[Mod] Alive AI V26.32 [aliveai]

User avatar
Andrey01
Member
Posts: 2437
Joined: Wed Oct 19, 2016 15:18
GitHub: Andrey2470T
In-game: Andrey01
Location: Russia, Moscow

Re: [Mod] Alive AI V9 [aliveai]

by Andrey01 » Post

An error came when i installed newest version:

Code: Select all

2017-08-26 13:03:44: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'aliveai_threats' in callback node_on_timer(): /home/user/.minetest/mods/aliveai/aliveai_threats/lab.lua:100: bad argument #2 to 'add_entity' (string expected, got nil)
2017-08-26 13:03:44: ERROR[Main]: stack traceback:
2017-08-26 13:03:44: ERROR[Main]: 	[C]: in function 'add_entity'
2017-08-26 13:03:44: ERROR[Main]: 	/home/user/.minetest/mods/aliveai/aliveai_threats/lab.lua:100: in function 'spawn'
2017-08-26 13:03:44: ERROR[Main]: 	/home/user/.minetest/mods/aliveai/aliveai_threats/lab.lua:705: in function </home/user/.minetest/mods/aliveai/aliveai_threats/lab.lua:678>

User avatar
Andrey01
Member
Posts: 2437
Joined: Wed Oct 19, 2016 15:18
GitHub: Andrey2470T
In-game: Andrey01
Location: Russia, Moscow

Re: [Mod] Alive AI V9 [aliveai]

by Andrey01 » Post

Other error happened in function "task_farming":

Code: Select all

2017-08-27 13:51:05: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'aliveai_folk' in callback luaentity_Step(): /home/user/.minetest/mods/aliveai/aliveai/tasks.lua:58: attempt to compare number with nil
2017-08-27 13:51:05: ERROR[Main]: stack traceback:
2017-08-27 13:51:05: ERROR[Main]: 	/home/user/.minetest/mods/aliveai/aliveai/tasks.lua:58: in function 'task3'
2017-08-27 13:51:05: ERROR[Main]: 	/home/user/.minetest/mods/aliveai/aliveai/bot.lua:63: in function </home/user/.minetest/mods/aliveai/aliveai/bot.lua:1>

User avatar
AiTechEye
Member
Posts: 858
Joined: Fri May 29, 2015 21:14
GitHub: AiTechEye
Location: ¯\_(ツ)_/¯

Re: [Mod] Alive AI V10 [aliveai]

by AiTechEye » Post

fixed
fixed
and added:

the bots will build a lot bigger buildings, in different sizes and numbers of floors
they will also build the old / small ones too

now i will not add more stuff to the alive mod, only fix errors

Image
Attachments
screenshot_20170829_184912.png
(672.02 KiB) Not downloaded yet
Last edited by AiTechEye on Tue Aug 29, 2017 17:13, edited 1 time in total.

User avatar
Andrey01
Member
Posts: 2437
Joined: Wed Oct 19, 2016 15:18
GitHub: Andrey2470T
In-game: Andrey01
Location: Russia, Moscow

Re: [Mod] Alive AI V10 [aliveai]

by Andrey01 » Post

AiTechEye, can you fix these errors above please?

User avatar
AiTechEye
Member
Posts: 858
Joined: Fri May 29, 2015 21:14
GitHub: AiTechEye
Location: ¯\_(ツ)_/¯

Re: [Mod] Alive AI V10 [aliveai]

by AiTechEye » Post

they are fixed

User avatar
Andrey01
Member
Posts: 2437
Joined: Wed Oct 19, 2016 15:18
GitHub: Andrey2470T
In-game: Andrey01
Location: Russia, Moscow

Re: [Mod] Alive AI V10 [aliveai]

by Andrey01 » Post

thx!

User avatar
azekill_DIABLO
Member
Posts: 7497
Joined: Wed Oct 29, 2014 20:05
GitHub: azekillDIABLO
In-game: azekill_DIABLO
Location: OMICRON
Contact:

Re: [Mod] Alive AI V10 [aliveai]

by azekill_DIABLO » Post

AiTechEye, the more i look, to your mod, the more i tink I can stop developping anything related to Mobs and AI. They seem to be even more clever than some minetest players. You did a real good work on that, well done! 9.5/10 (cause i'm pesky)

User avatar
AiTechEye
Member
Posts: 858
Joined: Fri May 29, 2015 21:14
GitHub: AiTechEye
Location: ¯\_(ツ)_/¯

Re: [Mod] Alive AI V10 [aliveai]

by AiTechEye » Post

thanks :)

I have been constantly developing the mod for about 10 month, so its not weird there is some difference...
Ai programing is very special and fun, but now i'm tired of hours of mess :)

Just to give an idea of how big this mod is, Ive done a comparison.

