[Modpack] Animals Modpack [2.5] -- 2.6 approaching

User avatar
Calinou
Moderator
Posts: 3169
Joined: Mon Aug 01, 2011 14:26
GitHub: Calinou
IRC: Calinou
In-game: Calinou
Location: Troyes, France
Contact:

Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by Calinou » Post

MirceaKitsune wrote:I'd love these mobs... if only the models were of better quality and would all be boxes. Diagonal parts / bent limbs / etc. break the default Minetest style IMO. Still love the idea though... hopefully the nature of Minetest will eventually be full of various critters!
...if only that was the only issue of MOBF.

sapier
Developer
Posts: 763
Joined: Tue Aug 16, 2011 18:17

Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by sapier » Post

Sorry guys for beeing away for so long, I wanted to complete android port first.
There's been a lot of valuable input while I was busy, and some useless general bashing too ...

I hope to integrate all of your great additions till end of May, if anyone can do testing, help is welcome!

Any bugreport is welcome, of course I wanna get as much information about what's happening as possible. The more information you provide the bette chances I'll be able to fix your issue.

dgm5555
Member
Posts: 245
Joined: Tue Apr 08, 2014 19:45

Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by dgm5555 » Post

I have another suggestion - the mobs keep throwing themselves off cliffs [as well as wandering around under water which I mentioned before). This is a bit too unrealistic for me (possibly because I have a 7yo wailing about 'the poor animals')...

BTW I'm happy to test, but the master hasn't changed recently, and I can't see any branches under you, where can I it from? EDIT: Aha, I found the dropdown with 2.4 dev...
Last edited by dgm5555 on Tue May 27, 2014 22:41, edited 1 time in total.

theoluk
Member
Posts: 21
Joined: Sun May 11, 2014 18:24

Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by theoluk » Post

Is there a version of this mod that I could download that would run on 0.4.7?

User avatar
Topywo
Member
Posts: 1721
Joined: Fri May 18, 2012 20:27

Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by Topywo » Post

theoluk wrote:Is there a version of this mod that I could download that would run on 0.4.7?
When you click the GitHub Link in the 1st post, you'll go to Sapiers GitHub page.

Select the tab called 48 releases. Under it there are zips from versions since 19 september 2012.

Choose a version around 6 june 2013 (minetest 0.4.7). Probably some newer versions will work too.

Nathan
Member
Posts: 26
Joined: Thu Jun 12, 2014 23:00

Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by Nathan » Post

Is there a way I can disable specific MOBs?

theoluk
Member
Posts: 21
Joined: Sun May 11, 2014 18:24

Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by theoluk » Post

What does the Contract do?

sapier
Developer
Posts: 763
Joined: Tue Aug 16, 2011 18:17

Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by sapier » Post

@nathan enter /mobf or /mobf_settings (depends on mod version) and configure as you wish
@theoluk contract is used to get a hireling back once it's placed

shaneroach
Member
Posts: 141
Joined: Sat Apr 20, 2013 21:05
Location: Austin, TX
Contact:

Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by shaneroach » Post

I haven't entirely followed up on all the prerequisite mods, but it seems that I get animals to load fine. It's just that when I go to kill them either they have to move or I have to move, or else no damage is done when I hit them. Is this some sort of bug or is this a known issue that just has not been addressed or...? Does anyone know?

User avatar
Topywo
Member
Posts: 1721
Joined: Fri May 18, 2012 20:27

Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by Topywo » Post

shaneroach wrote:I haven't entirely followed up on all the prerequisite mods, but it seems that I get animals to load fine. It's just that when I go to kill them either they have to move or I have to move, or else no damage is done when I hit them. Is this some sort of bug or is this a known issue that just has not been addressed or...? Does anyone know?

Reminds me of this topic:
viewtopic.php?f=6&t=9530

lotek
Member
Posts: 22
Joined: Mon Jun 02, 2014 20:21
GitHub: LotekHeavy
IRC: lotek
In-game: lotek
Location: Switzerland
Contact:

Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by lotek » Post

Could not open file of texture

when I play minetest (dev from https://launchpad.net/~minetestdevs/+ar ... ily-builds) over my hosted server (linux), the client (ubuntu 14.04 LTS) shows always those error about textures. But animals wolf and cow are definitely visible.

Code: Select all

Irrlicht log: Could not open file of texture: character.png
Irrlicht log: Could not open file of texture: character.png
Irrlicht log: Could not open file of texture: animal_rat_mesh.png
Irrlicht log: Could not open file of texture: fish_clownfish_mesh.png
Irrlicht log: Could not open file of texture: animal_wolf_mesh.png
Irrlicht log: Could not open file of texture: animal_sheep_mesh.png
Irrlicht log: Could not open file of texture: character.png
Irrlicht log: Could not open file of texture: fish_clownfish_mesh.png
Irrlicht log: Could not open file of texture: steer_mesh.png
Irrlicht log: Could not open file of texture: cow_mesh.png
Irrlicht log: Could not open file of texture: animal_gull_mesh.png
I use your latest git (https://github.com/sapier/animals_modpack) and the missing images (e.g. the cow https://raw.githubusercontent.com/sapie ... w_mesh.png) are in the correct directory (server side) and also on the client side I see it in the cache directory (~/.minetest/cache/media/5547e046efe637f242d05b341686027e63d87f47)


Any Idea if this is a bug or I got some misconfiguration?
----
Mine Heavy
http://mine.heavy.ch

Jordach
Member
Posts: 4534
Joined: Mon Oct 03, 2011 17:58
GitHub: Jordach
IRC: Jordach
In-game: Jordach
Location: Blender Scene

Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by Jordach » Post

lotek wrote:Could not open file of texture

when I play minetest (dev from https://launchpad.net/~minetestdevs/+ar ... ily-builds) over my hosted server (linux), the client (ubuntu 14.04 LTS) shows always those error about textures. But animals wolf and cow are definitely visible.

