Search found 1178 matches

by Gundul
Mon Jan 18, 2021 15:23
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 541
Views: 38918

Re: Mobkit - Entity API [mobkit][alpha]

I was still curious what that displace_cols thing really does, so I visualized it :) function water_life.radar_fast_cols(obj,dist) if not dist then dist = 3 end local pos = obj:get_pos() local yaw = 0 local box = {} if obj:is_player() then yaw = obj:get_look_horizontal() box = obj:get_properties().c...
by Gundul
Sun Jan 17, 2021 17:42
Forum: WIP Mods
Topic: [mod] water_life - mobs for mobkit - V211701[water_life]
Replies: 345
Views: 18592

Re: [mod] water_life - mobs for mobkit - V211701[water_life]

Update 211702

Image


fixed some vector calculation errors
fixed stay by a whale behavior
api and behavior fixes
balancing
Gulls will try to steal bait from hand :)
by Gundul
Sun Jan 17, 2021 09:02
Forum: WIP Mods
Topic: [MOD] Samantha (My Best Gurlz Friend) (alpha 2)
Replies: 35
Views: 2533

Re: [MOD] Samantha (My Best Gurlz Friend) (alpha 2)

Relax. It is only a game and nobody is gonna be naked. :)
Barby dolls are more porn than runs' mod.
by Gundul
Sat Jan 16, 2021 17:30
Forum: WIP Mods
Topic: [mod] water_life - mobs for mobkit - V211701[water_life]
Replies: 345
Views: 18592

Re: [mod] water_life - mobs for mobkit - V211601[water_life]

Update 211601 water_life.register_gull_bait(name) to register any bait to attract gulls by default these are baits: "water_life:clownfish" "water_life:coralfish" "water_life:riverfish" "water_life:piranha" "water_life:urchin_item" "water_life:s...
by Gundul
Sat Jan 16, 2021 11:43
Forum: News
Topic: ContentDB - database for the mod/game/txp in-menu installer
Replies: 214
Views: 41413

Re: ContentDB - database for the mod/game/txp in-menu installer

True it's better with an adblocker. But now half of the website space is empty XD
by Gundul
Sat Jan 16, 2021 09:56
Forum: News
Topic: ContentDB - database for the mod/game/txp in-menu installer
Replies: 214
Views: 41413

Re: ContentDB - database for the mod/game/txp in-menu installer

This looks not very inviting. More like clickbait website where the ads are larger than
the content.
by Gundul
Sat Jan 16, 2021 09:47
Forum: WIP Mods
Topic: [mod] water_life - mobs for mobkit - V211701[water_life]
Replies: 345
Views: 18592

Re: [mod] water_life - mobs for mobkit - V211501[water_life]

MisterE wrote:
Fri Jan 15, 2021 21:23
what files did you change in this last update?
You can always find the latest changes on github when you look at the latest commit :)
https://github.com/berengma/water_life/ ... dd4b65e5a8
by Gundul
Fri Jan 15, 2021 17:54
Forum: WIP Mods
Topic: [mod] water_life - mobs for mobkit - V211701[water_life]
Replies: 345
Views: 18592

Re: [mod] water_life - mobs for mobkit - V211501[water_life]

Update 211501

new behavior for the gulls
they may randomly chose you and fly to your position
or you hold "farming:bread" in your hand and they will come :)
by Gundul
Thu Jan 14, 2021 16:10
Forum: WIP Mods
Topic: [mod] water_life - mobs for mobkit - V211701[water_life]
Replies: 345
Views: 18592

Re: [mod] water_life - mobs for mobkit - V211401[water_life]

Update 211401 introducing the new gulls (model/textures by MisterE) floating and takeoff behavior for gulls fast takeoff if predator comes too near slowed down a bit speed of attacking sharks dtime measurement, use /wl_showdtime to print avg and max on screen - Rattlesnake poison will not effect ne...
by Gundul
Thu Jan 14, 2021 10:05
Forum: WIP Mods
Topic: [mod] water_life - mobs for mobkit - V211701[water_life]
Replies: 345
Views: 18592

Re: [mod] water_life - mobs for mobkit - V271220[water_life]

One by one.
The gulls first.
by Gundul
Wed Jan 13, 2021 16:32
Forum: WIP Mods
Topic: [mod] water_life - mobs for mobkit - V211701[water_life]
Replies: 345
Views: 18592

Re: [mod] water_life - mobs for mobkit - V271220[water_life]

Hello Gundul. I don't know, if someone has written about it, but: Yes it has. It is maybe the most asked question about water_life XD Kinda feedback generator. First page of this thread will tell you all you need to know. Or github issues, or google, or my wife who knows even more than google :)
by Gundul
Wed Jan 13, 2021 14:14
Forum: WIP Mods
Topic: [mod] water_life - mobs for mobkit - V211701[water_life]
Replies: 345
Views: 18592

Re: [mod] water_life - mobs for mobkit - V271220[water_life]

I experienced this when adjusting add_velocity to the takeoff behavior. You can chose between sometimes submerged or like a rocket to the sky, but a smooth bird like takeoff from sea level into the sky seems to depend on luck. I can't tell about how it is to try contributing to minetest. But I remem...
by Gundul
Wed Jan 13, 2021 11:57
Forum: WIP Mods
Topic: [mod] water_life - mobs for mobkit - V211701[water_life]
Replies: 345
Views: 18592