I counted things I saw mobs did in the mobs redo-1.37 mod and came to 17 (correct me if i am wrong)

and aliveai-10 70, if we adds mobs (becaouse they have other functions and are included) 94

mobs redo 1.37

Code: Select all

shoot
walk
walk randomly
attack
pathfinding
jump stuck in blocks
hurts by blocks
thame
folow you
fly
swim
dive
eating
sounds
jump¨
be ridden (horses)
die
aliveai 10

base functions
viewtopic.php?f=11&t=16083

by included mobs

Code: Select all

ollect items to build anthills (ants)
blow it self, normal, freeze, heavy gass, eletric, nuke ...
blow enimys
spawn bombs
kill miltiply objects by 1 attack (electric, nuke, toxics)
freeze objects
throw away object around it self (storm)
sell items (trader)
work for players (worker)
spread fire (lava / fire monster)
massive punch (terminator)
pull down enimys in the ground (pull monster)
spawn other mobs (pull monster master)
cockroach it self (cockroach & slime)
be invisiable (ninja)
teleport (quantum_monster)
shoot (natural_monster)
survive many deaths (stubborn_monster)
create quakes / cracks in ground
catch enimys and drop from heights (bronze_terminator)
throw acid (acidman)
juggle (clown)
hail (storm)
hailt / damaging nodes (storm)
Image
Attachments
sasdasd.png
(19.21 KiB) Not downloaded yet

roboto
Member
Posts: 62
Joined: Wed Jul 19, 2017 15:21
GitHub: NewbProgrammer101
In-game: akoek

Re: [Mod] Alive AI V10 [aliveai]

by roboto » Post

One request:

The mobs and aliens should spawn less frequently, right now, they're repeatedly spawning and coming across my creations and start building.

The aliens keep spawning and they're becoming a nuisance, less fun for me. If they spawned less frequently, then encountering them would be exciting, not boring and annoying.

User avatar
azekill_DIABLO
Member
Posts: 7497
Joined: Wed Oct 29, 2014 20:05
GitHub: azekillDIABLO
In-game: azekill_DIABLO
Location: OMICRON
Contact:

Re: [Mod] Alive AI V10 [aliveai]

by azekill_DIABLO » Post

AiTechEye wrote: Image
wow! i won't imagine the tiny bar that MILA would be.

User avatar
AiTechEye
Member
Posts: 858
Joined: Fri May 29, 2015 21:14
GitHub: AiTechEye
Location: ¯\_(ツ)_/¯

Re: [Mod] Alive AI V10.1 [aliveai]

by AiTechEye » Post

i won't imagine the tiny bar that MILA would be.
a tiny mod that is fun is better than a powerful mod that is boring :)

in this case the aliveai / servive bots are basically made to imaging common players, so we not are alone.
they are not made to replace animals


changed in 10.1: less spawning asteroids (was 1/30 chance now 1/100)

The mobs should spawn less frequentl
aliveai.max_new_bots[/b] (10 = default) in settings.lua

10 will still be default cuz, in some places you have to wait a half hour before any npc's spawns

the old problem is to not make them spawn too much or too less
we dont want to kill the npc that is starting their life and personalities, it would be same as ban people cuz its too many players. so we dont killing them

old npc's will not be killed by no reason, just if they causing lags

User avatar
azekill_DIABLO
Member
Posts: 7497
Joined: Wed Oct 29, 2014 20:05
GitHub: azekillDIABLO
In-game: azekill_DIABLO
Location: OMICRON
Contact:

Re: [Mod] Alive AI V10.1 [aliveai]

by azekill_DIABLO » Post

AiTechEye wrote: a tiny mod that is fun is better than a powerful mod that is boring :)
:] thx, you made my day better

User avatar
AiTechEye
Member
Posts: 858
Joined: Fri May 29, 2015 21:14
GitHub: AiTechEye
Location: ¯\_(ツ)_/¯

Re: [Mod] Alive AI V12 [aliveai]

by AiTechEye » Post

Good news for all aliveai users!

finaly i found out how to fix the collision mess between minetest versions and the 3d_armor mod
in V12 is all collision boxes restored to the old ones, and checks minetest version numbers, then edit the boxes if it needs.
this means V12 should work with 0.4.16 and older, 0.5.0 and newer, and 3d armor.

+ fixed weird 3d_armor adaptation

User avatar
Andrey01
Member
Posts: 2437
Joined: Wed Oct 19, 2016 15:18
GitHub: Andrey2470T
In-game: Andrey01
Location: Russia, Moscow

Re: [Mod] Alive AI V12 [aliveai]

by Andrey01 » Post

Wow, nice! I will test it soon!

roboto
Member
Posts: 62
Joined: Wed Jul 19, 2017 15:21
GitHub: NewbProgrammer101
In-game: akoek

Re: [Mod] Alive AI V12 [aliveai]

by roboto » Post

Please put the source of aliveai on GitHub.

