[Mod] Mobs Redo [1.50] [mobs]

User avatar
Nathan.S
Member
 
Posts: 923
Joined: Wed Sep 24, 2014 17:47
Location: Bigsby Texas
GitHub: NathanSalapat
IRC: NathanS21
In-game: NathanS21

Re: [Mod] Mobs Redo [1.49] [mobs]

by Nathan.S » Mon Feb 25, 2019 14:17

BlazeGamingUnltd wrote:How do you install this. I keep seeing the error that there is no such directory. Please reply!!!

Try this.
https://forum.minetest.net/viewtopic.php?f=46&t=10360
I record Minetest videos, Mod reviews, Modding tutorials, and Lets plays.
Check out my website, and brand new Minetest Modding Course
 

User avatar
Wuzzy
Member
 
Posts: 3640
Joined: Mon Sep 24, 2012 15:01
GitHub: Wuzzy2
IRC: Wuzzy
In-game: Wuzzy

Re: [Mod] Mobs Redo [1.49] [mobs]

by Wuzzy » Mon Feb 25, 2019 17:40

Can you please add two groups?

shears=1 for the shears. Because there are other mods that add shears.

And fake_liquid=1 for the cobweb. This is a group to tell mods that a node is technically a liquid (according to node def.) but should not be considered a liquid from the user viewpoint (like in a help system, or an item overview or whatever). And the cobweb is just that.
I am using this group in my Help modpack to adjust the help page accordingly.

I am already using these groups in MineClone 2 and Hades Revisited and hope to see them spread more in the name of group standardization. :D

See also: viewtopic.php?f=5&t=22075
My creations. I gladly accept bitcoins: 17fsUywHxeMHKG41UFfu34F1rAxZcrVoqH
 

Downad
Member
 
Posts: 15
Joined: Tue Oct 03, 2017 08:54
Location: Germany
GitHub: downad
In-game: downad

Re: [Mod] Mobs Redo [1.49] [mobs]

by Downad » Thu Mar 07, 2019 20:00

Hello TenPlus1,
can the chicken, the cow, the sheep and the horse also be feeding with the oat?

can i activate this e.g. in the chicken.lua
with the follow - line?
follow = {"farming:seed_wheat", "farming:seed_cotton", "farming:seed_oat"},

and in the others .lua like that?

Thanks
 

User avatar
Festus1965
Member
 
Posts: 961
Joined: Sun Jan 03, 2016 11:58
Location: Thailand - Chiang Mai (+5-6h to MEZ)
In-game: Thomas Explorer

Re: [Mod] Mobs Redo [1.49] [mobs]

by Festus1965 » Thu Mar 07, 2019 21:41

the feeding is ok, in real they also eat all different ...

This last 1.49 is successfully integrated in my 5.1.0-dev server, thanks for keeping it up to date
Server: still up, see some gamer - but there is a new 1st important thread "climate change" for me. Something I know since 1992 - had seen the melting glacier in Switzerland.
 

User avatar
Wuzzy
Member
 
Posts: 3640
Joined: Mon Sep 24, 2012 15:01
GitHub: Wuzzy2
IRC: Wuzzy
In-game: Wuzzy

Re: [Mod] Mobs Redo [1.49] [mobs]

by Wuzzy » Sat Mar 09, 2019 01:08

I found a bug.
If you have a group of monsters that is passive towards you, and they have group_attack=true, then you punch one of them, and that single punch kills the monster instantly, then the other monsters fail to attack you back!

For comparison, if you would have punched the monster without killing it, the other monsters would have retaliated.

In the MCL2 fork of Mobs Redo, I have fixed this: https://repo.or.cz/MineClone/MineClone2 ... 08615fe3be
My creations. I gladly accept bitcoins: 17fsUywHxeMHKG41UFfu34F1rAxZcrVoqH
 

Termos
Member
 
Posts: 255
Joined: Sun Dec 16, 2018 12:50

Re: [Mod] Mobs Redo [1.49] [mobs]

by Termos » Sat Mar 09, 2019 16:22

Wuzzy wrote:a group of monsters that is passive towards you, and they have group_attack=true, then you punch one of them, and that single punch kills the monster instantly, then the other monsters fail to attack you back!

I think this is how it works in MC, if I remember correctly.
 

