[Mod] Snow Walkers [0.2.1] [mobs_others]

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Hamlet
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[Mod] Snow Walkers [0.2.1] [mobs_others]

by Hamlet » Fri Apr 06, 2018 19:35

Image
Adds the Snow Walkers mobs, and an obsidian sword.

Inspired by George R.R. Martin's "White Walkers / the Others" fictional
characters; friendly warning, if you don't know what they are then read
this article https://en.wikipedia.org/wiki/White_Walker


Version: 0.2.1
Source code's license: EUPL v1.2 or later
Multimedia files' license: LGPL v2.1 - CC BY-SA v4.0 International

Dependencies: default module (found in Minetest Game), mobs (Mobs Redo)


Obsidian Sword's recipe:

O = obsidian, S = stick

O
O
S


Downloads:
Archives: .zip .tar.gz
Source code: GitHub


Installation
Unzip the archive, rename the folder to mobs_others and place it in
../minetest/mods/

If you only want this to be used in a single world, place it in
../minetest/worlds/WORLD_NAME/worldmods/

GNU+Linux - If you use a system-wide installation place it in
~/.minetest/mods/

For further information or help see:
https://wiki.minetest.net/Help:Installing_Mods
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Last edited by Hamlet on Thu Nov 28, 2019 21:02, edited 9 times in total.
 

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Re: [Mod] Snow Walkers [0.1.2] [mobs_others]

by Hamlet » Wed May 23, 2018 16:07

azekill_DIABLO wrote:quite nice. More mobs to come? Like variants of this one?


Thank you :)
If you mean Snow Walkers with a different look than the one in the screenshot, then it is already done: each snow walker's skin is chosen among 3 possible skins, the weapon can be a sword or an axe, helmet and shield are optional. Shortly, each snow walker mob is randomly generated on spawn.

If you mean another kind of variant, then I am not sure what to say; have you in mind some other kind of mobs?
 

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Re: [Mod] Snow Walkers [0.1.2] [mobs_others]

by Azazel » Thu May 24, 2018 18:03

Hamlet wrote:
azekill_DIABLO wrote:quite nice. More mobs to come? Like variants of this one?


Thank you :)
If you mean Snow Walkers with a different look than the one in the screenshot, then it is already done: each snow walker's skin is chosen among 3 possible skins, the weapon can be a sword or an axe, helmet and shield are optional. Shortly, each snow walker mob is randomly generated on spawn.

If you mean another kind of variant, then I am not sure what to say; have you in mind some other kind of mobs?


How about some wolves to accompany the walkers. But not normal wolves. Wolves who are huge enough to be ridden like horses. Maybe polar bears. Or a variant of walkers who shoot arrows
 

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Re: [Mod] Snow Walkers [0.1.2] [mobs_others]

by azekill_DIABLO » Thu May 24, 2018 18:48

I'd like a snow archer and maybe a kind of shaman which summons small minions and heals nearby walkers!
 

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Re: [Mod] Snow Walkers [0.1.2] [mobs_others]

by Hamlet » Fri May 25, 2018 15:42

Well, I keep in consideration:
* lore-friendliness ("Did George Martin wrote about this or that feature?")
* game balance (dangerous is ok, overpowered is not)
* blending with other mobs (hostiles prevent peaceful mobs to flood the map)

Thus, long ranged weapons would not be lore-friendly and would also overpower them; a player could not possibly stand against a couple of Snow Walkers shooting arrows, whatever their damage, since they are immune to almost any damage. Shortly: you see one, you're dead.

Shamans, healers, etc. would not be lore friendly, furthermore it would be impossible to do since there's no way in the API to tell a mob to heal another one, and which one, and on which basis.

I could make them spawn ice spiders, if I reckon correctly I've read that sometimes in the ancient times they were followed by those creatures.
I haven't done it already because there are spiders in Mobs Monsters, so it felt a bit like duplicating.

I could make them - sometimes - spawn an undead when they kill a player to mimic their power of "resurrection".

To sum up, if you're interested I will add ice spiders and resurrected undeads (humans and horses); this would be lore friendly, would not overpower the existing mobs and would add some more diversity to snow biomes' residents.

Granted that anyway, with this mod enabled snow biomes are deadly if you start playing there. A frozen hell.
 

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Re: [Mod] Snow Walkers [0.1.2] [mobs_others]

by Azazel » Fri May 25, 2018 18:29

Hamlet wrote:Granted that anyway, with this mod enabled snow biomes are deadly if you start playing there. A frozen hell.

That would give some excitement to the snowy biomes.

