Use the code as you wish - although I'm sure you can rewrite it to be much smaller and simpler .sapier wrote:@temperest although I'd prefere people not to remove animals mod I'm going to add your idea to my mod if you don't mind ;-)
[Modpack] Animals Modpack [2.5] -- 2.6 approaching
WorldEdit 1.0 released
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
You've tried to show a image using the wrong url so thought I would link it for you ^_^rinoux wrote:this is my first attempt...
sheep
-------------------------------------
EDIT: Just noticed you've added another image with the incorrect url again, while on the image page (http://www.hostingpics.net/viewer.php?i ... ntondu.png) click your image which will open your image in a new window this is the link you should use (or just copy link address of the image by right clicking).
sheared sheep
Last edited by dannydark on Wed Jan 04, 2012 10:36, edited 1 time in total.
@robin I've noticed that behaviour too, it's result of automatic sprite changing and lack of collision box beeing linked to sprite scale. I'll have some thoughts about how to adjust collision box to sprite scale
EDIT1
@rinoux they are looking great if you like to draw the other (preferably) 5 sides but 4 will do too, and of course you don't mind I'd like to include them as default textures. Have a look at the templates folder for how to place graphics within image for multi side textures.
EDIT2
one small remark, a sheep without it's wool is much smaller than with wool ;-) but I'd take the picture anyway
EDIT1
@rinoux they are looking great if you like to draw the other (preferably) 5 sides but 4 will do too, and of course you don't mind I'd like to include them as default textures. Have a look at the templates folder for how to place graphics within image for multi side textures.
EDIT2
one small remark, a sheep without it's wool is much smaller than with wool ;-) but I'd take the picture anyway
Last edited by sapier on Wed Jan 04, 2012 11:28, edited 1 time in total.
DON'T mention coding style!
(c) sapier all rights reserved
(c) sapier all rights reserved
One more thing:
Code: Select all
12:31:22: ERROR[ServerThread]: ERROR: An unhandled exception occurred: LuaError: error running function 'on_step': ...obin/modserver/bin/../data/mods/animals/fighting.lua:255: attempt to compare number
with nil
12:31:22: ERROR[ServerThread]: stack traceback:
In thread 7f404bfff700:
/home/robin/modbase/minetest/src/server.cpp:115: virtual void* ServerThread::Thread(): Assertion '0'
failed.
Debug stacks:
DEBUG STACK FOR THREAD 7f404bfff700:
#0 virtual void* ServerThread::Thread()
(Leftover data: #1 void Server::AsyncRunStep())
(Leftover data: #2 virtual void ServerEnvironment::step(float))
(Leftover data: #3 void RemoteClient::GetNextBlocks(Server*, float, irr::core::array<PrioritySortedB
lockTransfer, irr::core::irrAllocator<PrioritySortedBlockTransfer> >&))
(Leftover data: #4 void BlockEmergeQueue::addBlock(irr::u16, v3s16, irr::u8))
DEBUG STACK FOR THREAD 7f4051fb5720:
#0 int main(int, char**)
#1 void dedicated_server_loop(Server&, bool&)
(Leftover data: #2 void Server::step(float))
Aborted
I downloaded the last version of minetest for windows (New update! \o/) and then downloaded 0.5 of your mod (the last one compatible). But before i downloaded the first version of your mod, for an outdated minetest. But, for code bugs i think, there was too many animals, and lag all my pc . Then, i just deleted your mod but my world get full of unknown objects. Now, when i try the 0.5 on the world full of unknown objects, my fps drops to 5 and it lags everything. I tested in a clean world, and your mods works perfectly fine! What i would like to know, is if there is a way for me to delete all the unknown objects from my world, 'cause it keeps genereting this objects, and keep full of errors. Your mod is awesome and i want to play it in my world with no lag! If anyone can help me i would be glad!
P.S. Sorry for the long post
P.S. Sorry for the long post
Sorry for possible language mistakes
@rahonejm If you run the following command "/clearobjects" without the quotes that will remove all objects from your world.
However, keep in mind if you use the farming mod it will also remove any half grown crops and it may take a long time to complete depending on how many objects are in your world.
However, keep in mind if you use the farming mod it will also remove any half grown crops and it may take a long time to complete depending on how many objects are in your world.
I think beasts should spawn in the dark, not at night. I don't like an idea to have a vampire in my well-lighted tree-house
And maybe you can add some anti-vampire block (totem) that protects certain area from vampires spawning? Maybe it could be made from something you get from killing a vampire.
And maybe you can add some anti-vampire block (totem) that protects certain area from vampires spawning? Maybe it could be made from something you get from killing a vampire.
s3tuPDfUv2IyvXHzPmE31MQvnWULv1zj
@Sapier: I'll try to do it.sapier wrote: EDIT1
@rinoux they are looking great if you like to draw the other (preferably) 5 sides but 4 will do too, and of course you don't mind I'd like to include them as default textures. Have a look at the templates folder for how to place graphics within image for multi side textures.
