Mobkit - Entity API [mobkit][alpha]

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Codesound
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Re: Mobkit - Entity API [mobkit][alpha]

by Codesound » Post

Hi,

I need a clarification: what is the difference if I download and use "mobkit" indicated by runs / petz (on its page) and the one downloaded from the first page of this thread?
thanks

Termos
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Re: Mobkit - Entity API [mobkit][alpha]

by Termos » Post

None as far as I can tell, both point to the same repo.

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Codesound
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Re: Mobkit - Entity API [mobkit][alpha]

by Codesound » Post

Termos wrote:
Mon Jun 01, 2020 09:39
None as far as I can tell, both point to the same repo.
Hi,
many thanks for your clarification..... :-)
One problem: when I enable "mobkit", I save and return to the "mod" menu I find it disabled. So all mods that depend on mobkit don't work....

PS: Minetest 5.2, Linux Mint 19.3 Cinnamom , last mobkit

thanks again for all....

Termos
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Re: Mobkit - Entity API [mobkit][alpha]

by Termos » Post

Codesound wrote:
Sat Jun 06, 2020 19:25
One problem: when I enable "mobkit", I save and return to the "mod" menu I find it disabled. So all mods that depend on mobkit don't work....

PS: Minetest 5.2, Linux Mint 19.3 Cinnamom , last mobkit
Difficult to say, never experienced anything like that, I'm on windows myself.

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runs
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Re: Mobkit - Entity API [mobkit][alpha]

by runs » Post

Hi,

We found a bug related to nil nodes:

https://forum.minetest.net/viewtopic.php?p=376537#p376537

This can be solved changing the line 1494 of mobkit.ini to:

if node1 and node2 and node3 and node1.drawtype=='liquid' and (node2.drawtype=='liquid' or node3.drawtype=='liquid') then

best regards!

Termos
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Re: Mobkit - Entity API [mobkit][alpha]

by Termos » Post

Thanks, updated the master, should be fixed now.
Man do I hate those nil checks.

By the way, 5.3.0 is out, so changes to mobkit are coming.
To get the most of the new fixes and features, I think I'll have to drop compatibility of the new version with MT versions older than 5.3

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Codesound
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Re: Mobkit - Entity API [mobkit][alpha]

by Codesound » Post

Termos wrote:
Wed Jun 17, 2020 13:40
Codesound wrote:
Sat Jun 06, 2020 19:25
One problem: when I enable "mobkit", I save and return to the "mod" menu I find it disabled. So all mods that depend on mobkit don't work....

PS: Minetest 5.2, Linux Mint 19.3 Cinnamom , last mobkit
Difficult to say, never experienced anything like that, I'm on windows myself.
Hi,

I solved this problem: in the climate_api mod is present another mobkit mod..... this cause the problem described before..... thanks for all your work and support.....

Cheers

Termos
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Re: Mobkit - Entity API [mobkit][alpha]

by Termos » Post

Do you remember where you got that climate_api from? I checked their github, mobkit doesn't seem to be included there.

Bastrabun
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Re: Mobkit - Entity API [mobkit][alpha]

by Bastrabun » Post

It's from here: https://github.com/t-affeldt/climate

And there's mobkit included
Whatever I say is CC0

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Codesound
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Re: Mobkit - Entity API [mobkit][alpha]

by Codesound » Post

Bastrabun wrote:
Mon Jul 20, 2020 15:56
It's from here: https://github.com/t-affeldt/climate

And there's mobkit included
Yes...... is correct... thanks

;-)

u18398

Re: Mobkit - Entity API [mobkit][alpha]

by u18398 » Post

Usually mobs move on the ground, in water or in the air. But sometimes entities stick at walls,
like signs of pyrollo's display api. Now my idea is to add geckos to water_life, like this one,
viewtopic.php?f=9&t=25134
and make them move on walls or trees and so on.
Maybe you got an idea how this could be done or even be added to mobkit ?

Termos
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Re: Mobkit - Entity API [mobkit][alpha]

by Termos » Post

Gundul wrote:
Sun Jul 26, 2020 08:14
make them move on walls or trees and so on.
Maybe you got an idea how this could be done or even be added to mobkit ?
Yup, it's on the todo list.
MT movement is designed to work in the horizontal plane, so the trick is when on vertical walls pitch and roll combined must take the role of yaw, quite a trigonometry heavy stuff.
Can be done but the question is if it's going to work smoothly enough.

u18398

Re: Mobkit - Entity API [mobkit][alpha]

by u18398 » Post

Nevermind, I like trigonemetry and vectors. Matrasses also, .... matrices I mean XD

u18398

Re: Mobkit - Entity API [mobkit][alpha]

by u18398 » Post

The gecko is ready and is calling already it's mating call in water_life :)
Now where are the mobkit wall walking functions ??? (just joking :) )

I do not want to push you, but you maybe have a hint or two how I could this ?

