[Closed] ZombieTest

u18398

[Closed] ZombieTest

by u18398 » Post

Kill as much as you can and enter the leaderboard
Last edited by u18398 on Wed Jul 20, 2022 06:10, edited 8 times in total.

Termos
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Re: [Server] ZombieTest

by Termos » Post

Won a silver medal! Then I got killed.

Is there a chance of increasing active block range a bit, maybe to default of 3? Zombies would spawn farther away from players, and noise would attract them from farther away as well.
If performance is a concern, mobkit doesn't use any ABMs so that shouldn't be a problem unless there are other ABM heavy mods installed.

Zlo
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Zombies are our friends

by Zlo » Post

Well sport hunting ether pandas or zombies are pretty cruel. and posting it as some kind of kompetition is more or less wrong. Did someone check zombie society ? did you learn they language or culture ? who know if they are sceintet beeings like us ?. i suggest that at least we make reservat for zombies where they would be protected from hunting and killing.

If you hurt us do we not bleed, is our blod isnt red like yours ? if you harm us do we not revenge ?

question is who is here ill minded killer zombie.

u18398

Re: [Server] ZombieTest

by u18398 » Post

Termos wrote:Won a silver medal! Then I got killed.

Is there a chance of increasing active block range a bit, maybe to default of 3? Zombies would spawn farther away from players, and noise would attract them from farther away as well.
If performance is a concern, mobkit doesn't use any ABMs so that shouldn't be a problem unless there are other ABM heavy mods installed.
I am not that much concerned about your mod, but about ABMs of minetest game :)

Nevertheless active_block_range is set to 3 now. We will see if server can handle that if there is more than one player online.

I saw that one player even started building a house :D

u18398

Re: Zombies are our friends

by u18398 » Post

Zlo wrote:Well sport hunting ether pandas or zombies are pretty cruel. [...]
Do not worry, usually I only hunt evil sunflowers :D
viewtopic.php?t=16415

u18398

They're coming

by u18398 » Post

changed spawn rate to 0.13 and active_block_range to 3.

Now even more of them.


Apple trees seem to be rare, you better stick to blueberry bushes for food.

Termos
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Re: They're coming

by Termos » Post

Gundul wrote:changed spawn rate to 0.13 and active_block_range to 3.
This number means there's up to 87% chance to spawn a zombie within next few seconds, if there are no other zombies within active block range. Each zombie reduces the chance by a factor of 0.4 so chances of spawning the second zombie are reduced to 52% and so on.

The greater the active block range, the less zombies per area unit.
I'm gonna expose this parameter for the next release, meanwhile if you feel like more zombies, the parameter at line 164:
chance=chance + (1-chance)*0.4
can be reduced. it should be greater than zero though.

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Clyde
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Re: [Server] ZombieTest

by Clyde » Post

Hello Gundul,

i visited your server and i was as half in the floor (dirt, sand ...).
Like it was with an not updated 3d-Armor-Mod ;-).

Greetings, Clyde.
My Server: Welcome to Zeitsprung - deadsoft.org:49152 Jungle The next Gundul - jungle-tng.deadsoft.org:49152

u18398

Re: They're coming

by u18398 » Post

Termos wrote: The greater the active block range, the less zombies per area unit.
I'm gonna expose this parameter for the next release, meanwhile if you feel like more zombies, the parameter at line 164:
chance=chance + (1-chance)*0.4
can be reduced. it should be greater than zero though.
thanks, I saw your calculations in your code, but was unsure about their exact meaning :)
Now I can use this to do my own chance calculations.

u18398

Re: [Server] ZombieTest

by u18398 » Post

Clyde wrote:Hello Gundul,

i visited your server and i was as half in the floor (dirt, sand ...).
Like it was with an not updated 3d-Armor-Mod ;-).

Greetings, Clyde.
Hi Clyde,

you're right. I first thought that is an android client issue only. But it is not.
No armor mod on the testserver, I will look into this.

Gundul

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Linuxdirk
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Re: [Server] ZombieTest

by Linuxdirk » Post

Minetest Game and Minetest have to be on >=5.0.0 and clients have to be on >=5.0.0, too. If anything of the 3 parts is older you experience this issue.

u18398

Re: [Server] ZombieTest

by u18398 » Post

Linuxdirk wrote:Minetest Game and Minetest have to be on >=5.0.0 and clients have to be on >=5.0.0, too. If anything of the 3 parts is older you experience this issue.
thanks, I guessed so already and I am compiling right now :)

[Edit] It is fixed now

u18398

Re: [Server] ZombieTest

by u18398 » Post

Now with apple trees and endless_apples mod.


On a small coral island you can find a treasure chest which can be looted once a day :)

u18398

Re: [Server] ZombieTest

by u18398 » Post

treasure island:
Image

the Top Ten:
Image

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Lone_Wolf
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Re: [Server] ZombieTest

by Lone_Wolf » Post

It's a fun server for something so minimal!
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Termos
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Re: [Server] ZombieTest

by Termos » Post

Yup, there seems too be a good thing going, I think it may be the combination of danger, limited area and scarcity of resources, so maybe don't go too crazy with free food.

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Lone_Wolf
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Re: [Server] ZombieTest

by Lone_Wolf » Post

Someone suggested resetting a player's score when they die.
That or taking away a bunch of score upon death (5-15 maybe?) would be a neat feature
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u18398

Re: [Server] ZombieTest

by u18398 » Post

Lone_Wolf wrote:Someone suggested resetting a player's score when they die.
That or taking away a bunch of score upon death (5-15 maybe?) would be a neat feature
yes, good idea.
I think ten points taken for each death would do it.

u18398

Highscore Battle :)

by u18398 » Post

From now on following changes apply:
  • - if you get killed by a zombie, you will lose 5 points of your highscore
    - if you get killed by another player, you lose 10 points of your highscore
    - at night, twice as much zombies will spawn
    - be careful digging nodes on the surface, zombies do not like noise (more sensible now)

u18398

Update

by u18398 » Post

Updated to newest mobkit api.

Now with wildlife mod adding deers and wolves to the game.
Also added duane's fun_tools mod:
viewtopic.php?f=9&t=16475
adding flare guns, chainsaw, jackhammer, flare gun and much more

u18398

deers and wolves

by u18398 » Post

Deers and wolves are fleeing now if zombie is near.


I was thinking like adding to zombie brain function something like
hunting deers. Maybe like calling nearby zombies and hunt together

Or any other ideas ?

.

u18398

Re: [Server] ZombieTest

by u18398 » Post

Added runs petz mod to the server, which is using the mobkit api from termos.

Petz: viewtopic.php?f=9&t=22245&hilit=petz
mobkit: viewtopic.php?f=9&t=22112

Tame and care for your animals in a dangerous little world full of zombies trying to kill you.


Hint: If you do not want to wait until the pets spawn somewhere, search for a little coral island
where you might find some treasure chests.

u18398

Re: [Server] ZombieTest

by u18398 » Post

updated Petz mod

now meet the grizzly, panda, lion and the pony which can even be ridden

u18398

Re: [Server] ZombieTest

by u18398 » Post

updated Petz mod -> now with tamable wolves
bigger world size -> now 1000 nodes in any direction
added showbones mod -> type /showbones and you will get waypoints to them in your hud

Bigger world also means now all biomes are available and you are able to find
the petz in wildlife and tame them. But be careful, you're not alone out there :D

u18398

Re: [Server] ZombieTest

by u18398 » Post

Updated to newest mobkit api. Fixed bug in wildlife mod
and updated also petz mod

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