Re: [Mod] Creatures [git] [minetest_mods_creatures]
Posted: Mon Jun 05, 2017 18:45
someone needs to fork this mod and make it actively developing again, it is so outdated, you can't even use 3d armor with this mod yet.
The official Minetest discussion board
https://forum.minetest.net/
You better get to work then..., you have lots to do ; )Diamond knight wrote:someone needs to fork this mod and make it actively developing again, it is so outdated, you can't even use 3d armor with this mod yet.
Actually you can't use 3D armor because my code and models simply aren't compatible with it, intended plans included an armor system originally for the mod. As for forking, I'd rather changes are issued as pull requests first; The more versions of a mod there are, the harder it is to pick and use one.Diamond knight wrote:someone needs to fork this mod and make it actively developing again, it is so outdated, you can't even use 3d armor with this mod yet.
The issue again is that, there's no better system with the default creatures; The player is given free choice as to which creature to possess, so choosing a default would kind of defeat the purpose. Never the less, the ghost system is not obligatory, and can be avoided with a custom creature set.Diamond knight wrote:and I agree with the previous post about the ghost thing, this is a good framework but ghosts and posessing do not always fit in with every subgame/mod
Look in creatures_races_default/init.lua at the creatures:register_spawn functions. The parameters there define the overall spawn rate of each creature.cHyper wrote:how can i change the spawn rate of the mobs to get more sheeps for instance.
what code do i change to use this? ik it was mentioned somewhere but i cant find it, id rlly like to test out this mod, it looks very promising!MirceaKitsune wrote:Look in creatures_races_default/init.lua at the creatures:register_spawn functions. The parameters there define the overall spawn rate of each creature.cHyper wrote:how can i change the spawn rate of the mobs to get more sheeps for instance.
It has been quite a while since I've been active on MineTest. I will have to see about it sometime. For now I'm hoping the mod API remains backwards-compatible enough as to not really break anything.Diamond knight wrote:Will this mod be updated once the player API comes in 5.0? It is kinda buggy in modern versions and could use the new functions such as player collision box changes and such.
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#t.program.win
#t.mtengine.modbase.mtgame...
#t.program...minetest.5.1.0.win64
#t.mod.non.default...creatures
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_ _ _
#t.collision.boxregarding
#t.eye.offset
_ _ _I
#t.hakk
#t.collision.box
_ _ _by
#realnumber...1
#t.node.blokk
_ _ _I spent
#time.hours...5
#v.hakk
_ _ _until
#t.player.in.game...creature
_ _ _and
#t.player.in.game...default
#v.stand
_ _ _at same
#t.mtgame.y.position
_ _ _My
#v.problem
_ _ _is
#t.player.in.game...creature...
#t.texture
_ _ _is like
#t.no.clipped
_ _ _into
#t.mtgame.y.ground.level
#t.node.blokk
_ _ _As I
#v.hakk
#t.collision.box
_ _ _for
#t.mtgame.y.position
_ _ _for
_ _ _terrain, ladders, elevators, and ground
_ _ _ I think I've fixed it.
_ _ _but still have
#t.mtgame.y.position
#v.problem
_ _ _I
#v.hakk
#t.mod.non.default.creatures
#t.code.script
#t.file...races.default.init
_ _ _but still have
#v.problem
_ _ _I cannot
#v.comment.mark
#t.file...default.player.lua code
_ _ _as
#t.file...player.lua
_ _ _is
#v.depricated
_ _ _in
#t.mtengine.modbase.mtgame...
#t.program...minetest.5.1.0.win64
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#t.date...20190812
STILL un-succesfull in my attempt to
#t.hakk...#t.player.in.game...#t.collision.box_alignment
&& cannot #t.install.and.play...#t.mod.non.default...creatures
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#t.date...20191204
I #t.swapped...
#t.mtengine.modbase.mtgame...#t.folder...games...
minetest_game...mods...player_api...models...
#t.file...character.b3d...character.blend
&& #t.mod.non.default...creatures...#t.folder...creatures_races_default...models...
