[mod] water_life - mobs for mobkit - V291120[water_life]

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Clyde
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Re: [mod] water_life - mobs for mobkit[200220][water_life]

by Clyde » Post

Hello Gundul,

Code: Select all

Assignment to undeclared global "under" inside a function at ...est/games/smalltech_game/mods/mp_mobs/water_life/api.lua:572
Throwing from a Testserver and let the Server crash.
MT was the last Dev-Version.

It seems, you define the local Var "under" inside a if-then-else-block. This line is out of the Block and the Var then isn't valid anymore.
You have a Pull-Request for this.

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Re: [mod] water_life - mobs for mobkit[200220][water_life]

by Clyde » Post

Code: Select all

Undeclared global variable "fast" accessed at ...games/smalltech_game/mods/mp_mobs/water_life/piranha.lua:38
This variable is really undeclared, it comes as Warning.

Greetings, Clyde.

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Re: [mod] water_life - mobs for mobkit[200220][water_life]

by Gundul » Post

Clyde wrote:

Code: Select all

Undeclared global variable "fast" accessed at ...games/smalltech_game/mods/mp_mobs/water_life/piranha.lua:38
This variable is really undeclared, it comes as Warning.

Greetings, Clyde.
Hi Clyde,

thanks for PR and info, but I already fixed it yesterday :) Only I had no opportunity to upload because they
are doing works on our hotel's accesspoints. So I was kind of cut off. But it looks like it is done.
the 'fast' and also the 'def' global vars are not really vars. I just forgot the quotes of the animation names.

I will upload as soon as possible, I still have some problems with my vpn, from here.
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Re: [mod] water_life - mobs for mobkit[200220][water_life]

by Clyde » Post

Seems you have a really slow internet:
Latest commit c10e647 6 days ago.

But never mind, you are knowing about it and the update will come, don't care ;-).

Greetings, Clyde.

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Re: [mod] water_life - mobs for mobkit[200220][water_life]

by Gundul » Post

Clyde wrote:Hello Gundul,

Code: Select all

Assignment to undeclared global "under" inside a function at ...est/games/smalltech_game/mods/mp_mobs/water_life/api.lua:572
Throwing from a Testserver and let the Server crash.
MT was the last Dev-Version.
This can only crash if you have by coincidence an other mod using "under" as global var.
Not very likely but can happen. Usually global vars are like modname.variable if not done by error like here.
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Re: [mod] water_life - mobs for mobkit[200220][water_life]

by runs » Post

Hi Gundul, I've checked and I think another variable is global:

line 419: (local) yaw = water_life.get_yaw_to_pos(self,endpos)

And line 396 I am not sure.
Day 42 of the quarantine

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Re: [mod] water_life - mobs for mobkit - V010320[water_life]

by Gundul » Post

Update:

thanks to Bastrabun, Clyde and runs for reporting the false global vars.
I checked the log files and I hope I found them all now.
  • - fixed undeclared global vars
    - changed hq_water_attack behavior
    - different other small fixes
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Re: [mod] water_life - mobs for mobkit - V010320[water_life]

by Gundul » Post

Update to 280320:
  • - no spawn of sharks near shark buoys
    - fix problem with whales and muddy water
    - clean up code (replace spaces by tabs)
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Re: [mod] water_life - mobs for mobkit - V040420[water_life]

by Gundul » Post

update 040420:

- fix api and mob overpopulation
- decrease amount of spawning piranhas
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Re: [mod] water_life - mobs for mobkit - V130420[water_life]

by Gundul » Post

Update 130420:

- caught piranhas with bugnet will stay permanently in world when released again
- api adjustments
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Re: [mod] water_life - mobs for mobkit - V130420[water_life]

by BlueTangs Rock » Post

Looking back on the older comments here, I noticed that whales and sharks don't have many unique drops, with diamonds seeming to be the current uncommon placeholder drop.

I'm not completely sure if this is the right place to make suggestions for this mod pack, but I'ld like to briefly make a suggestion for the mob drops.

Prehaps the whales could have the chance to drop oil, as long ago whalers would hunt whales for their oil to fuel things such as lamps, even though I believe in real life this only applied to species such as sperm whales, but for the sake of the mod it can be generalized to the whale mob.

Prehaps in the mod, this oil can be fuel for a lantern-like block or item, and/or could be used as furnace fuel.

