[Server] ZombieTest

Gundul
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[Server] ZombieTest

by Gundul » Sun Jun 02, 2019 12:37

Kill as much as you can and enter the leaderboard


##########################################################################
Interkom mod installed !
Chat and trade stuff with connected servers.
##########################################################################



Connect to: gundul.ddnss.de:39155 or look for ZombieTest in the serverlist

Rules: watch your language, no hacking, no cheating

Type /score to see the best Zombie killer
Type /showbones to get waypoints to your bones
When you get killed by a zombie you will lose 5 points of your highscore.
When you get killed by another player you will lose 10 points of your highscore.

New:
Bigger world size with all biomes available. Find all petz, tame and play with 'em.
And defend them against the hordes of zombies. Find the treasure island to get a bit help
+ Worldmap




pvp and damage is on and allowed
there is no protection mod and there never will be

this is a testserver for the new promising mobkit api by termos
https://forum.minetest.net/viewtopic.php?f=9&t=22112
and Petz mod by runs supporting the new api
https://forum.minetest.net/viewtopic.php?f=9&t=22245
Last edited by Gundul on Sun Sep 15, 2019 12:30, edited 4 times in total.
My servers: Jungle, Lilly in the valley, ZombieTest
 

Termos
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Re: [Server] ZombieTest

by Termos » Mon Jun 03, 2019 18:51

Won a silver medal! Then I got killed.

Is there a chance of increasing active block range a bit, maybe to default of 3? Zombies would spawn farther away from players, and noise would attract them from farther away as well.
If performance is a concern, mobkit doesn't use any ABMs so that shouldn't be a problem unless there are other ABM heavy mods installed.
 

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Zombies are our friends

by Zlo » Tue Jun 04, 2019 09:50

Well sport hunting ether pandas or zombies are pretty cruel. and posting it as some kind of kompetition is more or less wrong. Did someone check zombie society ? did you learn they language or culture ? who know if they are sceintet beeings like us ?. i suggest that at least we make reservat for zombies where they would be protected from hunting and killing.

If you hurt us do we not bleed, is our blod isnt red like yours ? if you harm us do we not revenge ?

question is who is here ill minded killer zombie.
 

Gundul
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Re: [Server] ZombieTest

by Gundul » Tue Jun 04, 2019 16:30

Termos wrote:Won a silver medal! Then I got killed.

Is there a chance of increasing active block range a bit, maybe to default of 3? Zombies would spawn farther away from players, and noise would attract them from farther away as well.
If performance is a concern, mobkit doesn't use any ABMs so that shouldn't be a problem unless there are other ABM heavy mods installed.


I am not that much concerned about your mod, but about ABMs of minetest game :)

Nevertheless active_block_range is set to 3 now. We will see if server can handle that if there is more than one player online.

I saw that one player even started building a house :D
My servers: Jungle, Lilly in the valley, ZombieTest
 

Gundul
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Re: Zombies are our friends

by Gundul » Tue Jun 04, 2019 16:34

Zlo wrote:Well sport hunting ether pandas or zombies are pretty cruel. [...]


Do not worry, usually I only hunt evil sunflowers :D
https://forum.minetest.net/viewtopic.php?t=16415
My servers: Jungle, Lilly in the valley, ZombieTest
 

Gundul
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They're coming

by Gundul » Wed Jun 05, 2019 13:57

changed spawn rate to 0.13 and active_block_range to 3.

Now even more of them.


Apple trees seem to be rare, you better stick to blueberry bushes for food.
My servers: Jungle, Lilly in the valley, ZombieTest
 

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Re: They're coming

by Termos » Wed Jun 05, 2019 18:25

Gundul wrote:changed spawn rate to 0.13 and active_block_range to 3.


This number means there's up to 87% chance to spawn a zombie within next few seconds, if there are no other zombies within active block range. Each zombie reduces the chance by a factor of 0.4 so chances of spawning the second zombie are reduced to 52% and so on.

The greater the active block range, the less zombies per area unit.
I'm gonna expose this parameter for the next release, meanwhile if you feel like more zombies, the parameter at line 164:
chance=chance + (1-chance)*0.4
can be reduced. it should be greater than zero though.
 

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Gundul
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Re: They're coming

by Gundul » Thu Jun 06, 2019 10:06

Termos wrote:The greater the active block range, the less zombies per area unit.
I'm gonna expose this parameter for the next release, meanwhile if you feel like more zombies, the parameter at line 164:
chance=chance + (1-chance)*0.4
can be reduced. it should be greater than zero though.

thanks, I saw your calculations in your code, but was unsure about their exact meaning :)
Now I can use this to do my own chance calculations.
My servers: Jungle, Lilly in the valley, ZombieTest
 

Gundul
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Re: [Server] ZombieTest

by Gundul » Thu Jun 06, 2019 10:11

Clyde wrote:Hello Gundul,

i visited your server and i was as half in the floor (dirt, sand ...).
Like it was with an not updated 3d-Armor-Mod ;-).

Greetings, Clyde.

