[API]Open AI [open_ai]

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FreeLikeGNU
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Re: [API]Open AI [open_ai]

by FreeLikeGNU » Post

D00Med wrote:I like the horse!
There are quite a lot of mob APIs though, it would be nice if they could be merged into one.
Thanks :D The horse model is getting a rework, though.

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Re: [API]Open AI [open_ai]

by jordan4ibanez » Post

The horse taming update: https://youtu.be/FNnkfvu2m3U
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Re: [API]Open AI [open_ai]

by TheReaperKing » Post

I love the extra touch of the character holding the reins on the horse. My female students already go horse crazy so they are going to flip when they see that!
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Re: [API]Open AI [open_ai]

by Tyveras » Post

Hi, I'm really enjoying watching the progress you're making creating your Open AI mobs, I'm looking forward to seeing what mobs you add next. I also look forward to seeing what mobs FreeLikeGNU comes up with.

I would like to offer a bit of a critique on the horse mobs, they seem a bit buggy when you sit atop them. The horse model will occasionally spin away from the direction you're facing when you're standing still. Perhaps instead of using the player view to direct the horse, players could use the WASD keys to steer the horse like you would if you were on the boat?

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Re: [API]Open AI [open_ai]

by jordan4ibanez » Post

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Re: [API]Open AI [open_ai]

by burli » Post

The first mob mod that makes fun. I hope you will add some Monsters too

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Re: [API]Open AI [open_ai]

by DS-minetest » Post

nice!
but arent the mobs a bit hyperactive?
they jump around and never stand still or eg. eat some grass from ground
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Re: [API]Open AI [open_ai]

by octacian » Post

Woah! This is niceee... Looks like Minetest might finally be getting a good mob AI mod! What I really like about this, is that it appears as though you are keeping this to the basics as if it were a library (which to my understanding, it is). I've wanted to make a mobs mod for a while, but maybe I'll wait until this is a bit further developed and use this as the library rather than writing my own :D
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Re: [API]Open AI [open_ai]

by jordan4ibanez » Post

burli wrote:The first mob mod that makes fun. I hope you will add some Monsters too
I'll have to look for some right now!
DS-minetest wrote:nice!
but arent the mobs a bit hyperactive?
they jump around and never stand still or eg. eat some grass from ground
I'll fix that today or tomorrow.
octacian wrote:Woah! This is niceee... Looks like Minetest might finally be getting a good mob AI mod! What I really like about this, is that it appears as though you are keeping this to the basics as if it were a library (which to my understanding, it is). I've wanted to make a mobs mod for a while, but maybe I'll wait until this is a bit further developed and use this as the library rather than writing my own :D
Thank you! But I doubt that this will end up in the default game.



Here is the growth and shrink ray update: https://youtu.be/0FxoBpXBXdQ
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Re: [API]Open AI [open_ai]

by mahmutelmas06 » Post

Maybe you could combine the tool into one. Left click growth, right click shrink :)

If you make core featurates first such as Drop items, attacking or avoiding, flying i can convert some mobs to this api to help you.
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Re: [API]Open AI [open_ai]

by jordan4ibanez » Post

mahmutelmas06 wrote:Maybe you could combine the tool into one. Left click growth, right click shrink :)

If you make core featurates first such as Drop items, attacking or avoiding, flying i can convert some mobs to this api to help you.
Dropping items is in there, I'll have to start coding the attack function tomorrow.

Here is the new wiki for the api.
https://github.com/jordan4ibanez/open_ai/wiki
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Re: [API]Open AI [open_ai]

by octacian » Post

Question.