Re: [mod] water_life - mobs for mobkit - V271220[water_life]

Submerged or not seems to be difficult to control. As said it is very lag sensible and then having the small birds floating on the quiet big waves it is difficult to control. I will see if adjusting the collisionbox will help. For the others ideas I will see what will be possible. Holding bread in h...
by Gundul
Tue Jan 12, 2021 17:35
Forum: WIP Mods
Topic: [mod] water_life - mobs for mobkit - V211701[water_life]
Replies: 345
Views: 18592

Re: [mod] water_life - mobs for mobkit - V271220[water_life]

New gulls and behaviors This is still far away from being finished, but gulls now spawn floating on water. They search for a good takeoff position and takeoff. This is available in the dev branch in water_life. So please check it out and tell me what you think. Flying mobs are pretty sensible to se...
by Gundul
Mon Jan 11, 2021 12:17
Forum: WIP Mods
Topic: [mod] water_life - mobs for mobkit - V211701[water_life]
Replies: 345
Views: 18592

Re: [mod] water_life - mobs for mobkit - V271220[water_life]

They usually use to spawn in packs but they do not yet have a swarm behavior like coral fish. Maybe I can add it in the future, for now I am still occupied with your gulls :) I maybe forgot to tell but sharks, crocodiles, alligators and piranhas all like the same animals so for registering new food ...
by Gundul
Mon Jan 11, 2021 12:04
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 541
Views: 38918

Re: Mobkit - Entity API [mobkit][alpha]

Yes that was the first version of the radar. It now uses raycasts which is much faster and does not need to check hundreds of nodes. But you already know what I was planning to do :)
I will try it out and check what is better/faster, your displace_cols or my raycasts :)
by Gundul
Sun Jan 10, 2021 20:39
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 541
Views: 38918

Re: Mobkit - Entity API [mobkit][alpha]

Err, no ;) You get the y range elsewhere, because it's easy, you've got the box dimensions and maybe other stuff like jump height and add them up. This function gets you x's and z's that are in the box' path because that's actually more tricky to calculate. I'll probably have to do some example beh...
by Gundul
Sun Jan 10, 2021 18:45
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 541
Views: 38918

Re: Mobkit - Entity API [mobkit][alpha]

ok thanks, I think I am starting to understand. That is definitely more something for my smaller mobs like piranhas or the riverfish. It gives me possible y values they could move to in the near environment. Nothing for whales or eagles :)
by Gundul
Sun Jan 10, 2021 16:05
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 541
Views: 38918

Re: Mobkit - Entity API [mobkit][alpha]

mobkit.get_box_displace_cols(pos,box,vec,dist) If I understand it right, this will return collisions(intersections) of my mob with the collisionbox 'box' and currently being at position 'pos' when it moved in direction 'vec' in 'dist' nodes away ? are there any limitations in the collisionbox size ?...
by Gundul
Sun Jan 10, 2021 08:23
Forum: Servers
Topic: [Closed] ZombieTest
Replies: 120
Views: 10271

Re: [Closed] ZombieTest

MisterE wrote:
Sun Jan 10, 2021 03:09
So on my server the zombies from zombiestrd die within 2 seconds of spawning, whether it is day or night. Any clue as to why?
That depends on which zombiestrd mod you use. I used a fork of it, so maybe you should ask Termos.
by Gundul
Fri Jan 08, 2021 21:13
Forum: General Discussion
Topic: license question
Replies: 27
Views: 1047

Re: license question

I do not care if someone is showing my mod on youtube or not. I do care if he makes money with content I developed.
by Gundul
Fri Jan 08, 2021 18:51
Forum: Mod Releases
Topic: [Mod] Petz [v19] [petz]
Replies: 1168
Views: 78201

Re: [Mod] Petz [v18.5] [petz]

That also depends on how frequent you update your mod. After all ContentDB ranking says nothing about quality of a mod. Only how often it was downloaded and if it is frequently updated. (and if you use the 'right' license)
Which does not mean Draconis is lacking of quality.
by Gundul
Fri Jan 08, 2021 18:43
Forum: WIP Mods
Topic: [mod] wildcows - mobs for mobkit [wildcow]
Replies: 31
Views: 1446

Re: [mod] wildcows - mobs for mobkit [wildcow]

I love this Mod. After some days on my local Server, i have a lot of herds in my world. Too many herds and bulls. It would be good if new herds had a distance from each other. Killing the bulls is to difficult. Thanks, happy you like it. What you describe is a bit of a minetest problem. Minetest on...
by Gundul
Fri Jan 08, 2021 09:26
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 541
Views: 38918

Re: Mobkit - Entity API [mobkit][alpha]

I get the same message in a freshly generated world with only mobkit, water_life and unified_inventory as mods.
Minetest5.3.0 stable on arch linux
by Gundul
Thu Jan 07, 2021 17:38
Forum: WIP Mods
Topic: [mod] water_life - mobs for mobkit - V211701[water_life]
Replies: 345
Views: 18592

Re: [mod] water_life - mobs for mobkit - V271220[water_life]

A first basic implementation of the new model from MisterE can be seen
in the dev branch.
Next will be adding the other animations and start writing behaviors accordingly.