[Modpack] Animals Modpack [2.5] -- 2.6 approaching
- Hackeridze
- Member
- Posts: 310
- Joined: Thu Nov 03, 2011 13:35
@neko259
added secondary download link, but only latest version will have a secondary link
right click was used to determin beween harvest and attack I already thought about using left click for everything just deciding what to do by wielded item. By now I didn't want to change behaviour of mod as people might already got used to it.
@ALL
I personaly don't have a preference so everyone who is using it comment what you prefer:
(Option 1) right click for harvest/catch, left click for fighting
(Option 2) everything on left click only decided by wielded tool/item
Edit1:
@Hackeridze sorry neko259 just used last release mode change option ;-)
added secondary download link, but only latest version will have a secondary link
right click was used to determin beween harvest and attack I already thought about using left click for everything just deciding what to do by wielded item. By now I didn't want to change behaviour of mod as people might already got used to it.
@ALL
I personaly don't have a preference so everyone who is using it comment what you prefer:
(Option 1) right click for harvest/catch, left click for fighting
(Option 2) everything on left click only decided by wielded tool/item
Edit1:
@Hackeridze sorry neko259 just used last release mode change option ;-)
Last edited by sapier on Sun Jan 15, 2012 10:48, edited 1 time in total.
DON'T mention coding style!
(c) sapier all rights reserved
(c) sapier all rights reserved
You see, I'd like using right click for using things. But almost all mods already use left click. And on_use function in the API uses it too. So even if you make your mod use right click, it would be different. Also, dropping the item when 'using' it not on animal is a bit confusing too
s3tuPDfUv2IyvXHzPmE31MQvnWULv1zj
btw i personaly can't get used to git it obviously has great advantages when having multiple developers concurrent working on same source but when working alone it's just a pain in the ass ... at least to me. And yes I know if you want a powerfull tool you can't expect it to be simple ... but I don't need that distributed features.
@neko259 I can see the benefits and by now as your vote is the only one you've got the majority ;-) I'd just prefere to have some more opinions or at least give them chance to comment or not.
@neko259 I can see the benefits and by now as your vote is the only one you've got the majority ;-) I'd just prefere to have some more opinions or at least give them chance to comment or not.
Last edited by sapier on Sun Jan 15, 2012 10:55, edited 1 time in total.
DON'T mention coding style!
(c) sapier all rights reserved
(c) sapier all rights reserved
- Hackeridze
- Member
- Posts: 310
- Joined: Thu Nov 03, 2011 13:35
/facepalmsapier wrote:btw i personaly can't get used to git it obviously has great advantages when having multiple developers concurrent working on same source but when working alone it's just a pain in the ass ... at least to me. And yes I know if you want a powerfull tool you can't expect it to be simple ... but I don't need that distributed features.
@neko259 I can see the benefits and by now as your vote is the only one you've got the majority ;-) I'd just prefere to have some more opinions or at least give them chance to comment or not.
My game: RTMG
GENTOO USER
GENTOO USER
- Hackeridze
- Member
- Posts: 310
- Joined: Thu Nov 03, 2011 13:35
+1mahho wrote:github is great for fast updating sources, without 'searching' new versions
My game: RTMG
GENTOO USER
GENTOO USER
I don't se any benefit compared to eg svn in this particular usecasegithub is great for fast updating sources, without 'searching' new versions
but let's don't argue about whats good at this vcs bad at that ...
Topic atm is RMB vs LMB harvesting ;-)
Last edited by sapier on Sun Jan 15, 2012 12:10, edited 1 time in total.
DON'T mention coding style!
(c) sapier all rights reserved
(c) sapier all rights reserved
- jordan4ibanez
- Member
- Posts: 1923
- Joined: Tue Sep 27, 2011 18:44
- GitHub: jordan4ibanez
- IRC: jordan4ibanez
- In-game: jordan4ibanez
Why don't animals have a selection (or collision?) box fit to their visual size? If I want to hit a mob, I have to search for his real body somewhere an the bottom.
And what are false DMs supposed to do? I get confused when I see them and run away like from the real DMs, but these ones don't make fireballs and are almost harmless.
