[Mod] Knog the giant gorilla [0.2.0] [mobs_knog]

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babyBalrog
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[Mod] Knog the giant gorilla [0.2.0] [mobs_knog]

by babyBalrog » Post

Knog big gorilla

Image
Knog no like trees

Image
Knog no like buildings

Image
Knog kill animals

Image
Knog kill you


Dependencies: mobs
Licv: Code (GPLv3 or later), Media (CC BY-SA 3.0)
Gitlab:https://gitlab.com/davidauz/mobs_knog
Github:https://github.com/davidauz/mobs_knog
Download:https://gitlab.com/davidauz/mobs_knog/- ... g-main.zip
https://github.com/davidauz/mobs_knog/a ... s/main.zip

Warning: Knog is known to throw boulders at players.
He likes apples; if he is following you with homicidal intents, throw some on the ground.
Last edited by babyBalrog on Wed Oct 27, 2021 07:14, edited 4 times in total.

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Re: [Mod] Knog the giant gorilla [0.0.1] [mobs_knog]

by Josselin2 » Post

Sounds like fun, but every link in your post is either broken or requires a gitlab account to view

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babyBalrog
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Re: [Mod] Knog the giant gorilla [0.0.1] [mobs_knog]

by babyBalrog » Post

Oops! Sorry I messed up the repo settings.
Thanks for raising the issue, It should be OK now.

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Re: [Mod] Knog the giant gorilla [0.0.1] [mobs_knog]

by Josselin2 » Post

Sorry to keep spamming your thread, but: the images in your first post are still not clickable.

The textures folder seems to be missing from gitlab. When I run your mod on a new world, with just unified inventory, mobs_redo and mobs_knog, I get these errors:

Code: Select all

2021-10-07 19:31:19: ERROR[Main]: generateImage(): Could not load image "knog_egg.png" while building texture; Creating a dummy image
2021-10-07 19:31:30: WARNING[Server]: Call to deprecated function 'setacceleration', please use 'set_acceleration' at /home/ra/.minetest/mods/mobs_knog/init.lua:342
2021-10-07 19:31:30: WARNING[Server]: Undeclared global variable "node_fire" accessed at /home/ra/.minetest/mods/mobs_knog/init.lua:129
2021-10-07 19:31:30: WARNING[Server]: Undeclared global variable "node_permanent_flame" accessed at /home/ra/.minetest/mods/mobs_knog/init.lua:130
2021-10-07 19:31:30: WARNING[Server]: Assignment to undeclared global "vsr" inside a function at /home/ra/.minetest/mods/mobs_knog/init.lua:239.
2021-10-07 19:31:30: ERROR[Main]: generateImage(): Could not load image "knog1.png" while building texture; Creating a dummy image
Knog is entirely pink, maybe that's because of the missing textures though. EDIT: after restarting he was entirely brown.

I noticed a sound file in your repo, if Knog is making a noise I can't hear it. (I checked that the game is unmuted).

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Re: [Mod] Knog the giant gorilla [0.0.1] [mobs_knog]

by babyBalrog » Post

Hi, happy to know that your Knog is indeed brown!
He is indeed mute now, his grunting is planned for the next release.
Sorry I don't understand what do you mean for the images not being clickable... I used the [img] tag, is there another way?
Thank you for spotting the errors, I fixed them and updated the repository.

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Re: [Mod] Knog the giant gorilla [0.0.1] [mobs_knog]

by Josselin2 » Post

This is what I see when I look at your first post. No images, no clickable links, just the word "image"

Image

When I upload an image to Imgur, I usually have to right-click it and select 'Open image in new tab', which gives a URL that this forum can actually use. (So, I am guessing that the forum doesn't recognise the URLs you used as valid images).

I'm still seeing a couple of errors. The first when the egg is visible in unified inventory, the second when the egg is placed on the ground, producing a Knog.