Hi Clyde,

you're right. I first thought that is an android client issue only. But it is not.
No armor mod on the testserver, I will look into this.

Gundul
My servers: Jungle, Lilly in the valley, ZombieTest
 

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Re: [Server] ZombieTest

by Linuxdirk » Thu Jun 06, 2019 10:41

Minetest Game and Minetest have to be on >=5.0.0 and clients have to be on >=5.0.0, too. If anything of the 3 parts is older you experience this issue.
 

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Re: [Server] ZombieTest

by Gundul » Thu Jun 06, 2019 11:14

Linuxdirk wrote:Minetest Game and Minetest have to be on >=5.0.0 and clients have to be on >=5.0.0, too. If anything of the 3 parts is older you experience this issue.

thanks, I guessed so already and I am compiling right now :)

[Edit] It is fixed now
My servers: Jungle, Lilly in the valley, ZombieTest
 

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Re: [Server] ZombieTest

by Gundul » Sat Jun 08, 2019 09:21

Now with apple trees and endless_apples mod.


On a small coral island you can find a treasure chest which can be looted once a day :)
My servers: Jungle, Lilly in the valley, ZombieTest
 

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Re: [Server] ZombieTest

by Gundul » Sat Jun 08, 2019 09:49

treasure island:
Image

the Top Ten:
Image
My servers: Jungle, Lilly in the valley, ZombieTest
 

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Termos
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Re: [Server] ZombieTest

by Termos » Sat Jun 08, 2019 17:27

Yup, there seems too be a good thing going, I think it may be the combination of danger, limited area and scarcity of resources, so maybe don't go too crazy with free food.
 

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Re: [Server] ZombieTest

by Lone_Wolf » Sat Jun 08, 2019 17:38

Someone suggested resetting a player's score when they die.
That or taking away a bunch of score upon death (5-15 maybe?) would be a neat feature
 

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Re: [Server] ZombieTest

by Gundul » Wed Jun 12, 2019 16:31

Lone_Wolf wrote:Someone suggested resetting a player's score when they die.
That or taking away a bunch of score upon death (5-15 maybe?) would be a neat feature


yes, good idea.
I think ten points taken for each death would do it.
My servers: Jungle, Lilly in the valley, ZombieTest
 

Gundul
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Highscore Battle :)

by Gundul » Thu Jun 13, 2019 12:14

From now on following changes apply:
    - if you get killed by a zombie, you will lose 5 points of your highscore
    - if you get killed by another player, you lose 10 points of your highscore
    - at night, twice as much zombies will spawn
    - be careful digging nodes on the surface, zombies do not like noise (more sensible now)
My servers: Jungle, Lilly in the valley, ZombieTest
 

Gundul
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Update

by Gundul » Sun Jun 16, 2019 10:53

Updated to newest mobkit api.

Now with wildlife mod adding deers and wolves to the game.
Also added duane's fun_tools mod:
https://forum.minetest.net/viewtopic.php?f=9&t=16475
adding flare guns, chainsaw, jackhammer, flare gun and much more
My servers: Jungle, Lilly in the valley, ZombieTest
 

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deers and wolves

by Gundul » Sun Jun 16, 2019 16:13

Deers and wolves are fleeing now if zombie is near.


I was thinking like adding to zombie brain function something like
hunting deers. Maybe like calling nearby zombies and hunt together

Or any other ideas ?

.
My servers: Jungle, Lilly in the valley, ZombieTest
 

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Re: [Server] ZombieTest

by Gundul » Sun Jun 30, 2019 10:40

Added runs petz mod to the server, which is using the mobkit api from termos.

Petz: https://forum.minetest.net/viewtopic.php?f=9&t=22245&hilit=petz
mobkit: https://forum.minetest.net/viewtopic.php?f=9&t=22112

Tame and care for your animals in a dangerous little world full of zombies trying to kill you.


Hint: If you do not want to wait until the pets spawn somewhere, search for a little coral island
where you might find some treasure chests.
My servers: Jungle, Lilly in the valley, ZombieTest
 

Gundul
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Re: [Server] ZombieTest

by Gundul » Fri Jul 05, 2019 17:48

updated Petz mod

now meet the grizzly, panda, lion and the pony which can even be ridden
My servers: Jungle, Lilly in the valley, ZombieTest
 

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Re: [Server] ZombieTest

by Gundul » Sun Jul 14, 2019 14:34

updated Petz mod -> now with tamable wolves
bigger world size -> now 1000 nodes in any direction
added showbones mod -> type /showbones and you will get waypoints to them in your hud

Bigger world also means now all biomes are available and you are able to find
the petz in wildlife and tame them. But be careful, you're not alone out there :D
My servers: Jungle, Lilly in the valley, ZombieTest
 

Gundul
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Re: [Server] ZombieTest

by Gundul » Sun Jul 14, 2019 22:05

Updated to newest mobkit api. Fixed bug in wildlife mod
and updated also petz mod
My servers: Jungle, Lilly in the valley, ZombieTest
 

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