[mod] water_life - mobs for mobkit - V171020[water_life]

Gundul
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Re: [mod] water_life - mobs for mobkit - V190720[water_life]

by Gundul » Post

FrostRanger wrote:
Thu Jul 23, 2020 06:07
Would you consider adding spawn eggs for sharks, crocs, whales and any other mob that doesn't have one? Would be useful for player who wish to make an aquarium
You mean these eggs like from mobs_redo. right click them in the landscape and the mob is spawned ?
They are not craftable, are they ?

I do not know if that is really needed. But why not, if there are more than just you who wants this :)
Maybe a poll could help.
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Re: [mod] water_life - mobs for mobkit - V190720[water_life]

by Bastrabun » Post

Two things:

1. Is there a simple method of changing things like spawns and drops from the outside?

Use case is that I usually update early and often. I'd like to keep it as default as possible and rather make a mod that changes those values from outside, like exchange the diamonds of sharks with half worn armor the sharks might have gobbled up

2. Is there a way the waterlife mobs could heed the invisibility of players, like the one of here: https://content.minetest.net/packages/T ... isibility/

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Re: [mod] water_life - mobs for mobkit - V190720[water_life]

by Gundul » Post

Bastrabun wrote:
Fri Jul 24, 2020 00:12
Two things:

1. Is there a simple method of changing things like spawns and drops from the outside?

Use case is that I usually update early and often. I'd like to keep it as default as possible and rather make a mod that changes those values from outside, like exchange the diamonds of sharks with half worn armor the sharks might have gobbled up

2. Is there a way the waterlife mobs could heed the invisibility of players, like the one of here: https://content.minetest.net/packages/T ... isibility/
What you can change is the spawning chance or max # of one kind of animal in ABR. See the values in settingtypes.txt and use them in your minetest.conf. Where the mobs spawn can not easily be changed because it is indivdually coded for each animal in spawn.lua.
In your own mod you would have to override or delete and reregister the water_life spawnstep, if that is possible.

Water_life uses mobkit api to detect players, so you should ask Termos if it is possible to heed invisibility by mobkit.
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Re: [mod] water_life - mobs for mobkit - V250720[water_life]

by Gundul » Post

Update 250720:

Seagulls
- spawn above sea water with min depth of 5 nodes
- three different colors
- five different sounds
- sharkfood
- updated ContentDB
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Re: [mod] water_life - mobs for mobkit - V250720[water_life]

by Gundul » Post

Coming up next:

CrocBags :)
Image

Craft from croc leather and use in your unified _inventory as a bag to store
your stuff.


And a little while later you could meet these guys:
viewtopic.php?f=9&t=25134

Tokay geckos will hunt your fireflies :D
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Re: [mod] water_life - mobs for mobkit - V250720[water_life]

by MisterE » Post

Need more models? let me know what kinds of animals to make, I may get around to making them

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Re: [mod] water_life - mobs for mobkit - V190720[water_life]

by MisterE » Post

Gundul wrote:
Thu Jul 23, 2020 16:48
FrostRanger wrote:
Thu Jul 23, 2020 06:07
Would you consider adding spawn eggs for sharks, crocs, whales and any other mob that doesn't have one? Would be useful for player who wish to make an aquarium
You mean these eggs like from mobs_redo. right click them in the landscape and the mob is spawned ?
They are not craftable, are they ?

I do not know if that is really needed. But why not, if there are more than just you who wants this :)
Maybe a poll could help.
I have played with mobs_redo, and eggs can be quite useful....

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Re: [mod] water_life - mobs for mobkit - V190720[water_life]

by Gundul » Post

MisterE wrote:
Tue Jul 28, 2020 01:16
Gundul wrote:
Thu Jul 23, 2020 16:48
FrostRanger wrote:
Thu Jul 23, 2020 06:07
Would you consider adding spawn eggs for sharks, crocs, whales and any other mob that doesn't have one? Would be useful for player who wish to make an aquarium
You mean these eggs like from mobs_redo. right click them in the landscape and the mob is spawned ?
They are not craftable, are they ?

