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

That would be possible, but need some extra power to calculate for each player the distance to each shark. I will check if there is not a more cpu friendlier way to handle shark sounds maybe. Sharks can play sounds on behalf of individual players, just use minetest api function for that, as mobkit ...
by Termos
Sun Oct 27, 2019 12:27
 
Forum: WIP Mods
Topic: [mod] water_life - mobs for mobkit[water_life]
Replies: 26
Views: 1074

Re: [mod] Sailing Kit [sailing_kit][wip]

Thank you for this awesome mod! The boat is pretty good steerable if you get the hang of it... :) Thanks, although it's best used with mapgens that generate sizable bodies of water, because the boat though small can be as fast as a grown up yacht and easily makes over 16 knots, that can be a bit to...
by Termos
Sat Oct 26, 2019 17:50
 
Forum: WIP Mods
Topic: [mod] Sailing Kit [sailing_kit][wip]
Replies: 15
Views: 811

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

To implement a fence/barn thing. We've been talking about this before Arbitrary restrictions aren't a great design, but I should add a nogo list param to is_neighbor_node_reachable anyway. You can choose what's coming next, this or proper flying behavior. Can you check mobkit.hq_warn? I get stucked...
by Termos
Sat Oct 26, 2019 15:08
 
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 321
Views: 15198

Re: [mod] Sailing Kit [sailing_kit][wip]

Imk wrote:how do you put the boat in the inventory?

You can't, once the boat is deployed it won't fit back into your pocket.
But it looks like I forgot about a way of getting rid of it, so

Update 191026

    Hit the boat a few times with something harder than hand to destroy it and reclaim some material.
by Termos
Sat Oct 26, 2019 12:36
 
Forum: WIP Mods
Topic: [mod] Sailing Kit [sailing_kit][wip]
Replies: 15
Views: 811

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

zombies ... don't burn during the day like this? I wonder why so many expect zombies to be burned by sunlight, they're not vampires afterall. Here is the explanation on how they work. Could you add a no_jump group for a node not jumping? Mobkit can't ever deal with specific names or groups, but if ...
by Termos
Sat Oct 26, 2019 12:16
 
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 321
Views: 15198

Re: [Server] ZombieTest

Gundul wrote:added random messages to provide help and useful hints

Is this one included?
"zombies can be snuck upon from behind"
by Termos
Fri Oct 25, 2019 09:48
 
Forum: Servers
Topic: [Server] ZombieTest
Replies: 70
Views: 3121

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

On Lilly all works fine, but on Zombies after the update whales suddenly move backwards or do not know anymore to avoid obstacles. Seen it. One function that changed recently is go_forward_horizontal(), it no longer takes yaw as a parameter, instead it uses object's yaw, check if your mod makes use...
by Termos
Fri Oct 25, 2019 09:35
 
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 321
Views: 15198

Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v4.3.5)

runs wrote:Can you tell me how to avoid the friction? It is the last step :-)

You probably don't need to worry about that, friction only works when an entity is inert, any call to set_velocity in a behavior nullifies friction.
by Termos
Thu Oct 24, 2019 18:32
 
Forum: WIP Mods
Topic: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.11)
Replies: 509
Views: 19124

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

Did you change something with negative speed ? Nope, technically speaking there's no much of a difference between positive and negative speed, maybe check your yaw calculations, when moving backwards the real yaw is really yaw-pi. I was using negative speed because the model is upside down and I di...
by Termos
Thu Oct 24, 2019 17:34
 
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 321
Views: 15198

Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v4.3.5)

So could you incorporate a flying variable to avoid gravity and friction in your mod? You don't need a variable, just do a set_acceleration({x=0,y=0,z=0}) first thing in brainfunc to disable physics on the mob level, or first thing in a behavior to disable it on the behavior level. Still, disabling...
by Termos
Thu Oct 24, 2019 17:22
 
Forum: WIP Mods
Topic: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.11)
Replies: 509
Views: 19124

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

ElCeejo wrote:in the process of chasing the thing it wants to attack it falls in water, and the game crashes, giving me this error.

That must have been a hell of a fall!

Looks like there's some sort of a limit in place, update is on the way.
by Termos
Thu Oct 24, 2019 12:13
 
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 321
Views: 15198

Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v4.3.5)

It is related to my flying mobs tweaks. If I did, it's because you said your mod was in alpha status. Well, none of that requires using my namespace. In fact, you didn't even need to change a single line. Physics comes first for a reason, and all of it can be overriden with a single call to set_acc...
by Termos
Wed Oct 23, 2019 21:58
 
Forum: WIP Mods
Topic: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.11)
Replies: 509
Views: 19124

Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v4.3.5)

- Compatibility with the Sailkit Mod Fixed. I don't think so, I'm afraid this fixes nothing. What if the original runs after and overwrites your version? Will you be providing fixes for all mods using mobkit, existing and future? Would you be happy if somebody distributed a different MT mod called ...
by Termos
Wed Oct 23, 2019 18:52
 
Forum: WIP Mods
Topic: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.11)
Replies: 509
Views: 19124

Re: [mod] Sailing Kit [sailing_kit][wip]

