[Mod] D00Med mobs [dmobs]

Post Reply
User avatar
D00Med
Member
Posts: 949
Joined: Sat Feb 07, 2015 22:49
GitHub: D00Med
Location: Australia...somewhere

Re: [Mod] D00Med mobs [dmobs]

by D00Med » Post

Thanks for the ideas, they sound good!
Look! I have a signature :]
My subgame: viewtopic.php?f=15&t=14051#p207242

User avatar
azekill_DIABLO
Member
Posts: 7507
Joined: Wed Oct 29, 2014 20:05
GitHub: azekillDIABLO
In-game: azekill_DIABLO
Location: OMICRON
Contact:

Re: [Mod] D00Med mobs [dmobs]

by azekill_DIABLO » Post

You should add loudr or better sonds to mobs
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!

miloszs
Member
Posts: 184
Joined: Thu Jul 07, 2016 21:20
GitHub: miloszs
IRC: miloszs mmmm
In-game: miloszs mmmm
Location: Poland

Re: [Mod] D00Med mobs [dmobs]

by miloszs » Post

Image

User avatar
D00Med
Member
Posts: 949
Joined: Sat Feb 07, 2015 22:49
GitHub: D00Med
Location: Australia...somewhere

Re: [Mod] D00Med mobs [dmobs]

by D00Med » Post

O.O that's a fairly impressive problem you have there, but that's just missing mods
Look! I have a signature :]
My subgame: viewtopic.php?f=15&t=14051#p207242

User avatar
azekill_DIABLO
Member
Posts: 7507
Joined: Wed Oct 29, 2014 20:05
GitHub: azekillDIABLO
In-game: azekill_DIABLO
Location: OMICRON
Contact:

Re: [Mod] D00Med mobs [dmobs]

by azekill_DIABLO » Post

you are not running the mods (not only dmobs) in a complete minetest game!
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!

miloszs
Member
Posts: 184
Joined: Thu Jul 07, 2016 21:20
GitHub: miloszs
IRC: miloszs mmmm
In-game: miloszs mmmm
Location: Poland

Re: [Mod] D00Med mobs [dmobs]

by miloszs » Post

other mods work good

User avatar
Andrey01
Member
Posts: 2574
Joined: Wed Oct 19, 2016 15:18
GitHub: Andrey2470T
In-game: Andrey01
Location: Russia, Moscow

Re: [Mod] D00Med mobs [dmobs]

by Andrey01 » Post

DOOMed, your mobs are wonderful, big collection your mobs!

ph8jPf9M
Member
Posts: 77
Joined: Sat Jul 16, 2016 10:29
GitHub: 22i

Re: [Mod] D00Med mobs [dmobs]

by ph8jPf9M » Post

did you already upload blender files of your mobs to github if you still have them you should!

User avatar
D00Med
Member
Posts: 949
Joined: Sat Feb 07, 2015 22:49
GitHub: D00Med
Location: Australia...somewhere

Re: [Mod] D00Med mobs [dmobs]

by D00Med » Post

Update:
buzzzz...
Image
I have added wasps!
There is a boss wasp who is big and fires his stingers at the player.
He will occasionally spawn normal wasps or drop a nest.
The nests will spawn even more wasps, and when destroyed a few more will pop out.
Currently they are too hard to kill though, I'm still trying to figure that out, so feedback on that would be greatly appreciated.
(I will upload the blender files sometime. )
Look! I have a signature :]
My subgame: viewtopic.php?f=15&t=14051#p207242

User avatar
taikedz
Member
Posts: 698
Joined: Sun May 15, 2016 11:11
GitHub: taikedz
IRC: DuCake
In-game: DuCake
Location: Scotland, UK
Contact:

Re: [Mod] D00Med mobs [dmobs]

by taikedz » Post

I'll totally be trying that out :-)

Odd pokey item textures - if you just want yellow, try using mese crystal?

I can't test immediately, what makes them so hard to kill? Just the spawn rate? Then just like real life :)

User avatar
D00Med
Member
Posts: 949
Joined: Sat Feb 07, 2015 22:49
GitHub: D00Med
Location: Australia...somewhere

Re: [Mod] D00Med mobs [dmobs]

by D00Med » Post

It's meant to be striped, but it does look ugly.
I'd like for them to be killed in one or two hits, but they take quite a lot just with a wooden sword(I haven't counted).

Edit: added giant rats, tortoises, and butterflies
Look! I have a signature :]
My subgame: viewtopic.php?f=15&t=14051#p207242

User avatar
taikedz
Member
Posts: 698
Joined: Sun May 15, 2016 11:11
GitHub: taikedz
IRC: DuCake
In-game: DuCake
Location: Scotland, UK
Contact:

Re: [Mod] D00Med mobs [dmobs]

by taikedz » Post

Awesome :)

I have a little bit of time tonight to test.

I have also been meaning to modularize the code for a tidy up (mobs to their own files, and reduce code duplication, etc)..... mind if I do?

