[Mod] Creatures [git] [minetest_mods_creatures]

Re: [Mod] Creatures [git] [minetest_mods_creatures]

Postby Diamond knight » Mon Jun 05, 2017 6:45 pm

someone needs to fork this mod and make it actively developing again, it is so outdated, you can't even use 3d armor with this mod yet.
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Re: [Mod] Creatures [git] [minetest_mods_creatures]

Postby TumeniNodes » Mon Jun 05, 2017 6:58 pm

Diamond knight wrote:someone needs to fork this mod and make it actively developing again, it is so outdated, you can't even use 3d armor with this mod yet.


You better get to work then..., you have lots to do ; )
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Re: [Mod] Creatures [git] [minetest_mods_creatures]

Postby MirceaKitsune » Mon Jun 05, 2017 7:56 pm

Diamond knight wrote:someone needs to fork this mod and make it actively developing again, it is so outdated, you can't even use 3d armor with this mod yet.


Actually you can't use 3D armor because my code and models simply aren't compatible with it, intended plans included an armor system originally for the mod. As for forking, I'd rather changes are issued as pull requests first; The more versions of a mod there are, the harder it is to pick and use one.
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Re: [Mod] Creatures [git] [minetest_mods_creatures]

Postby Diamond knight » Mon Jun 05, 2017 8:50 pm

good, the original dev is back...


and I agree with the previous post about the ghost thing, this is a good framework but ghosts and posessing do not always fit in with every subgame/mod
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Re: [Mod] Creatures [git] [minetest_mods_creatures]

Postby MirceaKitsune » Mon Jun 05, 2017 9:42 pm

Diamond knight wrote:and I agree with the previous post about the ghost thing, this is a good framework but ghosts and posessing do not always fit in with every subgame/mod


The issue again is that, there's no better system with the default creatures; The player is given free choice as to which creature to possess, so choosing a default would kind of defeat the purpose. Never the less, the ghost system is not obligatory, and can be avoided with a custom creature set.
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Re: [Mod] Creatures [git] [minetest_mods_creatures]

Postby Stix » Fri Sep 15, 2017 9:20 pm

this looks very promising, +1
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Re: [Mod] Creatures [git] [minetest_mods_creatures]

Postby thomasthespacefox » Sat Mar 17, 2018 3:51 pm

Cool concept. wound up with a literal crowd of anthros following me XD

Image



it be cool to see this updated once 0.5 comes around.
A few things i noticed:
  1. beds cause animation-related crashes. (see spoiler) probably related to commenting out player.lua
  2. also, i did notice the odd lone floating item.
  3. The server takes a bit longer to initialize
for the most part though, at least from my experience, this thing still works in 0.4.16. Though having 10 or so anthros following you tends to lag things a little bit. XD

+ Spoiler
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Re: [Mod] Creatures [git] [minetest_mods_creatures]

Postby MirceaKitsune » Sat Mar 17, 2018 6:26 pm

Yes: I remember a problem of my mod was that you have to disable player.lua manually. I was going to make a pull request for minetest_game which made it possible to turn off the default player animation system using a variable, but I took my long break from Minetest modding at that time.

Creatures will follow allies with whom they have a high alliance score. If you wish to avoid them you can usually outrun them, or wait for them to spot a foe which will cause them to either attack or flee (based on the fear stat).
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Re: [Mod] Creatures [git] [minetest_mods_creatures]

Postby cHyper » Sat Mar 17, 2018 8:39 pm

how can i change the spawn rate of the mobs to get more sheeps for instance.
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Re: [Mod] Creatures [git] [minetest_mods_creatures]

Postby MirceaKitsune » Sat Mar 17, 2018 10:19 pm

cHyper wrote:how can i change the spawn rate of the mobs to get more sheeps for instance.


Look in creatures_races_default/init.lua at the creatures:register_spawn functions. The parameters there define the overall spawn rate of each creature.
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Re: [Mod] Creatures [git] [minetest_mods_creatures]

Postby Stix » Fri May 04, 2018 8:18 pm

MirceaKitsune wrote:
cHyper wrote:how can i change the spawn rate of the mobs to get more sheeps for instance.


