protocol" ;-). Congratulations anyway you've found tree bugs at once
DON'T mention coding style!
(c) sapier all rights reserved
 

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

by sapier » Mon Sep 10, 2012 20:52

@PilzAdam added dropping of items in case of no inventory or kill by non player item, but didn't have possibility try please tell me if it works

@Mito551 fixed all 3 bugs
DON'T mention coding style!
(c) sapier all rights reserved
 

User avatar
Mito551
Member
 
Posts: 1271
Joined: Sat Jun 16, 2012 15:03

by Mito551 » Tue Sep 11, 2012 04:09

thank you :) and.. uhmm.. glad to help :)
 

cornernote
Member
 
Posts: 844
Joined: Wed Jul 11, 2012 15:02

by cornernote » Tue Sep 11, 2012 05:16

got a bug when i killed a rat

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
14:44:10: ACTION[ServerThread]: LuaEntitySAO at (-65.6956,10.5625,-31.0196) punched by player singleplayer, damage 1 hp, health now 1 hp
14:44:11: ACTION[ServerThread]: MOBF: BUG!!! didn't find a way to stop mob at(-48.401329040527,10,-20.786714553833) from running into water or dropping
14:44:12: ACTION[ServerThread]: singleplayer punches object 13: LuaEntitySAO at (-64.3083,10.5625,-30.5499)
14:44:12: ACTION[ServerThread]: LuaEntitySAO at (-64.3083,10.5625,-30.5499) punched by player singleplayer, damage 1 hp, health now 0 hp
14:44:12: ACTION[ServerThread]: singleplayer leaves game. List of players:
14:44:13: ERROR[main]: ServerError: LuaError: Expecting itemstack, itemstring, table or nil
14:44:13: ERROR[main]: stack traceback:
14:44:13: ERROR[main]:  [C]: in function 'room_for_item'
14:44:13: ERROR[main]:  ...n\..\mods\minetest\animals_modpack\mobf/fighting.lua:104: in function 'hit'
14:44:13: ERROR[main]:  ...netest\animals_modpack\mobf/management_functions.lua:241: in function <...netest\animals_modpack\mobf/management_functions.lua:239>



mobf/fighting.lua:104
player:get_inventory():room_for_item(result)
should be
player:get_inventory():room_for_item("main", result)
Last edited by cornernote on Tue Sep 11, 2012 05:25, edited 1 time in total.
 

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

by PilzAdam » Tue Sep 11, 2012 14:16

sapier wrote:@PilzAdam added dropping of items in case of no inventory or kill by non player item, but didn't have possibility try please tell me if it works

It works.
 

PreviousNext

Return to Mod Releases

Who is online

Users browsing this forum: No registered users and 46 guests

cron