Code: Select all

Irrlicht log: Could not open file of texture: character.png
Irrlicht log: Could not open file of texture: character.png
Irrlicht log: Could not open file of texture: animal_rat_mesh.png
Irrlicht log: Could not open file of texture: fish_clownfish_mesh.png
Irrlicht log: Could not open file of texture: animal_wolf_mesh.png
Irrlicht log: Could not open file of texture: animal_sheep_mesh.png
Irrlicht log: Could not open file of texture: character.png
Irrlicht log: Could not open file of texture: fish_clownfish_mesh.png
Irrlicht log: Could not open file of texture: steer_mesh.png
Irrlicht log: Could not open file of texture: cow_mesh.png
Irrlicht log: Could not open file of texture: animal_gull_mesh.png
I use your latest git (https://github.com/sapier/animals_modpack) and the missing images (e.g. the cow https://raw.githubusercontent.com/sapie ... w_mesh.png) are in the correct directory (server side) and also on the client side I see it in the cache directory (~/.minetest/cache/media/5547e046efe637f242d05b341686027e63d87f47)


Any Idea if this is a bug or I got some misconfiguration?
It's a known bug where Irrlicht gets the thing wrong and doesn't understand, but at the same time, does.

User avatar
Calinou
Moderator
Posts: 3169
Joined: Mon Aug 01, 2011 14:26
GitHub: Calinou
IRC: Calinou
In-game: Calinou
Location: Troyes, France
Contact:

Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by Calinou » Post

I've had the same issue with Simple Mobs: you have to edit the .x model files using a text editor and remove the references to the textures, they're not needed.

Use Ctrl + F to find the texture name, as .x files are long.

sapier
Developer
Posts: 763
Joined: Tue Aug 16, 2011 18:17

Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by sapier » Post

@calinou thanks for the suggestion, but there ain't any .x files in mobf as they'd be way to big. mobf uses b3d files which are about 1/10 the size of .x ... but I guess it's same issue, wrong texture path stored in there ... sadly editing a binary file usually isn't a good idea.

Some preview screenshots for upcoming 2.4 release:
Image
Image
Image
Image
Image

User avatar
Inocudom
Member
Posts: 3121
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by Inocudom » Post

How about the ability to add mobs from other mods to factions so the mobf's mobs will react to them?

sapier
Developer
Posts: 763
Joined: Tue Aug 16, 2011 18:17

Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by sapier » Post

difficult without support from those mods

asdfref
Member
Posts: 34
Joined: Fri Jun 27, 2014 15:41
GitHub: lovehart
In-game: TheDoctor

Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by asdfref » Post

I could not post a new topic on the mod realeases so i am posting it here. it is some scins and some little cooler mob framework for some mobs, including both npcs, the vombie, bombom, and the wolf (not tamed wolf).
Attachments
skins_and_a_changed_animals_modpack .zip
(8.23 MiB) Downloaded 78 times

sapier
Developer
Posts: 763
Joined: Tue Aug 16, 2011 18:17

Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by sapier » Post


fifthecard
Member
Posts: 10
Joined: Sun Jun 29, 2014 19:16

Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by fifthecard » Post

Stop teasing and release :) It looks good man. My kids and I enjoy your current mobf. Can't wait to see this in action.

sapier
Developer
Posts: 763
Joined: Tue Aug 16, 2011 18:17

Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by sapier » Post

I'm still waiting for aspermints reply, I'm sorry but I can't merge those mobs directly as their modls are way to big. Mobf size would at least double in worst case be three times the current size.

The brave ones can get the current 2.4 dev version from github but be carefull if you started a world with this version there's no way back

fifthecard
Member
Posts: 10
Joined: Sun Jun 29, 2014 19:16

Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by fifthecard » Post

Will your 2.4 use the factions mod or have you added your own?

sapier
Developer
Posts: 763
Joined: Tue Aug 16, 2011 18:17

Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by sapier » Post

I don't know what mod you're exactly talking about but I wrote a factions mod quite a long time ago. I'd have preferred to improve the one existing by that time but the original author didn't even respond to my request.

fifthecard
Member
Posts: 10
Joined: Sun Jun 29, 2014 19:16

Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by fifthecard » Post

Sorry about the confusion. I was doing multiple things at once. What I ment to say will you require the Mod to be installed or will everything be part of the mobf mod. Just looking at the screenshots it looks completely different.

sapier
Developer
Posts: 763
Joined: Tue Aug 16, 2011 18:17

Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by sapier » Post

No it won't be a hard requirement. Mobf will work without too, yet if you really want to use the guarding capabilities you'll have to install factions mod.

Yes those screenshots look quite different because the control panel has been rewritten for mobf 2.4. Most features have been there before but sometimes hard to find.

sapier
Developer
Posts: 763
Joined: Tue Aug 16, 2011 18:17

Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by sapier » Post

Ok here we are, second prerelease of mobf 2.4 series ... scheduled release end of july
http://www.mediafire.com/download/76zfz ... 2.3.91.zip

Post Reply

Who is online

Users browsing this forum: No registered users and 41 guests