[Server] ZombieTest

CalebJ
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Re: [Server] ZombieTest

by CalebJ » Post

I can confirm, they are not kill-able at the moment. Had to test :)
If you want realism, you're in the wrong place. Get off your mobile.

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Stix
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Re: [Server] ZombieTest

by Stix » Post

CalebJ, the you cant kill zombies like normal mobs, you have to be within a couple blocks of a zombie, have a stone sword or better, and use only full swings, one direct hit on their noggin (the top of their head) is an instant kill, no other way to dmg them.
Hey, what can i say? I'm the bad guy.

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Re: [Server] ZombieTest

by CalebJ » Post

The Stix, thanks for the help. I already know that, and confirmed my test based on this information. If you don't believe me, test it yourself - with a mese sword. I have done exactly this already, unless 2 blocks is not close enough. :)
I await Gundul to look into it. Most likely, it is something internal from the new updates. Maybe I'm just a n00b, but runs isn't.
If you want realism, you're in the wrong place. Get off your mobile.

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Re: [Server] ZombieTest

by Gundul » Post

CalebJ wrote:The Stix, thanks for the help. I already know that, and confirmed my test based on this information. If you don't believe me, test it yourself - with a mese sword. I have done exactly this already, unless 2 blocks is not close enough. :)
I await Gundul to look into it. Most likely, it is something internal from the new updates. Maybe I'm just a n00b, but runs isn't.
It is like Stix said. No problem with the zombies even after last petz update to fix bumping dead bodies.
Maybe a wooden sword does not work. Never tried it for myself. But your mese sword will kill them.
Full punch means one strong strike with your sword while haircross on zombies head. Then wait until sword is back.
Do not left click repeatedly and fast. Have a short break after each strike.
It is a bit tricky in the beginning, and many people get a bit nervous beeing too near to a zombie :D
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Re: [Server] ZombieTest

by CalebJ » Post

I will now test it. Thank you for the helpful information. :-)

EDIT: It works! But ... just like CTF, it is not a thing for noobs. It takes some practice, I see. Hopefully runs can do it now, with that info. :)
If you want realism, you're in the wrong place. Get off your mobile.

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Re: [Server] ZombieTest

by Gundul » Post

The newest highscores:

Image
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Re: [Server] ZombieTest

by Gundul » 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
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Re: [Server] ZombieTest

by Gundul » 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.
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Shark waters

by Gundul » Post

Shark Waters


updated mobkit and zombiestrd.
Think twice before taking a bath, sharks come in packs sometimes
and also in deepwater.
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Re: [Server] ZombieTest

by Gundul » Post

updated Petz mod, now with dolphins !
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Re: [Server] ZombieTest

by Termos » Post

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

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Re: [Server] ZombieTest

by Gundul » Post

updated petz with better spawning
added whales
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Re: [Server] ZombieTest

by Gundul » Post

added random messages to provide help and useful hints

every 2min a random hint will be shown
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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"

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Re: [Server] ZombieTest

by Gundul » 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 :)
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Re: [Server] ZombieTest

by Gundul » Post

updated petz mod.

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

by Gundul » 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)
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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?

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Re: [Server] ZombieTest

by Gundul » 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
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Re: [Server] ZombieTest

by Gundul » Post

Server is up again.

Fallback to previous installed minetest version
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Re: [Server] ZombieTest

by Gundul » Post

today set

active_object_send_range_blocks = 6

for better mob experience. Also updated water_life mod
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Re: [Server] ZombieTest

by Gundul » 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
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Re: [Server] ZombieTest

by Gundul » Post

After print out results of mod profiler disabled some mods. Lag problem should be
solved now.
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Re: [Server] ZombieTest

by Gundul » 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
    
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Eagles for all

by Gundul » 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.
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