#t.file...mobs.human.b3d...mobs_human.blend
The results of #t.expirement indicate #t.model...#t.influences...#t.mtgame.y.position
or perhaps otherwise stated...
the #t.model... #t.code.script...#t.influences...#t.collision.box...#t.mtgame.y.position
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#t.date...20191205
Below is #t.weblink for other #t.mtforum...#t.problem of
#t.mtengine.modbase.mtgame...#t.player.in.game...#t.mtgame.y.position
(vertical) #t.fly...#t.like && #t.climb related #t.problem
_ _ _my.link_ _ _...says:
_ _ _"This breaks new server-old client and old server-new client compatibility.
_ _ _Using incompatible server and client causes players to be shifted vertically by 1 node.
_ _ _Because there was also a change to the player model in MTGame
_ _ _ you need to make sure to use the corresponding version of MTGame,
_ _ _it is not backwards-compatible over this change
_ _ _ and can also cause a 1-node vertical player offset."
_ _ _
_ _ _"Also, any mod that provides a player model, such as armour mods,
_ _ _will need updating to remove the vertical 1-node offset,
_ _ _which has just been removed from the MTGame player model."
_ _ _my.link_ _ _...says:
_ _ _"They was running on minetest version 4.13,
_ _ _but yesterday I've
#v.install
#v.play
_ _ _a second minetest (version 0.4.16)
_ _ _ and run the 30001 world using the new version.
_ _ _Now when player connects to the world on port 30000 (4.13) all is fine,
_ _ _but when they connect to 30001 (4.16) their players
_ _ _are always "flying" one node above ground."
_ _ _...says:
_ _ _I'm having an issue where my character is too 'high' in the world.
_ _ _ It is like I'm levitating a little less than one node from the ground.
_ _ _ If I go to a place where the space to walk is only
_ _ _ two nodes high I clip into the node above and can't see.
_ _ _ Also, ladders and vines, etc, don't work properly.
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#t.mod.non.default...creatures
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Until creatures mod, there was nothing I had seen that gave playability like this.
It was the first mod I #t.install.and.play that WASN'T a tool or provided a necessary function.
That being said, I was in dire need of a_#t.mod.non.default_
that made #t.mtengine.modbase.mtgame feel like it was fun. Creatures mod did that.
It was one of the few mods that has been worth tweaking for terrain and damage.
It is the ultimate for Prophunt style gaming.
I have utilized this mod to #t.spawn...dirt.monster as an alien_#t.like #t.entity in
#t.mod.non.default...(other_worlds) ,for dynamic gaming.
The settings and #t.code.script are simple to understand, which makes fine tuning easy.
Thank-You for writing this mod,
Thanks & a BIG_#t.RajMahug® to MirceaKitsune.....RajMaHug®
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Any number of mis-understandings / failure to
"Keep the code and comment formatting exactly the same" ...will LIKELY happen,.
That is, if you haven't moved on from this project before then.
This #t.modification_#t.redo_process may interfere with
other "potential" #t.revision by others (potential is subjective).
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I read through the existing #t.forum text from #t.mtforum.non.guru...Tcll.
Spent #r.time.hours...3_or more to decipher and Im still not close to being done.
Creatures is structured fine the way it is, just needs #t.update_ not a massive #t.redo.
This #t.mtforum.non.guru...Tcll "#t.modification" "Update" "Revision" process is
#t.strange and needs to be #t.depricated.
The outcome of this endeavor will be #t.non.productive.
Without #t.non.productive time and energy to read forum #t.babble
&& verify #t.install.and.play of the #t.modification,
this #t.modification will consume more time and forum space than it's worth.
Which means no other #t.mtforum.guru will update the #t.code.script over the next year,
because this other "#t.modification" is ongoing.
Then fast forward two years into the future, this "#t.modification" will have ceased.
The result... one of the best #t.mod.non.default...(creatures),
will be just as it was three years prior on #t.mtengine.modbase.mtgame...#t.version...5.0.0
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IF Tcll should proceed, may it be with very specific updates...
without AI or changing default anything.
Just make it work, removing the #t.depricated_functions.
If I were smart enough and had the time, I would do it myself...perhaps someday
Without a much more narrow scope, this project will be a certain disaster.
Nobody needs to get more creative with this mod...dont mess with a good thing.
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#t.forum.member...Lone_Wolf
please stop #t.stalker.troll behavior.
#t.stalker.trollbehavior.
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The author of this #t.mod.non.default_contributed more than either of us....
unless, however, you consider your 2000+ posts as a greater contribution.
