[Modpack] Animals Modpack [2.5] -- 2.6 approaching

oxenfreedan
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by oxenfreedan » Mon Jun 03, 2013 12:54

How do you use trader?
My Awesome Map please try:
http://forum.minetest.net/viewtopic.php?id=5028
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vktRus
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Utilizador Anónimo
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by Utilizador Anónimo » Fri Jun 07, 2013 23:13

Hello.

I found a bug when vombie comes near to me, appear this error and the game shuts down:

OS= Ubuntu 13.04
Minetest 0.4.7

ERROR[main]: ServerError: LuaError: error running function 'on_step': /usr/share/minetest/builtin/deprecated.lua:41: bad argument #6 to 'func' (string expected, got no value)
 

vktRus
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by vktRus » Sat Jun 08, 2013 00:01

Utilizador Anónimo wrote:bad argument #6 to 'func'
confirm
 

kahrl
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by kahrl » Sat Jun 08, 2013 00:53

Can you try if the following change to minetest.find_path has any effect?

Code: Select all
diff --git a/src/script/lua_api/l_env.cpp b/src/script/lua_api/l_env.cpp
index a287281..689ff53 100644
--- a/src/script/lua_api/l_env.cpp
+++ b/src/script/lua_api/l_env.cpp
@@ -572,7 +572,7 @@ int ModApiEnvMod::l_find_path(lua_State *L)
     unsigned int max_jump       = luaL_checkint(L, 4);
     unsigned int max_drop       = luaL_checkint(L, 5);
     algorithm algo              = A_PLAIN_NP;
-    if(! lua_isnil(L, 6)) {
+    if(! lua_isnoneornil(L, 6)) {
         std::string algorithm       = luaL_checkstring(L,6);
 
         if (algorithm == "A*")
 

Utilizador Anónimo
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by Utilizador Anónimo » Sat Jun 08, 2013 22:47

kahrl wrote:Can you try if the following change to minetest.find_path has any effect?

Code: Select all
diff --git a/src/script/lua_api/l_env.cpp b/src/script/lua_api/l_env.cpp
index a287281..689ff53 100644
--- a/src/script/lua_api/l_env.cpp
+++ b/src/script/lua_api/l_env.cpp
@@ -572,7 +572,7 @@ int ModApiEnvMod::l_find_path(lua_State *L)
     unsigned int max_jump       = luaL_checkint(L, 4);
     unsigned int max_drop       = luaL_checkint(L, 5);
     algorithm algo              = A_PLAIN_NP;
-    if(! lua_isnil(L, 6)) {
+    if(! lua_isnoneornil(L, 6)) {
         std::string algorithm       = luaL_checkstring(L,6);
 
         if (algorithm == "A*")


Sorry, I don't understand. Where is the file minetest.find_path?
 

ryanvade
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by ryanvade » Mon Jun 10, 2013 03:45

I am confused too.
EDIT: Okay. Found file, Patch failed. I had to fix the line myself. Is there a way to apply this patch to a system installed version of Minetest? Or maybe replace the files from this patched build with the system installed versions?
Last edited by ryanvade on Mon Jun 10, 2013 04:06, edited 1 time in total.
 

ryanvade
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by ryanvade » Mon Jun 10, 2013 05:04

