Moved
- Christian9
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Moved
Has with our modern dinosaurs, the birds, this mod has migrated! follow this for the new mod:Prehistoric Life Mod
Last edited by Christian9 on Tue May 30, 2017 03:29, edited 72 times in total.
- Christian9
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Re: (notdone)Dinosaur Mod
Keep it up. This looks like it will be a cool mod.
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!
A list of my mods can be found here
A list of my mods can be found here
Re: (notdone)Dinosaur Mod
Nice idea, maybe have fossils generated in the dinosaurs form underground as in they are extinct. Even if the mod was only fossils, it would add a exploration element to the game.
- Christian9
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- Christian9
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- Posts: 338
- Joined: Fri Sep 19, 2014 20:29
- In-game: Christian9
- Location: Hell Creek
- Christian9
- Member
- Posts: 338
- Joined: Fri Sep 19, 2014 20:29
- In-game: Christian9
- Location: Hell Creek
- Christian9
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- Posts: 338
- Joined: Fri Sep 19, 2014 20:29
- In-game: Christian9
- Location: Hell Creek
- Christian9
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Re: [Coming Soon]Prehistoric Mod
Saturday screenshot will be Spinosaurus!
Weekly fun fact:Diplodocus tail could break the sound barrier!
Weekly fun fact:Diplodocus tail could break the sound barrier!
- programmingchicken
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Re: [Coming Soon]Prehistoric Mod
Ooh, sounds interesting.
<gamerdude> I apologize for the above content
- Christian9
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Re: [Coming Soon]Prehistoric Mod[T-Rex Unleashed]
T-Rex is now ready
- Christian9
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Re: [Coming Soon]Prehistoric Mod[T-Rex Unleashed]
Indominus Rex screenshot is being released soon
- Wuzzy
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Re: [Coming Soon]Prehistoric Mod[T.Rex 0.0.1]
I just tested version 0.0.1 and had some problems:
- Is this a modpack? Then you should probably add an empty file called “modpack.txt” in the “trex” directory.
- Even after adding modpack.txt, it doesn't work for me: The is a naming conflict, you have a mod called “mobf”. Is this mod the original Mob Framework? Then you could safely delete it and list it as dependeny. If you changed it, however, I strongly suggest you rename this mod (perhaps “trex_mobf” or something) to resolve the naming conflicts
- Christian9
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Re: [Coming Soon]Prehistoric Mod[T.Rex 0.0.1]
Yes it is indeed a mod pack and I will be releasing a Rex beta soon with a modified mobf(I'm in fact working on it has we speak)
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Re: [Coming Soon]Prehistoric Mod[T.Rex 0.0.1]
Beta is Out! Enjoy!
- Wuzzy
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Re: Prehistoric Life [modpack] [Beta 0.0.1]
Nice, now I can at least start it. :D
I did not test much, but these are the bugs I have found:
- T-Rex has Z-fighting issues at its arms.
- I got this error message a few times:
I did not test much, but these are the bugs I have found:
- T-Rex has Z-fighting issues at its arms.
- I got this error message a few times:
- And then, Minetest (0.4.13) crashed:2015-09-29 19:05:18: ERROR[ServerThread]: PREF: movement generator "combat_mov_gen" not found!
2015-09-29 19:05:39: ERROR[ServerThread]: PREF: movement generator "combat_mov_gen" not found!
Current Callstack:
stack traceback:
...ds/prehistoric_modpack/pref/utils/error_handling.lua:26: in function 'pref_assert_backtrace'
...zzy/.minetest/mods/prehistoric_modpack/pref/pref.lua:435: in function 'activate_handler'
...zzy/.minetest/mods/prehistoric_modpack/pref/pref.lua:701: in function <...zzy/.minetest/mods/prehistoric_modpack/pref/pref.lua:683>
2015-09-29 19:05:39: ERROR[main]: ServerError: Lua: Runtime error from mod 'dino_trex' in callback luaentity_Activate(): ...ds/prehistoric_modpack/pref/utils/error_handling.lua:27: assertion failed!