Maybe a separate mod that gives a little more life to these biomes would be a good idea. Fish that live in cold water (that we can eat), predators, etc. not necessarily hostile creatures (or maybe yes)
 

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Re: [Mod] Snow Walkers [0.1.2] [mobs_others]

by Hamlet » Sat May 26, 2018 20:50

Azazel wrote:Maybe a separate mod that gives a little more life to these biomes would be a good idea. Fish that live in cold water (that we can eat), predators, etc. not necessarily hostile creatures (or maybe yes)


They are already available:
Arctic life - viewtopic.php?f=9&t=16072
Water critters - viewtopic.php?f=9&t=12652

Both are very nice, I suggest you to use both.
 

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Re: [Mod] Snow Walkers [0.1.2] [mobs_others]

by Hamlet » Sat May 26, 2018 20:51

azekill_DIABLO wrote:Do what you said, it sounds cool. +1


Ok, I'll try to add those features :)
 

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Re: [Mod] Snow Walkers [0.1.2] [mobs_others]

by Azazel » Tue May 29, 2018 06:10

Hamlet wrote:
Azazel wrote:Maybe a separate mod that gives a little more life to these biomes would be a good idea. Fish that live in cold water (that we can eat), predators, etc. not necessarily hostile creatures (or maybe yes)


They are already available:
Arctic life - viewtopic.php?f=9&t=16072
Water critters - viewtopic.php?f=9&t=12652

Both are very nice, I suggest you to use both.

"Artic life" contains only two creatures which makes it limited and the walruses are very small. Too cute to be a challenge. "Water critters" is better, but crocodiles are ridiculous. Three of these guys to do what one should be able to do. Sharks only attack players, they may attack fish or other animals that get into the water. To sum up, these mods are very abandoned. They need to fix things.

Leaving aside the above that has nothing to do with what you are offering us with this mod. I can't wait to see what you're planning for this mod. It's really gonna be great.

I'm sorry if I don't understand what I'm writing. English is not a language I am fluent in. That's why I use a translator
 

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Re: [Mod] Snow Walkers [0.1.3] [mobs_others]

by Hamlet » Tue Jun 12, 2018 18:17

Released v0.1.3

- Armours' tables moved in the random appearence function to save memory.
- Support for mobs_humans
- Spawn chance increased to 3500 (was 7000), this is because the abm is now set on 60secs (was30).
 

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Re: [Mod] Snow Walkers [0.2.0] [mobs_others]

by Hamlet » Sat Sep 28, 2019 15:54

Released v0.2.0: https://git.minetest.land/Hamlet/mobs_others/releases

Added

- Support for localization

Modified

- Random appearence moved to "after_activate" to avoid "on_activate" crash.
- Obsidian Sword's alias set to "obsidian_sword"; e.g. /giveme obsidian_sword
- License changed to E.U.P.L. v1.2
 

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Re: [Mod] Snow Walkers [0.2.1] [mobs_others]

by Hamlet » Thu Nov 28, 2019 21:03

Released v0.2.1

Changed:
- Minor code improvements.
- Textures have been optimized with optipng.

Removed:
- Support for MT v0.4.x
 

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Re: [Mod] Snow Walkers [0.2.1] [mobs_others]

by FreeGamers » Fri Nov 29, 2019 08:56

I'm going to be taking a stab at creating civilized mobs in the future. I've added moria in the world in a non-ruined state and would like to add dwarves in the future.

Hamlet, perhaps we can work together on this in the future.

Anyways, I was looking at this source code and noticed you randomly generate appearance? I might be able to use such functionality in generation of dwarven warriors. Does this code randomly generate each one Walker or does it generate a random texture once then apply it to all of them?
 

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Re: [Mod] Snow Walkers [0.2.1] [mobs_others]

by Hamlet » Fri Nov 29, 2019 14:37

FreeGamers wrote:I'm going to be taking a stab at creating civilized mobs in the future. I've added moria in the world in a non-ruined state and would like to add dwarves in the future.


Moria?! Wow.
That is the forbidden dream of any dungeon-crawler/rogue-like lover, me for example!

FreeGamers wrote:Hamlet, perhaps we can work together on this in the future.


Surely, just keep in mind that there is already Lord Of The Test: plenty of civilized mobs there to use as examples and maybe to learn from. I think so, at least.

FreeGamers wrote:Anyways, I was looking at this source code and noticed you randomly generate appearance? I might be able to use such functionality in generation of dwarven warriors. Does this code randomly generate each one Walker or does it generate a random texture once then apply it to all of them?


The 'magic' is possible thanks to StuJones' 3D armor character's mesh: it allows greater customization, since it allows to use a 'layer' to be placed over the character's skin (actually it uses 4 slots for each character's part).