Okay that fixed it. But now I am getting this:
Code: Select all
00:08:05: ACTION[ServerThread]: MOBF: trying to activate mob rat at invalid position
00:08:05: ACTION[ServerThread]:         Activation at: default:stone --> removing
00:08:05: ACTION[ServerThread]: MOBF: trying to activate mob vombie at invalid position
00:08:05: ACTION[ServerThread]:         Activation at: default:desert_stone --> removing
00:08:09: ACTION[ServerThread]: MOBF: trying to activate mob fish_blue_white at invalid position
00:08:09: ACTION[ServerThread]:         Activation at: air --> removing
trying to find path to: (-145.70600891113,4,-153.96899414062)
trying to find path to: (-145.70600891113,4,-153.96899414062)
trying to find path to: (-145.70600891113,4,-153.96899414062)
00:08:34: ACTION[ServerThread]: Admin punches object 55: LuaEntitySAO at (-147.772,4.7,-159.948)
00:08:34: ACTION[ServerThread]: LuaEntitySAO at (-147.772,4.7,-159.948) punched by player Admin, damage 6 hp, health now 2 hp
trying to find path to: (-146.48699951172,4.9200000762939,-157.03100585938)
invalid stopposIndex: (7,6,8)Realpos: (-146,5,-157)
MOBF: no pathfinding support/ no path found directly setting targetpos as path
00:08:34: ACTION[ServerThread]: Admin punches object 49: LuaEntitySAO at (-146.663,5.15825,-159.794)
00:08:34: ACTION[ServerThread]: LuaEntitySAO at (-146.663,5.15825,-159.794) punched by player Admin, damage 0 hp, health now 8 hp
trying to find path to: (-146.56500244141,4.0200002193451,-157.27900695801)
invalid startposIndex: (5,5,5)Realpos: (-147,4,-160)
MOBF: no pathfinding support/ no path found directly setting targetpos as path
00:08:34: ACTION[ServerThread]: Admin punches object 55: LuaEntitySAO at (-147.679,4.7,-159.441)
00:08:34: ACTION[ServerThread]: LuaEntitySAO at (-147.679,4.7,-159.441) punched by player Admin, damage 0 hp, health now 2 hp
trying to find path to: (-146.56500244141,4,-157.27900695801)
00:08:34: ACTION[ServerThread]: Admin punches object 55: LuaEntitySAO at (-147.686,4.7,-159.419)
00:08:34: ACTION[ServerThread]: LuaEntitySAO at (-147.686,4.7,-159.419) punched by player Admin, damage 0 hp, health now 2 hp
00:08:34: ACTION[ServerThread]: Admin punches object 55: LuaEntitySAO at (-147.602,4.7,-159.363)
00:08:34: ACTION[ServerThread]: LuaEntitySAO at (-147.602,4.7,-159.363) punched by player Admin, damage 1 hp, health now 1 hp
trying to find path to: (-146.52799987793,4,-157.17601013184)
invalid startposIndex: (6,5,5)Realpos: (-146,4,-159)
MOBF: no pathfinding support/ no path found directly setting targetpos as path
trying to find path to: (-146.52799987793,4,-157.17601013184)
invalid startposIndex: (5,5,5)Realpos: (-147,4,-160)
MOBF: no pathfinding support/ no path found directly setting targetpos as path
trying to find path to: (-146.52799987793,4,-157.17601013184)
00:08:34: ACTION[ServerThread]: Admin punches object 55: LuaEntitySAO at (-147.565,4.7,-159.339)
00:08:34: ACTION[ServerThread]: LuaEntitySAO at (-147.565,4.7,-159.339) punched by player Admin, damage 0 hp, health now 1 hp
trying to find path to: (-146.39599609375,4,-156.80500793457)
invalid stopposIndex: (7,5,8)Realpos: (-146,4,-157)
MOBF: no pathfinding support/ no path found directly setting targetpos as path
00:08:35: ACTION[ServerThread]: Admin punches object 52: LuaEntitySAO at (-147.139,4.7,-159.543)
00:08:35: ACTION[ServerThread]: LuaEntitySAO at (-147.139,4.7,-159.543) punched by player Admin, damage 1 hp, health now 7 hp
trying to find path to: (-146.0890045166,3.9290001392365,-155.8990020752)
invalid startposIndex: (5,5,5)Realpos: (-147,4,-160)
MOBF: no pathfinding support/ no path found directly setting targetpos as path
trying to find path to: (-145.01400756836,4,-152.71600341797)
trying to find path to: (-145.01400756836,4,-152.71600341797)
invalid startposIndex: (5,5,5)Realpos: (-145,3,-158)
MOBF: no pathfinding support/ no path found directly setting targetpos as path
trying to find path to: (-145.01400756836,4,-152.71600341797)
invalid startposIndex: (5,5,5)Realpos: (-146,4,-158)
MOBF: no pathfinding support/ no path found directly setting targetpos as path
trying to find path to: (-145.0240020752,4,-150.53100585938)
invalid stopposIndex: (5,7,10)Realpos: (-145,4,-151)
MOBF: no pathfinding support/ no path found directly setting targetpos as path
trying to find path to: (-145.0240020752,4,-150.53100585938)
invalid stopposIndex: (5,7,12)Realpos: (-145,4,-151)
MOBF: no pathfinding support/ no path found directly setting targetpos as path
trying to find path to: (-145.0240020752,4,-150.53100585938)
invalid stopposIndex: (5,7,10)Realpos: (-145,4,-151)
MOBF: no pathfinding support/ no path found directly setting targetpos as path
trying to find path to: (-142.98600769043,5,-147.91700744629)
invalid stopposIndex: (7,8,12)Realpos: (-143,5,-148)
MOBF: no pathfinding support/ no path found directly setting targetpos as path
trying to find path to: (-142.98600769043,5,-147.91700744629)
invalid stopposIndex: (7,8,14)Realpos: (-143,5,-148)
MOBF: no pathfinding support/ no path found directly setting targetpos as path
trying to find path to: (-142.98600769043,5,-147.91700744629)
invalid startposIndex: (5,5,5)Realpos: (-145,3,-156)
MOBF: no pathfinding support/ no path found directly setting targetpos as path
trying to find path to: (-142.89300537109,5,-147.29200744629)
failed to update cost map
MOBF: no pathfinding support/ no path found directly setting targetpos as path
trying to find path to: (-142.89300537109,5,-147.29200744629)
failed to update cost map
MOBF: no pathfinding support/ no path found directly setting targetpos as path
trying to find path to: (-142.89300537109,5,-147.29200744629)
failed to update cost map
MOBF: no pathfinding support/ no path found directly setting targetpos as path



