[Mod] Mobs Redo [1.49] [mobs]

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

Postby Nathan.S » Mon Feb 25, 2019 2:17 pm

BlazeGamingUnltd wrote:How do you install this. I keep seeing the error that there is no such directory. Please reply!!!

Try this.
https://forum.minetest.net/viewtopic.php?f=46&t=10360
Nathan.S
Member
 
Posts: 876
Joined: Wed Sep 24, 2014 5:47 pm
GitHub: NathanSalapat
In-game: NathanS21

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

Postby Wuzzy » Mon Feb 25, 2019 5:40 pm

Can you please add two groups?

shears=1 for the shears. Because there are other mods that add shears.

And fake_liquid=1 for the cobweb. This is a group to tell mods that a node is technically a liquid (according to node def.) but should not be considered a liquid from the user viewpoint (like in a help system, or an item overview or whatever). And the cobweb is just that.
I am using this group in my Help modpack to adjust the help page accordingly.

I am already using these groups in MineClone 2 and Hades Revisited and hope to see them spread more in the name of group standardization. :D

See also: viewtopic.php?f=5&t=22075
Wuzzy
Member
 
Posts: 3441
Joined: Mon Sep 24, 2012 3:01 pm
GitHub: Wuzzy2
In-game: Wuzzy

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

Postby Downad » Thu Mar 07, 2019 8:00 pm

Hello TenPlus1,
can the chicken, the cow, the sheep and the horse also be feeding with the oat?

can i activate this e.g. in the chicken.lua
with the follow - line?
follow = {"farming:seed_wheat", "farming:seed_cotton", "farming:seed_oat"},

and in the others .lua like that?

Thanks
Downad
Member
 
Posts: 15
Joined: Tue Oct 03, 2017 8:54 am
GitHub: downad
In-game: downad

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

Postby Festus1965 » Thu Mar 07, 2019 9:41 pm

the feeding is ok, in real they also eat all different ...

This last 1.49 is successfully integrated in my 5.1.0-dev server, thanks for keeping it up to date
Festus1965
Member
 
Posts: 966
Joined: Sun Jan 03, 2016 11:58 am
GitHub: Minetest-One
In-game: Thomas Explorer

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

Postby Wuzzy » Sat Mar 09, 2019 1:08 am

I found a bug.
If you have a group of monsters that is passive towards you, and they have group_attack=true, then you punch one of them, and that single punch kills the monster instantly, then the other monsters fail to attack you back!

For comparison, if you would have punched the monster without killing it, the other monsters would have retaliated.

In the MCL2 fork of Mobs Redo, I have fixed this: https://repo.or.cz/MineClone/MineClone2 ... 08615fe3be
Wuzzy
Member
 
Posts: 3441
Joined: Mon Sep 24, 2012 3:01 pm
GitHub: Wuzzy2
In-game: Wuzzy

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

Postby Termos » Sat Mar 09, 2019 4:22 pm

Wuzzy wrote:a group of monsters that is passive towards you, and they have group_attack=true, then you punch one of them, and that single punch kills the monster instantly, then the other monsters fail to attack you back!

I think this is how it works in MC, if I remember correctly.
Termos
Member
 
Posts: 68
Joined: Sun Dec 16, 2018 12:50 pm

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

Postby TenPlus1 » Sat Mar 09, 2019 8:28 pm

I made the group_attack so that if you steal ninja'd a mob in one shot then the mob wouldn't have time to make a sound and have the others attack, but this is also good so mobs can have their revenge... "My name is Montonio Cow, you killed my father... prepare to die!" :)
TenPlus1
Member
 
Posts: 2536
Joined: Mon Jul 29, 2013 1:38 pm
GitHub: tenplus1

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

Postby AlexD975 » Wed Mar 20, 2019 8:52 am

Hello everyone, after I play many times on Survival X server, I decide to make normal models for monsters, I very don't like their cubic form,because they have awfull animations and models.

