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hmm now not even form is shown to me anymore :-/
I'm using plain 0.4.6, only default common enabled, debian wheezy.
what os are you testing?

I tried to find the bug but I don't understand your language and guessing what functions do is quite difficult :-/
by sapier
Sat Apr 20, 2013 20:58
 
Forum: Mod Releases
Topic: [Mod] Craft Guide Mod Renewed [cgmr]
Replies: 128
Views: 33830

No I don't have an error message craftguide isn't crashing it just doesn't show anythin if I move something to output.

git master is not same as 0.4.6, but of course you can download 0.4.6 from git too don't know what you did ;-)
by sapier
Sat Apr 20, 2013 16:49
 
Forum: Mod Releases
Topic: [Mod] Craft Guide Mod Renewed [cgmr]
Replies: 128
Views: 33830

this mod doesn't seam to work with current stable 0.4.6 ... at least for me. Does anyone else have problems with 0.4.6?
by sapier
Sat Apr 20, 2013 14:23
 
Forum: Mod Releases
Topic: [Mod] Craft Guide Mod Renewed [cgmr]
Replies: 128
Views: 33830

any chance to get a wallclock?
by sapier
Fri Apr 19, 2013 21:11
 
Forum: Mod Releases
Topic: [Mod] Watch [0.2] [watch]
Replies: 11
Views: 6196

@Jonathan thanks for your contributions. I think I've fixed the damage issues for 2.0.83 ... I don't wonder you didn't understand the damage system it's quite strange I had to debug c++ code to understand how this works now too. I'll add a configurable trader inventory to 2.2, I'm sorry but for 2.1 ...
by sapier
Fri Apr 19, 2013 20:38
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 831487

@all
if you have found a bug plz try to add following information:
(exact) Minetest version
(exact) Mobf version
Last lines of console trace (everything that may be related, number of lines varies dependig on error)
by sapier
Wed Apr 17, 2013 10:44
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 831487

Jouster27 fixed fighting crash in git version will be included in 2.0.83
thanks for your bug report
by sapier
Tue Apr 16, 2013 20:51
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 831487

I've just released a new prerelease version of mobf.

Plz have a closer look at behaviour of vombie if you have latest core with pathfinding support.

2.0.81 is now feature complete, only polishing will be done until 2.1

@Jouster27 this bug should be fixed in 2.0.81 too
by sapier
Sun Apr 14, 2013 18:08
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 831487

Jouster27 you're right I'll fix this thx
korkut thx too I think I may have just to do some fine tuning with the values ... at least stone sword seams to do some damage
by sapier
Mon Apr 08, 2013 19:14
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 831487

swarm movement is a quite interesting problem ... but even more complicated to get done in a at least somehow good looking way
by sapier
Sun Apr 07, 2013 22:47
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 831487

no but the bigger the mobs the more difficult to get a at least somehow reasonable movement and I don't have any models for boss mobs ;-)
by sapier
Sun Apr 07, 2013 21:52
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 831487

I've just released first preview version of 2.1 plz start testing
known Issues:
mobf_settings -> Tools menu doesn't work correct (bugfix in minetest required)
fighting -> no harm is done to mobs ... not quite sure what I did wrong when switching to new damage mechanism ... any suggestions?
by sapier
Sun Apr 07, 2013 15:55
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 831487

Some information e.g. recips can be found here http://forum.minetest.net/viewtopic.php?id=629 too ;-). Moving the README is a good idea, at least for zip files It'll be distributed in base folder. Github version is recommended for ppl knowing what they do only. Those version contains lots of data no...
by sapier
Fri Apr 05, 2013 15:46
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 831487

performance problems should be improved very much as soon as luajit is used, I've already done as much as possible within lua, but there are limits. Mobs need to do some calculations continously so they'll have some performance impact by definition. I'm going to release first preview version of mobf...
by sapier
Thu Apr 04, 2013 20:42
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 831487

@deivan already fixed in git as well as another bug
by sapier
Mon Apr 01, 2013 22:16
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 831487

currently feathers are not good for anything there's a changeset to make wool from them but it's not added ... most likely it'll be added for 2.1
by sapier
Sat Mar 30, 2013 16:01
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 831487

abm usage in recent mobf versions is minor. once abm's were used as spawning mechanism, but this was replaced by on_generate spawning. you may enable abm based spawning by enabling secondary spawning but this is not recomended. ABM's are only relevant for blocks as you already mentioned mobs are ent...
by sapier
Wed Mar 27, 2013 12:53
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 831487

I fixed the download file yes 2.0.4 inclusion was a bug :-/ don't know how this happened.