I do not know if that is really needed. But why not, if there are more than just you who wants this :)
Maybe a poll could help.
I have played with mobs_redo, and eggs can be quite useful....
I usually use /spawnentity modname:mobname :D
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Re: [mod] water_life - mobs for mobkit - V250720[water_life]

by Gundul » Post

MisterE wrote:
Tue Jul 28, 2020 01:15
Need more models? let me know what kinds of animals to make, I may get around to making them
sure :)

giant squid, beaver, hippo, snake, dugong, ...

Anything which lives in or near water. In air, on land, in water or all three of them :)
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Re: [mod] water_life - mobs for mobkit - V250720[water_life]

by MisterE » Post

Ok... And what animations would you like?
Obviously, walk, jump, a few stand anims, die, attack...
But there could be others... For example, If you sound a way to make a separate animation to animate the transition from walk to stand, or from stand to walk, or crouching for a leap, or jumping, etc

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Re: [mod] water_life - mobs for mobkit - V250720[water_life]

by MisterE » Post

hmm, for giant squid, it you want to make that look good, you may have to have several entities, one for the body, and many for each arm. Then you attach them and code in the animations. I don't know if that is possible, But a squid is so large and gangly that you may want different "parts". If you kill its arm, then it has one less arm and keeps attacking. If you kill its head, that kills all its arms too.

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Re: [mod] water_life - mobs for mobkit - V250720[water_life]

by MisterE » Post

also, I saw your seagull. It keeps on flying, even when it is in water. Perhaps that should land when it gets near to water, and float on the surface with its wings folded.

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Re: [mod] water_life - mobs for mobkit - V250720[water_life]

by Gundul » Post

MisterE wrote:
Tue Jul 28, 2020 18:50
also, I saw your seagull. It keeps on flying, even when it is in water. Perhaps that should land when it gets near to water, and float on the surface with its wings folded.
Yes that is planned. But I am totally untalented in painting and desining. Sapier's model of the gull has no feet and
only a fly animation. That's why it is only flying in the moment :)
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Re: [mod] water_life - mobs for mobkit - V250720[water_life]

by Gundul » Post

MisterE wrote:
Tue Jul 28, 2020 17:34
Ok... And what animations would you like?
Obviously, walk, jump, a few stand anims, die, attack...
But there could be others... For example, If you sound a way to make a separate animation to animate the transition from walk to stand, or from stand to walk, or crouching for a leap, or jumping, etc
Keep it simple for the beginning, a stand, a swim and a walk animation is usually a good start.
Everything else can be added later if needed, because every behavior is coded for its own.
Same for the squid. That would be a very rare mob you could only encounter in the deep dark
see from a submarine like the in nautilus mod.
So if the arms have enough bones and are well animated to a swim animation that should be
fine for a good start.
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Re: [mod] water_life - mobs for mobkit - V250720[water_life]

by MisterE » Post

Ill see about making another seagull. The beaver is almost finished...

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Re: [mod] water_life - mobs for mobkit - V250720[water_life]

by MisterE » Post

Gundul wrote:
Wed Jul 29, 2020 04:36
MisterE wrote:
Tue Jul 28, 2020 18:50
also, I saw your seagull. It keeps on flying, even when it is in water. Perhaps that should land when it gets near to water, and float on the surface with its wings folded.
Yes that is planned. But I am totally untalented in painting and desining. Sapier's model of the gull has no feet and
only a fly animation. That's why it is only flying in the moment :)
I solve the totally untalented part of painting models with a technique I discovered where I use voxels, and each voxel is a different color, mapped to a specific pixel in the texture. I try to optimize the model by deleting interior geometry. That way, building the model also paints it at the same time.