One important thing - If you wanna make your own mobs, you must work only on Blender 3D, I use Blender 2.70, that programm includes export for format X and Minetest works very good on that format! My model recreating takes three days in first try, I just use 3DS Max for moddeling and change it to Blender 3D was hard for me, but on finish of moddeling I must say, 3DS Max - Sucks!!!

I take dirt monster to recreate, and everything was awesome. But when I test mob in game I find many awfull bugs in scripts.

First bug: Line "speed_run" don't do anything! Seriously, I change it and animation of run not changes, but when I change line "speed_normal", models moves faster! So after thins I just make my model walks faster for something like run...
By the way, every animation part need their own speed. Because animation of waiting on my model is too fast, but if I change animation speed, mob will walks too slow. I won't increases frame count, because it increases weight of file and this will bad for servers!

Bug two: Monsters have one sound as random played ogg file. I find MC like Zombie with sounds for other actions, hit, attack and death. But sounds of attack is not play when mob attack player. By the way, if mob may shoot on player, they play sound when shoot something. So this problem have only sound of attack and I guess that because it have that name and conflicts with sometihing other...

And I wanna see full list of imposible sounds for mobs!

Bug three: It's not bug, just important thing for optimisation. Script's not includes LOD to make lesser polygons on model to make them easier for game render. I know it will be hard and need many files to make LOD, but I hope someone add distance for mob model when they dissapear, but continues works. Or else my models will eat all FPS in multiplayer or big count of mobs in singleplayer!

Bug four: Not bug again, just unused but important feature. I wanna see how mobs fall on ground and lays when they dies. Minecraft have this feature, mobs fall on ground when player kill them, but your scripts make them just "Poof" in air and this is really bad... By the way, I wanna add gibs for my models to make mobs death like Quake 1.5 or Brutal doom!

Bug five: Dungeon masters projectile crushes the game. That fat dudes shot at me, and when their projectiles reach any node, my Minetest throw error in my face! This problem appear on minetest 5.0.0, but I not cheek this on 4.1.7... Someone must fix it, because Dungeon Masters is really awesome monsters and fight with thems is always cool!

Well, that all what I found... I think I give you screenshots, video, blender source and mod... I thought I change all models, and then show you them, but aftter all these bugs I don't want continue work on my idea. Because scripts work is too bad and ruines everything!

I hope someone will do something with this. And Minetest mobs will kick ass of Minecraft!

Image
Image

DEMO VIDEO

Mod with my model of dirt monster!
Blender source files!
AlexD975
Member
 
Posts: 59
Joined: Mon Dec 04, 2017 9:24 pm
In-game: SeriousSasha

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

Postby Festus1965 » Wed Mar 20, 2019 9:16 am

thanks for that view into the problems by doing that
I cant see Images (both), there is just the word
my daughter saw the video and comment just "wow laggy", fps, or is that shorten just for youtube ?
Festus1965
Member
 
Posts: 966
Joined: Sun Jan 03, 2016 11:58 am
GitHub: Minetest-One
In-game: Thomas Explorer

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

Postby AlexD975 » Wed Mar 20, 2019 10:40 am

Festus1965 wrote:thanks for that view into the problems by doing that
I cant see Images (both), there is just the word
my daughter saw the video and comment just "wow laggy", fps, or is that shorten just for youtube ?


New update of Minetest is too heavy for my old and weak PC... Sorry...

And try look at images from VPN Browsec!
AlexD975
Member
 
Posts: 59
Joined: Mon Dec 04, 2017 9:24 pm
In-game: SeriousSasha

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

Postby Nathan.S » Wed Mar 20, 2019 3:00 pm

AlexD975 here are a few things about the "bugs" you mentioned.