As for sharks, prehaps they could occasionally drop a few shark teeth, or prehaps once every couple minutes the shark could randomly drop a shark tooth while remaining alive as their real life counterparts often get rid of their old teeth to grow in new ones.

Prehaps the teeth could be used as decoration, could possibly be used to make bonemeal if you and the bonemeal mod creator would like to have a feature that goes across the mods, or the teeth could be used in a weapon or armor set, prehaps the weapon could be a trident or spear if you'd like.
Look at that, a signiture box! To bad I have nothing to put in i-... Wait...

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Re: [mod] water_life - mobs for mobkit - V130420[water_life]

by Gundul » Post

BlueTangs Rock wrote:Looking back on the older comments here, I noticed that whales and sharks don't have many unique drops, with diamonds seeming to be the current uncommon placeholder drop.

I'm not completely sure if this is the right place to make suggestions for this mod pack, but I'ld like to briefly make a suggestion for the mob drops.

Prehaps the whales could have the chance to drop oil, as long ago whalers would hunt whales for their oil to fuel things such as lamps, even though I believe in real life this only applied to species such as sperm whales, but for the sake of the mod it can be generalized to the whale mob.

Prehaps in the mod, this oil can be fuel for a lantern-like block or item, and/or could be used as furnace fuel.

As for sharks, prehaps they could occasionally drop a few shark teeth, or prehaps once every couple minutes the shark could randomly drop a shark tooth while remaining alive as their real life counterparts often get rid of their old teeth to grow in new ones.

Prehaps the teeth could be used as decoration, could possibly be used to make bonemeal if you and the bonemeal mod creator would like to have a feature that goes across the mods, or the teeth could be used in a weapon or armor set, prehaps the weapon could be a trident or spear if you'd like.
This is surely the right place to make suggestions. :)
And the idea of whale oil and shark teeth is really worth thinking about.
There is still one problem, I am an awful designer when it comes to painting things.

Whale oil maybe can come in barrels and whale bones were also used to build fences.
Shark teeth could be used to craft arrows and spears, while shark fins can be used for cooking :)

Anyone who can make textures for these ? And it will be part of the next update.
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Re: [mod] water_life - mobs for mobkit - V130420[water_life]

by BlueTangs Rock » Post

Gundul wrote: This is surely the right place to make suggestions. :)
And the idea of whale oil and shark teeth is really worth thinking about.
There is still one problem, I am an awful designer when it comes to painting things.

Whale oil maybe can come in barrels and whale bones were also used to build fences.
Shark teeth could be used to craft arrows and spears, while shark fins can be used for cooking :)

Anyone who can make textures for these ? And it will be part of the next update.
Thank you for considering the suggestion,
I could create the textures if you'ld like as for the last couple weeks I've been practicing creating texture sprites with some decent progress, I could send a link to the images when I finish them up.
Look at that, a signiture box! To bad I have nothing to put in i-... Wait...

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Re: [mod] water_life - mobs for mobkit - V130420[water_life]

by Gundul » Post

BlueTangs Rock wrote: Thank you for considering the suggestion,
I could create the textures if you'ld like as for the last couple weeks I've been practicing creating texture sprites with some decent progress, I could send a link to the images when I finish them up.
Go ahead :) I am already curious what they will look like.
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Re: [mod] water_life - mobs for mobkit - V130420[water_life]

by BlueTangs Rock » Post

Sprite creation update:
I'm half way done with total amount of textures, however it's 2:53 AM, and I have online school tomorrow, so I likely won't be completely finished until tomorrow, but I'm still going in strong on the textures regardless.
Look at that, a signiture box! To bad I have nothing to put in i-... Wait...

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Re: [mod] water_life - mobs for mobkit - V130420[water_life]

by Gundul » Post

BlueTangs Rock wrote:Sprite creation update:
I'm half way done with total amount of textures, however it's 2:53 AM, and I have online school tomorrow, so I likely won't be completely finished until tomorrow, but I'm still going in strong on the textures regardless.
Take your time. :) This is no competition of who is the fastest texture painter XD
Only the result is what counts :)
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Re: [mod] water_life - mobs for mobkit - V130420[water_life]

by BlueTangs Rock » Post

Gundul wrote:
BlueTangs Rock wrote:Sprite creation update:
I'm half way done with total amount of textures, however it's 2:53 AM, and I have online school tomorrow, so I likely won't be completely finished until tomorrow, but I'm still going in strong on the textures regardless.
Take your time. :) This is no competition of who is the fastest texture painter XD
Only the result is what counts :)
That is true, Lol.
Look at that, a signiture box! To bad I have nothing to put in i-... Wait...