Sadly, I am unable to state an opinion
t.re... #t.mtforum.guru...Lone_Wolf...#t.mod.non.default.
Because while I #t.install.and.play hundreds of #non.default.mod
I knew you would be as shocked as I was to discover that none of them are yours.
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Once upon a time, there was a #t.stalker.troll
...to be continued
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#t.install.and.play...#t.model...#t.program
#t.hakk...#t.file...mobs_human.b3d...mobs_human.blend
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#t.program...exe
#t.mtengine.modbase.mtgame...
#t.program...minetest.5.1.0.win64
#t.mod.non.default...creatures
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_ _ _When some find
#t.bug
_ _ _I attempt to re-create
#t.bug
_ _ _The following list is using only
#t.mod.default
No #t.hakk
_ _ _with
#t.mod.non.default...creatures
_ _ _As a sidenote,
_ _ _what many may call
#t.bug
_ _ _others call it
#t.feature
my.rewriteTcll...says:
after playing with 2 clients running, there seems to be a serious desync between things
like I'd do something on my main client (server),
while the updates take place on the connected client 5 minutes later...
what makes things even weirder is whenever I'm watching an NPC on both clients
their movement is synced, like they'll jump at the same time on both clients,
while my main client's player is in 2 separate places.
so yeah, something's going on that's slowing things down a ton...
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Tcll...says:
Two #t.computers with
#t.operating.system...Void Linux
#t.mtengine.modbase.mtgame...
#t.program...minetest...4.?.?.server.client
#t.mod.non.default...creatures...
#t.revision...20150815
my.observationTcll...says:
On
#t.mtengine.modbase.mtgame...
#t.program...minetest...4.?.?.server.client
I
#v.move
#t.player.in.game...creature...ghost.A
Then, after
#r.time.minutes...5
#t.player.in.game...creature...ghost.A
#v.move
on
#t.mtengine.modbase.mtgame...
#t.program...minetest...4.?.?.client
#t.player.in.game...creature...ghost.B
#o.screen
But MORE
#v.strange
I see
#t.mob.in.game...npc
on
#t.player.in.game...creature...ghost.A
#o.screen
&
#t.player.in.game...creature...ghost.B
#o.screen
&
#v.strange
I see
#t.player.in.game...creature...ghost.A
#o.screen...name.tag
in
#realnumber...2
places on
#t.player.in.game...creature...ghost.B
#o.screen
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_ _ _I am unable to duplicate this
#t.bug
_ _ _However, I am not using
#t.program...linux
#t.mtengine.modbase.mtgame...
#t.program...minetest...4.?.?.server.client
_ _ _I also do not completely understand
#t.forum.member...tcll
_ _ _However,
_ _ _my experience dictates avoiding
#t.program
#t.mtengine.modbase.mtgame...
#t.program...minetest...x.x.x.server.client
_ _ _Normall I use seperate
#t.device
_ _ _for hosting ONLY.
_ _ _I believe
#t.program
#t.mtengine.modbase.mtgame...
#t.program...minetest...x.x.x.server.client
_ _ _is
#v.non.operational
_ _ _for testing purpose
_ _ _However, I did experience
#v.crash
_ _ _while
#v.manuevering
#t.player.in.game...creature
_ _ _I was
#v.manuevering
_ _ _away from
#t.mob.in.game...creature
_ _ _I also had
#realnumber...4
_ _ _other
#t.mtengine.modbase.mtgame...
#t.program...minetest...x.x.x.apk.client
#v.connect
_ _ _and after
#v.crash
#t.file...debug
_ _ _was
#v.trivial
_ _ _Possible
#t.bug
my.observationTcll...says:
already had a posession despawn with an enchanted diamond pick
after serious lag caused a timeout
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I am unable to duplicate this #t.bug
But I am not using same #t.mtengine.modbase.mtgame... #t.version...
I also do not completely understand
#t.mtforum.non.guru...tcll #t.observation
I still have plans for it, but no idea when I might get back to them. Feel free to fork, it might be interesting to see how a different version goes! I might continue development on the main one someday however.Diamond knight wrote:If development does not continue I may fork this, this mod is too good to die
Just competed my first Minetest mod and I'm now fiddling with the magpen and ading structures. Once that is done I've considered forking Mobs Redo and implementing a similar setup.MirceaKitsue wrote:I still have plans for it, but no idea when I might get back to them. Feel free to fork, it might be interesting to see how a different version goes! I might continue development on the main one someday however.
