[Mod] Alive AI V26 [aliveai]

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Re: [Mod] Alive AI V12 [aliveai]

by orwell » Sat Jan 27, 2018 20:33

Andrey01 wrote:
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...

There is an API method called set_bone_rotation(), but it does not work with animations at the same time.
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Re: [Mod] Alive AI V16.2 [aliveai]

by azekill_DIABLO » Sun Jan 28, 2018 15:14

davidthecreator wrote:
azekill_DIABLO wrote:i know how ants are strong but this sounds ridiculous.

Rare footage of an ant, taking a defeated sandmonster as a hostage
Image


xD you should find a way to nerf them, i already imagine an elephant in there
 

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Re: [Mod] Alive AI V17 [aliveai]

by Andrey01 » Sun Jan 28, 2018 19:24

Are the posts deleted on this page? Because i saw they were about Aliveai 13, 14 and 15. Here no them.
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Re: [Mod] Alive AI V17 [aliveai]

by AiTechEye » Mon Jan 29, 2018 19:00

i dont think anyone have comment on the versions.

the ants can carry everything that have less then 7 hp, even elephants & players
was meant to be smaller mobs and items, but was messy...

dmobs viewtopic.php?f=9&t=14382

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Re: [Mod] Alive AI V17 [aliveai]

by Sokomine » Tue Jan 30, 2018 04:24

The ants seem to be funny mobs as long as you don't get too close and mistaken for pre.(Er...ants...I don't taste! Really! Take that...er...tasty block of cobble over there!).
Is there any chance to get more peaceful versions? :-)
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Re: [Mod] Alive AI V17 [aliveai]

by AiTechEye » Tue Jan 30, 2018 19:01

try the setting aliveai.team_fight = false

it can be found in settings.lua
 

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Re: [Mod] Alive AI V17 [aliveai]

by turducken » Fri Feb 02, 2018 02:31

Got booted out of minetest server (0.4.16) with this error in the logs while caving. Seems you don't have a github as everyone else mirrors it for you (unless I misinterpreted the results.

Code: Select all
Feb  1 19:32:33 server1 minetestserver: 2018-02-01 19:32:33: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'technic' in callback luaentity_Step(): stack overflow
Feb  1 19:32:33 server1 minetestserver: 2018-02-01 19:32:33: ERROR[Main]: stack traceback:
Feb  1 19:32:33 server1 minetestserver: 2018-02-01 19:32:33: ERROR[Main]: #011[C]: in function 'find'
Feb  1 19:32:33 server1 minetestserver: 2018-02-01 19:32:33: ERROR[Main]: #011/var/lib/minetest/.minetest/mods/aliveai/aliveai/other.lua:166: in function 'crafttoneed'
Feb  1 19:32:33 server1 minetestserver: 2018-02-01 19:32:33: ERROR[Main]: #011/var/lib/minetest/.minetest/mods/aliveai/aliveai/items.lua:166: in function 'invhave'
Feb  1 19:32:33 server1 minetestserver: 2018-02-01 19:32:33: ERROR[Main]: #011/var/lib/minetest/.minetest/mods/aliveai/aliveai/items.lua:514: in function 'crafting'
Feb  1 19:32:33 server1 minetestserver: 2018-02-01 19:32:33: ERROR[Main]: #011/var/lib/minetest/.minetest/mods/aliveai/aliveai/items.lua:8: in function 'crafttools'
Feb  1 19:32:33 server1 minetestserver: 2018-02-01 19:32:33: ERROR[Main]: #011/var/lib/minetest/.minetest/mods/aliveai/aliveai/items.lua:150: in function 'invadd'
Feb  1 19:32:33 server1 minetestserver: 2018-02-01 19:32:33: ERROR[Main]: #011/var/lib/minetest/.minetest/mods/aliveai/aliveai/items.lua:484: in function 'crafting'
Feb  1 19:32:33 server1 minetestserver: 2018-02-01 19:32:33: ERROR[Main]: #011/var/lib/minetest/.minetest/mods/aliveai/aliveai/items.lua:8: in function 'crafttools'
Feb  1 19:32:33 server1 minetestserver: 2018-02-01 19:32:33: ERROR[Main]: #011/var/lib/minetest/.minetest/mods/aliveai/aliveai/items.lua:150: in function 'invadd'
Feb  1 19:32:33 server1 minetestserver: 2018-02-01 19:32:33: ERROR[Main]: #011/var/lib/minetest/.minetest/mods/aliveai/aliveai/items.lua:484: in function 'crafting'
Feb  1 19:32:33 server1 minetestserver: 2018-02-01 19:32:33: ERROR[Main]: #011...
Feb  1 19:32:33 server1 minetestserver: 2018-02-01 19:32:33: ERROR[Main]: #011/var/lib/minetest/.minetest/mods/aliveai/aliveai/items.lua:484: in function 'crafting'
Feb  1 19:32:33 server1 minetestserver: 2018-02-01 19:32:33: ERROR[Main]: #011/var/lib/minetest/.minetest/mods/aliveai/aliveai/items.lua:8: in function 'crafttools'
Feb  1 19:32:33 server1 minetestserver: 2018-02-01 19:32:33: ERROR[Main]: #011/var/lib/minetest/.minetest/mods/aliveai/aliveai/items.lua:150: in function 'invadd'
Feb  1 19:32:33 server1 minetestserver: 2018-02-01 19:32:33: ERROR[Main]: #011/var/lib/minetest/.minetest/mods/aliveai/aliveai/items.lua:484: in function 'crafting'
Feb  1 19:32:33 server1 minetestserver: 2018-02-01 19:32:33: ERROR[Main]: #011/var/lib/minetest/.minetest/mods/aliveai/aliveai/items.lua:517: in function 'crafting'
Feb  1 19:32:33 server1 minetestserver: 2018-02-01 19:32:33: ERROR[Main]: #011/var/lib/minetest/.minetest/mods/aliveai/aliveai/items.lua:233: in function 'haveneed'
Feb  1 19:32:33 server1 minetestserver: 2018-02-01 19:32:33: ERROR[Main]: #011/var/lib/minetest/.minetest/mods/aliveai/aliveai/items.lua:151: in function 'invadd'
Feb  1 19:32:33 server1 minetestserver: 2018-02-01 19:32:33: ERROR[Main]: #011/var/lib/minetest/.minetest/mods/aliveai/aliveai/items.lua:305: in function 'dig'
Feb  1 19:32:33 server1 minetestserver: 2018-02-01 19:32:33: ERROR[Main]: #011/var/lib/minetest/.minetest/mods/aliveai/aliveai/event.lua:1191: in function 'mine'
Feb  1 19:32:33 server1 minetestserver: 2018-02-01 19:32:33: ERROR[Main]: #011/var/lib/minetest/.minetest/mods/aliveai/aliveai/bot.lua:37: in function </var/lib/minetest/.minetest/mods/aliveai/aliveai/bot.lua:1>
 