Code: Select all

2021-10-08 05:58:49: ERROR[Main]: generateImage(): Could not load image "knog_egg.png" while building texture; Creating a dummy image
2021-10-08 05:58:55: ERROR[Main]: generateImage(): Could not load image "knog1.png" while building texture; Creating a dummy image

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Re: [Mod] Knog the giant gorilla [0.0.1] [mobs_knog]

by BlueTangs Rock » Post

Just out of curiosity, what mod does the fox in the third image come from?
Look at that, a signiture box! To bad I have nothing to put in i-... Wait...

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Re: [Mod] Knog the giant gorilla [0.0.1] [mobs_knog]

by babyBalrog » Post

Hi! Thank you for your time and patience.
I didn't use imgur because it is censored where I live, along with Google, github, facebook and whatnot.
Today I updated the post using imgur through a VPN, now it should work.
For what regards the two png's error, I downright left out the files from the commit, bless my shaky memory.
I just updated the repo.
Thank you again for your help!

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Re: [Mod] Knog the giant gorilla [0.0.1] [mobs_knog]

by babyBalrog » Post

Hi!
the fox comes from dmobs (D00Med's Mobs) https://github.com/D00Med/dmobs/

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Re: [Mod] Knog the giant gorilla [0.0.1] [mobs_knog]

by Josselin2 » Post

babyBalrog wrote:
Fri Oct 08, 2021 06:50
I just updated the repo.
Great, seems to be working now
I didn't use imgur because it is censored where I live, along with Google, github, facebook and whatnot.
Sounds like paradise! Anyway, I used imgur as an example, I think you can use any similar website

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Re: [Mod] Knog the giant gorilla [0.0.1] [mobs_knog]

by Eris » Post

Oh gosh, those big, round eyes... this is too much for me!
Nice mod to scare your frens on Halloween. ;)
Jump in the caac

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Re: [Mod] Knog the giant gorilla [0.0.1] [mobs_knog]

by BlueTangs Rock » Post

babyBalrog wrote:
Fri Oct 08, 2021 06:51
Hi!
the fox comes from dmobs (D00Med's Mobs) https://github.com/D00Med/dmobs/
Ah, Thanks!
Look at that, a signiture box! To bad I have nothing to put in i-... Wait...

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Knog crashes in water or lava

by Blockhead » Post

Hi, cool idea. First, here's a screenshot of Knog with entity shading on. To do this, enable shaders in the game settings menu.
Image

Second, and sorry, I don't know what causes this because the code looks fine. Whenever Knog is standing in water or lava, the game crashes. Edit: Also should have mentioned I'm on the latest 5.5.0-dev.

Stack trace:

Code: Select all

AsyncErr: Lua: Runtime error from mod 'mobs_knog' in callback luaentity_Step(): /home/blockhead/.minetest/mods/mobs_knog/init.lua:120: attempt to index local 'kn_pos' (a nil value)
stack traceback:
	/home/blockhead/.minetest/mods/mobs_knog/init.lua:120: in function 'check_env_damage'
	/home/blockhead/.minetest/mods/mobs_knog/init.lua:739: in function </home/blockhead/.minetest/mods/mobs_knog/init.lua:738>
Spoiler warning: Speculation about the origin of the name Knog:
Spoiler
Knog is an anagram of Kong (even my spellchecker knows this :))
Attachments
knog.jpeg
knog.jpeg (168.3 KiB) Viewed 1502 times
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Re: Knog crashes in water or lava

by babyBalrog » Post

Blockhead wrote:
Sat Oct 09, 2021 00:51
Hi, cool idea.
Thank you! I am thrilled by the response, this is such a cool community!
First, here's a screenshot of Knog with entity shading on. To do this, enable shaders in the game settings menu.
Can you elaborate a little more on this?
I am sorry I don't see a problem with the shading, I think I am not seeing something obvious.

Second, and sorry, I don't know what causes this because the code looks fine. Whenever Knog is standing in water or lava, the game crashes. Edit: Also should have mentioned I'm on the latest 5.5.0-dev.