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Re: [mod] water_life - mobs for mobkit - V250720[water_life]

by MisterE » Post

The beaver is ready: Here:
viewtopic.php?f=9&t=25134&p=378485#p378485

Enjoy!

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Re: [mod] water_life - mobs for mobkit - V250720[water_life]

by MisterE » Post

And I have added a rattlesnake too.

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Re: [mod] water_life - mobs for mobkit - V250720[water_life]

by Gundul » Post

MisterE wrote:
Sat Aug 01, 2020 03:07
And I have added a rattlesnake too.
Yay!! that looks pretty good.

Will test it now.
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Re: [mod] water_life - mobs for mobkit - V250720[water_life]

by MisterE » Post

I have two ideas for water life:

Crocodile

leech

I can do the models, but for a good crocodile, it should be able to grab the player (attach to mouth), and shake the player (or its prey) to death.

the leech should attach itself to the player or its prey and simply sit there, taking off 1/2 hitpoints slowly.

Can you do these kinds of attachments? Do you know a way to program them? If so, please give a description of the animations I should make, so that we are on the same page before I start modelling.

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Re: [mod] water_life - mobs for mobkit - V250720[water_life]

by FrostRanger » Post

MisterE wrote:
Sun Aug 02, 2020 22:10
I have two ideas for water life:

Crocodile

leech

I can do the models, but for a good crocodile, it should be able to grab the player (attach to mouth), and shake the player (or its prey) to death.

the leech should attach itself to the player or its prey and simply sit there, taking off 1/2 hitpoints slowly.

Can you do these kinds of attachments? Do you know a way to program them? If so, please give a description of the animations I should make, so that we are on the same page before I start modelling.
The mortick in nssm does something pretty similar to what you're asking, maybe take a look at the code for that?
Sole ranger and ruler of the frozen realms of Cabin Fever and seeker of the ever elusive Dungeon Master...

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Re: [mod] water_life - mobs for mobkit - V250720[water_life]

by Gundul » Post

MisterE wrote:
Sun Aug 02, 2020 22:10
I have two ideas for water life:

Crocodile

leech

I can do the models, but for a good crocodile, it should be able to grab the player (attach to mouth), and shake the player (or its prey) to death.

the leech should attach itself to the player or its prey and simply sit there, taking off 1/2 hitpoints slowly.

Can you do these kinds of attachments? Do you know a way to program them? If so, please give a description of the animations I should make, so that we are on the same page before I start modelling.
You want to replace Mr. Croc ? XD
thanks but I think that is not necessary for now. I already have another model with bite and even roll animation,

Leeches are a good idea but I have no experience in attachments so far.
You would need salt or cigerettes to make them let go again :)

You can see your models on my github. It wasn't the dev branch, it is gecko branch which I forgot to
push to gihub 2 days ago.
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Re: [mod] water_life - mobs for mobkit - V250720[water_life]

by MisterE » Post

"You want to replace Mr. Croc ? XD "

I looked, and didnt see a crocodile. Must have missed it. sorry.

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Re: [mod] water_life - mobs for mobkit - V250720[water_life]

by MisterE » Post

FrostRanger wrote:
Mon Aug 03, 2020 02:34
MisterE wrote:
Sun Aug 02, 2020 22:10
I have two ideas for water life:

Crocodile

leech

I can do the models, but for a good crocodile, it should be able to grab the player (attach to mouth), and shake the player (or its prey) to death.

the leech should attach itself to the player or its prey and simply sit there, taking off 1/2 hitpoints slowly.

Can you do these kinds of attachments? Do you know a way to program them? If so, please give a description of the animations I should make, so that we are on the same page before I start modelling.
The mortick in nssm does something pretty similar to what you're asking, maybe take a look at the code for that?
Thx, ill check that out. You might too, Gundle.

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Re: [mod] water_life - mobs for mobkit - V250720[water_life]

by Gundul » Post

MisterE wrote:
Mon Aug 03, 2020 05:58
You might too, Gundle.
Anyone knows that person ? X)
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