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Re: [Mod] Alive AI V18 [aliveai]

by AiTechEye » Fri Feb 02, 2018 14:31

there is some news about pyramids that will be explored
and i was testing to generate paths for fun, so ... i think we can hang on now...

V18:
Spawns massive pyramids in deserts, in diferent sizes and constructions
all paths (3 kinds), rooms, traps (3 kinds), and treasures are randomly generated (also diferent floors), so no pyramid will be like someone else, just hard to explore & you need a diamond pick to break them.

the pyramids can be up to 100x100 big, so you can expect lag when they spawns


Image

i had github 3 times, and never got it to work, and are not interested by it.
but it's good if you or someone else putting it up for those that need it :)

Code: Select all
Runtime error from mod 'technic'


looks like technic dosent work with this mod.
aliveai should be be bugfree, except the build error i havent spended time on yet
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Re: [Mod] Alive AI V18 [aliveai]

by turducken » Fri Feb 02, 2018 17:52

AiTechEye wrote:looks like technic dosent work with this mod.
aliveai should be be bugfree, except the build error i havent spended time on yet


I had another error with anticheat mod enabled (testing for possible server.) Since it is just me and a friend right now, I disabled anticheat hoping to curb that problem. That's when the other issue popped up. Shame it isn't compatible since I see we get pyramids now!

[EDIT: I wonder if they are trying to craft technic items and that's what is killing it.]