EDIT2
one small remark, a sheep without it's wool is much smaller than with wool ;-) but I'd take the picture anyway
[EDIT] I'm drawing the "naked sheep" ...
Last edited by rinoux on Wed Jan 04, 2012 15:56, edited 1 time in total.
Vampires do spawn in areas where light level is below a certain threshold AND there's a sunlight at daytime. This is to avoid spawning vampires below trees or buildings.
There'll be a new version with fixed spawn algorithm soon (there was a strange effect generating way to many animals on frequent server restarts)
@robin don't quite understand why sometimes it's not possible to get a light level but i fixed it anyway for next version
@rahonejm sorry for the inconveniece caused by earlyer versions it's still work in progress wheres i think at least entity name format won't change anymore so the only possibility to get unknown objects in future versions will be if a animal is removed ... probably big red will be ;-)
@rinoux i really like the graphics looks great
EDIT1: I'll add it as soon as naked sheep is finished ;-)
There'll be a new version with fixed spawn algorithm soon (there was a strange effect generating way to many animals on frequent server restarts)
@robin don't quite understand why sometimes it's not possible to get a light level but i fixed it anyway for next version
@rahonejm sorry for the inconveniece caused by earlyer versions it's still work in progress wheres i think at least entity name format won't change anymore so the only possibility to get unknown objects in future versions will be if a animal is removed ... probably big red will be ;-)
@rinoux i really like the graphics looks great
EDIT1: I'll add it as soon as naked sheep is finished ;-)
Last edited by sapier on Wed Jan 04, 2012 15:32, edited 1 time in total.
DON'T mention coding style!
(c) sapier all rights reserved
(c) sapier all rights reserved
- MrThebuilder3
- Member
- Posts: 104
- Joined: Sat Nov 19, 2011 18:26
in 0.7 i get 0:52:54: ERROR[ServerThread]: ERROR: An unhandled exception occurred: LuaError: error running function 'on_step': ...02-1-\bin\..\data\mods\animals/movement_gen.lua:505: attempt to call method 'getvelocity' (a nil value)
10:52:54: ERROR[ServerThread]: stack traceback:
In thread 1488:
C:\tmp\minetest\src\server.cpp:115: ServerThread::Thread: Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD 57c:
#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)
DEBUG STACK FOR THREAD ac8:
#0 EmergeThread::Thread
#1 ServerMap::loadBlock
#2 ServerMap::loadBlock
DEBUG STACK FOR THREAD 1274:
#0 MeshUpdateThread::Thread
DEBUG STACK FOR THREAD 1488:
#0 ServerThread::Thread
(Leftover data: #1 Server::AsyncRunStep)
(Leftover data: #2 ServerEnvironment::step)
(Leftover data: #3 RemoteClient::GetNextBlocks)
(Leftover data: #4 BlockEmergeQueue::addBlock)
10:52:54: ERROR[ServerThread]: stack traceback:
In thread 1488:
C:\tmp\minetest\src\server.cpp:115: ServerThread::Thread: Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD 57c:
#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)
DEBUG STACK FOR THREAD ac8:
#0 EmergeThread::Thread
#1 ServerMap::loadBlock
#2 ServerMap::loadBlock
DEBUG STACK FOR THREAD 1274:
#0 MeshUpdateThread::Thread
DEBUG STACK FOR THREAD 1488:
#0 ServerThread::Thread
(Leftover data: #1 Server::AsyncRunStep)
(Leftover data: #2 ServerEnvironment::step)
(Leftover data: #3 RemoteClient::GetNextBlocks)
(Leftover data: #4 BlockEmergeQueue::addBlock)
- MrThebuilder3
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- IPushButton2653
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- Location: Mississippi
- Contact:
Yes, you need a newer version.IPushButton2653 wrote:I have dev20120102-
WorldEdit 1.0 released
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
The Mesecons Laboratory - the art of Mesecons circuitry
Latest article: Mesecons Basics.
- IPushButton2653
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there's no official precompiled windows version supporting getvelocity by now.
If you want you may use this build I just created, but of course I can't give any warranty it won't ruin your system. All I can guarantee is it didn't ruin my system by now ;-).
http://www.mediafire.com/?ciawv822imhn1n3
If you want you may use this build I just created, but of course I can't give any warranty it won't ruin your system. All I can guarantee is it didn't ruin my system by now ;-).
http://www.mediafire.com/?ciawv822imhn1n3
DON'T mention coding style!
(c) sapier all rights reserved
(c) sapier all rights reserved
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