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Re: [mod] water_life - mobs for mobkit - V130420[water_life]

by BlueTangs Rock » Post

The textures are complete.
I also created some extra non-shark/whale related item textures in case they're needed in the future which includes:
-Raw and cooked piranha
-Raw and cooked urchin
-Kelp cutting(Raw kelp that could also be used to replant kelp plants) and dried kelp
-Sushi rolls.

Hopefully these extra textures are alright, if not then that's alright as well.
Attachments
Minetest mod textures.zip
(11.08 KiB) Downloaded 7 times
Look at that, a signiture box! To bad I have nothing to put in i-... Wait...

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Re: [mod] water_life - mobs for mobkit - V130420[water_life]

by Gundul » Post

BlueTangs Rock wrote:The textures are complete.
I also created some extra non-shark/whale related item textures in case they're needed in the future which includes:
-Raw and cooked piranha
-Raw and cooked urchin
-Kelp cutting(Raw kelp that could also be used to replant kelp plants) and dried kelp
-Sushi rolls.

Hopefully these extra textures are alright, if not then that's alright as well.
Thanks, most of your textures are really pretty, like the lit oil lamp and many others, too.
The cooked piranha is maybe not so. x)
But I will definitely use your shark and whale stuff, also the cooked urchin and spears and
arrows. Only, could you please change the background color to transparent ?
And maybe a barrel for whale oil would be a cool addition. Whales would have to drop
hundreds of oil bottles :D I will then make a recipe where you can make a barrel of oil to 9
bottles.
Attachments
16x16 Lit Whale Oil Lantern.png
example for transparent background color
(509 Bytes) Not downloaded yet
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Re: [mod] water_life - mobs for mobkit - V130420[water_life]

by BlueTangs Rock » Post

Gundul wrote: Thanks, most of your textures are really pretty, like the lit oil lamp and many others, too.
The cooked piranha is maybe not so. x)
But I will definitely use your shark and whale stuff, also the cooked urchin and spears and
arrows. Only, could you please change the background color to transparent ?
And maybe a barrel for whale oil would be a cool addition. Whales would have to drop
hundreds of oil bottles :D I will then make a recipe where you can make a barrel of oil to 9
bottles.
Thank you for your feedback! :D I'll make sure to fix these problems and upload the improved textures on here.
Look at that, a signiture box! To bad I have nothing to put in i-... Wait...

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Re: [mod] water_life - mobs for mobkit - V130420[water_life]

by BlueTangs Rock » Post

Texture Creation update: I have now created a Whale oil barrel and redone the texture of the cooked variant of piranha, now the only thing left is to find a way to get transparent backgrounds as Microsoft paint supposedly can't do that, Lol.
Look at that, a signiture box! To bad I have nothing to put in i-... Wait...

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Re: [mod] water_life - mobs for mobkit - V130420[water_life]

by Gundul » Post

BlueTangs Rock wrote:Texture Creation update: I have now created a Whale oil barrel and redone the texture of the cooked variant of piranha, now the only thing left is to find a way to get transparent backgrounds as Microsoft paint supposedly can't do that, Lol.
Sry I can't help with windows very much. I do not use it for maybe 20 yrs now :D Only to play a game from time to time. But there are surely other apps available than Microsoft paint, I guess. Google is your friend :)
windows png change background transparent
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Re: [mod] water_life - mobs for mobkit - V130420[water_life]

by Termos » Post

Gundul wrote:there are surely other apps available than Microsoft paint, I guess.
like gimp

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Re: [mod] water_life - mobs for mobkit - V130420[water_life]

by mexilord » Post

Termos wrote:
Gundul wrote:there are surely other apps available than Microsoft paint, I guess.
like gimp
or krita (i prefer krita)
https://krita.org/en/

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Re: [mod] water_life - mobs for mobkit - V130420[water_life]

by BlueTangs Rock » Post

mexilord wrote:
Termos wrote:
Gundul wrote:there are surely other apps available than Microsoft paint, I guess.
like gimp
or krita (i prefer krita)
https://krita.org/en/
Ok, I'll make sure to check it out later. Thank you guys for program suggestions!
Look at that, a signiture box! To bad I have nothing to put in i-... Wait...

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