Code: Select all
Feb  1 15:28:28 server1 minetestserver: 2018-02-01 15:28:28: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'default' in callback luaentity_Step(): Runtime error from mod 'default' in callback node_on_dig(): /var/lib/minetest/.minetest/mods/anticheat/init.lua:308: attempt to index local 'p' (a
Feb  1 15:28:28 server1 minetestserver: 2018-02-01 15:28:28: ERROR[Main]: nil value)
Feb  1 15:28:28 server1 minetestserver: 2018-02-01 15:28:28: ERROR[Main]: stack traceback:
Feb  1 15:28:28 server1 minetestserver: 2018-02-01 15:28:28: ERROR[Main]: #011/var/lib/minetest/.minetest/mods/anticheat/init.lua:308: in function 'can_dig'
Feb  1 15:28:28 server1 minetestserver: 2018-02-01 15:28:28: ERROR[Main]: #011/usr/share/minetest/builtin/game/item.lua:456: in function </usr/share/minetest/builtin/game/item.lua:453>
Feb  1 15:28:28 server1 minetestserver: 2018-02-01 15:28:28: ERROR[Main]: #011[C]: in function 'dig_node'
Feb  1 15:28:28 server1 minetestserver: 2018-02-01 15:28:28: ERROR[Main]: #011/var/lib/minetest/.minetest/mods/aliveai/aliveai/items.lua:299: in function 'dig'
Feb  1 15:28:28 server1 minetestserver: 2018-02-01 15:28:28: ERROR[Main]: #011/var/lib/minetest/.minetest/mods/aliveai/aliveai/event.lua:130: in function 'stuckinblock'
Feb  1 15:28:28 server1 minetestserver: 2018-02-01 15:28:28: ERROR[Main]: #011/var/lib/minetest/.minetest/mods/aliveai/aliveai/base.lua:970: in function 'jumping'
Feb  1 15:28:28 server1 minetestserver: 2018-02-01 15:28:28: ERROR[Main]: #011/var/lib/minetest/.minetest/mods/aliveai/aliveai/bot.lua:18: in function </var/lib/minetest/.minetest/mods/aliveai/aliveai/bot.lua:1>
Feb  1 15:28:28 server1 minetestserver: 2018-02-01 15:28:28: ERROR[Main]: stack traceback:
Feb  1 15:28:28 server1 minetestserver: 2018-02-01 15:28:28: ERROR[Main]: #011[C]: in function 'dig_node'
Feb  1 15:28:28 server1 minetestserver: 2018-02-01 15:28:28: ERROR[Main]: #011/var/lib/minetest/.minetest/mods/aliveai/aliveai/items.lua:299: in function 'dig'
Feb  1 15:28:28 server1 minetestserver: 2018-02-01 15:28:28: ERROR[Main]: #011/var/lib/minetest/.minetest/mods/aliveai/aliveai/event.lua:130: in function 'stuckinblock'
Feb  1 15:28:28 server1 minetestserver: 2018-02-01 15:28:28: ERROR[Main]: #011/var/lib/minetest/.minetest/mods/aliveai/aliveai/base.lua:970: in function 'jumping'
Feb  1 15:28:28 server1 minetestserver: 2018-02-01 15:28:28: ERROR[Main]: #011/var/lib/minetest/.minetest/mods/aliveai/aliveai/bot.lua:18: in function </var/lib/minetest/.minetest/mods/aliveai/aliveai/bot.lua:1>
 

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Re: [Mod] Alive AI V18 [aliveai]

by AiTechEye » Fri Feb 02, 2018 22:43

try /aliveai status=true
then they are showing what they does, also in the console

if the error came from an older version then 13, ignore it and update to 13 or newer, cuz it used minetest.place_node before, this also crashed the default beds



they are doing stuff and using tools like players, so all kind of errors can be caused by other mods because its not made for bots, that behave like players

this makes it impossable to avoid a lot of crashs from other mods
 

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Re: [Mod] Alive AI V18 [aliveai]

by turducken » Sat Feb 03, 2018 07:04

This is with V18 downloaded and unzipped from your first post.

Code: Select all
2018-02-03 00:59:27: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'aliveai_threats' in callback luaentity_Step(): Invalid float vector dimension range 'x' (expected -2.14748e+06 < x < 2.14748e+06 got -nan).
2018-02-03 00:59:27: ERROR[Main]: stack traceback:
2018-02-03 00:59:27: ERROR[Main]:    [C]: in function 'add_entity'
2018-02-03 00:59:27: ERROR[Main]:    /home/peanut/.minetest/mods/aliveai/aliveai/other.lua:426: in function 'showpath'
2018-02-03 00:59:27: ERROR[Main]:    /home/peanut/.minetest/mods/aliveai/aliveai/base.lua:569: in function 'createpathbybridge'
2018-02-03 00:59:27: ERROR[Main]:    /home/peanut/.minetest/mods/aliveai/aliveai/base.lua:516: in function 'creatpath'
2018-02-03 00:59:27: ERROR[Main]:    /home/peanut/.minetest/mods/aliveai/aliveai/base.lua:255: in function 'lookaround'
2018-02-03 00:59:27: ERROR[Main]:    /home/peanut/.minetest/mods/aliveai/aliveai/bot.lua:38: in function </home/peanut/.minetest/mods/aliveai/aliveai/bot.lua:1>
 

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Re: [Mod] Alive AI V18 [aliveai]

by turducken » Sat Feb 03, 2018 07:31

I'm also getting threat.statue head's littering the ground. They stick out of the ground and do nothing as far as I can tell. Lots of them. Are they a work in progress or buggy code?
 