And almost ALL the icons are broken. Having issues with finding files. etc...
Code: Select all
Could not open file of texture: fish_blue_white_mesh.png
Loaded mesh: fish_blue_white.b3d
Could not open file of texture: mob_npc_archer_mesh.png
Loaded mesh: mob_archer_archer.b3d
Loaded mesh: mob_guard_guard.b3d
Loaded mesh: mob_oerkki.b3d
Could not open file of texture: mob_ostrich_ostrich_mesh.png
Loaded mesh: mob_ostrich_ostrich.b3d
Could not open file of texture: mob_slime_slime_mesh.png
Loaded mesh: mob_slime_slime.b3d
Could not open file of texture: mobf_path_marker.png
Loaded mesh: mobf_path_marker.b3d
Could not open file of texture: character.png
Loaded mesh: npc_character.b3d
Last edited by ryanvade on Mon Jun 10, 2013 05:11, edited 1 time in total.
 

sapier
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by sapier » Wed Jun 12, 2013 16:40

ryanvade you can ignore the texture warnings, those textures are relics of 3d mesh format. The mesh contains a path to a texture but texture isn't there for different systems. The texture is applied later so nothing bad happens.

"MOBF: no pathfinding support/ no path found directly setting targetpos as path"
I guess I should remove this error it's perfectly normal that there isn't a path available in lots of situations
DON'T mention coding style!
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kotolegokot
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by kotolegokot » Wed Jun 12, 2013 17:44

This is good of course. But you very need normal 3d models for animals.
I'm creator of these mods: Locked sign, Locked furnace, Money. And I'm a developer of The RealTest Game.
 

ryanvade
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by ryanvade » Thu Jun 13, 2013 01:34

Then the fix works perfectly!!! Thanks.
 

Utilizador Anónimo
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by Utilizador Anónimo » Thu Jun 13, 2013 01:56

Hi ryanvade. Where is the file minetest.find_path?
 

sapier
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by sapier » Fri Jun 14, 2013 11:38

what do you mean with "normal" 3d models? .x? not an option as ,x models are factor 5-20 larger than b3d ;-)
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Neuromancer
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by Neuromancer » Fri Jun 21, 2013 02:24

Is the find path error going to be fixed in the downloadable version? I keep getting it as well.
 

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Dan Duncombe
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by Dan Duncombe » Fri Jun 21, 2013 06:32

What are the big reds supposed to be- I mean like giants, trolls or what
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Mallot1
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by Mallot1 » Fri Jun 21, 2013 18:23

sapier, when i run the 2.12 version of the mob pack, when even the ombies appear the game crashes. I editd the code to fix this problem: http://pastebin.com/H5V5cxTb this is for "mobf/mgen_pathbased/main.lua" the error was on line 248 argument 5, it required a string value but had "nil" a=so i entered " "" ". Please give me credit for my edit thankyou :).
 

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Neuromancer
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by Neuromancer » Sun Jun 23, 2013 14:39

I have to say this mod has really improved since I tried it last. It adds so much more than it used to, and I don't really see the lag that I used to encounter after playing with it for a while. It makes Minetest into a game that is just as much fun to play as Minecraft. That said I do have a wish list.

The one thing that bothers me both about this mod and Minecraft is that you can do whatever you want to the npc villagers, like attack them or destroy their house and they do nothing about it.

Instead what I'd like to see, if you attack a trader, or dig or place a node in their house, they go into attack mode and will chase you to a certain distance from their house.