@jordan4ibanez I use blender to create models as well as animation and gimp for textures.
by sapier
Sun Mar 24, 2013 19:11
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 831487

@proller, I'll fix this, but you shouldn't place a tamed wolf on water ;-)
by sapier
Wed Mar 20, 2013 19:30
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 831487

isn't this already implemented in development branch? Thought I added this some time ago. If not already done it's gonna be added in 2.1.
by sapier
Tue Mar 19, 2013 19:53
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 831487

"the wolf is unable to teleport." that's not exactly true, wolf already has teleport capabilitys, but I can't check distance to player on each step without killing performance. The only way to do this would be right before unload but there isn't a callback for this. No I can't use the static data sa...
by sapier
Mon Mar 18, 2013 22:02
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 831487

[MOD] Pathfinder (EXPERIMENTAL)

This mod adds a function to do pathfinding in pure lua.

http://www.mediafire.com/download.php?r99wagbeqs641zp

it's quite slow but as long as core version isn't added it's better than nothing.
by sapier
Sun Mar 17, 2013 20:47
 
Forum: WIP Mods
Topic: [MOD] Pathfinder (EXPERIMENTAL)
Replies: 8
Views: 2279

thx I'll do an update release for stable to fix this bug

tamed wolf can't follow you on teleporting, travelnet is doing teleports.
by sapier
Sun Mar 17, 2013 20:46
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 831487

tamed wolf should teleport to you if it's distance is too big maybe there is a problem in finding a destination where to teleport to. do you use stable or development branch? @4aiman Sorry your .x model misses animation and exporting the blender project to .b3d results in model size of 2.8mb ... I a...
by sapier
Thu Mar 14, 2013 20:35
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 831487

switch back to minetest core prior stl changes core seems to be messed up this doesn't seam to be a mobf bug!
by sapier
Wed Mar 13, 2013 22:49
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 831487

Sorry I've been busy for a while, I guess 40 hp is a little bit misleading, each mob has it's own specific health, a cow for example is a healthy an strong animal so it got 40hp, a sheep on the other side is much smaller and has 10hp. Someone already suggested looking in source, if you want to know ...
by sapier
Sun Mar 10, 2013 23:18
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 831487

@4aiman sorry I didn't have time to check it I'll answer as soon as possible
@legumev mobf doesn't contain much options to do with it's harvest or kill results. I intended to make this an option for additional mods.
by sapier
Sun Mar 03, 2013 19:20
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 831487

@jojoa what do you mean with "auto spawner"? I once had mobf_settings depend on inventory_plus until it wasn't updated for some time and broke mobf_settings therefore I removed it to avoid having to update inventory_plus too. @traxie https://supertuxkart.svn.sourceforge.net/svnroot/supertuxkart/medi...
by sapier
Tue Feb 26, 2013 20:16
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 831487

have a look in animal_vombie/init.lua --> spawning--> density and respawndelay
density specifies how close vombies spawn to each other respawndelay specifies in which intervals they spawn

changing density setting will only take effekt on new generated parts of world
by sapier
Fri Feb 15, 2013 20:06
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 831487

@Consolegamer29 traders do work ... read upper part of page ... if you do have latest git version of minetest please be more precise about "do not work"
by sapier
Sat Feb 09, 2013 01:33
 
Forum: Mod Releases
Topic: [Modpack] Animals Modpack [2.5] -- 2.6 approaching
Replies: 1554
Views: 831487
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