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Re: [Mod] Alive AI V9 [aliveai]

Posted: Sat Aug 26, 2017 10:07
by Andrey01
An error came when i installed newest version:

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2017-08-26 13:03:44: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'aliveai_threats' in callback node_on_timer(): /home/user/.minetest/mods/aliveai/aliveai_threats/lab.lua:100: bad argument #2 to 'add_entity' (string expected, got nil)
2017-08-26 13:03:44: ERROR[Main]: stack traceback:
2017-08-26 13:03:44: ERROR[Main]: 	[C]: in function 'add_entity'
2017-08-26 13:03:44: ERROR[Main]: 	/home/user/.minetest/mods/aliveai/aliveai_threats/lab.lua:100: in function 'spawn'
2017-08-26 13:03:44: ERROR[Main]: 	/home/user/.minetest/mods/aliveai/aliveai_threats/lab.lua:705: in function </home/user/.minetest/mods/aliveai/aliveai_threats/lab.lua:678>

Re: [Mod] Alive AI V9 [aliveai]

Posted: Sun Aug 27, 2017 10:56
by Andrey01
Other error happened in function "task_farming":

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2017-08-27 13:51:05: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'aliveai_folk' in callback luaentity_Step(): /home/user/.minetest/mods/aliveai/aliveai/tasks.lua:58: attempt to compare number with nil
2017-08-27 13:51:05: ERROR[Main]: stack traceback:
2017-08-27 13:51:05: ERROR[Main]: 	/home/user/.minetest/mods/aliveai/aliveai/tasks.lua:58: in function 'task3'
2017-08-27 13:51:05: ERROR[Main]: 	/home/user/.minetest/mods/aliveai/aliveai/bot.lua:63: in function </home/user/.minetest/mods/aliveai/aliveai/bot.lua:1>

Re: [Mod] Alive AI V10 [aliveai]

Posted: Tue Aug 29, 2017 16:59
by AiTechEye
fixed
fixed
and added:

the bots will build a lot bigger buildings, in different sizes and numbers of floors
they will also build the old / small ones too

now i will not add more stuff to the alive mod, only fix errors

Image

Re: [Mod] Alive AI V10 [aliveai]

Posted: Tue Aug 29, 2017 17:08
by Andrey01
AiTechEye, can you fix these errors above please?

Re: [Mod] Alive AI V10 [aliveai]

Posted: Tue Aug 29, 2017 17:11
by AiTechEye
they are fixed

Re: [Mod] Alive AI V10 [aliveai]

Posted: Tue Aug 29, 2017 17:16
by Andrey01
thx!

Re: [Mod] Alive AI V10 [aliveai]

Posted: Tue Aug 29, 2017 18:36
by azekill_DIABLO
AiTechEye, the more i look, to your mod, the more i tink I can stop developping anything related to Mobs and AI. They seem to be even more clever than some minetest players. You did a real good work on that, well done! 9.5/10 (cause i'm pesky)

Re: [Mod] Alive AI V10 [aliveai]

Posted: Tue Aug 29, 2017 21:03
by AiTechEye
thanks :)

I have been constantly developing the mod for about 10 month, so its not weird there is some difference...
Ai programing is very special and fun, but now i'm tired of hours of mess :)

Just to give an idea of how big this mod is, Ive done a comparison.

I counted things I saw mobs did in the mobs redo-1.37 mod and came to 17 (correct me if i am wrong)

and aliveai-10 70, if we adds mobs (becaouse they have other functions and are included) 94

mobs redo 1.37

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shoot
walk
walk randomly
attack
pathfinding
jump stuck in blocks
hurts by blocks
thame
folow you
fly
swim
dive
eating
sounds
jump¨
be ridden (horses)
die
aliveai 10

base functions
viewtopic.php?f=11&t=16083

by included mobs

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ollect items to build anthills (ants)
blow it self, normal, freeze, heavy gass, eletric, nuke ...
blow enimys
spawn bombs
kill miltiply objects by 1 attack (electric, nuke, toxics)
freeze objects
throw away object around it self (storm)
sell items (trader)
work for players (worker)
spread fire (lava / fire monster)
massive punch (terminator)
pull down enimys in the ground (pull monster)
spawn other mobs (pull monster master)
cockroach it self (cockroach & slime)
be invisiable (ninja)
teleport (quantum_monster)
shoot (natural_monster)
survive many deaths (stubborn_monster)
create quakes / cracks in ground
catch enimys and drop from heights (bronze_terminator)
throw acid (acidman)
juggle (clown)
hail (storm)
hailt / damaging nodes (storm)
Image

Re: [Mod] Alive AI V10 [aliveai]

Posted: Tue Aug 29, 2017 21:57
by roboto
One request:

The mobs and aliens should spawn less frequently, right now, they're repeatedly spawning and coming across my creations and start building.

The aliens keep spawning and they're becoming a nuisance, less fun for me. If they spawned less frequently, then encountering them would be exciting, not boring and annoying.

Re: [Mod] Alive AI V10 [aliveai]

Posted: Wed Aug 30, 2017 09:33
by azekill_DIABLO
AiTechEye wrote: Image
wow! i won't imagine the tiny bar that MILA would be.