Nice to have additional ideas:
If you set their house on fire they chase you off also.
Make them really hard to kill, but if you do kill them, all the things they were trading appear in a chest in their house.
Make some of them randomly better fighters (more damage done) or harder to kill (more hitpoints) than others.
If you come back to their house after you anger them, they remember you and will have a random probably of chasing you off again after a random amount of time. (They may have forgiven you or are pretending to have forgiven you just to lure you into their revenge attack)
Last edited by Neuromancer on Sun Jun 23, 2013 14:48, edited 1 time in total.
 

MoNTE48
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by MoNTE48 » Sun Jun 23, 2013 16:22

Say it. How to change the type of animal to 3D?
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Topywo
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by Topywo » Sun Jun 23, 2013 16:53

Martin_Devil wrote:Say it. How to change the type of animal to 3D?


type ingame:

/mobf_settings

then select the tab:

Settings
 

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Dan Duncombe
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by Dan Duncombe » Sun Jun 23, 2013 18:15

In Minecraft when you kill or attack the villagers they get 'angry' at you, and their opinion of you goes down. The more you attack them, the worse the deals they offer you are. So things will become more expensive. Also,if there is an iron golem, attacking him or the villagers will put him in attack mode, at which point you run like hell.
Neuromancer wrote:I have to say this mod has really improved since I tried it last. It adds so much more than it used to, and I don't really see the lag that I used to encounter after playing with it for a while. It makes Minetest into a game that is just as much fun to play as Minecraft. That said I do have a wish list.

The one thing that bothers me both about this mod and Minecraft is that you can do whatever you want to the npc villagers, like attack them or destroy their house and they do nothing about it.

Instead what I'd like to see, if you attack a trader, or dig or place a node in their house, they go into attack mode and will chase you to a certain distance from their house.

Nice to have additional ideas:
If you set their house on fire they chase you off also.
Make them really hard to kill, but if you do kill them, all the things they were trading appear in a chest in their house.
Make some of them randomly better fighters (more damage done) or harder to kill (more hitpoints) than others.
If you come back to their house after you anger them, they remember you and will have a random probably of chasing you off again after a random amount of time. (They may have forgiven you or are pretending to have forgiven you just to lure you into their revenge attack)
Some Mods: Castles Prefab Camouflage
My Games: Nostalgia Realtest Revamped
Servers: See above games.
 

MoNTE48
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by MoNTE48 » Mon Jun 24, 2013 11:41

Topywo wrote:
Martin_Devil wrote:Say it. How to change the type of animal to 3D?


type ingame:

/mobf_settings

then select the tab:

Settings

In the folder there is only mobf_settings init.lua and depends.txt. I can not understand where is the tab Settings?
MultiCraft Open Sourсe Project – https://github.com/multicraftproject
 

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by Mossmanikin » Mon Jun 24, 2013 11:57

Martin_Devil wrote:
Topywo wrote:
Martin_Devil wrote:Say it. How to change the type of animal to 3D?


type ingame:

/mobf_settings

then select the tab:

Settings

In the folder there is only mobf_settings init.lua and depends.txt. I can not understand where is the tab Settings?


You don't have to look in the folder. You just have to type it while playing the game with the mod installed. The same way you would chat on a server.

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BobdaBiscuit
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by BobdaBiscuit » Mon Jun 24, 2013 15:39

Hello, I have recently been attempting to use this mod, but whenever I encounter a mob (usually hostile) the game crashes with:

16:28:52: ACTION[ServerThread]: singleplayer leaves game. List of players:
16:28:52: ERROR[main]: ServerError: LuaError: error running function 'on_step': ...\mods\animals_modpack-2.1.2\mobf/mgen_pathbased/main.lua:248: bad argument #5 to 'find_path' (string expected, got no value)
16:28:52: ERROR[main]: stack traceback:

The only time this hasn't happened is when I encountered an ostrich, it was standing still and did not respond to anything.
Is there anyway to fix this?
Might be worth saying I'm using 0.4.7 Minetest.
 

MoNTE48
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by MoNTE48 » Mon Jun 24, 2013 17:56

Mossmanikin wrote:
Martin_Devil wrote:
Topywo wrote:
type ingame:

/mobf_settings

then select the tab:

Settings

In the folder there is only mobf_settings init.lua and depends.txt. I can not understand where is the tab Settings?


You don't have to look in the folder. You just have to type it while playing the game with the mod installed. The same way you would chat on a server.


Came out. However, even when the server reboots animals remain in 2D ...
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Topywo
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by Topywo » Mon Jun 24, 2013 20:50

Martin_Devil wrote:
Came out. However, even when the server reboots animals remain in 2D ...


Tested: From 3D to 2D the 'old' animals stay 3D. New spawned animals become 2D.

I guess the other way round, new spawned animals will also be 3D.
 

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