[mod] water_life - mobs for mobkit[200220][water_life]

Gundul
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Re: [mod] water_life - mobs for mobkit[water_life]

by Gundul » Tue Jan 14, 2020 06:24

Extex wrote:Oh also could you please use the updated model and texture here: viewtopic.php?f=9&t=22112&start=375#p363312
The old one has a broken flap animation and the texture got discoloured somehow.

For some reason Termos isn't updating it


Termos already told you, your texture look like it is glowing. And it does so.
Better the one like it is now.

Your new model has problem when exported to b3d. I do not know if that is a blender or export plugin issue.
If exported to b3d I cannot use the fly animation for some reason. No idea, I am blender noob.
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Re: [mod] water_life - mobs for mobkit[water_life]

by Gundul » Tue Jan 14, 2020 09:23

better radar implementation:

now birds have memory and calculate roll value depending an radar results

Image


depends; mobkit, water_life
credits:
    all code beside radar implementation by Termos
    model, animation, design by Extex
Attachments
aerotest.zip
latest eagle with memory and roll value calculation
(76.87 KiB) Downloaded 3 times
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Re: [mod] water_life - mobs for mobkit[water_life]

by Gundul » Wed Jan 15, 2020 10:06

Gundul wrote:
Extex wrote:Oh also could you please use the updated model and texture here: viewtopic.php?f=9&t=22112&start=375#p363312
The old one has a broken flap animation and the texture got discoloured somehow.

For some reason Termos isn't updating it


Termos already told you, your texture look like it is glowing. And it does so.
Better the one like it is now.

Your new model has problem when exported to b3d. I do not know if that is a blender or export plugin issue.
If exported to b3d I cannot use the fly animation for some reason. No idea, I am blender noob.


I found the error of your blender file. That took me 6 (!) hours today.
When you open the animation window, there is a small window in the lower screen where you can control
play/pause/ffw and so on, Depending on your screen size this is often VERY small. There are two values for start frame and endframe which you set to wing animation only, for convenience I guess. When exporting to b3d ONLY this will be exported for animation, so there was no animation at all, because of the entity definition still thinking ALL animations were included. Now show this to a blender noob like me and let him find that small field in that huge mess of blender windows, fields and whatever. Not yet to mention that the field of stop frame was cut off due to my small screen.
Nevertheless I found it and here it is. Also I rotated a bit the eagle model because you moved it up the y-axe. Eagle was flying too upright in that case.
Attachments
aerotest.zip
updated and rotated eagle model
(221.6 KiB) Downloaded 2 times
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Re: [mod] water_life - mobs for mobkit[water_life]

by BlueTangs Rock » Mon Jan 20, 2020 04:05

I'm glad to see that there's newer aquatic-life mods being made in MineTest. This one looks really promising, keep up the good work! :D
Look at that, a signiture box! To bad I have nothing to put in i-... Wait...
 

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Re: [mod] water_life - mobs for mobkit[water_life]

by Gundul » Tue Jan 21, 2020 13:31

BlueTangs Rock wrote:I'm glad to see that there's newer aquatic-life mods being made in MineTest. This one looks really promising, keep up the good work! :D

Thanks. I am still looking for new animated blender models:

catfish, piranha, coral fish, sardine, sea turtle, seahorse, crabs, etc etc :)
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Re: [mod] water_life - mobs for mobkit[water_life]

by Gundul » Thu Jan 23, 2020 09:52

update the api and lua_api.txt also:


##########################################
water_life.count_objects(pos,radius,name)
##########################################

counts objects around pos with radius in nodes and returns a table:
table.all - total number of all objects
table.sharks - total number of sharks
table.whales - total number of whales
table.fish - total number of fish wild/tamed
table.name - total number of mob "name"

if radius is nil radius will be the active_object_send_range_blocks * 16
if name is nil table.name is 0
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Re: [mod] water_life - mobs for mobkit[water_life]

by Gundul » Sat Jan 25, 2020 15:59

little update:

added check for vector.cross to the api.
this should make it safe to use it with minetest 5.0.1
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Re: [mod] water_life - mobs for mobkit[water_life]

by BlueTangs Rock » Sun Jan 26, 2020 07:20

If blender worked on my current computer then I would definitely like to help with modeling.

Though I do have a question about the concept of the river fish and coral fish; would each one only be able to represent one mob (meaning only one mob for both river fish and coral fish),

would they be single mobs but can have multiple skins (meaning while it's still only one mob for river and coral fish but they can have skins of different colors),

or would river fish and coral fish be considered a category of mobs (meaning that for example, river fish would be a category consisting of three mobs like a bass, carp, and trout, while coral fish would be a category consisting of five mobs like a clownfish, tang, butterfly fish, angelfish, and parrot fish)?