Stack trace:

Code: Select all

AsyncErr: Lua: Runtime error from mod 'mobs_knog' in callback luaentity_Step(): /home/blockhead/.minetest/mods/mobs_knog/init.lua:120: attempt to index local 'kn_pos' (a nil value)
stack traceback:
	/home/blockhead/.minetest/mods/mobs_knog/init.lua:120: in function 'check_env_damage'
	/home/blockhead/.minetest/mods/mobs_knog/init.lua:739: in function </home/blockhead/.minetest/mods/mobs_knog/init.lua:738>
I am running 5.1.0+repack-1~bpo10+1 in debian, afaik there is nothing complicated in there to be subject to problems with versions, it's just plain old lua.
Knog is simply supposed to die in water or lava.
Besides, the line numbers in your traceback do not correspond to what I have in my init.lua.
maybe you got an older version of the code? These days I am updating a lot.
I just pushed the code again to the repo, can you try updating your version and see if it crashes again?
Spoiler warning: Speculation about the origin of the name Knog:

Knog is an anagram of Kong (even my spellchecker knows this :))
You're spot on!
I ran several focus groups (with my two kids) to decide the name of the beast, and we were almost set on "Knig Knog".
But that felt a bit too obvious, so we decided on the more snappy "Knog".

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Re: [Mod] Knog the giant gorilla [0.0.1] [mobs_knog]

by babyBalrog » Post

Eris wrote:
Fri Oct 08, 2021 11:12
Oh gosh, those big, round eyes... this is too much for me!
Nice mod to scare your frens on Halloween. ;)
Knog is supposed to be as scary as possible 😈
One of the ideas in development is to have him grab chunks of rocks and throw them on players.
Another is to make him sleep at night but wake up at the minimum touch and then go crazy.
If you have any other terrifying ideas please tell me!

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Re: [Mod] Knog the giant gorilla [0.0.1] [mobs_knog]

by Eris » Post

babyBalrog wrote:
Sat Oct 09, 2021 02:47
One of the ideas in development is to have him grab chunks of rocks and throw them on players.
Another is to make him sleep at night but wake up at the minimum touch and then go crazy.
Is something to appease the destructive Knog for 5 seconds planned too...? ahah
If you have any other terrifying ideas please tell me!
Of course, hmmm, maybe he could recognise man-made "skyscrapers", climb them and chill on top of them, just for the lulz! B)
Jump in the caac

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Re: [Mod] Knog the giant gorilla [0.0.1] [mobs_knog]

by babyBalrog » Post

Eris wrote:
Sat Oct 09, 2021 08:01
Is something to appease the destructive Knog for 5 seconds planned too...? ahah
That's an awesome idea!
Maybe hitting him with bananas from the Farming Plus mod, or peanuts.
Of course, hmmm, maybe he could recognise man-made "skyscrapers", climb them and chill on top of them, just for the lulz! B)
At the moment he can sort of recognize buildings, but for the sole purpose of causing them damage.
However the idea is good, I'll think of something along that line.

Thank you! 😁

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Re: [Mod] Knog the giant gorilla [0.0.1] [mobs_knog]

by Eris » Post

Nice, I'm glad to give ideas!
Jump in the caac

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Re: Knog crashes in water or lava

by Blockhead » Post

babyBalrog wrote:
Sat Oct 09, 2021 02:38
Thank you! I am thrilled by the response, this is such a cool community!
Blockhead wrote: First, here's a screenshot of Knog with entity shading on. To do this, enable shaders in the game settings menu.
Can you elaborate a little more on this?
I am sorry I don't see a problem with the shading, I think I am not seeing something obvious.
If you look at the screenshots in your original post, they are all flat lifeless colour. You can't really tell exactly where Knog's head ends and his torso begins. Enabling shaders shades all the faces on entity models so they actually pop a bit. A prime example is the subway wagons for advtrains, which look so so much better now that entity shading is in the game.
babyBalrog wrote:
Blockhead wrote: Second, and sorry, I don't know what causes this because the code looks fine. Whenever Knog is standing in water or lava, the game crashes. Edit: Also should have mentioned I'm on the latest 5.5.0-dev.