User avatar
D00Med
Member
Posts: 949
Joined: Sat Feb 07, 2015 22:49
GitHub: D00Med
Location: Australia...somewhere

Re: [Mod] D00Med mobs [dmobs]

by D00Med » Post

not at all :)
Look! I have a signature :]
My subgame: viewtopic.php?f=15&t=14051#p207242

User avatar
D00Med
Member
Posts: 949
Joined: Sat Feb 07, 2015 22:49
GitHub: D00Med
Location: Australia...somewhere

Re: [Mod] D00Med mobs [dmobs]

by D00Med » Post

Update:
>Made wasps nest flammable and changed description from "Hive" to "Nest"
>Dragons now slow down in water, they will not be able to leave
>Fixed dragons attacking mobs whilst flying
>Improved dragon attacks - they are slower and the ice dragon can freeze
water
>all dragons now drop gems
>Increased spawn rate of boss dragons
>Improved ice texture

Also I will be improving the sounds sometime soon
Look! I have a signature :]
My subgame: viewtopic.php?f=15&t=14051#p207242

User avatar
Nathan.S
Member
Posts: 1147
Joined: Wed Sep 24, 2014 17:47
GitHub: NathanSalapat
IRC: NathanS21
In-game: NathanS21
Location: Bigsby Texas
Contact:

Re: [Mod] D00Med mobs [dmobs]

by Nathan.S » Post

I ran into one if your giant rats on mobs world today, really nice work on that model and texturing.
I record Minetest videos, Mod reviews, Modding tutorials, and Lets plays.
Check out my website, and brand new Minetest Modding Course

User avatar
D00Med
Member
Posts: 949
Joined: Sat Feb 07, 2015 22:49
GitHub: D00Med
Location: Australia...somewhere

Re: [Mod] D00Med mobs [dmobs]

by D00Med » Post

Thanks
Look! I have a signature :]
My subgame: viewtopic.php?f=15&t=14051#p207242

User avatar
taikedz
Member
Posts: 698
Joined: Sun May 15, 2016 11:11
GitHub: taikedz
IRC: DuCake
In-game: DuCake
Location: Scotland, UK
Contact:

Re: [Mod] D00Med mobs [dmobs]

by taikedz » Post

FYI - I have started on the cleanup https://github.com/taikedz/dmobs/tree/cleanup

The regular mobs should be easier to manage and individually locate/read, and it should be easier to activate / deactivate individual mobs using either the init file or the spawns file
Last edited by taikedz on Wed Dec 14, 2016 19:36, edited 2 times in total.

User avatar
taikedz
Member
Posts: 698
Joined: Sun May 15, 2016 11:11
GitHub: taikedz
IRC: DuCake
In-game: DuCake
Location: Scotland, UK
Contact:

Re: [Mod] D00Med mobs [dmobs]

by taikedz » Post

Cleanup complete.

User avatar
D00Med
Member
Posts: 949
Joined: Sat Feb 07, 2015 22:49
GitHub: D00Med
Location: Australia...somewhere

Re: [Mod] D00Med mobs [dmobs]

by D00Med » Post

Thankyou very much!
Look! I have a signature :]
My subgame: viewtopic.php?f=15&t=14051#p207242

User avatar
mahmutelmas06
Member
Posts: 367
Joined: Mon Mar 02, 2015 13:10
GitHub: mahmutelmas06
IRC: mahmutelmas06
In-game: masum

Re: [Mod] D00Med mobs [dmobs]

by mahmutelmas06 » Post

taikedz wrote:FYI - I have started on the cleanup https://github.com/taikedz/dmobs/tree/cleanup

The regular mobs should be easier to manage and individually locate/read, and it should be easier to activate / deactivate individual mobs using either the init file or the spawns file
Why seperated spawn.lua and nodes.lua etc..

Because if you disable for exp. wasps then it spawn commands and related node (hive) remains. So just put those things in its lua.
My Mods:

Beverage

User avatar
taikedz
Member
Posts: 698
Joined: Sun May 15, 2016 11:11
GitHub: taikedz
IRC: DuCake
In-game: DuCake
Location: Scotland, UK
Contact:

Re: [Mod] D00Med mobs [dmobs]

by taikedz » Post

Neither is necessary for the other. It's just a preference to put nodes in one place and mobs in their own files.

It's possible to have a hive and no wasps. Depends on what the server admin would want.

User avatar
TumeniNodes
Member
Posts: 2941
Joined: Fri Feb 26, 2016 19:49
GitHub: TumeniNodes
IRC: tumeninodes
In-game: TumeniNodes
Location: in the dark recesses of the mind
Contact:

Re: [Mod] dmobs(D00Med mobs)

by TumeniNodes » Post

azekill_DIABLO wrote:
duane wrote: "Duck and cover! He's taking a dump!"
Image
Ummmm...., new tnt explosion animation.... just sayin.
A Wonderful World

User avatar
D00Med
Member
Posts: 949
Joined: Sat Feb 07, 2015 22:49
GitHub: D00Med
Location: Australia...somewhere

Re: [Mod] D00Med mobs [dmobs]

by D00Med » Post

^that'd be nice, is it possible to animate particles?
Look! I have a signature :]
My subgame: viewtopic.php?f=15&t=14051#p207242

User avatar
taikedz
Member
Posts: 698
Joined: Sun May 15, 2016 11:11
GitHub: taikedz
IRC: DuCake
In-game: DuCake
Location: Scotland, UK
Contact:

Re: [Mod] D00Med mobs [dmobs]

by taikedz » Post

The question is - can you make the innocuous tiny particles explode? :D

https://www.youtube.com/watch?v=umjqeBb4MCw&t=14s

User avatar
D00Med
Member
Posts: 949
Joined: Sat Feb 07, 2015 22:49
GitHub: D00Med
Location: Australia...somewhere

Re: [Mod] D00Med mobs [dmobs]

by D00Med » Post

A very small update, I've changed butterflies. They now use a 3d model.
Some settings have also been fixed.
More updates on the way...
Look! I have a signature :]
My subgame: viewtopic.php?f=15&t=14051#p207242

Post Reply

Who is online

Users browsing this forum: No registered users and 3 guests