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Re: Some help with movements

Yup, this code will move them in a straight line, given tpos is stationary.

What's the problem exactly, do they not go towards tpos, or you'd like them to arc towards tpos?
by Termos
Mon Oct 14, 2019 19:18
 
Forum: Modding Discussion
Topic: Some help with movements
Replies: 4
Views: 209

Re: [forum feature request] new forum board

ContentDB would be great if it wasn't so undermanned, which is obvious seeing how they shut down content after months of successful operation and then go all unresponsive about it.
by Termos
Mon Oct 14, 2019 19:05
 
Forum: Feature Discussion
Topic: [forum feature request] new forum board
Replies: 7
Views: 401

Re: Post your screenshots!

Here's an alternatively colored landscape. Hopefully more to everyone's liking. Not sure that's even possible, this seems highly subjective stuff. Take Pixel Perfection texture pack for example, it makes my eyes puke, yet there are people who swear it looks beautiful to them. This one: https://foru...
by Termos
Mon Oct 14, 2019 08:11
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 9144
Views: 1066244

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

.
Weeee!

Image
by Termos
Sun Oct 13, 2019 16:26
 
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 304
Views: 14759

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

Definitely just one for all.

get_spawn_pos_abr retuns just a position, then your function could determine what's there (nodes, biomes etc), then iterate over minerest.registered_entities and put eligible names in another table, then pick one randomly and spawn it.
by Termos
Wed Oct 09, 2019 17:59
 
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 304
Views: 14759

Re: [Mod] Sailory [sailory]

I have fixed the physics. The flag now shows the wind properly and the sail's rotation is a bit more constrained to disallow sailing against the wind. Sailing upwind should still be possible, by means of tacking. Physics is still off, when the sail is parallel to the hull longitudinal axis it shoul...
by Termos
Wed Oct 09, 2019 15:52
 
Forum: WIP Mods
Topic: [Mod] Sailory [sailory]
Replies: 11
Views: 419

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

Another quick fix then: mobkit version 191008 I found it. It is the melon from farming_redo: 2019-10-07 22:39:00: ACTION[Server]: [mobkit] farming:melon_8 uses nodebox without node_box defined Thanks a ton! The Melon of Doom shouldn't cause any problems anymore. I looked at their code, there doesn't...
by Termos
Tue Oct 08, 2019 17:54
 
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 304
Views: 14759

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

Much better now.
One final improvement I'd make, instead of reducing turn angle to reduce turn rate.
mobkit.turn2yaw(self,tyaw,rate) takes turn rate expressed in radians per second, I guess values around 1.0 or less should be appropriate for these giants.
by Termos
Mon Oct 07, 2019 12:09
 
Forum: WIP Mods
Topic: [mod] water_life - mobs for mobkit[water_life]
Replies: 26
Views: 1014

Re: [Mod] Sailory [sailory]

Thanks, it doesn't crash now. I'm so glad you didn't heed Krock's advice ;) Looks like physics needs some work though, sometimes the boat goes in the opposite direction to what it should according to wind and the sail position. Like in the shot below - it should go forward. https://forum.minetest.ne...
by Termos
Sun Oct 06, 2019 17:03
 
Forum: WIP Mods
Topic: [Mod] Sailory [sailory]
Replies: 11
Views: 419

Re: [Mod] Sailory [sailory]

Now: 2019-10-06 17:16:10: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'sailing_canoe' in callback luaentity_Step(): ...in64\bin\..\mods\sailory\sailing_canoe/compatibility.lua:5: attempt to call field 'dot' (a nil value) 2019-10-06 17:16:10: ERROR[Main]: stack t...
by Termos
Sun Oct 06, 2019 15:18
 
Forum: WIP Mods
Topic: [Mod] Sailory [sailory]
Replies: 11
Views: 419

Re: [Mod] Sailory [sailory]

Arr, you beat me to it ;) However: 2019-10-06 14:05:41: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'sailing_canoe' in callback luaentity_Step(): ....0.1-win64\bin\..\mods\sailory\sailing_canoe/visuals.lua:102: attempt to call field 'angle' (a nil value) 2019-10...
by Termos
Sun Oct 06, 2019 12:07
 
Forum: WIP Mods
Topic: [Mod] Sailory [sailory]
Replies: 11
Views: 419

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

No, sorry, not yet, runs' modification is a workaround, while get_node_height needs a rework to be more 5.0 compatible.

