Search found 341 matches

by Termos
Thu Feb 20, 2020 10:53
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 503
Views: 36400

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

Wuzzy, it's nice of you to stop by. Like it or not, you might just be a godfather of this project, in a sense. Mobs in MCL2 were so goddamn horrible so it might have been the most important drop that spilled the bucket and made me decide mobs/entities were the most neglected aspect of MT. This mod l...
by Termos
Wed Feb 19, 2020 10:52
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 503
Views: 36400

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

Is there a way of letting mobs freely roam through water as if they were on land aside from rewriting half of mobkit? I recommend setting buoyancy slightly greater than 1. The parameter affects the balance between gravity and buoyancy force, it's defined as percentage of collisionbox submerged in w...
by Termos
Thu Feb 13, 2020 18:30
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 503
Views: 36400

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

Can be caused by the player rarely face the oceans? Technically yes, but then they have to get near water to be able to tell spawn rate is low, so I'd look elsewhere. Try checking your spawn chances, and oh, the function only tells you if there's any water, so if you don't want them to spawn in sha...
by Termos
Tue Feb 11, 2020 18:45
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 503
Views: 36400

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

Yes, besides a position it returns liquidflag which indicates if the node at pos is covered in liquid.
If it's false try to spawn a land creature, if it's true an aquatic one.
runs wrote:I have 5.1.1. Can I compile that?
The PR is based on master which is currently 5.2. dev
by Termos
Mon Feb 10, 2020 14:05
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 503
Views: 36400

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

Just got a request for those who want better mobs in Minetest and can be bothered to compile MT from source.

Please consider helping me test this PR: https://github.com/minetest/minetest/pull/9343
by Termos
Sun Feb 09, 2020 22:28
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 503
Views: 36400

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

ElCeejo wrote:I've come across a problem, for some reason my mobs give me an error saying "lastvelocity" is nil at line 939 in mobkits init file. Any idea what would cause this?
The most common cause would be them not using mobkit.actfunc() in their on_activate callback.
by Termos
Tue Feb 04, 2020 23:51
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 503
Views: 36400

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

Is there a special reason why hq_goto target stops 3 nodes in front of target ? Haven't found any use for that one. Iirc it's just a general area, also if you send more than one mob to the same spot they won't be fighting for the exact location. It's a simple behavior, just copy it and modify as ne...
by Termos
Sat Feb 01, 2020 16:47
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 503
Views: 36400

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

I've noticed while working on large hitbox support that mobs seem to have issues with snow. Just thought I'd tell you in case you didn't notice. Yes, that's an artifact from 4.17 where nodes didn't have separate collision boxes. This bug is kinda fun and harmless so I don't feel hard pressed to fix...
by Termos
Sat Jan 25, 2020 22:08
Forum: WIP Mods
Topic: [Mod] # Eagle - King of the sky # mob for mobkit [aerotest]
Replies: 55
Views: 3265

Re: [Mod] aerotest ## Eagle - King of the sky ## [aerotest]

I don't care about licensing that much, picked MIT for mobkit because it seemed the norm here.
If you prefer lgpl and there's no conflict then why not.
by Termos
Wed Jan 22, 2020 18:37
Forum: Modding Discussion
Topic: Signs with text
Replies: 8
Views: 217

Re: Signs with text

How about defining a bunch of blocks with a single letter on each?
by Termos
Sun Jan 19, 2020 10:35
Forum: Feature Discussion
Topic: The future of Mob/NPC APIs (split from "Hytest")
Replies: 43
Views: 2978

Re: The future of Mob/NPC APIs (split from "Hytest")

Then there is stuff that is still to be exposed to LUA, namely touching_ground and standing_on_object, but it too needs fixing as 0.15 BS toleration is way too insane. Whilst helper functions would be nice, Lua does have access to the data needed to get this information Well I'm getting this inform...
by Termos
Fri Jan 17, 2020 12:33
Forum: Feature Discussion
Topic: The future of Mob/NPC APIs (split from "Hytest")
Replies: 43
Views: 2978

Re: The future of Mob/NPC APIs (split from "Hytest")

Minetest doesn't need a mobs API. There is no information that mobs would need that is not exposed to the Lua API. I agree for the most part, but it's not like there's nothing that should be done engine side. The first is this collision.cpp issue: https://github.com/minetest/minetest/issues/6886 It...
by Termos
Mon Jan 13, 2020 19:57
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 503
Views: 36400