User avatar
Andrey01
Member
Posts: 2437
Joined: Wed Oct 19, 2016 15:18
GitHub: Andrey2470T
In-game: Andrey01
Location: Russia, Moscow

Re: [Mod] Alive AI V12 [aliveai]

by Andrey01 » Post

AiTechEye, i have an idea! Can you do rotation of Npcs` heads? For example, to give them possibillity turn head to that direction where they want to see.

User avatar
AiTechEye
Member
Posts: 858
Joined: Fri May 29, 2015 21:14
GitHub: AiTechEye
Location: ¯\_(ツ)_/¯

Re: [Mod] Alive AI V12 [aliveai]

by AiTechEye » Post

i have been thinking about this too, but how?

i suspect it could be the default player model without head, and another without the body, then rotate the head in a separate process,

User avatar
Andrey01
Member
Posts: 2437
Joined: Wed Oct 19, 2016 15:18
GitHub: Andrey2470T
In-game: Andrey01
Location: Russia, Moscow

Re: [Mod] Alive AI V12 [aliveai]

by Andrey01 » Post

roboto wrote:Please put the source of aliveai on GitHub.
GitHub repo has already existed for the mod. See at first post.
AiTechEye wrote:i have been thinking about this too, but how?

i suspect it could be the default player model without head, and another without the body, then rotate the head in a separate process,
Mmm... Blender animation? But then it needs to do so many animations for each head rotation. No, something else...

roboto
Member
Posts: 62
Joined: Wed Jul 19, 2017 15:21
GitHub: NewbProgrammer101
In-game: akoek

Re: [Mod] Alive AI V12 [aliveai]

by roboto » Post

Andrey01 wrote:
roboto wrote:Please put the source of aliveai on GitHub.
GitHub repo has already existed for the mod. See at first post.
That repository is outdated.

User avatar
benrob0329
Member
Posts: 1337
Joined: Thu Aug 06, 2015 22:39
GitHub: Benrob0329
IRC: benrob0329
In-game: benrob03
Location: Michigan
Contact:

Re: [Mod] Alive AI V13nu [aliveai]

by benrob0329 » Post

Using the server console (from the terminal) crashes the game (on_chat_message)

Code: Select all

2017-12-16 20:48:56: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'aliveai' in callback on_chat_message(): ...e/benrob0329/.minetest/mods/aliveai/aliveai/chat.lua:364: attempt to index a nil value
2017-12-16 20:48:56: ERROR[Main]: stack traceback:
2017-12-16 20:48:56: ERROR[Main]:       ...e/benrob0329/.minetest/mods/aliveai/aliveai/chat.lua:364: in function '?'
2017-12-16 20:48:56: ERROR[Main]:       /usr/local/share/minetest/builtin/game/register.lua:412: in function </usr/local/share/minetest/builtin/game/register.lua:392>
Social: YouTube Peertube Matrix Room: #minetest:matrix.org | Games: The Infinite IKEA

IanniPowerup!!!
Member
Posts: 100
Joined: Wed Nov 29, 2017 17:33
In-game: IanniPowerup
Contact:

Re: [Mod] Alive AI V13nu [aliveai]

by IanniPowerup!!! » Post

I love this mod . But the trees shouln't have eyes

User avatar
Andrey01
Member
Posts: 2437
Joined: Wed Oct 19, 2016 15:18
GitHub: Andrey2470T
In-game: Andrey01
Location: Russia, Moscow

Re: [Mod] Alive AI V13nu [aliveai]

by Andrey01 » Post

IanniPowerup!!! wrote:But the trees shouln't have eyes
Why? Eye on tree is new type of mobs that can not be damaged.

roboto
Member
Posts: 62
Joined: Wed Jul 19, 2017 15:21
GitHub: NewbProgrammer101
In-game: akoek

Re: [Mod] Alive AI V13nu [aliveai]

by roboto » Post

The ai model when lying down should also have collisionbox/selectionbox rotate to lying down instead of stay upright when ai is dead.

roboto
Member
Posts: 62
Joined: Wed Jul 19, 2017 15:21
GitHub: NewbProgrammer101
In-game: akoek

Re: [Mod] Alive AI V13nu [aliveai]

by roboto » Post

ALERT ALL HEADPHONE/BASS USERS!!!!!!

NEVER EVER USE THIS MOD UNLESS YOU WANT TO SUFFER HEARING LOSS!!!!!

User avatar
Andrey01
Member
Posts: 2437
Joined: Wed Oct 19, 2016 15:18
GitHub: Andrey2470T
In-game: Andrey01
Location: Russia, Moscow

Re: [Mod] Alive AI V13nu [aliveai]

by Andrey01 » Post

roboto wrote:ALERT ALL HEADPHONE/BASS USERS!!!!!!

NEVER EVER USE THIS MOD UNLESS YOU WANT TO SUFFER HEARING LOSS!!!!!
Do you want to say some sounds are too loud of the mod? Only boom sounds are really such.

Post Reply

Who is online

Users browsing this forum: BuckarooBanzay, jonajames and 12 guests