2015-09-29 19:05:39: ERROR[main]: stack traceback:
2015-09-29 19:05:39: ERROR[main]: [C]: in function 'assert'
2015-09-29 19:05:39: ERROR[main]: ...ds/prehistoric_modpack/pref/utils/error_handling.lua:27: in function 'pref_assert_backtrace'
2015-09-29 19:05:39: ERROR[main]: ...zzy/.minetest/mods/prehistoric_modpack/pref/pref.lua:435: in function 'activate_handler'
2015-09-29 19:05:39: ERROR[main]: ...zzy/.minetest/mods/prehistoric_modpack/pref/pref.lua:701: in function <...zzy/.minetest/mods/prehistoric_modpack/pref/pref.lua:683>
- Christian9
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Re: Prehistoric Life [modpack] [Beta 0.0.1]
Okay I'll fix this up as soon has possible.im already working on the cloning process for survival mode(there only accessible thru creative mode.Wuzzy wrote:Nice, now I can at least start it. :D
I did not test much, but these are the bugs I have found:
- T-Rex has Z-fighting issues at its arms.
- I got this error message a few times:- And then, Minetest (0.4.13) crashed:2015-09-29 19:05:18: ERROR[ServerThread]: PREF: movement generator "combat_mov_gen" not found!
2015-09-29 19:05:39: ERROR[ServerThread]: PREF: movement generator "combat_mov_gen" not found!
Current Callstack:
stack traceback:
...ds/prehistoric_modpack/pref/utils/error_handling.lua:26: in function 'pref_assert_backtrace'
...zzy/.minetest/mods/prehistoric_modpack/pref/pref.lua:435: in function 'activate_handler'
...zzy/.minetest/mods/prehistoric_modpack/pref/pref.lua:701: in function <...zzy/.minetest/mods/prehistoric_modpack/pref/pref.lua:683>
2015-09-29 19:05:39: ERROR[main]: ServerError: Lua: Runtime error from mod 'dino_trex' in callback luaentity_Activate(): ...ds/prehistoric_modpack/pref/utils/error_handling.lua:27: assertion failed!
2015-09-29 19:05:39: ERROR[main]: stack traceback:
2015-09-29 19:05:39: ERROR[main]: [C]: in function 'assert'
2015-09-29 19:05:39: ERROR[main]: ...ds/prehistoric_modpack/pref/utils/error_handling.lua:27: in function 'pref_assert_backtrace'
2015-09-29 19:05:39: ERROR[main]: ...zzy/.minetest/mods/prehistoric_modpack/pref/pref.lua:435: in function 'activate_handler'
2015-09-29 19:05:39: ERROR[main]: ...zzy/.minetest/mods/prehistoric_modpack/pref/pref.lua:701: in function <...zzy/.minetest/mods/prehistoric_modpack/pref/pref.lua:683>
Re: Prehistoric Life [modpack] [Beta 0.0.1]
Your license file is unclear regarding your dino models and textures...
May I use your models and textures for conversions to mobs_redo?
May I use your models and textures for conversions to mobs_redo?
- Christian9
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Re: Prehistoric Life [modpack] [Beta 0.0.1]
I do not have a license the Tyrannosaur, and the Trikes owner is CC by SA so yes you may use them and the item textures are all by me
- Christian9
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Beta Has Been Fixed
Okay I fixed it and also it needs 4.11 or higher.
- Christian9
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Alpha is Out
The Alpha has been Released
Last edited by Christian9 on Sun Aug 21, 2016 06:42, edited 1 time in total.
- Wuzzy
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Re: [modpack] prehistoric life [1.0.0] [prerelease]
Congrats for making it this far with the mod!
I have no idea how to use this mod and how to add the dinosaurs, however.
It seems the fossils are pretty common. The nodes with fossils inside look weird when using the default 16×16 textures. Did you use images larger than 16×16 pixels? If you do texture overlays, you should make sure they have the same size as the original images.
I can also recall Minetest complaining about some missing images from pref (I forgot which ones).
I have no idea how to use this mod and how to add the dinosaurs, however.
It seems the fossils are pretty common. The nodes with fossils inside look weird when using the default 16×16 textures. Did you use images larger than 16×16 pixels? If you do texture overlays, you should make sure they have the same size as the original images.
I can also recall Minetest complaining about some missing images from pref (I forgot which ones).
- Christian9
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Re: [modpack] prehistoric life [1.0.0] [prerelease]
Yeah, I noticed the fossils are pretty common as well, I'm gonna give them the same rarity has iron ore.has for adding them, there's a cloning process tutorial on the main modding discussion post. has for those images I'm working on that currently.
- Christian9
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New Poll
New Poll:What Should the new Tyrannosaurus rex Texture be based on
I picked 5 Modern North American Predators
I picked 5 Modern North American Predators
Re: New Poll
Are you still working on this?Christian9 wrote:New Poll:What Should the new Tyrannosaurus rex Texture be based on
I picked 5 Modern North American Predators
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