User avatar
TenPlus1
Member
 
Posts: 2635
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [Mod] Mobs Redo [1.49] [mobs]

by TenPlus1 » Sat Mar 09, 2019 20:28

I made the group_attack so that if you steal ninja'd a mob in one shot then the mob wouldn't have time to make a sound and have the others attack, but this is also good so mobs can have their revenge... "My name is Montonio Cow, you killed my father... prepare to die!" :)
 

User avatar
Lone_Wolf
Member
 
Posts: 2214
Joined: Sun Apr 09, 2017 05:50
Location: Hopefully very far from yours, snoop :P
GitHub: LoneWolfHT
IRC: Lone_Wolf
In-game: Lone_Wolf

Re: [Mod] Mobs Redo [1.49] [mobs]

by Lone_Wolf » Sat May 04, 2019 19:02

That cow mod someone posted is pretty good. I wouldn't mind seeing it replace the current ones.
Content DB -|- Working on Voxel Knights
 

User avatar
gigomaf
Member
 
Posts: 14
Joined: Sat Mar 02, 2019 14:57

Re: [Mod] Mobs Redo [1.49] [mobs]

by gigomaf » Sun May 05, 2019 07:33

Is any way to fix issue with collision boxes, that mobs don't pass through the walls?
Also horses has some issues rerlated to collisions.

Image
 

User avatar
TenPlus1
Member
 
Posts: 2635
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [Mod] Mobs Redo [1.49] [mobs]

by TenPlus1 » Sun May 05, 2019 12:25

Collision boxes do not rotate with an entity, so you would have to make one that covers the entire mob to stop it glitching into walls and such, and this would make it unusable in going through doors or fence gates and the like.
 

WayBack Machine
New member
 
Posts: 6
Joined: Fri May 03, 2019 19:42

Re: [Mod] Mobs Redo [1.49] [mobs]

by WayBack Machine » Sun May 05, 2019 13:23

Lone_Wolf wrote:That cow mod someone posted...

The one shown here perhaps, post-347944?
https://web.archive.org/web/20190405224 ... start=1725
 

User avatar
Lone_Wolf
Member
 
Posts: 2214
Joined: Sun Apr 09, 2017 05:50
Location: Hopefully very far from yours, snoop :P
GitHub: LoneWolfHT
IRC: Lone_Wolf
In-game: Lone_Wolf

Re: [Mod] Mobs Redo [1.49] [mobs]

by Lone_Wolf » Mon May 06, 2019 02:10

WayBack Machine wrote:
Lone_Wolf wrote:That cow mod someone posted...

The one shown here perhaps, post-347944?
https://web.archive.org/web/20190405224 ... start=1725

Yep, thanks! Should have checked...
Content DB -|- Working on Voxel Knights
 

Astrobe
Member
 
Posts: 246
Joined: Sun Apr 01, 2018 10:46

Re: [Mod] Mobs Redo [1.49] [mobs]

by Astrobe » Wed May 08, 2019 10:42

I have converted the line_of_sight function to raycast on my sort-of-like private semi-fork. That was pretty straightforward. Here is the code; it is based on an older version of MobsRedo, and the check for 5.0 needs to be added, but it should be good enough as a template.

Code: Select all
local line_of_sight=function(self, pos1, pos2, stepsize)
   local ray=minetest.raycast(pos1, pos2, true, false)
   local thing=ray:next()
   while thing do
      if thing.type=="object" and thing.ref~=self.object and not thing.ref:is_player() then return false end
      if thing.type=="node" then
         local name=minetest.get_node(thing.under).name
         if minetest.registered_items[name].walkable then return false end
      end
      thing=ray:next()
   end
   return true
end


"stepsize" is obviously not used anymore.

Note that I introduced a subtle yet maybe significant difference: the line of sight is now obstructed by entities. I wanted that way because I use shooting and "dogshooting" mobs a lot; this change prevents friendly-fire.
 

User avatar
TenPlus1
Member
 
Posts: 2635
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Updated to version 1.5

by TenPlus1 » Wed May 08, 2019 10:48

Added new line_of_sight function that uses raycasting, but only if minetest 5.0 is being used.

Many thanks Astrobe :)
 

User avatar
snoopy
Member
 
Posts: 84
Joined: Thu Oct 20, 2016 16:49
Location: DE, European Union
GitHub: Zweihorn

Re: Mobs Redo from the past to 1.50

by snoopy » Wed May 08, 2019 17:39

@TenPlus1: Thank you very much again. My family and me are enjoying the results of your coding efforts at home for a long time now.

The mobs_redo mod package is outstanding.
Enjoying Minetest by MacPorts and/or Neoascetic's builds on Mac OS X with a local server and several modifications.
 

Chem871
Member
 
Posts: 937
Joined: Sat Aug 19, 2017 21:49
Location: SCP-2935
GitHub: Chemguy99
In-game: Dwaba_Kukai

Re: [Mod] Mobs Redo [1.50] [mobs]

by Chem871 » Thu May 09, 2019 14:42

What about adding a boss mob?
What is SCP-055 again? I forgot.
 