Could Open AI be used for NPCs too? Or is it more suited to animals? To be specific, is this suited to use a library for an NPC mod, or would it need to be modified first? ..or, would I be better off to start from scratch?

lol, that was a lot of question marks in a single post.
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Re: [API]Open AI [open_ai]

by mahmutelmas06 » Post

https://github.com/jordan4ibanez/open_a ... _ideas.txt

seems this will be suitable for mobs too. Try to improve together by pr instead starting from zero.
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Re: [API]Open AI [open_ai]

by jordan4ibanez » Post

Could Open AI be used for NPCs too?
Yes
Or is it more suited to animals?
Whatever you want, you have access to on rightclick and punching
To be specific, is this suited to use a library for an NPC mod, or would it need to be modified first?
You could probably inject one through the api.
..or, would I be better off to start from scratch?
I wish you luck luck!
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Re: [API]Open AI [open_ai]

by jordan4ibanez » Post

I turned the functions in the lua entity registration into a usable library for other mods to utilize. Not much to utilize for possible, but it's there. The library is also injected into the lua entities of the mobs when registered as well for performance.
https://github.com/jordan4ibanez/open_a ... r/init.lua
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Re: [API]Open AI [open_ai]

by jordan4ibanez » Post

The Library is now stored in it's own folder. Everything is called locally inside of the mob and can be accessed by other mods.
https://github.com/jordan4ibanez/open_ai/tree/master/ai
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Re: [API]Open AI [open_ai]

by jordan4ibanez » Post

New blood and drops. Blood customizable thanks to t0ny2.
Image
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Re: [API]Open AI [open_ai]

by texmex » Post

Excellent work! Can it be used in survival games yet or do you recommend against it?
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Re: [API]Open AI [open_ai]

by TumeniNodes » Post

Which fish mod is the little ones? All I seem to get are the big, square fishtest ones?

This is awesome btw! except Santa... the ho ho ho is wicked annoying to me :P
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Re: [API]Open AI [open_ai]

by Linuxdirk » Post

jordan4ibanez wrote:New blood and drops.
Tarantino would be proud of that blood fountain :)

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Re: [API]Open AI [open_ai]

by TumeniNodes » Post

Linuxdirk wrote:
jordan4ibanez wrote:New blood and drops.
Tarantino would be proud of that blood fountain :)
+1
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Re: [API]Open AI [open_ai]

by TheReaperKing » Post

Thanks so much for all of your hard work on this, my students and I are loving it.

Is there a way to ride other creatures like the giant, sheep, and the slimes, etc. Also my student suggested possibly sitting on other people. Also she was wondering if there might be cows that could be ridden.

Regarding the horses, I love how they don't seem to listen to you 100%, but sometimes they get a bit too out of control. Is there a way to control them better? Also I was thinking that perhaps they could just walk up block heights of one or auto jump.

Also is there a setting to turn the blood off? I can of course edit it out of the code but I was just wondering if there was an intended way.

Thank you! :)
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Re: [API]Open AI [open_ai]

by issa » Post

coool i want to follow that !

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Re: [API]Open AI [open_ai]

by issa » Post

Hello can u image we can import the mod Jurasic Craft on minetest ?

http://jurassicraftmod.wikia.com/wiki/Home

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Re: [API]Open AI [open_ai]

by BillyS » Post

I got this error after some time:
2018-06-06 20:02:28: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'open_ai' in callback luaentity_Step(): Invalid float vector dimension range 'x' (expected -2.14748e+06 < x < 2.14748e+06 got -nan).
2018-06-06 20:02:28: ERROR[Main]: stack traceback:
2018-06-06 20:02:28: ERROR[Main]: [C]: in function 'setacceleration'
2018-06-06 20:02:28: ERROR[Main]: /home/billys/.minetest/mods/open_ai/ai/movement.lua:52: in function 'apply_physics'
2018-06-06 20:02:28: ERROR[Main]: /home/billys/.minetest/mods/open_ai/ai/movement.lua:14: in function 'onstep'
2018-06-06 20:02:28: ERROR[Main]: /home/billys/.minetest/mods/open_ai/init.lua:218: in function </home/billys/.minetest/mods/open_ai/init.lua:202>
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