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Re: Mobkit - Entity API [mobkit][alpha]

by Bastrabun » Post

Not sure if that helps or you've maybe already seen it yourself, but maybe you can take a look at the monkey and squirrel code from petz? They "climb" trees up and down?
Whatever I say is CC0

u18398

Re: Mobkit - Entity API [mobkit][alpha]

by u18398 » Post

Bastrabun wrote:
Fri Sep 11, 2020 18:09
Not sure if that helps or you've maybe already seen it yourself, but maybe you can take a look at the monkey and squirrel code from petz? They "climb" trees up and down?
Thanks I know them. I want the geckos real positioned. This means you must know on which side of the wall is air and you must rotate the entity model, because it is 90 degrees different from floor position, plus depending from where
you see it, n,w,e or s. :) hanging overhead would be 180 degrees :)

Termos
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Re: Mobkit - Entity API [mobkit][alpha]

by Termos » Post

Gundul wrote:
Fri Sep 11, 2020 17:01
I do not want to push you, but you maybe have a hint or two how I could this ?
Yeah in the summertime it's been difficult for me to find the time to sit at the keyboard.
Also I made the mistake of trying to contribute to the engine development, and in the process I learned that MT isn't getting anywhere, which doesn't help,
but working on mobkit has been fun enough so I'm hoping I'll get to it later this fall.

Meanwhile if you'd like to try it yourself, here are the easy cases:
  • ceiling: roll 180, counteract gravity and proceed as normal
  • walls, vertical direction only: yaw perpendicular to the wall, pitch 90/-90

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Re: Mobkit - Entity API [mobkit][alpha]

by Lone_Wolf » Post

I learned that MT isn't getting anywhere
It is, just slowly. I actually think it's speeding up though
My ContentDB -|- Working on CaptureTheFlag -|- Minetest Forums Dark Theme!! (You need it)

u18398

Re: Mobkit - Entity API [mobkit][alpha]

by u18398 » Post

Termos wrote:
Sat Sep 12, 2020 12:34

Also I made the mistake of trying to contribute to the engine development, and in the process I learned that MT isn't getting anywhere, which doesn't help,
but working on mobkit has been fun enough so I'm hoping I'll get to it later this fall.
That can be frustrating, I believe.

If you have a server and a real use for the stuff it is much easier.
Otherwise you can try the indian madala way. Design and create something really beautiful and
then when it is finished, enjoy it a last time and destroy it XD

Termos
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Re: Mobkit - Entity API [mobkit][alpha]

by Termos » Post

Update 201121

mobkit
  • Add frame_blend option to animations [ElCeejo].
----------------
A small update, but what's noteworthy about it, it's probably the last to support MT 5.2.* and earlier
I don't feel like dragging along old workarounds, and I want to take full advantage of moveresult.

If anyone feels that's not a good idea let me know why.

u18398

Re: Mobkit - Entity API [mobkit][alpha]

by u18398 » Post

Termos wrote:
Sat Nov 21, 2020 13:27
Update 201121
it's probably the last to support MT 5.2.* and earlier
I don't feel like dragging along old workarounds, and I want to take full advantage of moveresult.

If anyone feels that's not a good idea let me know why.
No problem with that. Maybe just add a Release to ContentDB stating the V5.2 and smaller for people who cannot update. For example my server Jungle would not be able to run mobkit, water_life and petz anymore.

Any information of what exactly are those advantages ?

Termos
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Re: Mobkit - Entity API [mobkit][alpha]

by Termos » Post

I'm going to add the 5.2 compatible version as the last static cdb release and also keep it in a git branch.
The advantage is all the collision info, stuff that before was very difficult to do reliably in lua.

Aren't you planning on updating your servers to 5.3?

u18398

Re: Mobkit - Entity API [mobkit][alpha]

by u18398 » Post

Termos wrote:
Sun Nov 22, 2020 15:43

Aren't you planning on updating your servers to 5.3?
LillyInTheVally already is and is always kept up to date.

Jungle is very special, because of it's age and the large amount of mods
which are not updated anymore. I tried but minetest 5.2 is the max it can run.
On the long term I will find an other solution, but that needs a lot of spare time
and there are so many buildings and other things people invested much time into
I do not want to give it up.

Termos
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Re: Mobkit - Entity API [mobkit][alpha]

by Termos » Post

I see.
Well, maybe I'm going to query minetest.features and try to support 5.2 for a little bit longer if it turns out to be not too much of a PITA.
Then it'll be up to the mods to decide if they want to make use of collision info or not.

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runs
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Re: Mobkit - Entity API [mobkit][alpha]

by runs » Post

Termos wrote:
Sun Nov 22, 2020 17:57
I see.
Well, maybe I'm going to query minetest.features and try to support 5.2 for a little bit longer if it turns out to be not too much of a PITA.
Then it'll be up to the mods to decide if they want to make use of collision info or not.
I think that it is better do not support 5.2 longer. I mean Gundul is a great mod developer / mobkit driver, but in my opinion we have to move forward and not bind the code by a single server. The pausible solution, gundul, is if it's an old server, which can't be updated, then continue with the frozen 5.2 mobkit, this will force you to patch it up sooner rather than later and make it even more difficult later. But of course Thermos' decision in the end. :-)

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