AI wouldn't have to be much different from each other, but it could add a bit of variety.

I feel like information for a question like this could help with deciding how river fish and coral fish could work in the mod.
Look at that, a signiture box! To bad I have nothing to put in i-... Wait...
 

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Re: [mod] water_life - mobs for mobkit[water_life]

by Gundul » Tue Jan 28, 2020 15:16

little api update:

water_life.temp_show(pos,time)

shows you a Marker-entity at >pos< for >time< seconds (or 5 sec if nil)
can be handy for debugging behaviors :)
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Re: [mod] water_life - mobs for mobkit[water_life]

by Codesound » Sat Feb 01, 2020 11:27

Hi,

thanks for this mod....
I inform you that when I use this mod with mobkit and aerotest, this is the error that appear:

Code: Select all
AsyncErr: environment_Step: Runtime error from mod 'water_life' in callback environment_Step(): /home/kernel/.minetest/mods/water_life/spawn.lua:30: attempt to call field 'pos_translate2d' (a nil value)
stack traceback:
   /home/kernel/.minetest/mods/water_life/spawn.lua:30: in function </home/kernel/.minetest/mods/water_life/spawn.lua:5>
   /usr/share/minetest/builtin/game/register.lua:429: in function </usr/share/minetest/builtin/game/register.lua:413>
stack traceback:


is possible to fix it? thanks again
 

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Re: [mod] water_life - mobs for mobkit[water_life]

by ElCeejo » Sat Feb 01, 2020 11:29

Codesound wrote:Hi,

thanks for this mod....
I inform you that when I use this mod with mobkit and aerotest, this is the error that appear:

Code: Select all
AsyncErr: environment_Step: Runtime error from mod 'water_life' in callback environment_Step(): /home/kernel/.minetest/mods/water_life/spawn.lua:30: attempt to call field 'pos_translate2d' (a nil value)
stack traceback:
   /home/kernel/.minetest/mods/water_life/spawn.lua:30: in function </home/kernel/.minetest/mods/water_life/spawn.lua:5>
   /usr/share/minetest/builtin/game/register.lua:429: in function </usr/share/minetest/builtin/game/register.lua:413>
stack traceback:


is possible to fix it? thanks again


Only reason that I can think of that you would get that message is if you're using an old version of mobkit.
 

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Re: [mod] water_life - mobs for mobkit[water_life]

by Gundul » Sat Feb 01, 2020 12:44

ElCeejo wrote:
Codesound wrote:Hi,

thanks for this mod....
I inform you that when I use this mod with mobkit and aerotest, this is the error that appear:

Code: Select all
AsyncErr: environment_Step: Runtime error from mod 'water_life' in callback environment_Step(): /home/kernel/.minetest/mods/water_life/spawn.lua:30: attempt to call field 'pos_translate2d' (a nil value)
stack traceback:
   /home/kernel/.minetest/mods/water_life/spawn.lua:30: in function </home/kernel/.minetest/mods/water_life/spawn.lua:5>
   /usr/share/minetest/builtin/game/register.lua:429: in function </usr/share/minetest/builtin/game/register.lua:413>
stack traceback:


is possible to fix it? thanks again


Only reason that I can think of that you would get that message is if you're using an old version of mobkit.


"call field 'pos_translate2d' (a nil value)" is not known, must be very old :)
try using the newest from github, then it should work
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Re: [mod] water_life - mobs for mobkit[water_life]

by Gundul » Sat Feb 01, 2020 12:59

- Danger -

Rainforests are known as dangerous places with wild animals, poiseness ones or animals
who are just hungry at any time. Be careful in rainforest's rivers in the future and watch
your step, because now you will very likely meet one or more of these guys:

Piranha
Image

ElCeejo was so kind do donate the model including animations and here it is.

Piranhas spawn in rainforest rivers and always come in packs. You can try to catch one with a bug
net if you dare. You can also try to kill them, but they are many and they are fast.

Have fun with them and a big thank you to ElCeejo for the nice model
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Re: [mod] water_life - mobs for mobkit[water_life]

by Codesound » Sat Feb 01, 2020 18:16

Gundul wrote:
ElCeejo wrote:
Codesound wrote:Hi,

thanks for this mod....
I inform you that when I use this mod with mobkit and aerotest, this is the error that appear:

Code: Select all
AsyncErr: environment_Step: Runtime error from mod 'water_life' in callback environment_Step(): /home/kernel/.minetest/mods/water_life/spawn.lua:30: attempt to call field 'pos_translate2d' (a nil value)
stack traceback:
   /home/kernel/.minetest/mods/water_life/spawn.lua:30: in function </home/kernel/.minetest/mods/water_life/spawn.lua:5>
   /usr/share/minetest/builtin/game/register.lua:429: in function </usr/share/minetest/builtin/game/register.lua:413>
stack traceback:


is possible to fix it? thanks again


Only reason that I can think of that you would get that message is if you're using an old version of mobkit.