Update 191022

    When racing, some way of telling apart the participants is needed.
    Image

    Just smash the boat with some dye to color the sail.
by Termos
Tue Oct 22, 2019 17:29
 
Forum: WIP Mods
Topic: [mod] Sailing Kit [sailing_kit][wip]
Replies: 15
Views: 811

Re: [MOD] Petz (petz) [mobs_redo|mobkit] (v4.3.5)

Please look into the issue I filled on github, it's quite important.
I see there's a number of forks already, the problem has a high spreading potential.
by Termos
Tue Oct 22, 2019 12:35
 
Forum: WIP Mods
Topic: [MOD] Petz (petz) [mobs_redo|mobkit] (v5.11)
Replies: 509
Views: 19124

Re: [mod] Sailing Kit [sailing_kit][wip]

rubenwardy wrote:Oh wow, this looks really cool!

Thanks!
Actually I just had a simple but cool idea, an update's coming soon.
by Termos
Mon Oct 21, 2019 19:17
 
Forum: WIP Mods
Topic: [mod] Sailing Kit [sailing_kit][wip]
Replies: 15
Views: 811

Re: Content database for in-menu installer - add your things

Has it been suggested yet, that installs done from the content tab would at least prompt the user to install missing hard dependencies?
by Termos
Sun Oct 20, 2019 14:13
 
Forum: News
Topic: Content database for in-menu installer - add your things!
Replies: 115
Views: 21066

Re: [mod] Sailing Kit [sailing_kit][wip]

When I put a ship, no sail and the cabin is flooded. But I can navigate. Boat spawns with the sail lowered, just get in and raise the sail by pressing space. Please let me now if it worked - there are also bugs in the engine related to attachments. If the cabin is flooded, you've probably changed b...
by Termos
Sun Oct 20, 2019 13:58
 
Forum: WIP Mods
Topic: [mod] Sailing Kit [sailing_kit][wip]
Replies: 15
Views: 811

Re: [mod] Sailing Kit [sailing_kit][wip]

Update 191020

changes:
    * adjusted turn rate to be nonlinear.
    rowing should now be faster, tacking should be easier.

    * easier sail control
    when pulling on the sheet you don't get to wait for excess rope length, you pull the sail immediately.

    * added heaving and pitching
    now it rocks!
by Termos
Sun Oct 20, 2019 08:13
 
Forum: WIP Mods
Topic: [mod] Sailing Kit [sailing_kit][wip]
Replies: 15
Views: 811

Re: [mod] Islands - Experimental lua mapgen [islands]

Update 191019 changes: * enabled ore generation this also appears to have an unexpected beautifying effect on cliffs and hills. * added cotton bush decorations so building a boat like this becomes possible * solved the issue with overriding mapgen name paramat's example uses 'mgname' while the param...
by Termos
Sat Oct 19, 2019 15:05
 
Forum: WIP Mods
Topic: [mod] Islands - Experimental lua mapgen [islands]
Replies: 13
Views: 886

Re: [Mod]Smoke [WIP]

Nice additions, especially the wind. There’s another mod also dealibg with wind now, Sailing Kit. Ideal would be to have them pull wind data from the same source. =) Definitely, with that in mind there's a separate entry point for that in sailing_kit, the function get_wind(). It can be overriden to...
by Termos
Fri Oct 18, 2019 14:22
 
Forum: WIP Mods
Topic: [Mod]Smoke [WIP]
Replies: 36
Views: 1470

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

Updated zombiestrd Funny thing, looks like objects that players are attached to become players themselves, so sharks would try to attack boat hulls for example, quite hillarious. Sharks now ignore players having parents, so to speak. This update is only essential if using sharks along with boats or ...
by Termos
Fri Oct 18, 2019 13:02
 
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 321
Views: 15198

Re: [mod] Sailing Kit [sailing_kit][wip]

Very cool, but immensely hard to control. Actually i was afraid it was too easy. There's definitely a learning curve, but after some practice I'm not bumping into terrain anymore and can navigate narrow straits most of the time. The goal is to keep it only as difficult for it to be viable to hold o...
by Termos
Fri Oct 18, 2019 12:15
 
Forum: WIP Mods
Topic: [mod] Sailing Kit [sailing_kit][wip]
Replies: 15
Views: 811

[mod] Sailing Kit [sailing_kit][wip]

https://forum.minetest.net/download/file.php?mode=view&id=20367&sid=6e34f30cdf10eb1af3e919e7ae861638 Sailing Kit This is my take on sailing, it requires mobkit to work, also it depends on default because recipes n' all. features: physics, simplified but should work in the proper direction f...
by Termos
Thu Oct 17, 2019 13:59
 
Forum: WIP Mods
Topic: [mod] Sailing Kit [sailing_kit][wip]
Replies: 15
Views: 811

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

Update 191017

changes:
    * mostly under the hood stuff, shouldn't affect existing mods, but the new example requires latest version.
    * ensured MT 5.1 compatibility
    * improved lq_jumpattack behavior
by Termos
Thu Oct 17, 2019 11:54
 
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 321
Views: 15198
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