Bug one: All of the animations have a speed variable you can add to the table. Just search for speed in the api.txt file that comes with the mod.
Bug Two: Prefix your sounds with your mod name, this will guarantee that there isn't another sound file with the same name that gets used rather than yours. I think you can have multiple sounds as well, though I don't see the information in the API so maybe not...
Bug four: You can add die_start, end, speed, and loop values to your animation table, so you can have the mob die and fall over. I'm not sure how long it will stay before it disappears, but you can add a death animation.
Nathan.S
Member
 
Posts: 876
Joined: Wed Sep 24, 2014 5:47 pm
GitHub: NathanSalapat
In-game: NathanS21

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

Postby TenPlus1 » Wed Mar 20, 2019 8:32 pm

Nathan is correct, look at the api.txt file to see how the mob api works and it's uses, also multiple sounds can indeed be used by adding numbers to the end of a single filename... e.g. sound.1.ogg sound.2.ogg sound.3.ogg and by playing "sound.ogg" it will chose between them randomly like I do with chickens.
TenPlus1
Member
 
Posts: 2536
Joined: Mon Jul 29, 2013 1:38 pm
GitHub: tenplus1

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

Postby AlexD975 » Thu Mar 21, 2019 7:20 am

Thank you Nathan for that simple tip. I newer look in mobs_redo folder, and I never think about that, api.txt is documentation. I always think that thing look like adobe read files...
And wow, there is so many functions on development!

All problems is sloved really easy after this. Mob dissapear when animation of death is end, and crush stops appears after I update mobs_redo, now dungeon master works fine and all mobs attack me when damage is enabled.

But problem with sound still unsloved. Script is "attack = mobs_Dirt_monster_fire" and sound file in ogg format... After some time I may send screenshot if need. But I think if someone watch mod he may say what wrong...

Anyway, thanks you all very much for helping!
AlexD975
Member
 
Posts: 59
Joined: Mon Dec 04, 2017 9:24 pm
In-game: SeriousSasha

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

Postby sirrobzeroone » Thu Mar 21, 2019 8:04 am

I wanted to learn how to use blender and add a new brown chicken to my world so I had a go at fixing the chicken mesh inside mobs_animal. Took me a fair bit longer to learn blender enough and without Nathans tuts on his website http://nathansalapat.com/ and his help on one of his you tube tuts. I would have been pretty stuffed as I had shocking problems getting b3d exporter for blender to work reliably but finally got it working and managed to get my chicken working

Image

I recreated the animation armature inside blender, recreated the UV Map and aligned all the textures to be 128x128 (each is about 3.5kbs). I had to recreate the animations from scratch so created; stand1, stand2, walk1, run1, fly/jump1 (not used) but was fun to make. Note not sure why but running dosent quiet animate as I expected inside minetest, wings dont come up as far when flapping compared to blender animation.

ImageImageImage
ImageImage

I've tossed the blender file, gimp xcf, chicken.lua, b3d mesh and textures into a zip with a copy of the original licence mobs_animal was released with, any additions I've made are under the same licence. I'm hoping if they are okay, Tenplus1 might merge them into the official mobs_animal pack.

File link as the zip is about a 1mb with all the junk inside
https://1drv.ms/u/s!AtfJrmxm1c61gcpilpJ3dmlLQswcBg
sirrobzeroone
Member
 
Posts: 37
Joined: Mon Jul 16, 2018 7:56 am

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

Postby AlexD975 » Thu Mar 21, 2019 10:29 am

I upgrade animations, and learn how to make normal run and walking from youtube. And now mob moves and work as I want! He really run for player, and when I fill him 9mm bullets he fall on ground... But one super short moment his animation changes to zero frame and he dissapear.

Anyway, now I got what I want, but problem with sound is still not sloved.

Image

Yeah, I forgot right name, and format was Wav... But after I change format to ogg, and change name of file, and name in script, nothing happened. I change place of sound in list but still nothing. I also change "attack" to "war_cry" and nothing happened again... He attack player without any sound...