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Re: [Mod] Alive AI V19 [aliveai]

by AiTechEye » Sat Feb 03, 2018 14:13

#nan check in show status
*normalize alien laser sound
+use check_for_falling while digging
*fixed build path error (created the build path from their position instead of the chossed)
+help to get wool
+alien 8 & enginelazer

no its made for mt 0.16 dev or newer, the default player model and stuff has been changed and is messing a lot.

this makes the bots works over or under the ground if you are using too old or too new version.


i addeda auto collision adjustment that worked before, but still wont cuz theirs positions works in another way.

to set lots of extra version checks in the functions that soon is outdated is unnecessarily


so, old mods / minetest versions will just create mess with this mod
also make errors that are already fixed
 

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Re: [Mod] Alive AI V18 [aliveai]

by Andrey01 » Sat Feb 03, 2018 17:37

AiTechEye wrote:there is some news about pyramids that will be explored
and i was testing to generate paths for fun, so ... i think we can hang on now...

V18:
Spawns massive pyramids in deserts, in diferent sizes and constructions
all paths (3 kinds), rooms, traps (3 kinds), and treasures are randomly generated (also diferent floors), so no pyramid will be like someone else, just hard to explore & you need a diamond pick to break them.

the pyramids can be up to 100x100 big, so you can expect lag when they spawns


Image

i had github 3 times, and never got it to work, and are not interested by it.
but it's good if you or someone else putting it up for those that need it :)

Code: Select all
Runtime error from mod 'technic'


looks like technic dosent work with this mod.
aliveai should be be bugfree, except the build error i havent spended time on yet

Wow! It`s interesting :)
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Re: [Mod] Alive AI V19.1 [aliveai]

by csirolli » Thu May 10, 2018 18:14

I downloaded the most recent version of your mod and it is constantly closing MineTest without logging an error message. Any idea why?
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Re: [Mod] Alive AI V21 [aliveai]

by AiTechEye » Mon Jul 16, 2018 08:02

i dont know, but mt 0.5 does it when it loads an unloaded area, but the mod should work problem-free in 4.17 and older


note that i made a player model, so no more worry about player model mess
but there will be mess if you are using 3d armor for a while (the the old animation isnt used yet)

the newest mobs

1: stoneman, kinda stonemonster, but you can craft it, and becomes your team member
2: candycane, mostly a test, but its the first mob with its own model and animation + in randomly colors
3: toxic_npc, looks like npc, but any hit by the monsters, turns other ai mobs to a member

Image
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Last edited by AiTechEye on Mon Jul 16, 2018 10:54, edited 1 time in total.
 

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Re: [Mod] Alive AI V21 [aliveai]

by Andrey01 » Mon Jul 16, 2018 09:27

Oh, i thought you would not continue to develop the kod anymore. I`ll test new update :)

And btw, next version is not 0.5 and 5.0.0
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Re: [Mod] Alive AI V21 [aliveai]

by AiTechEye » Mon Jul 16, 2018 11:01

you'r right, but i could not stop my self from testing, so there are a lot of changes :)

and there will come more

#only npc that are using the default mesh will use 3d armor, everything else is glitching with it
 

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Re: [Mod] Alive AI V21 [aliveai]

by Bogus » Mon Jul 16, 2018 12:27

Hello ;D
I have download the mod package from the first post, but when run minetest with the package I become many error messages ..

https://paste.md-5.net/vapevusude.sm

Edit: I run the game under LinuxMint 19
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Re: [Mod] Alive AI V21 [aliveai]

by AiTechEye » Mon Jul 16, 2018 16:35

thanks for telling me :)

the windows build is not telling me all errors.
i updated the settings functions, but dont know what makes the sRGB errors
 

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Re: [Mod] Alive AI V22 [aliveai]

by mini » Fri Jul 27, 2018 11:10

I really like your mod! But it makes my server lag...
 

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Re: [Mod] Alive AI V22 [aliveai]

by AiTechEye » Sun Jul 29, 2018 11:54

it's not just random walking mobs, so some performance is required to run it
 

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Re: [Mod] Alive AI V22 [aliveai]

by mini » Mon Jul 30, 2018 08:23

@AiTechEye
Please take a look at the issues page of your project: https://github.com/AiTechEye/aliveai/issues
I wrote some issues. :)
 

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