[Closed] ZombieTest

u18398

Re: [Server] ZombieTest

by u18398 » Post

SHARKS !

new mobkit dev and zombiestrd dev are online :)

Image

the highscore list takes a little break until I find some time to add
it to the new zombiestrd mod

u18398

Re: [Server] ZombieTest

by u18398 » Post

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.

u18398

Shark waters

by u18398 » Post

Shark Waters


updated mobkit and zombiestrd.
Think twice before taking a bath, sharks come in packs sometimes
and also in deepwater.

u18398

Re: [Server] ZombieTest

by u18398 » Post

updated Petz mod, now with dolphins !

Termos
Member
Posts: 417
Joined: Sun Dec 16, 2018 12:50

Re: [Server] ZombieTest

by Termos » Post

Dolphins are really hard to come by, I've yet to see one.

u18398

Re: [Server] ZombieTest

by u18398 » Post

updated petz with better spawning
added whales

u18398

Re: [Server] ZombieTest

by u18398 » Post

added random messages to provide help and useful hints

every 2min a random hint will be shown

Termos
Member
Posts: 417
Joined: Sun Dec 16, 2018 12:50

Re: [Server] ZombieTest

by Termos » Post

Gundul wrote:added random messages to provide help and useful hints
Is this one included?
"zombies can be snuck upon from behind"

u18398

Re: [Server] ZombieTest

by u18398 » Post

Termos wrote:
Gundul wrote:added random messages to provide help and useful hints
Is this one included?
"zombies can be snuck upon from behind"
Now it is :)

u18398

Re: [Server] ZombieTest

by u18398 » Post

updated petz mod.

See who is stronger: Mr. pumpkin or zombies :)

u18398

Down

by u18398 » Post

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)

ftl
New member
Posts: 7
Joined: Mon Nov 04, 2019 02:26
GitHub: FullTimeLinux
In-game: ftl

Re: [Server] ZombieTest

by ftl » Post

@Gundul If you roll back the petz mod, can you still compile minetestserver from source? Can you successfully compile minetestserver without the petz mod?

u18398

Re: [Server] ZombieTest

by u18398 » Post

ftl 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?
compiling minetest is independend from what you have in your mod folder

u18398

Re: [Server] ZombieTest

by u18398 » Post

Server is up again.

Fallback to previous installed minetest version

u18398

Re: [Server] ZombieTest

by u18398 » Post

today set

active_object_send_range_blocks = 6

for better mob experience. Also updated water_life mod

u18398

Re: [Server] ZombieTest

by u18398 » Post

----- 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

u18398

Re: [Server] ZombieTest

by u18398 » Post

After print out results of mod profiler disabled some mods. Lag problem should be
solved now.

u18398

Re: [Server] ZombieTest

by u18398 » Post

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.

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
    

u18398

Eagles for all

by u18398 » Post

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.

u18398

Re: [Server] ZombieTest

by u18398 » Post

added afk kick.

after 5 min of inactivity you will get kicked.

u18398

Re: [Server] ZombieTest

by u18398 » Post

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

u18398

Re: [Server] ZombieTest

by u18398 » Post

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.

Termos
Member
Posts: 417
Joined: Sun Dec 16, 2018 12:50

Re: [Server] ZombieTest

by Termos » Post

Gundul wrote:tweaked server settings in minetest,conf for less lag.
It does seem better now, what settings were they?

u18398

Re: [Server] ZombieTest

by u18398 » Post

Termos wrote:
Gundul wrote:tweaked server settings in minetest,conf for less lag.
It does seem better now, what settings were they?
This was changed

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

u18398

Re: [Server] ZombieTest

by u18398 » Post

updated water_life mod and aerotest.

spawn an "/eagle" and see the new radar working in air, while whales use it in water.

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