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

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LunaVorax
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by LunaVorax » Post

I'm really not a fan of your vampire/zombies sprites but, on the other hand, your animals sprites are just gorgeous. Amazing work!

sapier
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by sapier » Post

I don't like the vampire too ;-) but im not a designer so I need some help. That's why thanks for nearly all good graphics go to rinoux ;-)

@rinoux seems you've really got a rat plaque there ;-) ... are they animal rats or the original ones? I've had a similar sort of mob cummulation before I added rats.

There's a check in animals that removes animals beeing cummulated too much ... I'll check if it's buggy after reorganization. Btw you might check if those are animal rats by catching them with net ... normal rats can't be catched that way.
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rinoux
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by rinoux » Post

LunaVorax wrote:I'm really not a fan of your vampire/zombies sprites but, on the other hand, your animals sprites are just gorgeous. Amazing work!
What kind of zombie/vampire do you like to see ? what wrong with my version ?

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IPushButton2653
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by IPushButton2653 » Post

I'm working on a ReDead for the zombie. It's from my pack. I just need to get GIMP to work and I can start working on transparent textures again :D

rahonejm
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by rahonejm » Post

got this error when tried to collect the milk from the cow with an empty glass :(


03:19:37: ACTION[ServerThread]: rahonejm punches object 6
03:19:37: ERROR[ServerThread]: ERROR: An unhandled exception occurred: LuaError: error running function 'on_punch': ...0122-1-win32\bin\..\data\mods\animals/harvesting.lua:116: attempt to perform arithmetic on field 'last' (a nil value)
03:19:38: ERROR[ServerThread]: stack traceback:

In thread a00:
C:\tmp\minetest\src\server.cpp:113: ServerThread::Thread: Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD a00:
#0 ServerThread::Thread
(Leftover data: #1 Server::Receive)
(Leftover data: #2 Server::ProcessData)
(Leftover data: #3 ItemStack::deSerialize)
(Leftover data: #4 ItemStack::serialize)
DEBUG STACK FOR THREAD bbc:
#0 MeshUpdateThread::Thread
DEBUG STACK FOR THREAD de0:
#0 main
(Leftover data: #1 ClientMap::renderMap)
(Leftover data: #2 ClientEnvironment::step)
(Leftover data: #3 Client::Receive)
(Leftover data: #4 Client::ProcessData)
(Leftover data: #5 MeshUpdateQueue::addBlock)
Sorry for possible language mistakes

sapier
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by sapier » Post

@rahonejm thx that was one of the errors I expected due to the code reorganization. will be fixed in next version, if you don't wanna/can't wait change last in the line told by error message to ts_last

EDIT2: sorry the italic text got lost when commiting my first post I didn't notice until now this happened again

@rinoux I was talking about my version not yours ;-)
Last edited by sapier on Sun Jan 29, 2012 16:52, edited 1 time in total.
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rinoux
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by rinoux » Post

sapier wrote:@rinoux seems you've really got a rat plaque there ;-) ... are they animal rats or the original ones? I've had a similar sort of mob cummulation before I added rats.
They are animal rats, yes... it scared me.

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by sapier » Post

@rinoux I've just noticed that at least some of the rats can't be animals rats. Animals rats do use the same sprite for all directions and this sprite does always face the same direction to the player. They cannot look in different directions ... at least by now. The rats in your screenshot do look in different directions and the one next to your hand is even facing their small side towards player.
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rinoux
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by rinoux » Post

sapier wrote:@rinoux I've just noticed that at least some of the rats can't be animals rats. Animals rats do use the same sprite for all directions and this sprite does always face the same direction to the player. They cannot look in different directions ... at least by now. The rats in your screenshot do look in different directions and the one next to your hand is even facing their small side towards player.
Haaaa ok, but i did install Animal mod... one way to know is to change the texture of the Animal mod's rat so they look different ?!

sapier
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by sapier » Post

Different rat texture is already done in my development version I'm just waiting to lett bug reports settle down before releasing a new bugfix version. I'm using the rat you draw.
But I've the same problem as for chicken I don't have a "top" texture ;-). Same thing is true for fish but here even a bottom texture will be necessary as anyone can dive below a fish.

@all
Even if I sometimes use single textures multiple view textures would be prefered if available. So anyone feel free to improove those spacers I add to test my code!
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neko259
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by neko259 » Post

Sheep regenerate very fast I think. Their wool is growing in a minute or near that.
+ Can you add wool coloring? Get flowers from the flowers mod + white wool and get colored wool (nice for decorations). Or is it an idea for another mod?
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sapier
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by sapier » Post

sheep regenerate wool exactly in one minute it's not a bug it's intended to be.
If more people think this is to fast please tell me!

I like the idea of coloring wool but there are two reasons why this won't get into mod animals
*it would add a dependancy to flowers mod
*animals mod is not intended to do postprocessing this is the reason why it doesn't support cooking too

But if someone likes to use animals mod output to create fancy cooking recieps or colored wool I'd gladly add new animals to support her/him with new raw materials ;-). Ok someone would have to draw the textures too ;-)
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neko259
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by neko259 » Post

Okay then, I'll have to make one more mod.
Last edited by neko259 on Sun Jan 29, 2012 22:14, edited 1 time in total.
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neko259
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by neko259 » Post

1. Can you make player attacks push mobs back like it is with the default ones?
2. Can you add some shadows or other texture to wool? It's too plain and white for decoration.
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rinoux
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by rinoux » Post

neko259 wrote:1. Can you make player attacks push mobs back like it is with the default ones?
2. Can you add some shadows or other texture to wool? It's too plain and white for decoration.
From real wool... Image

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neko259
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by neko259 » Post

No, real wool is too real and dark.
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neko259
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by neko259 » Post

But maybe it will look nicer in the game...
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sapier
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by sapier » Post

sorry I've seen the new graphic to late I'll try it for next version

@rinoux do you plan to add burning vombie graphics too?

EDIT1: the graphic is perfect for grey wool but to dark for white wool
Last edited by sapier on Mon Jan 30, 2012 20:41, edited 1 time in total.
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rinoux
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by rinoux » Post

burning vombie... I wondered what it might be... so... why vombie burn ?

sapier
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by sapier » Post

they are a mix of vampires and zombies ;-) and vampires burn in light ;-)
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dannydark
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by dannydark » Post

Hahaha...I'm so glad that name stuck, Vombie! VOMBIE!!! RUNNNN

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neko259
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by neko259 » Post

Ah, you've broken compatibility again! I've got unknown blocks on the ground that I can't remove now :(
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sapier
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by sapier » Post

Nope this is first compatibility break for animals mod last time it's been farming mod.

I've added cleanup code to animals mod to remove the old ones can you tell me what I missed?
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neko259
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by neko259 » Post

I've built wool nodes on the ground. When I logged in, I saw unknown blocks and removed them with a pickaxe. But I can't build anything on that place now.
I've got many unknown items in the inventory but I simply removed them. The only problem is that nodes.
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Jordach
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by Jordach » Post

The can be removed with Nuke TNT or Nemo08's dynamite.

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