[Mod] Mobs Redo [1.49] [mobs]

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Re: [Mod] Mobs Redo [1.49] [mobs]

by TenPlus1 » Mon Feb 04, 2019 18:43

It has been reported and there's a few issues posted in github, we can only hope it gets sorted for 5.0 release.
 

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Re: [Mod] Mobs Redo [1.49] [mobs]

by TenPlus1 » Mon Feb 11, 2019 09:36

Quick Update:

- Animals no longer drown in water since most can swim in real life :)
- Picks deal a little more damage to Stone Monsters.
- Shovels deal a little more damage to Sand Monsters.
- Axes deal a little more damage to Tree Monsters and saplings can also heal them.
 

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Re: [Mod] Mobs Redo [1.49] [mobs]

by texmex » Wed Feb 13, 2019 02:15

I was thinking. When fighting mobs, what if instead of punching a selection box and become wildly unimmersed the calculation for hit or miss and damage would use raycasting instead?

Essentially if a mob stands in front of (and within swinging range of) a player when the player weapon is swung it's a hit, regardless of whether selection box was selected or not. Selection boxes could then be completely hidden, increasing immersion.
 

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Re: [Mod] Mobs Redo [1.49] [mobs]

by TenPlus1 » Wed Feb 13, 2019 08:10

It would be ideal but raycasting is a 5.0 feature which wont be used until a stable version is released and mobs updated. You could also turn off selection boxes in settings as the mob collision boxes are almost shaped the size of each monster :)
 

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Re: [Mod] Mobs Redo [1.49] [mobs]

by texmex » Wed Feb 13, 2019 18:48

Well isn’t 5.0.0 around the corner? Ok, I thought you needed selection boxes to fight mobs?
 

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Re: [Mod] Mobs Redo [1.49] [mobs]

by Lone_Wolf » Wed Feb 13, 2019 18:52

texmex wrote:I thought you needed selection boxes to fight mobs?

Nope. That just lets you know you're pointing at an entity
 

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Re: [Mod] Mobs Redo [1.49] [mobs]

by texmex » Thu Feb 14, 2019 01:55

Then I’ve no idea why it’s still enabled on servers everywhere. Do people not want immersive worlds?
 

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Re: [Mod] Mobs Redo [1.49] [mobs]

by Lone_Wolf » Thu Feb 14, 2019 03:35

texmex wrote:Then I’ve no idea why it’s still enabled on servers everywhere. Do people not want immersive worlds?

IIRC it's disabled client-side
 

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Re: [Mod] Mobs Redo [1.49] [mobs]

by texmex » Thu Feb 14, 2019 19:14

Lone_Wolf wrote:
texmex wrote:Then I’ve no idea why it’s still enabled on servers everywhere. Do people not want immersive worlds?

IIRC it's disabled client-side

Not in, say, minetest.registered_entities?
 

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Re: [Mod] Mobs Redo [1.49] [mobs]

by Lone_Wolf » Thu Feb 14, 2019 20:01

texmex wrote:
Lone_Wolf wrote:
texmex wrote:Then I’ve no idea why it’s still enabled on servers everywhere. Do people not want immersive worlds?

IIRC it's disabled client-side

Not in, say, minetest.registered_entities?

If you did that then you would be unable to hit them. All the client setting does is stop the outline from showing up
Image
 

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Re: [Mod] Mobs Redo [1.49] [mobs]

by texmex » Sat Feb 16, 2019 08:09

Client settings are completely uninteresting from a server-based game POV. Which brings the issue back to my initial idea. Raycasting for checking hit or miss.
 

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Re: [Mod] Mobs Redo [1.49] [mobs]

by Astrobe » Sat Feb 16, 2019 09:21

I can't find again a post that show how to replace the halo texture that is used to draw the selection box. I tried it for a while, and I remember it made the game more difficult because it made it harder to see if a mob is in range. In my opinion, this is not something everyone would want to have, so leaving the choice to clients to disable it is not a bad option.
 

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Re: [Mod] Mobs Redo [1.49] [mobs]

by texmex » Sat Feb 16, 2019 11:39

Astrobe wrote:it made the game more difficult because it made it harder to see if a mob is in range.

That's the whole point, but it would need to be the same for everyone of course.
 

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Re: [Mod] Mobs Redo [1.49] [mobs]

by TenPlus1 » Sun Feb 17, 2019 11:58

Player offset has nothing to do with mobs redo ? although the npc's do have their own character model included so shouldn't be affected.
 

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Re: [Mod] Mobs Redo [1.49] [mobs]

by runs » Mon Feb 18, 2019 12:22

TenPlus1 wrote:Player offset has nothing to do with mobs redo ? although the npc's do have their own character model included so shouldn't be affected.


Yes, it was my fault.

Feature request: Spawn in biomes instead of nodes. (v5 detect biome function)
 

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Re: [Mod] Mobs Redo [1.49] [mobs]

by sorcerykid » Mon Feb 18, 2019 15:29

texmex wrote:I was thinking. When fighting mobs, what if instead of punching a selection box and become wildly unimmersed the calculation for hit or miss and damage would use raycasting instead?


I could be mistaken, but I thought the new raycast feature specifically works with selection boxes.

Essentially if a mob stands in front of (and within swinging range of) a player when the player weapon is swung it's a hit, regardless of whether selection box was selected or not. Selection boxes could then be completely hidden, increasing immersion.


It seems to me, this would be entirely possible just using trigonometry esp. the if the distance between the player and the object is under two meters. Raycasting in that situation would be overkill. Particularly since most lever-based weapons and tools require a swinging rather than thrusting motion, so collision checks should be across a wide angle. Not a single point.
 

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