[Closed] ZombieTest
Re: [Server] ZombieTest
SHARKS !
new mobkit dev and zombiestrd dev are online :)
the highscore list takes a little break until I find some time to add
it to the new zombiestrd mod
new mobkit dev and zombiestrd dev are online :)
the highscore list takes a little break until I find some time to add
it to the new zombiestrd mod
Re: [Server] ZombieTest
The highscorelist is back and every kill is counted again.
Each killed zombie counts one point, each time you get killed by a zombie makes you lose 5 points.
Each time you got killed by an other player you will lose 10 points.
Each killed zombie counts one point, each time you get killed by a zombie makes you lose 5 points.
Each time you got killed by an other player you will lose 10 points.
Shark waters
Shark Waters
updated mobkit and zombiestrd.
Think twice before taking a bath, sharks come in packs sometimes
and also in deepwater.
updated mobkit and zombiestrd.
Think twice before taking a bath, sharks come in packs sometimes
and also in deepwater.
Re: [Server] ZombieTest
updated Petz mod, now with dolphins !
Re: [Server] ZombieTest
Dolphins are really hard to come by, I've yet to see one.
Re: [Server] ZombieTest
updated petz with better spawning
added whales
added whales
Re: [Server] ZombieTest
added random messages to provide help and useful hints
every 2min a random hint will be shown
every 2min a random hint will be shown
Re: [Server] ZombieTest
Is this one included?Gundul wrote:added random messages to provide help and useful hints
"zombies can be snuck upon from behind"
Re: [Server] ZombieTest
Now it is :)Termos wrote:Is this one included?Gundul wrote:added random messages to provide help and useful hints
"zombies can be snuck upon from behind"
Re: [Server] ZombieTest
updated petz mod.
See who is stronger: Mr. pumpkin or zombies :)
See who is stronger: Mr. pumpkin or zombies :)
Down
after compiling minetestserver from sources I get this now
minetest/src/script/cpp_api/s_base.cpp:89: static int ScriptApiBase::luaPanic(lua_State*): A fatal error occurred: LUA PANIC: unprotected error in call to Lua API (attempt to call a nil value)
minetest/src/script/cpp_api/s_base.cpp:89: static int ScriptApiBase::luaPanic(lua_State*): A fatal error occurred: LUA PANIC: unprotected error in call to Lua API (attempt to call a nil value)
-
- New member
- Posts: 7
- Joined: Mon Nov 04, 2019 02:26
- GitHub: FullTimeLinux
- In-game: ftl
Re: [Server] ZombieTest
@Gundul If you roll back the petz mod, can you still compile minetestserver from source? Can you successfully compile minetestserver without the petz mod?
Re: [Server] ZombieTest
compiling minetest is independend from what you have in your mod folderftl wrote:@Gundul If you roll back the petz mod, can you still compile minetestserver from source? Can you successfully compile minetestserver without the petz mod?
Re: [Server] ZombieTest
Server is up again.
Fallback to previous installed minetest version
Fallback to previous installed minetest version
Re: [Server] ZombieTest
today set
active_object_send_range_blocks = 6
for better mob experience. Also updated water_life mod
active_object_send_range_blocks = 6
for better mob experience. Also updated water_life mod
Re: [Server] ZombieTest
----- Update
updated aerotest, water_life and petz mod
enjoy the new eagle from aerotest, catchable riverfish from water_life and penguin and polar bears from petz
updated aerotest, water_life and petz mod
enjoy the new eagle from aerotest, catchable riverfish from water_life and penguin and polar bears from petz
Re: [Server] ZombieTest
After print out results of mod profiler disabled some mods. Lag problem should be
solved now.
solved now.
Re: [Server] ZombieTest
updated aerotest mod: see the best flying mob ever, live in action :)
also added new behavior to wildlife mod. Deers now need food and
search for plants from group:flora. If deers have to run or get themselves
out of water their hunger is even faster rising.
also added new behavior to wildlife mod. Deers now need food and
search for plants from group:flora. If deers have to run or get themselves
out of water their hunger is even faster rising.
Code: Select all
function wildlife.hq_find_food(self,prty,radius)
local yaw = self.object:get_yaw()
local pos = mobkit.get_stand_pos(self)
local pos1 = {x=pos.x -radius,y=pos.y-1,z=pos.z-radius}
local pos2 = {x=pos.x +radius,y=pos.y+1,z=pos.z+radius} --mobkit.pos_translate2d(pos,yaw,radius)
local food = minetest.find_nodes_in_area(pos1,pos2, {"group:flora"})
local func = function(self)
if #food < 1 then return true end
local pos = mobkit.get_stand_pos(self)
if mobkit.is_queue_empty_low(self) and self.isonground then
if vector.distance(pos,food[1]) > 1 then
mobkit.goto_next_waypoint(self,food[1])
else
self.object:set_velocity({x=0,y=0,z=0})
minetest.set_node(food[1],{name="air"})
self.hungry = self.hungry + 5
return true
end
end
end
mobkit.queue_high(self,func,prty)
end
Eagles for all
Eagles for all
Now everyone can spawn an eagle and see what is possible to do
with the mobkit viewtopic.php?f=9&t=22112
just enter "/eagle" in chat and it will spawn in view direction 80 nodes above you.
Enjoy and any comments, suggestion can be posted here.
Now everyone can spawn an eagle and see what is possible to do
with the mobkit viewtopic.php?f=9&t=22112
just enter "/eagle" in chat and it will spawn in view direction 80 nodes above you.
Enjoy and any comments, suggestion can be posted here.
Re: [Server] ZombieTest
added afk kick.
after 5 min of inactivity you will get kicked.
after 5 min of inactivity you will get kicked.
Re: [Server] ZombieTest
tweaked server settings in minetest,conf for less lag.
Also I wrote my own random spawn mod which is online since now.
New players and after each death you will be respawned in a random
location somewhere on the map.
bed respawn is turned off, so the only way to keep a home spot is by
saving with with the home button in unified_inventory
Also I wrote my own random spawn mod which is online since now.
New players and after each death you will be respawned in a random
location somewhere on the map.
bed respawn is turned off, so the only way to keep a home spot is by
saving with with the home button in unified_inventory
Re: [Server] ZombieTest
updated water_life mod, now with better spawning and less cpu usage. That should
have an impact on this server resulting in less lag. Especially when more than one player is online.
have an impact on this server resulting in less lag. Especially when more than one player is online.
Re: [Server] ZombieTest
It does seem better now, what settings were they?Gundul wrote:tweaked server settings in minetest,conf for less lag.
Re: [Server] ZombieTest
This was changedTermos wrote:It does seem better now, what settings were they?Gundul wrote:tweaked server settings in minetest,conf for less lag.
Code: Select all
active_block_range = 2
---
before: active_block_range = 3
max_block_send_distance = 6
---
before: max_block_send_distance = 10
block_send_optimize_distance = 4
before: off
server_side_occlusion_culling = true
---
before: off
Re: [Server] ZombieTest
updated water_life mod and aerotest.
spawn an "/eagle" and see the new radar working in air, while whales use it in water.
spawn an "/eagle" and see the new radar working in air, while whales use it in water.
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