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local tbl = {
{
key = val
},
{
key = val,
key2 = val
}
}
Hi there! Sure, feel free to make improvements and submit a pull request to my Github repo! I would quite welcome help with coding on this: I haven't had time to work on the mod unfortunately, especially with my other mod (Structures) suffering from an engine issue I had to debug last time I picked up Minetest. MT is a great opportunity to learn Lua and even for beginners to get started with coding, I found it a language that's very easy to get into.Tcll wrote:...
hahaha you're a bit late telling me there XDMirceaKitsune wrote:Keep the code and comment formatting exactly the same... I tend to have an obsession with keeping code very clean and consistent looking.
lol idk anyone who has a bigger hard-on for this than me ;DMirceaKitsune wrote:Always focus on performance and efficiency, I still want this to be as lightweight as it can.
yeah, I try to focus on this as much as I can, but lets just say my OCD wouldn't leave me alone here...MirceaKitsune wrote:Ideally don't break functionality for existing creature definitions. Also please test every change... as a general rule of programming, even the smallest modification can break functionality if you don't look closely.
right, I understand that idea, and do like it for those who would prefer itMirceaKitsune wrote:As far as the ghost is concerned, I still like the idea of the player spawning as a ghost by default. The thought was to have a world populated with various factions and races, the players joining whichever they find ideal, by navigating the world and finding a mob to possess... when dying the player then proceeds to look for another mob to take the body of. I'd prefer keeping that functionality intact, as well as other basis of how the mod works.
yeah you mentioned about this earlier, I think on the first or second pageMirceaKitsune wrote:BTW: One thing I never got to implement due to Minetest limitations at the time is a resizable collision box for players... that works for mobs, but the player always had the same fixed one. Maybe this can finally be added with the latest version of the engine?
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-- The ghost is intended for players only, and should not be spawned as a mob
creatures:register_creature("creatures_races_default:ghost", {
-- Common properties:
icon = "mobs_ghost_icon.png",
hp_max = 20,
armor = {fleshy = 100},
collisionbox = {-0.5, 0, -0.5, 0.5, 2, 0.5},
visual = "sprite",
mesh = "",
textures = {"clear.png"},
particles = nil,
visual_size = {x=1, y=1},
drawtype = "front",
animation = nil,
sounds = {
random_idle = "creatures_ghost_random", -- must be implemented as a custom function
attack = "creatures_ghost_attack",
damage = "creatures_ghost_damage",
die = "creatures_ghost_die",
},
makes_footstep_sound = false,
env_damage = {
groups = {water = 0},
light = 0,
light_level = 0,
},
physics = {
speed = 1,
jump = 1,
gravity = 1,
},
inventory_main = {x = 1, y = 1},
inventory_craft = {x = 1, y = 1},
teams = {monsters = 1, humans = 1, anthropomorphics = 1, animals = 1},
-- Mob properties:
think = 0.5,
attack_capabilities = {damage_groups = {fleshy = 1}},
items = {},
nodes = {},
traits = {
attack_interval = {1, 1},
decision_interval = {1, 1},
vision = {15, 15},
hearing = {10, 10},
loyalty = {0.5, 0.5},
fear = {0.5, 0.5},
aggressivity = {0.5, 0.5},
determination = {0.5, 0.5},
},
names = {},
teams_target = {attack = true, avoid = true, follow = true},
alert = nil,
use_items = false,
on_activate = creatures_races_default.module_mob_activate,
on_step = logic_mob_step,
on_punch = logic_mob_punch,
on_rightclick = logic_mob_rightclick,
-- Player properties:
ghost = "",
eye_offset = {{x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0}},
fog = {r = 64, g = 0, b = 128},
screen = "hud_ghost.png",
ambience = "creatures_ambient_ghost",
player_join = creatures_races_default.module_player_join,
player_step = logic_player_step,
player_hpchange = logic_player_hpchange,
player_die = logic_player_die,
player_respawn = logic_player_respawn,
-- Module properties:
custom = {},
})
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register_creature('name', {
spawn = {},
...
})
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local tbl = {
expression and { items } or nil,
}
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end
end
end
end