Stack trace:

Code: Select all

AsyncErr: Lua: Runtime error from mod 'mobs_knog' in callback luaentity_Step(): /home/blockhead/.minetest/mods/mobs_knog/init.lua:120: attempt to index local 'kn_pos' (a nil value)
stack traceback:
	/home/blockhead/.minetest/mods/mobs_knog/init.lua:120: in function 'check_env_damage'
	/home/blockhead/.minetest/mods/mobs_knog/init.lua:739: in function </home/blockhead/.minetest/mods/mobs_knog/init.lua:738>
I am running 5.1.0+repack-1~bpo10+1 in debian, afaik there is nothing complicated in there to be subject to problems with versions, it's just plain old lua.
Knog is simply supposed to die in water or lava.
Besides, the line numbers in your traceback do not correspond to what I have in my init.lua.
maybe you got an older version of the code? These days I am updating a lot.
I just pushed the code again to the repo, can you try updating your version and see if it crashes again?
I cloned from GitLab the day I posted that message. I've just updated knog again, which added 1 commit so I'm up to 3abca5b7. Issue persists. Could the issue be my mobs mob? I'm using mobs_undo by TenPlus1 which I also just updated to 2021-09-23 (26ec61ee298). I don't think it's that though.
babyBalrog wrote: I ran several focus groups (with my two kids) to decide the name of the beast, and we were almost set on "Knig Knog".
But that felt a bit too obvious, so we decided on the more snappy "Knog".
That's good because if you have a silent K that first name kinda sounds like a racial slur (sorry to point it out)...
/˳˳_˳˳]_[˳˳_˳˳]_[˳˳_˳˳\ Advtrains enthusiast | My map: Noah's Railyard | My Content on ContentDB ✝️♂

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Re: Knog crashes in water or lava

by babyBalrog » Post

Blockhead wrote:
Sun Oct 10, 2021 10:06
First, here's a screenshot of Knog with entity shading on. To do this, enable shaders in the game settings menu.
Hi, I updated the texture, now it should look better.
Second, and sorry, I don't know what causes this because the code looks fine. Whenever Knog is standing in water or lava, the game crashes. Edit: Also should have mentioned I'm on the latest 5.5.0-dev.
I added some controls, let's see if it still crashes.
I updated to 0bb78cb.

That's good because if you have a silent K that first name kinda sounds like a racial slur (sorry to point it out)...
That's SUPER good, without knowing I dodged such a big bulled!

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Re: [Mod] Knog the giant gorilla [0.0.1] [mobs_knog]

by babyBalrog » Post

One of the ideas in development is to have him grab chunks of rocks and throw them on players.
Done... now Knog throws boulders to players

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Re: [Mod] Knog the giant gorilla [0.1.0] [mobs_knog]

by Eris » Post

Spoiler
Image
I am... the scaredd...! Ready to body slam.

P.S: fog added for effect.
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Re: Knog crashes in water or lava

by Blockhead » Post

babyBalrog wrote:
Sat Oct 16, 2021 10:35
Hi, I updated the texture, now it should look better.
That is nicer, thanks for that.
babyBalrog wrote:
Sat Oct 16, 2021 10:35
I added some controls, let's see if it still crashes.
I updated to 0bb78cb.
I have made a fix for this over at GitLab on a fork. It seems like your repository is not open to Merge Requests though, so it would be easiest if you enable that and I'll make the merge request.
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Re: Knog crashes in water or lava

by babyBalrog » Post

I have made a fix for this over at GitLab on a fork. It seems like your repository is not open to Merge Requests though, so it would be easiest if you enable that and I'll make the merge request.
The gitlab interface is killing me, I didn't know I had to explicitly enable merge requests; I did that and now it should be OK.
I saw your fix, let's try the merge request so I can learn some more about gitlab.
Thank you in advance for your help!

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Re: [Mod] Knog the giant gorilla [0.1.0] [mobs_knog]

by babyBalrog » Post

Eris wrote:
Mon Oct 18, 2021 12:08
Spoiler
Image
I am... the scaredd...! Ready to body slam.

P.S: fog added for effect.
Awesome Halloween material here!😅

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