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

Gundul wrote:Your eagle now flies with radar :)
viewtopic.php?f=9&t=23436&p=365285#p365285
I tried releasing eagles in a sparse forest, most of them managed to slalom between trees and gain altitude. Nicely done!
by Termos
Thu Jan 09, 2020 13:34
Forum: Servers
Topic: [Server] Lilly in the valley
Replies: 101
Views: 13251

Re: [Server] Lilly in the valley

Gundul wrote:turned off shark sound
My heart's breaking, took me almost 5 minutes to compose and record that piece. ;)
Seriously though, that was kind of a joke, but some kind of sound warning would be in order, maybe splashing water sound?
by Termos
Thu Jan 09, 2020 13:22
Forum: Servers
Topic: [Closed] ZombieTest
Replies: 116
Views: 9712

Re: [Server] ZombieTest

Gundul wrote:tweaked server settings in minetest,conf for less lag.
It does seem better now, what settings were they?
by Termos
Sat Dec 28, 2019 14:42
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 503
Views: 36400

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

GamingAssociation39 wrote:Is it possible to make a mob stay put but still move and bite passing players?
Sure.
Actually such a behavior should be very simple, as it doesn't even involve moving around. Just turn towards the player, play an attack animation and punch if still in range.
by Termos
Fri Dec 27, 2019 20:25
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 503
Views: 36400

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

First guess, I'd check alignment of the head model. All rotations pivot around model's 0,0,0, so if the model is way up it would move like a hammer instead of rotating.
The zero point should be roughly around the bottom face of that cuboid.
by Termos
Mon Dec 23, 2019 20:50
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 503
Views: 36400

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

mobkit.hq_goto() is returning before the mob reaches its destination It's difficult to make them stop on exact position, so it has to be a position within certain radius from target. I just don't remember why I made the radius so damn wide ;) Anyway, builtin behaviors are examples really, hq_goto i...
by Termos
Mon Dec 23, 2019 14:23
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 503
Views: 36400

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

using your statistic code it says dtime average is 0.09. dtime can have peaks of 0.3 to 0.8 when you move around a lot. Every now and then it can even rise to short max peak of 2.x to 5.x. That's roughly 3 times slower than my old laptop I guess that happens when server has to load and serve mapblo...
by Termos
Wed Dec 18, 2019 17:22
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 503
Views: 36400

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

No I do not have any statistics. Anything minetest engine could provide ? Don't know, haven't found anything. Maybe I'm reinventing the wheel but I'm using stuff like the following for the purpose: local dttot=0 local dtavg=0 local dtnum=0 local dtmax=0 local dttimer = 10 minetest.register_globalst...
by Termos
Wed Dec 18, 2019 14:14
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 503
Views: 36400

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

On a first test it looks like it works almost perfect now. Even on a very small machine machine like ZT. Definitely the best flying mob I saw so far, imho :) Well, they still stand no chance against valleys' sugarloaf mountains and spikes, and sometimes client has trouble guessing where they are du...
by Termos
Tue Dec 17, 2019 10:12
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 503
Views: 36400

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

What happened to the texture? It's all discoloured You mean that one in the demo? I had to reduce lightness because it was glowing. Sometimes it suddenly drops down like a stone, or sometimes it flies straight upwards. But this only happens on ZombieTest, not in Singleplayer (or if I start a server...
by Termos
Fri Dec 13, 2019 21:15
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 503
Views: 36400

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

3D-BDET wrote:Zombies are impossible to kill for me. Minetest 5.10 pcoslinux.
Aim for the head with a stone tool or better.
Here's the description.
by Termos
Fri Dec 13, 2019 12:06
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 503
Views: 36400

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

If I set 'static_save=false', all objects won`t be saved what is bad. I think in such case a table with positions of all those objects is needed to revive them after a restart. That's all incorrect. I don't understand why you keep asking these questions only to refuse taking the answers. Anyway, yo...
by Termos
Thu Dec 12, 2019 13:09
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 503
Views: 36400

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

Termos, I don`t understand why after the instantiation of the zombie torso for a while a bunch of heads are starting to be spawned around that instead of to just spawn a sole head and attach it to the torso. Maybe is on_activate called not one time for each entity? That's why I suggested using stat...