"call field 'pos_translate2d' (a nil value)" is not known, must be very old :)
try using the newest from github, then it should work


Linux Mint 19 Cinnamom_x64, Minetest 5.1.1

Hi,

thanks for your reply.... I downloaded the last water_life and mobkit but the error persist....
thanks again for your work and support
 

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Re: [mod] water_life - mobs for mobkit[water_life]

by BlueTangs Rock » Sat Feb 01, 2020 21:29

That is indeed a good pirahna 3D model
Look at that, a signiture box! To bad I have nothing to put in i-... Wait...
 

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Re: [mod] water_life - mobs for mobkit[water_life]

by Gundul » Sun Feb 02, 2020 05:44

Codesound wrote:
thanks for your reply.... I downloaded the last water_life and mobkit but the error persist....
thanks again for your work and support

check your minetest.conf in ~/.minetest

active_block_range must be > 0

btw that is a strange name: kernel
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Re: [mod] water_life - mobs for mobkit[water_life]

by Gundul » Sun Feb 02, 2020 15:34

Codesound wrote:
Linux Mint 19 Cinnamom_x64, Minetest 5.1.1

Hi,

thanks for your reply.... I downloaded the last water_life and mobkit but the error persist....
thanks again for your work and support


Try again with newest version. I guess you run pipeworks or something like that together with it ?
I added checks for fake_players like from nodebreakers or deployers. If this does not work I need
a list of your installed mods you run it together with.
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Re: [mod] water_life - mobs for mobkit[water_life]

by Gundul » Mon Feb 03, 2020 14:52

Do not mess around with admin >:)

+ "not for kids"
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Re: [mod] water_life - mobs for mobkit[water_life]

by BlueTangs Rock » Mon Feb 03, 2020 19:24

Gundul wrote:Do not mess around with admin >:)

+ "not for kids"
Those piranhas be straight up Vibin', lol.
Look at that, a signiture box! To bad I have nothing to put in i-... Wait...
 

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Re: [mod] water_life - mobs for mobkit[water_life]

by Gundul » Tue Feb 04, 2020 11:03

added water_life:lasso to craftitems

together with my fork of wildlife mod you can now catch and tame deers with it:
https://github.com/berengma/wildlife
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Re: [mod] water_life - mobs for mobkit[water_life]

by Gundul » Wed Feb 05, 2020 15:02

Implemented minetest random generator:
Code: Select all
`PcgRandom`
-----------

A 32-bit pseudorandom number generator.
Uses PCG32, an algorithm of the permuted congruential generator family,
offering very strong randomness.

it will also be available from water_life api: water_life.random(min,max)
documentation will follow shortly

added Muddy water
this OFF by default. You have to switch it on in settingtypes.txt or in your client.
It will turn all river_water into muddy water in the rainforest and savanna biome.
This works best in newly generated world, so think twice before turning it on.

+ "muddy water"
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Re: [mod] water_life - mobs for mobkit[water_life]

by Gundul » Sat Feb 08, 2020 14:44

Sea Urchins

ElCeejo provided a new model for water_life.
Thank you for our new friends with stings :)

new sea water inhabitants are the sea urchins:
Image

They spawn near all kind of coral and they do what they always do.
pretty nothing X)

I will add some movement in the near future, this weekend I am too busy.
Do not step on the urchins, that really hurts.


Also added a new function to water_life api : water_life.water_depth(pos,max)
This will return you a table consisting of :
    table.surface = fluid surface position (pos table)
    table.depth = distance to ground (integer)

spawn positions are now calculated with the new water_depth function
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Re: [mod] water_life - mobs for mobkit[water_life]

by Gundul » Mon Feb 10, 2020 14:51

New update:

    - updated lua_api.txt
    - sea urchins can only live in water not colder than 20 degrees celsius
    - sea urchins now move around
    - sea urchins can be caught with a bugnet
    - sea urchins can be eaten
    - sea urchins eat corals until only skeleton is left if more than one urchin around
    - corals can regrow if live corals are around coral skeletons
    - you can craft artificial coral skeleton and place it near living coral, after time it will turn into living coral
    - new functions and behaviors in api, see lua_api.txt

A starfish would be a cool addition. First, because I like starfish :D and second because some of them like to eat
sea urchins X)

Or maybe dugongs ! For sea areas with lots of kelp :)

Or maybe you have an other idea ?
(ngak usah malu2 XD)
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