By the way, do you guys know which mod registers that nodeboxless nodebox, what name it is, maybe why it's done that way?
by Termos
Sun Oct 06, 2019 11:49
 
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 304
Views: 14759

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

I wish that Lua mapgens could use the registered biomes, ores, and decorations. But they can, ores and decos are single function calls, biomes need more work probably. I would like to also point out, that using settings similar to this map_meta.txt file, one can achieve somewhat similar results. Th...
by Termos
Sun Oct 06, 2019 09:09
 
Forum: WIP Mods
Topic: [mod] Islands - Experimental lua mapgen [islands]
Replies: 13
Views: 867

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

But I think I have to write a custom hq_aqua_roam function for huge water mobs.One that makes less turns. Yes, that and turn rate could be reduced as well, fast turns don't look right on such a massive object. I recommend taking these behaviors and making em your own. Just copy them over to your mo...
by Termos
Sat Oct 05, 2019 17:10
 
Forum: WIP Mods
Topic: [mod] water_life - mobs for mobkit[water_life]
Replies: 26
Views: 1014

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

Quick update 191005

Changes:
    Improved compatibility with set_properties() objectref method
    Now it should be safe to alter collisionbox at any time.
by Termos
Sat Oct 05, 2019 15:57
 
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 304
Views: 14759

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

Gundul wrote:Yes whales tend to strand on beaches as well.

Just like the real thing, I'm afraid.

I must say you undertook quite an ambitious endeavor. Moving large boxes is a little bit tricky, haven't tackled it myself yet.
by Termos
Sat Oct 05, 2019 15:06
 
Forum: WIP Mods
Topic: [mod] water_life - mobs for mobkit[water_life]
Replies: 26
Views: 1014

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

does mobkit.is_in_deep(target) check the water deep (below) or the deep where the mob is (above)? Both;) At least one of them has to be liquid source as well. I'm doing even more complicated stuff, namely trying to make mobs grow in increments, and I've found a puzzling issue. [...] The problem is,...
by Termos
Sat Oct 05, 2019 11:05
 
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 304
Views: 14759

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

I did it :-D but I have to tweak the API again cos this line forces fishes to stay in water: self.object:set_acceleration({x=-vel.x,y=buoyacc-vel.y*abs(vel.y)*0.7,z=-vel.z}) No, please, don't do that ;) Just when they're close to the surface, give em strong enough initial velocity impulse at an ang...
by Termos
Fri Oct 04, 2019 23:16
 
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 304
Views: 14759

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

Now this is just huge. ;) Can't wait to visit Lilly and check it out. One thing of importance: aqua_radar is suited for smaller mobs up to one node wide, and tests only one node in front of them, so whales using it might try to fit in small rivers. But there's one function just made for such monstro...
by Termos
Fri Oct 04, 2019 20:50
 
Forum: WIP Mods
Topic: [mod] water_life - mobs for mobkit[water_life]
Replies: 26
Views: 1014

Re: [Server] ZombieTest

Dolphins are really hard to come by, I've yet to see one.
by Termos
Fri Oct 04, 2019 12:09
 
Forum: Servers
Topic: [Server] ZombieTest
Replies: 70
Views: 3052

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

Gundul wrote:Suits very well to mobkit and sharks

There's definitely some synergy between the two projects. Sometimes I just know what I to do next because that's the next logical step given what already is. This could turn into a game some day.
by Termos
Fri Oct 04, 2019 11:57
 
Forum: WIP Mods
Topic: [mod] Islands - Experimental lua mapgen [islands]
Replies: 13
Views: 867

Re: error determining biome name

Ok, eyeballing may not be 100% reliable but should be good enough. I've tested it myself, in vanilla MTG with carpathian mapgen the return of get_biome_data seems 100% exact so far, it works even for 1x1 biome blend inclusions. Maybe it's the game/mod you're using. If any voxel manipulation is being...
by Termos
Fri Oct 04, 2019 09:29
 
Forum: Modding Discussion
Topic: error determining biome name
Replies: 13
Views: 274

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

Gundul wrote:I think these funstion are still missing in your documentation :)

Now that's an important hint, because they aren't missing.
Their entries were added in the last commit 190927. Also in the same commit, I fixed some hardcoded speed values.

Your mobkit seems outdated.
by Termos
Fri Oct 04, 2019 09:06
 
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 304
Views: 14759

Re: error determining biome name

How do you determine which biome is 'right', anyway?
by Termos
Thu Oct 03, 2019 23:29
 
Forum: Modding Discussion
Topic: error determining biome name
Replies: 13
Views: 274

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

You've changed it the wrong way around Remember here 'self' is the punched one, its priority and memory are of no importance The one who's to defend his master I called 'luaent' instead of misleading 'obj' Something along these lines: [...] local pname = puncher:get_player_name() for n = 1, #objs do...
by Termos
Thu Oct 03, 2019 20:44
 
Forum: WIP Mods
Topic: Mobkit - Entity API [mobkit][alpha]
Replies: 304
Views: 14759
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