And your false rats jump VERY high. Is that a feature?
And what are false DMs supposed to do? I get confused when I see them and run away like from the real DMs, but these ones don't make fireballs and are almost harmless.
And your false rats jump VERY high. Is that a feature?
s3tuPDfUv2IyvXHzPmE31MQvnWULv1zj
1) colision boxes ... haven't looked at that issue by now maybe they can be fixed but it's a little bit tricky as collision boxes are 3d elements while sprites are 2d only so they won't fit perfect in any case
2) "false" dm's are supposed to be a replacement for original dm's if you think they're to easy I'll make them harder. They should make fireballs too just not the ones emitting light as entities can't emit light.
3) nope rats are not expected to jump too high I'll fix it for next version
thanks for testing you're the first one that gives feedback to the new features added the last releases
2) "false" dm's are supposed to be a replacement for original dm's if you think they're to easy I'll make them harder. They should make fireballs too just not the ones emitting light as entities can't emit light.
3) nope rats are not expected to jump too high I'll fix it for next version
thanks for testing you're the first one that gives feedback to the new features added the last releases
Last edited by sapier on Sun Jan 22, 2012 12:37, edited 1 time in total.
DON'T mention coding style!
(c) sapier all rights reserved
(c) sapier all rights reserved
Collision boxes need at least fit the animal's height. I use gun mod so I need to shoot mobs from the distance, but I can't see an animal's collision box without approaching to it. And I can't guess because their collision boxes are completely different from their visual size.
Thanks for everything
Thanks for everything
s3tuPDfUv2IyvXHzPmE31MQvnWULv1zj
You can't shoot animals by now, at least not the way it's expected. Entities don't implement gethealth/sethealth by now this is a missing feature in minetest.
ATM animals health is dealt manualy. This is a workaround and will be changed as soon as minetest is fixed.
ATM animals health is dealt manualy. This is a workaround and will be changed as soon as minetest is fixed.
DON'T mention coding style!
(c) sapier all rights reserved
(c) sapier all rights reserved
0.9.0
rat jumping bug fixed
dm's are more dangerous ---> please test if they are dangerous enough ... they won't shoot through walls but i think this is an error of original dm's so don't ask me to add this .... a mob that can't see you can't fight you!
left mouse button harvesting
make animals work for 20120122 git
Still missing:
Collision boxes
rat jumping bug fixed
dm's are more dangerous ---> please test if they are dangerous enough ... they won't shoot through walls but i think this is an error of original dm's so don't ask me to add this .... a mob that can't see you can't fight you!
left mouse button harvesting
make animals work for 20120122 git
Still missing:
Collision boxes
DON'T mention coding style!
(c) sapier all rights reserved
(c) sapier all rights reserved
Grrreat! I'll try that now.sapier wrote:0.9.0
rat jumping bug fixed
dm's are more dangerous ---> please test if they are dangerous enough ... they won't shoot through walls but i think this is an error of original dm's so don't ask me to add this .... a mob that can't see you can't fight you!
left mouse button harvesting
make animals work for 20120122 git
Still missing:
Collision boxes
s3tuPDfUv2IyvXHzPmE31MQvnWULv1zj
I've noticed feather has a description "feather", not "Feather". Default mod has the descriptions starting with capitals, so I think we should do the same. The same goes for "raw meat" and, I think, all the other items.
Last edited by neko259 on Tue Jan 24, 2012 21:59, edited 1 time in total.
s3tuPDfUv2IyvXHzPmE31MQvnWULv1zj
I've noticed the capital on originals too. I'll add an additional configuration parameter "name" automaticaly switched by language settings too. For now just changing the names would result in worlds with many unknown entities what i didn't want to do.
DON'T mention coding style!
(c) sapier all rights reserved
(c) sapier all rights reserved
Name and description are different fields. Changing description won't do nothing to the world I think.sapier wrote:I've noticed the capital on originals too. I'll add an additional configuration parameter "name" automaticaly switched by language settings too. For now just changing the names would result in worlds with many unknown entities what i didn't want to do.
s3tuPDfUv2IyvXHzPmE31MQvnWULv1zj
Who is online
Users browsing this forum: No registered users and 84 guests