Well, now I'm stuck here, and I don't know what to do.
AlexD975
Member
 
Posts: 59
Joined: Mon Dec 04, 2017 9:24 pm
In-game: SeriousSasha

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

Postby sirrobzeroone » Thu Mar 21, 2019 4:55 pm

Hi Alex, pretty sure you need to add .ogg or whatever the file extension is to the file name in your lua eg "attack_sound.ogg"
sirrobzeroone
Member
 
Posts: 37
Joined: Mon Jul 16, 2018 7:56 am

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

Postby AlexD975 » Thu Mar 21, 2019 7:44 pm

Nope, adding .ogg in script not help... By the way, I notice that, hit sounds don't play if in sound list not written sound of attack...
AlexD975
Member
 
Posts: 59
Joined: Mon Dec 04, 2017 9:24 pm
In-game: SeriousSasha

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

Postby Lone_Wolf » Thu Mar 21, 2019 10:10 pm

If I remember correctly Minetest can only play .ogg sounds. So .wav probably won't work. I haven't messed much with sounds though so I could be wrong...
Lone_Wolf
Member
 
Posts: 2151
Joined: Sun Apr 09, 2017 5:50 am
GitHub: LoneWolfHT
In-game: Lone_Wolf

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

Postby sirrobzeroone » Fri Mar 22, 2019 6:07 am

Not sure, I just added extra sounds to the chicken and it worked okay (had it making cow noises on death)...are the default monsters making noise okay? maybe try using the chicken sound as an attack see if that works. Possibly could be something in the wav to ogg conversion?

I just had something similar with blender were one B3d exporter was actually exporting corrupted files. I'm pretty new to minetest myself so still learning, hopefully someone more experienced will be along.
sirrobzeroone
Member
 
Posts: 37
Joined: Mon Jul 16, 2018 7:56 am

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

Postby twoelk » Fri Mar 22, 2019 8:58 am

the ogg sounds should be in mono, maybe you saved in stereo?
twoelk
Member
 
Posts: 1312
Joined: Fri Apr 19, 2013 4:19 pm
GitHub: twoelk
In-game: twoelk

Update...

Postby TenPlus1 » Fri Mar 22, 2019 11:12 am

Mobs_Animal updated with new chicken model; animations and textures by sirrobzeroone (many thanks dude :)
TenPlus1
Member
 
Posts: 2536
Joined: Mon Jul 29, 2013 1:38 pm
GitHub: tenplus1

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

Postby AlexD975 » Sat Mar 23, 2019 12:14 pm

Okay guys, I don't know why, but after I work with other mod based on animals, my new dirt monster makes swipe sounds when attack me...

I no have any ideas why he begain work correctly...
O_O

Thank you all for helping! And good luck in development! ;)
AlexD975
Member
 
Posts: 59
Joined: Mon Dec 04, 2017 9:24 pm
In-game: SeriousSasha

Quick Update:

Postby TenPlus1 » Sat Mar 23, 2019 6:41 pm

I've added a 'mobs:mob_reset_stick' for any glitched mobs out there, once punched it respawns the mob and copies over owner, protected, nametag and gotten information :) This is mostly for admin use...

Addition: Holding sneak while punching will let you enter text for custom texture names.
TenPlus1
Member
 
Posts: 2536
Joined: Mon Jul 29, 2013 1:38 pm
GitHub: tenplus1

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

Postby diriel » Mon Mar 25, 2019 4:52 am

How feasible would it be to make horses in MT have differing stats, jump, and run speeds as in MC? I used to enjoy taking on breeding projects with horses.

Thank you for all the hard work
diriel
Member
 
Posts: 23
Joined: Wed Jun 01, 2016 11:00 pm

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

Postby sirrobzeroone » Mon Mar 25, 2019 10:25 am

Might take a little bit of custom code but I think mobs redo would support,

set up some new variables for speed and jump to be randomized on initial spawn between a min and max value. On breed/young adjust the code to add a weight to the randomize given the parents speeds/jump, you could probably do something with the textures to weight one over the other to have "rare" colors and "common" colors.

"Chicken" has some breed stuff in the code, plus have a look at the on_breed in the api doco and in the code :).
sirrobzeroone
Member
 
Posts: 37
Joined: Mon Jul 16, 2018 7:56 am



Return to Mod Releases



Who is online

Users browsing this forum: Bing Bot [Bot] and 0 guests