[Mod] Mobs Redo [1.61] [mobs]
Re: [Mod] Mobs Redo [1.49] [mobs]
It has been reported and there's a few issues posted in github, we can only hope it gets sorted for 5.0 release.
Re: [Mod] Mobs Redo [1.49] [mobs]
Quick Update:
- Animals no longer drown in water since most can swim in real life :)
- Picks deal a little more damage to Stone Monsters.
- Shovels deal a little more damage to Sand Monsters.
- Axes deal a little more damage to Tree Monsters and saplings can also heal them.
- Animals no longer drown in water since most can swim in real life :)
- Picks deal a little more damage to Stone Monsters.
- Shovels deal a little more damage to Sand Monsters.
- Axes deal a little more damage to Tree Monsters and saplings can also heal them.
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Re: [Mod] Mobs Redo [1.49] [mobs]
Woot! Thanks for the update TenPlus1!
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Re: [Mod] Mobs Redo [1.49] [mobs]
I was thinking. When fighting mobs, what if instead of punching a selection box and become wildly unimmersed the calculation for hit or miss and damage would use raycasting instead?
Essentially if a mob stands in front of (and within swinging range of) a player when the player weapon is swung it's a hit, regardless of whether selection box was selected or not. Selection boxes could then be completely hidden, increasing immersion.
Essentially if a mob stands in front of (and within swinging range of) a player when the player weapon is swung it's a hit, regardless of whether selection box was selected or not. Selection boxes could then be completely hidden, increasing immersion.
Re: [Mod] Mobs Redo [1.49] [mobs]
It would be ideal but raycasting is a 5.0 feature which wont be used until a stable version is released and mobs updated. You could also turn off selection boxes in settings as the mob collision boxes are almost shaped the size of each monster :)
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Re: [Mod] Mobs Redo [1.49] [mobs]
Well isn’t 5.0.0 around the corner? Ok, I thought you needed selection boxes to fight mobs?
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Re: [Mod] Mobs Redo [1.49] [mobs]
Nope. That just lets you know you're pointing at an entitytexmex wrote:I thought you needed selection boxes to fight mobs?
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Re: [Mod] Mobs Redo [1.49] [mobs]
Then I’ve no idea why it’s still enabled on servers everywhere. Do people not want immersive worlds?
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Re: [Mod] Mobs Redo [1.49] [mobs]
IIRC it's disabled client-sidetexmex wrote:Then I’ve no idea why it’s still enabled on servers everywhere. Do people not want immersive worlds?
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Re: [Mod] Mobs Redo [1.49] [mobs]
Not in, say, minetest.registered_entities?Lone_Wolf wrote:IIRC it's disabled client-sidetexmex wrote:Then I’ve no idea why it’s still enabled on servers everywhere. Do people not want immersive worlds?
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Re: [Mod] Mobs Redo [1.49] [mobs]
If you did that then you would be unable to hit them. All the client setting does is stop the outline from showing uptexmex wrote:Not in, say, minetest.registered_entities?Lone_Wolf wrote:IIRC it's disabled client-sidetexmex wrote:Then I’ve no idea why it’s still enabled on servers everywhere. Do people not want immersive worlds?
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Re: [Mod] Mobs Redo [1.49] [mobs]
Client settings are completely uninteresting from a server-based game POV. Which brings the issue back to my initial idea. Raycasting for checking hit or miss.
Re: [Mod] Mobs Redo [1.49] [mobs]
I can't find again a post that show how to replace the halo texture that is used to draw the selection box. I tried it for a while, and I remember it made the game more difficult because it made it harder to see if a mob is in range. In my opinion, this is not something everyone would want to have, so leaving the choice to clients to disable it is not a bad option.
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Re: [Mod] Mobs Redo [1.49] [mobs]
That's the whole point, but it would need to be the same for everyone of course.Astrobe wrote:it made the game more difficult because it made it harder to see if a mob is in range.
Re: [Mod] Mobs Redo [1.49] [mobs]
Player offset has nothing to do with mobs redo ? although the npc's do have their own character model included so shouldn't be affected.
Re: [Mod] Mobs Redo [1.49] [mobs]
Yes, it was my fault.TenPlus1 wrote:Player offset has nothing to do with mobs redo ? although the npc's do have their own character model included so shouldn't be affected.
Feature request: Spawn in biomes instead of nodes. (v5 detect biome function)
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Re: [Mod] Mobs Redo [1.49] [mobs]
I could be mistaken, but I thought the new raycast feature specifically works with selection boxes.texmex wrote:I was thinking. When fighting mobs, what if instead of punching a selection box and become wildly unimmersed the calculation for hit or miss and damage would use raycasting instead?
It seems to me, this would be entirely possible just using trigonometry esp. the if the distance between the player and the object is under two meters. Raycasting in that situation would be overkill. Particularly since most lever-based weapons and tools require a swinging rather than thrusting motion, so collision checks should be across a wide angle. Not a single point.Essentially if a mob stands in front of (and within swinging range of) a player when the player weapon is swung it's a hit, regardless of whether selection box was selected or not. Selection boxes could then be completely hidden, increasing immersion.
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Re: [Mod] Mobs Redo [1.49] [mobs]
TenPlus1, are you going to make some mobs a possibility to turn their heads?
Re: [Mod] Mobs Redo [1.49] [mobs]
Me personally, no... but with help from someone with good modelling skills and a lot of free time it's possible.
Last edited by TenPlus1 on Sat Feb 23, 2019 06:25, edited 1 time in total.
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Re: [Mod] Mobs Redo [1.49] [mobs]
I have skills in blender modelling. What do i need to do?TenPlus1 wrote:Me personally, no... but with help from someone with good modelling skills it's possible.
Re: [Mod] Mobs Redo [1.49] [mobs]
In case anyone was wondering, there's a reason why the mobs are physical. It's just sucky because players cannot be physical, but mobs have to be or they fall through the floor.
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Re: [Mod] Mobs Redo [1.49] [mobs]
It's possible for an entity to be physical but not collide with objects. They are two separate properties.jas wrote:In case anyone was wondering, there's a reason why the mobs are physical. It's just sucky because players cannot be physical, but mobs have to be or they fall through the floor.
Re: [Mod] Mobs Redo [1.49] [mobs]
Yeah I thought of that after I posted this, that's a good point. It's worth a try, thank you sorcerykid.
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Re: [Mod] Mobs Redo [1.49] [mobs]
How do you install this. I keep seeing the error that there is no such directory. Please reply!!!
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