Briefly, Snow Walkers, Mobs Dwarves and Mobs Humans share less or more this method:
1 - Provide a number of base skins for the first layer, that is a normal skin of a humanoid wearing clothes.
2 - Provide a number of tables containing additional parts to be used for the second layer, that is armor, weapons, etc.
3 - Randomly choose each part of the final texture table to be applied.

Any mob will have:
- A randomly chosen base skin.
- A randomly chosen armor set (with/without helmet, with/without shield, etc.)
- A randomly chosen weapon (a sword, an axe, etc.)
- A randomly chosen shield (if any).

So, to answer to your question, the code randomly generates for each Walker a set of textures.

Of course this is possible with any model: the convenience of 3D Armor's one is that you can show wielded weapon and shield, and a cape if the skin has one.

You could, for example, have a base skin of a naked person, and a table of clothes and accessories to be applied.
An example:
Code: Select all
local table_skins = {
   'naked_african_person.png',         -- Black skin
   'naked_asiatic_person.png',         -- Yellow skin
   'naked_caucasian_person.png',      -- White skin
   'naked_native_american_person.png'   -- Red skin
}

local table_clotes = {
   'jeans_and_t_shirt.png',
   'shorts_and_sweater.png',
   'business_suit.png',
   'tuxedo.png'
}

local table_accessories = {
   'transparent.png',         -- Nothing to be applied
   'eyeglasses.png',
   'sunglasses.png',
   'face_war_painting.png'
}

local string_chosen_skin = table_skins[math.random(1, 4)] -- One of the four textures.
local string_chosen_clothes = table_clotes[math.random(1, 4)]
local string_chosen_accessories = table_accessories[math.random(1, 4)]

local string_character_texture = string_chosen_skin .. '^' .. string_chosen_clothes .. '^' .. string_chosen_accessories
-- The '^' simbol tells to Minetest to join the provided texture.


You can imagine the number of random combinations (4*4*4 = 64 possible combinations) that you could achieve with only a dozen of textures, which I believe is far more better than having a plethora of predefined textures.
10 skins * 10 clothes * 10 accessories = 1000 possible combinations using 30 textures, instead than actually having 1000 textures in your mod's folder!
 

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Re: [Mod] Snow Walkers [0.2.1] [mobs_others]

by FreeGamers » Fri Nov 29, 2019 16:12

That sounds excellent. I'll try to use this in the future.
 

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Re: [Mod] Snow Walkers [0.2.1] [mobs_others]

by FreeGamers » Fri Nov 29, 2019 22:25

I'm going to ask one more question if you don't mind:

How can I use stu'd model to add characters who are armed without armor? I will still reference your code and I'm sure I can find something in there. I'm just starting my day and having my coffee and I realized I can be giving my mobs weapons to be more visually threatening to players.
 

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Re: [Mod] Snow Walkers [0.2.1] [mobs_others]

by Hamlet » Sat Nov 30, 2019 00:05

No problems!
You will need a skin texture, a weapon texture, and a transparent texture for unused 'slots' - these are the armor slot and the shield slot.

Thus, example:
Code: Select all
local table_character_texture = {
   {'mod_name_character_skin.png'},   -- First 'slot': skin.
   {'mod_name_transparent.png'},      -- Second slot: armor.
   {'mod_name_weapon.png'},         -- Third slot: weapon.
   {'mod_name_transparent.png'}      -- Fourth slot: shield.
}


Then just use the table in the entity definition:
Code: Select all
   textures = table_character_texture   


That's all.
Of course this will make all your mobs have the same look, so you will have to randomize them at spawn time; that is, generating, storing and applying.

Storing is done this way:
Code: Select all
on_spawn = function(self)
   self.textures = table_character_texture
end


Applying is done this way:
Code: Select all
on_spawn = function(self)
   self.object:set_properties({ textures = self.textures })
end


It is faster doing it than explaining it :)

For the random generation part, I was writing a library of functions to be used with my mobs, since some of them share the same mechanics I thought of separating the 'functions part' from the entity definition - instead of placing a 'functions.lua' in every mod, making them use the library.
Of course, as a soft dependency: no library = basic mob.
The said library contains a generic random texture generator.

It's not 'production ready', nor bug-free probably, but if you want to have a look here's the link: mob_lib API.txt
 

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Re: [Mod] Snow Walkers [0.2.1] [mobs_others]

by FreeGamers » Sat Nov 30, 2019 02:09

Thanks again, I look forward to trying this when I get to making civilized mobs like dwarves elves trolls or goblins at some point.
 


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