Re: [Mod] Alive AI V10.1 [aliveai]

Posted: Wed Aug 30, 2017 10:30
by AiTechEye
i won't imagine the tiny bar that MILA would be.
a tiny mod that is fun is better than a powerful mod that is boring :)

in this case the aliveai / servive bots are basically made to imaging common players, so we not are alone.
they are not made to replace animals


changed in 10.1: less spawning asteroids (was 1/30 chance now 1/100)

The mobs should spawn less frequentl
aliveai.max_new_bots[/b] (10 = default) in settings.lua

10 will still be default cuz, in some places you have to wait a half hour before any npc's spawns

the old problem is to not make them spawn too much or too less
we dont want to kill the npc that is starting their life and personalities, it would be same as ban people cuz its too many players. so we dont killing them

old npc's will not be killed by no reason, just if they causing lags

Re: [Mod] Alive AI V10.1 [aliveai]

Posted: Thu Aug 31, 2017 14:57
by azekill_DIABLO
AiTechEye wrote: a tiny mod that is fun is better than a powerful mod that is boring :)
:] thx, you made my day better

Re: [Mod] Alive AI V12 [aliveai]

Posted: Tue Oct 10, 2017 18:20
by AiTechEye
Good news for all aliveai users!

finaly i found out how to fix the collision mess between minetest versions and the 3d_armor mod
in V12 is all collision boxes restored to the old ones, and checks minetest version numbers, then edit the boxes if it needs.
this means V12 should work with 0.4.16 and older, 0.5.0 and newer, and 3d armor.

+ fixed weird 3d_armor adaptation

Re: [Mod] Alive AI V12 [aliveai]

Posted: Tue Oct 10, 2017 21:38
by Andrey01
Wow, nice! I will test it soon!

Re: [Mod] Alive AI V12 [aliveai]

Posted: Wed Oct 11, 2017 04:40
by roboto
Please put the source of aliveai on GitHub.

Re: [Mod] Alive AI V12 [aliveai]

Posted: Wed Oct 11, 2017 13:00
by Andrey01
AiTechEye, i have an idea! Can you do rotation of Npcs` heads? For example, to give them possibillity turn head to that direction where they want to see.

Re: [Mod] Alive AI V12 [aliveai]

Posted: Wed Oct 11, 2017 13:34
by AiTechEye
i have been thinking about this too, but how?

i suspect it could be the default player model without head, and another without the body, then rotate the head in a separate process,

Re: [Mod] Alive AI V12 [aliveai]

Posted: Wed Oct 11, 2017 13:42
by Andrey01
roboto wrote:Please put the source of aliveai on GitHub.
GitHub repo has already existed for the mod. See at first post.
AiTechEye wrote:i have been thinking about this too, but how?

i suspect it could be the default player model without head, and another without the body, then rotate the head in a separate process,
Mmm... Blender animation? But then it needs to do so many animations for each head rotation. No, something else...

Re: [Mod] Alive AI V12 [aliveai]

Posted: Wed Oct 11, 2017 22:50
by roboto
Andrey01 wrote:
roboto wrote:Please put the source of aliveai on GitHub.
GitHub repo has already existed for the mod. See at first post.
That repository is outdated.

Re: [Mod] Alive AI V13nu [aliveai]

Posted: Sun Dec 17, 2017 01:52
by benrob0329
Using the server console (from the terminal) crashes the game (on_chat_message)

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2017-12-16 20:48:56: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'aliveai' in callback on_chat_message(): ...e/benrob0329/.minetest/mods/aliveai/aliveai/chat.lua:364: attempt to index a nil value
2017-12-16 20:48:56: ERROR[Main]: stack traceback:
2017-12-16 20:48:56: ERROR[Main]:       ...e/benrob0329/.minetest/mods/aliveai/aliveai/chat.lua:364: in function '?'
2017-12-16 20:48:56: ERROR[Main]:       /usr/local/share/minetest/builtin/game/register.lua:412: in function </usr/local/share/minetest/builtin/game/register.lua:392>

Re: [Mod] Alive AI V13nu [aliveai]

Posted: Fri Dec 22, 2017 11:32
by IanniPowerup!!!
I love this mod . But the trees shouln't have eyes

Re: [Mod] Alive AI V13nu [aliveai]

Posted: Fri Dec 22, 2017 20:00
by Andrey01
IanniPowerup!!! wrote:But the trees shouln't have eyes
Why? Eye on tree is new type of mobs that can not be damaged.

Re: [Mod] Alive AI V13nu [aliveai]

Posted: Thu Dec 28, 2017 20:31
by roboto
The ai model when lying down should also have collisionbox/selectionbox rotate to lying down instead of stay upright when ai is dead.

Re: [Mod] Alive AI V13nu [aliveai]

Posted: Thu Dec 28, 2017 20:40
by roboto
ALERT ALL HEADPHONE/BASS USERS!!!!!!

NEVER EVER USE THIS MOD UNLESS YOU WANT TO SUFFER HEARING LOSS!!!!!

Re: [Mod] Alive AI V13nu [aliveai]

Posted: Sat Dec 30, 2017 13:35
by Andrey01
roboto wrote:ALERT ALL HEADPHONE/BASS USERS!!!!!!

NEVER EVER USE THIS MOD UNLESS YOU WANT TO SUFFER HEARING LOSS!!!!!
Do you want to say some sounds are too loud of the mod? Only boom sounds are really such.