[Mod] Wilhelmines Animal World [animalworld]

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Liil
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Re: [Mod] Wilhelmines Animal World [animalworld]

by Liil » Post

Here they are: Image

The sounds are licensed under Creative Commons License from the Sumatran Organ Utan Society:

https://www.youtube.com/@SOSorangutans/featured

https://www.orangutans-sos.org/learn/schools-resources/
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j0j0n4th4n
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Re: [Mod] Wilhelmines Animal World [animalworld]

by j0j0n4th4n » Post

Would it be possible to make a port for the mobkit or kitz API?
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arcticheroh
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Re: [Mod] Wilhelmines Animal World [animalworld]

by arcticheroh » Post

Liil wrote:
Tue Jan 31, 2023 21:06
Here they are: Image

The sounds are licensed under Creative Commons License from the Sumatran Organ Utan Society:

https://www.youtube.com/@SOSorangutans/featured
That's so cool!
https://www.orangutans-sos.org/learn/schools-resources/

Dead monkey 404
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Re: [Mod] Wilhelmines Animal World [animalworld]

by Dead monkey 404 » Post

I've just seen a very weird bug in which the whales and dolphins grew very huge

_forgive my English_
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Liil
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Re: [Mod] Wilhelmines Animal World [animalworld]

by Liil » Post

Dead monkey 404 wrote:
Wed Feb 15, 2023 20:47
I've just seen a very weird bug in which the whales and dolphins grew very huge

_forgive my English_
Check attachment
Are you using the newest Version of the mods (Marinara Mobs + Animal World) from content DB?

There is a weird thing I see in your inventory: You are selecting a beluga whale from Animalworld, but dolphins are from Marinara Mobs, and not from Animalworld.
Seems there is a beluga whale on your screenshot, that is using a dolphin model, for whatever reason.
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Re: [Mod] Wilhelmines Animal World [animalworld]

by Dead monkey 404 » Post

Yes, I use both and they're latest from contentdb. I have beluga whale in my hand to test it. It spawn normal but after I go far and come back it increases size. It only happens in this world (v6). My view range was around 180 to maybe 630 or above. I don't know.
My minetest is the latest stable build(with apercy's water shaders).

_Forgive my English_
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Liil
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Re: [Mod] Wilhelmines Animal World [animalworld]

by Liil » Post

Okay, that is weird.

I have tested it with V6 and the bug did not appear, also Apercys shader does not replicate the bug on my system. Here you can also see, what the normal dolphin texture should look like:

Image

Maybe it is something technical I would suspect. My operating system is Windows 10 I am using RTX 2060 SUPER
I would try to update graphics card driver.

Otherwise, others here can try, if they can reproduce the bug. I am interested what is causing it.
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Re: [Mod] Wilhelmines Animal World [animalworld]

by Dead monkey 404 » Post

I'm on Windows 11 pro
CPU - Intel I3 4170 3.6ghz slightly oc
GPU - Nvidia GeForce GT 610 2GB 2000mhz oc (Latest driver)
RAM - 4x2 DDR3 RAM 1600mhz
SSD as a boot device and HDDs are for storage.(120gb Semsotek SSD , 1TB Toshiba HDD, 1TB Seagate, 500GB Daichi)

Or maybe I'll send you the world... ( Notice, I have a lots of mods loaded)
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Re: [Mod] Wilhelmines Animal World [animalworld]

by Dead monkey 404 » Post

It works good in other worlds but only in this world ,it glitches. I've seen no glitches either on other worlds of mine with v6 mapgen.
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Liil
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Re: [Mod] Wilhelmines Animal World [animalworld]

by Liil » Post

Dead monkey 404 wrote:
Fri Feb 17, 2023 11:53
Or maybe I'll send you the world... ( Notice, I have a lots of mods loaded)
It would be better, if you deactivate the mods one by one on this map, until the bug does not appear again. Then you can know, what mod is causing the problem.
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Dead monkey 404
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Re: [Mod] Wilhelmines Animal World [animalworld]

by Dead monkey 404 » Post

Actually, I've figured out the glitch. It was because of very high view range and too much other stuff in use like I recently blasted 2 neutron bombs in the world(tnta ++ mod), it caused a lot of particle to load and it didn't even blasted properly. And some dragonis fire dragons burned the entire forests while the mese dragon was vibing by converting every thing to mese. I've tried it in other world it gave the same glitch. I guess it's the problem with LODs. Because it doesn't looked properly textured when I'm far from it. And dolphin worked until I went far...
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Re: [Mod] Wilhelmines Animal World [animalworld]

by Dead monkey 404 » Post

Meanwhile, I've found another glitch which is universal. When you kill a mob, it rotates (360°) then disappears. It is a common glitch for your all mods. Nssm mobs die normally. And dragons too.
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Liil
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Re: [Mod] Wilhelmines Animal World [animalworld]

by Liil » Post

Dead monkey 404 wrote:
Fri Feb 17, 2023 18:09
Meanwhile, I've found another glitch which is universal. When you kill a mob, it rotates (360°) then disappears. It is a common glitch for your all mods. Nssm mobs die normally. And dragons too.
Thats not a glitch, thats a feature of mobs redo, called death animation. Otherwise they would just disappear into nothing when they die.
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Re: [Mod] Wilhelmines Animal World [animalworld]

by Dead monkey 404 » Post

Kinda weird feature... Can't you make them die more diversely??? Like replace the death animation with something that makes sense, for example they can lay down or turn into some smoke particles or maybe they can die like Tenplus1's mobs cows ???
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Liil
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Re: [Mod] Wilhelmines Animal World [animalworld]

by Liil » Post

Dead monkey 404 wrote:
Sat Feb 18, 2023 10:17
Kinda weird feature... Can't you make them die more diversely??? Like replace the death animation with something that makes sense, for example they can lay down or turn into some smoke particles or maybe they can die like Tenplus1's mobs cows ???
You can make a mobs mod yourself for Minetest, if you are not satisfied with my design decisions :)

Maybe I will make specific death animations for every model in the future, but until Minetest decides to support blockbench, I will make no great changes.

Otherwise there are other mob APIs like Mobkit and Creatura/Animalia you can use.
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Re: [Mod] Wilhelmines Animal World [animalworld]

by TenPlus1 » Post

@DeadMonkey404 - The Mobs Redo API looks for a death animation when a mob is killed, if none is found then it will spin around so it doesn't just disappear. This was a requested feature.

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Re: [Mod] Wilhelmines Animal World [animalworld]

by Dead monkey 404 » Post

Oh, I'll try making animations then...
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Gorm
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Re: [Mod] Wilhelmines Animal World [animalworld]

by Gorm » Post

Hello!
I made a spawn_example.lua for your mod. Its available here:

https://notabug.org/Gorm/minetest-animalworld

Yours Gorm

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Re: [Mod] Wilhelmines Animal World [animalworld]

by the_lisp_nationalist » Post

Hi there...

Is this the mod that adds the whitelisting dolphin?

Asking because there's an *extremely* loud and persistent sound, that I thought was a bird at first... And since I'm still not sure of the origin of the sound, I wouldn't want to accuse the poor dolphins without being certain first... :)

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