...if only that was the only issue of MOBF.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!
[Modpack] Animals Modpack [2.5] -- 2.6 approaching
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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping
Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping
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.
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.
Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping
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...
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.
Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping
Is there a version of this mod that I could download that would run on 0.4.7?
Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping
When you click the GitHub Link in the 1st post, you'll go to Sapiers GitHub page.theoluk wrote:Is there a version of this mod that I could download that would run on 0.4.7?
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.
Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping
Is there a way I can disable specific MOBs?
Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping
What does the Contract do?
Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping
@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
@theoluk contract is used to get a hireling back once it's placed
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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping
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?
Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping
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
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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping
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.
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?
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
Any Idea if this is a bug or I got some misconfiguration?
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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping
It's a known bug where Irrlicht gets the thing wrong and doesn't understand, but at the same time, does.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.
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)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
Any Idea if this is a bug or I got some misconfiguration?
- Calinou
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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping
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.
Use Ctrl + F to find the texture name, as .x files are long.
Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping
@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:
Some preview screenshots for upcoming 2.4 release:
Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping
How about the ability to add mobs from other mods to factions so the mobf's mobs will react to them?
[BitChute: https://www.bitchute.com/channel/fCcBQxrYQjNX/] [Rumble: https://rumble.com/user/HPoorHMagentaHChildH]
Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping
difficult without support from those mods
Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping
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).
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- skins_and_a_changed_animals_modpack .zip
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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping
Another teaser for mobf 2.4
http://sandbox.mediafire.com/watch/txt2 ... easer.webm
http://sandbox.mediafire.com/watch/txt2 ... easer.webm
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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping
Stop teasing and release :) It looks good man. My kids and I enjoy your current mobf. Can't wait to see this in action.
Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping
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
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
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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping
Will your 2.4 use the factions mod or have you added your own?
Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping
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.
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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping
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.
Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping
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.
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.
Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping
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
http://www.mediafire.com/download/76zfz ... 2.3.91.zip
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