[Modpack] Animals Modpack [2.5] -- 2.6 approaching
Yeh thats true, the Description field is only used for tooltips ^_^neko259 wrote: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.
by now they need 50 hits to die no matter what you are wearing is this to easy? Or do they need less hits than expected?
@neko259 Yes I know they are but by now name is set to description field too. Thats done because animals are created by a function that doesn't use different fields for name and description by now. I'll add this feature combined with a code reorganization and a translation support as soon as I have time to do it. This realease was primary intended to make animals work with new git release again ;-)
@neko259 Yes I know they are but by now name is set to description field too. Thats done because animals are created by a function that doesn't use different fields for name and description by now. I'll add this feature combined with a code reorganization and a translation support as soon as I have time to do it. This realease was primary intended to make animals work with new git release again ;-)
Last edited by sapier on Tue Jan 24, 2012 23:08, edited 1 time in total.
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(c) sapier all rights reserved
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This mod is pretty vast and it probably should be split somehow. For starters, maybe create a "moblib" mod that only has a single purpose; providing a generic way of creating mobs. (Mobs = not-so-clever creatures that basically work as a resource but are alive and move around, and sometimes fight back. Basically all animals and monsters.)randomproof wrote:I don't know if anyone has suggested this yet or not, but it would be nice if the different animals or groups of animals were in mods or even just separate files so that there was an easy way to have some but not all. For example, say I just wanted farm animals and not fish.
It should not have any bias towards this mod and in the future it probably could be pulled upstream.
This mod should then be based on it, possibly also being split to different kinds of animals as you suggest. (not too many, but maybe eg. farm animals, wild animals and fantasy animals. And one that implements the minetest monsters.)
Ok I think it's time to write some design documentation, I'll add it to next release but want to answer some questions right now.
@randomproof as animals are just configuration sets this wouldn't be a problem at all. I already intended to use some configuration parameters.
@celeron
animals is not a implementation of cow,sheep, vampire dm etc but already designed as the modlib you are talking about.
A animal is added by creating a set of configuration parametes, drawing pictures and calling "animals_add_animal(parameterset)" on this.
Basicaly animals mod consists of following parts:
*Configurable movement generator
->flying
->jumping
->movement prediction
->position validation
->some predefined parametersets for movement generator
->...
*Harvest/Drop engine
->simple harvest delay
->animal transformation on harvest
->catching of animals
*Fighting engine
->short range attack
->long range attack
*management functions
->example parameter/graphics set of mobs
*spawn engine
->different spawn modes (not configurable by now)
->population density check
@randomproof as animals are just configuration sets this wouldn't be a problem at all. I already intended to use some configuration parameters.
@celeron
animals is not a implementation of cow,sheep, vampire dm etc but already designed as the modlib you are talking about.
A animal is added by creating a set of configuration parametes, drawing pictures and calling "animals_add_animal(parameterset)" on this.
Basicaly animals mod consists of following parts:
*Configurable movement generator
->flying
->jumping
->movement prediction
->position validation
->some predefined parametersets for movement generator
->...
*Harvest/Drop engine
->simple harvest delay
->animal transformation on harvest
->catching of animals
*Fighting engine
->short range attack
->long range attack
*management functions
->example parameter/graphics set of mobs
*spawn engine
->different spawn modes (not configurable by now)
->population density check
Last edited by sapier on Wed Jan 25, 2012 18:35, edited 1 time in total.
DON'T mention coding style!
(c) sapier all rights reserved
(c) sapier all rights reserved
@neko259
creepers already destroy houses ...
vampires stealing torches? I don't think thats a good idea, how to protect your home if torches aren't a protection anymore?
@rinoux
adding that features would add a dependency to the modules adding those items so i don't think it's going to be in animals anytime soon ...
but ... im currently doing a major code reorganization to make the modular design more obvious and fixing issunes that sometimes broke the modularizatin. So probably creating an addon mod enabling animals to do that will be possible soon.
creepers already destroy houses ...
vampires stealing torches? I don't think thats a good idea, how to protect your home if torches aren't a protection anymore?
@rinoux
adding that features would add a dependency to the modules adding those items so i don't think it's going to be in animals anytime soon ...
but ... im currently doing a major code reorganization to make the modular design more obvious and fixing issunes that sometimes broke the modularizatin. So probably creating an addon mod enabling animals to do that will be possible soon.
DON'T mention coding style!
(c) sapier all rights reserved
(c) sapier all rights reserved
Version 0.9.9 is out. In this Version there are very little lines of code that didn't get touched so please do a intense test. I've also added lots of documentation within code as well as separatly distributed in doc folder. But it's still far from complete.
@neko259 chicken top texture is really missing. I've used rinoux profile image as chicken (you probably already noticed that) Same problem is for fish too rinoux only provided a single view and I'm really bad in drawing.
@neko259 chicken top texture is really missing. I've used rinoux profile image as chicken (you probably already noticed that) Same problem is for fish too rinoux only provided a single view and I'm really bad in drawing.
DON'T mention coding style!
(c) sapier all rights reserved
(c) sapier all rights reserved
+1 for new release ^_^ will test in a few minssapier wrote:Version 0.9.9 is out. In this Version there are very little lines of code that didn't get touched so please do a intense test. I've also added lots of documentation within code as well as separatly distributed in doc folder. But it's still far from complete.
@neko259 chicken top texture is really missing. I've used rinoux profile image as chicken (you probably already noticed that) Same problem is for fish too rinoux only provided a single view and I'm really bad in drawing.
Last edited by dannydark on Sat Jan 28, 2012 18:57, edited 1 time in total.
@neko259
There already are some mechanisms trying to avoid land animals running to water. They sometimes fail but in this case the animal should drown soon. Does your cow still run on seaground?
Shooting animals isn't as expected by now as animals don't have any health until lua entity health patch is applied to minetest.
There already are some mechanisms trying to avoid land animals running to water. They sometimes fail but in this case the animal should drown soon. Does your cow still run on seaground?
Shooting animals isn't as expected by now as animals don't have any health until lua entity health patch is applied to minetest.
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(c) sapier all rights reserved
(c) sapier all rights reserved
@sapier I've listed your Patch in the wiki patchsets page in hope it will get sent upstream quicker ^_^
http://c55.me/minetest/wiki/doku.php?id ... for_review
http://c55.me/minetest/wiki/doku.php?id ... for_review
IMO, each entity should also have a maximum HP value and getMaxHP() and setMaxHP() methods, and setHP() should limit its argument to the range [0, getMaxHP()]. The same interface should be implemented for players too (either implemented the same way, or return a constant maximum HP of 20). get_max_hp and set_max_hp methods should be exposed to Lua. The max HP should be serialized into static object data.
@kahrl I agree your proposal would be even better. But it's only additional code so adding the small patch won't interfere if anyone wants to add that later. Your proposal would be better in "feature discussion" as noone will find it within this thread ;-)
Last edited by sapier on Sat Jan 28, 2012 22:10, edited 1 time in total.
DON'T mention coding style!
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