Look in creatures_races_default/init.lua at the creatures:register_spawn functions. The parameters there define the overall spawn rate of each creature.

what code do i change to use this? ik it was mentioned somewhere but i cant find it, id rlly like to test out this mod, it looks very promising!
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Re: [Mod] Creatures [git] [minetest_mods_creatures]

Postby Diamond knight » Sat Jan 05, 2019 1:14 am

Will this mod be updated once the player API comes in 5.0? It is kinda buggy in modern versions and could use the new functions such as player collision box changes and such.
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Re: [Mod] Creatures [git] [minetest_mods_creatures]

Postby MirceaKitsune » Sat Jan 05, 2019 2:35 am

Diamond knight wrote:Will this mod be updated once the player API comes in 5.0? It is kinda buggy in modern versions and could use the new functions such as player collision box changes and such.


It has been quite a while since I've been active on MineTest. I will have to see about it sometime. For now I'm hoping the mod API remains backwards-compatible enough as to not really break anything.
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Re: [Mod] Creatures [git] [minetest_mods_creatures]

Postby MirceaKitsune » Sun Jan 13, 2019 8:22 pm

Alright. I've updated Minetest and am now thinking of taking another look at both Structures and Creatures, to at least bring them up to date with the latest code after 4 years since I last touched them.

I have a small favor I'd like to ask if anyone has a few minutes to spare: Could you please list to me all of the deprecated functions this mod still uses, and ideally also what I need to replace every function with? You can find the code of the core creatures systems over here:

https://github.com/MirceaKitsune/minete ... /creatures
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Re: [Mod] Creatures [git] [minetest_mods_creatures]

Postby RajMahal » Sun Feb 24, 2019 2:21 am

---------------- My Question
Raj asks:
Can anyone tell me what changes are required within creatures_mod to compensate for new MT.5.0.dev offset?
*in-process*
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Re: [Mod] Creatures [git] [minetest_mods_creatures]

Postby thomasthespacefox » Fri Mar 08, 2019 3:28 am

Just compiled v5 myself. Id really love to play around with this mod with the new custom player collision boxes and such.
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Re: [Mod] Creatures [git] [minetest_mods_creatures]

Postby Arinor_78 » Sun Mar 24, 2019 4:38 pm

(I found a bug???) I enabled this mod in a test world, to see how it worked, and everything was working fine, for a while. Everything worked while I was a ghost and when possessing a human. But when I tried to possess a mouse, it kind of worked, but "mouse particles" were flowing off of me. Same thing happened when trying to possess a rabbit. Is that supposed to happen???
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Re: [Mod] Creatures [git] [minetest_mods_creatures]

Postby MirceaKitsune » Sun Mar 24, 2019 11:35 pm

Arinor_78 wrote:(I found a bug???) I enabled this mod in a test world, to see how it worked, and everything was working fine, for a while. Everything worked while I was a ghost and when possessing a human. But when I tried to possess a mouse, it kind of worked, but "mouse particles" were flowing off of me. Same thing happened when trying to possess a rabbit. Is that supposed to happen???


Not that I'm aware of. If you see it again, please make a screenshot, I'm curious now.
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Re: [Mod] Creatures [git] [minetest_mods_creatures]

Postby Arinor_78 » Mon Mar 25, 2019 1:01 pm

MirceaKitsune wrote:
Arinor_78 wrote:(I found a bug???) I enabled this mod in a test world, to see how it worked, and everything was working fine, for a while. Everything worked while I was a ghost and when possessing a human. But when I tried to possess a mouse, it kind of worked, but "mouse particles" were flowing off of me. Same thing happened when trying to possess a rabbit. Is that supposed to happen???


Not that I'm aware of. If you see it again, please make a screenshot, I'm curious now.


While taking a few screenshots, I found out that it also happens while possessing a sheep. I also was thinking that maybe it has something to do with the fact that I have 5.0.0? I did realize that the particles don't happen while moving. (BTW This is an AWESOME mod! I have always wanted to be a rabbit in MT lol)
Here are a few screenshots:

Image
See? "Sheep Particles" lol

Image
Same thing happens with the rabbit and rat/mouse.
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Re: [Mod] Creatures [git] [minetest_mods_creatures]

Postby MirceaKitsune » Mon Mar 25, 2019 3:49 pm

Interesting. I always use the latest Git version of Minetest and Minetest Game, but never saw that myself. I should investigate if it's an issue from my mod next time I can get around to this again.
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Re: [Mod] Creatures [git] [minetest_mods_creatures]

Postby Arinor_78 » Mon Mar 25, 2019 5:34 pm

MirceaKitsune wrote:Interesting. I always use the latest Git version of Minetest and Minetest Game, but never saw that myself. I should investigate if it's an issue from my mod next time I can get around to this again.


Ok
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