[Modpack] Animals Modpack [2.5] -- 2.6 approaching

sapier
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[Modpack] Animals Modpack [2.5] -- 2.6 approaching

by sapier » Sun Dec 25, 2011 03:52

Animals Modpack is a showcase to provide a feeling how powerfull mobf is and how easy creation of complex mobs is by using it.

Recommended Minetest version: 0.4.13

TODO + BUGS:
For feature request and bug reports, github is preferred, but of course you may post them in this thread too.

Please do write your opinion what needs to be added/fixed!

If anyone can provide better graphics (where I only placed dummies) I gladly add them. ;-)

Screenshots:
Imgur Album

License:
CC-BY-SA or similar for most content. See License.txt provided for each mod for details

Development Download:

Stable Download:
Primary : Version 2.5.0 (Dig it)

Components:

Dependencies:
-default
-fire(optional|mandatory for some mods)
-vessels(optional|mandatory for some mods)
-wool(optional|mandatory for some mods)

Project main page:
Github Wiki (if you really wanna know how to use this modpack)

----------------------------------------------------------------------------------------------------------------------------------
Changes 2.5.0
-split mobf_core (api) from modpack (git only)
-add miner mob
-fix crash on uninitialized healdb
-fix right click menu being abusable by non mob owner
-add a lot of sounds
-add initial spanish translation (thanks kaeza)
-fix major delays caused by adv_spawning on mapgen
-lots of more stability fixes

For older changelog see attached README file

Old versions:
Version 1.4.6 (chicks are waiting)
Version 2.0.5 (meshed up ;-) (fixed)
Version 2.1.2 (self defence)
Version 2.2.2 (factioning)
Version 2.3.6 (timekeeping MT 0.4.8+)
Version 2.4.2 (splitting time MT 0.4.10)
Last edited by sapier on Mon Jan 23, 2017 22:23, edited 17 times in total.
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darket
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RAPHAEL
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by RAPHAEL » Sun Dec 25, 2011 04:56

Need chickens, cows, sheep. Be cool if chickens laid eggs in nests that were crafted. Also I'd say check into the rat thing since the way rats move would look a little better lol.

EDIT: Also right clicking crashes minetest
Last edited by RAPHAEL on Sun Dec 25, 2011 05:03, edited 1 time in total.
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by jordan4ibanez » Sun Dec 25, 2011 05:02

very very niceee...their kinda retarded (their AI) but they work really good..low cpu usage..when you right click one with another one the game crashes though
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by sfan5 » Sun Dec 25, 2011 07:38

Nice mod! But there should be more animals
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by sapier » Sun Dec 25, 2011 18:58

Did major cleanup of code and rewrote most of it, please have a look at it
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by jordan4ibanez » Sun Dec 25, 2011 19:05

i will look
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by Hackeridze » Sun Dec 25, 2011 19:05

you should make mmans and womens. and childrens. and in future zoosex, ofcourse.
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by sapier » Sun Dec 25, 2011 21:07

@Hackeridze Sorry, but I think I'll reserve those addons for you ;-)

@All sorry about the fast update cycle I won't update another version today except of major bugs
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by bwog » Mon Dec 26, 2011 00:38

They look a bit small, although you'll probably change that later anyway.
 

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by sapier » Mon Dec 26, 2011 01:37

Yes I know :-)
I haven't found a way to increase the sprite of an entity. If anyone knows how to do this please tell me ;-)

@RAPHAEL sorry it took me so long to answer your comment on rats, but rats are moving using original none lua mod code in minetest. Can't use it's movement code. But I think the new movement code is much better than the one you tried in first proof of concept code.
Last edited by sapier on Mon Dec 26, 2011 02:46, edited 1 time in total.
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by sapier » Mon Dec 26, 2011 21:03

Found out how to increase sprite size ... it's been to obvious ;-)
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by jordan4ibanez » Tue Dec 27, 2011 00:29

if you can make the animals 3d blocks..then this would be amazing!!
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by hurufu » Tue Dec 27, 2011 00:30

Great mod! Is it possible to make them look in the same direction they are moving to?
 

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by sapier » Tue Dec 27, 2011 00:54

Already thought about it, but for I know at the moment the orientation of the sprite is client dependent if this is true I don't have any chance of fixing it on server.

Of course there always is a chance I missed it, as you can see with sprite size parameter.

EDIT1:
If my Patch for doors mod makes it into minetest I would have the possibility to create 3d animals consisting of mutliple linked entities (as done in doors mod). In this case the orientation wouldn't be a problem anymore
Last edited by sapier on Tue Dec 27, 2011 02:16, edited 1 time in total.
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by jordan4ibanez » Tue Dec 27, 2011 01:01

freakin sweet
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by sapier » Tue Dec 27, 2011 02:13

I've tried to create 3d animals (with my patch applied) an partly succeeded.

Even with my patch there would still be some problems:

-orientation wouldn't be that easy, as you can't do a translation to the animal you would need to have an animal "model" for each orientation. Probably having 8 ones would be fair enough for a first try

-there are some rendering glitches with entity blocks within the same map node block ... not quite sure if it's a general problem. Probably there's just something not completly correct within my disorted cubes patch (was my first try to write code for irrlicht)

Image

This is one of the better views of the models. As you can see on the left the feet blocks are visible even they should be hidden by body block ... the same strange behaviour is shown for head block. Viewing from most directions you do at least partly see throug the animal

EDIT1:
Just need to stress out those animals in the screenshot can't do anything by now but standing there. I would have to add some code to make sure all entities that are one animal stay together and can be handled at once.
Last edited by sapier on Tue Dec 27, 2011 18:35, edited 1 time in total.
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by jordan4ibanez » Tue Dec 27, 2011 02:17

oh....my ...god...just wait until celeron sees this!!!! DUDE now we can use your code to make 3d character models along with that!! and why dont you just make the orientation be the forward direction..then program the model to reorientate itself? come on my server and we'll talk about it
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sapier
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by sapier » Tue Dec 27, 2011 02:20

If you tell me what server you're talking about I'll gladly do that ;-)
I'm in minetest-delta right now
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by jordan4ibanez » Tue Dec 27, 2011 02:23

aw man in in 0.4 and my server is "MY UPDATED SERVER" in the general forum lol
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by sapier » Tue Dec 27, 2011 02:32

@jordan4ibanez would prefer irc to installing a vpn program.

The problem with orientation is that there is nothing for a set of entities. You would have to translate the entities edges to rotate the model. But you can't modify an entity in runtime.

Using those 8 directions (choosing the one next to the current direction) would mean removing a set of entities and adding the other one. I know not really a straight solution but feasable without major changes atm
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by jordan4ibanez » Tue Dec 27, 2011 02:58

i have joined #minetest @ Freenode
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by sapier » Tue Dec 27, 2011 18:34

Added support for animals fighting back if a player attacks them.

Current attack pattern:

-animal will remember who attacked it and fight back
-player has random chance attack is beeing stopped
-player can run away, animal stops attacking if out of reach


Missing features:
-animal starting attack on its own
-animal following player while attacking
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by sapier » Tue Dec 27, 2011 23:17

Finaly it's there, no more crafting animal spawn items. Animals are simply there!!
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