User avatar
TenPlus1
Member
 
Posts: 2635
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [Mod] Mobs Redo [1.50] [mobs]

by TenPlus1 » Thu May 09, 2019 19:51

Isn't that what NSSM mobs are ? super powerful boss mobs, especially the mese dragon... ouch!!!!

https://notabug.org/TenPlus1/nssm
 

sirrobzeroone
Member
 
Posts: 126
Joined: Mon Jul 16, 2018 07:56

Re: [Mod] Mobs Redo [1.49] [mobs]

by sirrobzeroone » Fri May 10, 2019 05:03

TenPlus1 wrote:Collision boxes do not rotate with an entity, so you would have to make one that covers the entire mob to stop it glitching into walls and such, and this would make it unusable in going through doors or fence gates and the like.


Hey TenPlus1, I'm just curious and thought you might know, is that a core engine limitation or something else?
 

User avatar
TenPlus1
Member
 
Posts: 2635
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [Mod] Mobs Redo [1.50] [mobs]

by TenPlus1 » Fri May 10, 2019 10:48

unfortunately yes, it's an engine limitation.
 

sirrobzeroone
Member
 
Posts: 126
Joined: Mon Jul 16, 2018 07:56

Re: [Mod] Mobs Redo [1.50] [mobs]

by sirrobzeroone » Sun May 19, 2019 11:23

Made some minor fix's to the Warthog UV Map. It's sized as 64x128px (1.14kbs in size) but I up scaled the default texture (essentially 2x2px = 1x1px) and cleaned it up a little so it still looks the same, maybe a little different in spots.

Image

Creating new textures should now be much easier for anyone. I also converted it to b3d format and .blend. For anyone intrested you can import a .x model and animations to fragmotion (probably milkshape) then export as ms3d file. Blender can quiet happily import ms3d files although you may need to move the animation armature for example on the warthog I had to flip it along z and lower it, then rotate mesh and armature to point along Y but otherwise fairly painless.

Anyways zip attached with the .blend, b3d file, edited .lua and new .inv icon. It shouldn't change anything except the UV map but never know with all that converting and way faster than manually rebuilding all the animation sequences. I tested it and everything seemed okay, as always test yourself :).
Attachments
mobs_pumba.zip
(163.42 KiB) Downloaded 14 times
 

User avatar
TenPlus1
Member
 
Posts: 2635
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [Mod] Mobs Redo [1.50] [mobs]

by TenPlus1 » Mon May 20, 2019 15:19

Sweet, thanks Sirrobzeroone, I've included the new and smaller model in Mobs Animals and updated git :)
 

User avatar
runs
Member
 
Posts: 924
Joined: Sat Oct 27, 2018 08:32
GitHub: runsy

Re: [Mod] Mobs Redo [1.50] [mobs]

by runs » Tue May 21, 2019 20:19

I got this warning when I put a captured mob in the world in my Petz Mob (and the mob does not appear):

Code: Select all
2019-05-21 22:17:40: WARNING[Server]: ScriptApiBase::objectrefGetOrCreate(): Pushing ObjectRef to removed/deactivated object, this is probably a bug.


Any idea of this bug?
 

User avatar
runs
Member
 
Posts: 924
Joined: Sat Oct 27, 2018 08:32
GitHub: runsy

Re: [Mod] Mobs Redo [1.50] [mobs]

by runs » Wed May 22, 2019 14:57

I was investigating.
1) The bug is when the mob is naturally spawned and doing 'mobs:capture_mob' with force_take = true (no need of a tamed mob). Then you put the mob with right click on the world and dissapears and raises the message in debug.txt: "WARNING[Server]: ScriptApiBase::objectrefGetOrCreate(): Pushing ObjectRef to removed/deactivated object"
2) If force_take = false (so the mob has to be previously tamed to capture it) no problem.
3) Also no problem if the force_take = true and the mob is spawned thru its egg.
 

User avatar
runs
Member
 
Posts: 924
Joined: Sat Oct 27, 2018 08:32
GitHub: runsy

Re: [Mod] Mobs Redo [1.50] [mobs]

by runs » Wed May 22, 2019 15:21

Finally I've solved, doing the mob tamed and set an owner previously to being captured with force_take=true. Now the mob does not dissapear when is put in the world.

Code: Select all
self.tamed = true
self.owner = clicker:get_player_name()
mobs:capture_mob(self, clicker, 0, 100, 100, true, nil)


I think this has to be added to mobs_redo code when force_take=true by default:
Code: Select all
if force_take == true then
   begin
   self.tamed = true
   self.owner = ...
   end
 

User avatar
TenPlus1
Member
 
Posts: 2635
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [Mod] Mobs Redo [1.50] [mobs]

by TenPlus1 » Thu May 23, 2019 06:32

I'll test this to check if i get the same error with capturing rats, those are never tamed when picked up or released for another player to pick up.
 

PreviousNext

Return to Mod Releases



Who is online

Users browsing this forum: No registered users and 4 guests