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

sapier
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by sapier » Wed Mar 13, 2013 22:49

switch back to minetest core prior stl changes core seems to be messed up this doesn't seam to be a mobf bug!
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legumev
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by legumev » Thu Mar 14, 2013 07:48

My tamed wolf keeps disappearing completely. I already made about 5 of them and each time I have to find a wild wolf.

The tamed wolf work ok for a while, but does not follow me if I go far and is not there when I come back.

I run 0.4.5
 

sapier
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by sapier » Thu Mar 14, 2013 20:35

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 assume this has to do something with the way you did animate the model. I've posted a link to the b3d script some posts above. Don't get me wrong I really appreciate this model it's great it's just too big. sorry
Last edited by sapier on Thu Mar 14, 2013 20:56, edited 1 time in total.
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Tedypig
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by Tedypig » Thu Mar 14, 2013 22:51

0.4.5

Crashes my game when I go to my inventory and go to next page.

Please update this. I love this mod, but it doesn't seem to work since I got 0.4.5

The error was
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
18:44:22: ERROR[main]: ServerError: LuaError: error: ...\bin\..\worlds\test\worldmods\mobf_settings\init.lua:38: attempt to call field 'settings_save' (a nil value)
18:44:22: ERROR[main]: stack traceback:
In trans_func.
Access violation at 7782224D write?=1 address=20
18:44:22: ERROR[main]: ERROR: An unhandled exception occurred: Access violation

In thread 2c90:
..\..\src\minetest-0.4.5\src\main.cpp:1802: main: Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD 2c90:
#0  main
01010100 01100101 01100100 01111001 01110000 01101001 01100111
 

legumev
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by legumev » Fri Mar 15, 2013 03:26

sapier wrote: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?


I use the stable version 0.4.5 and I often use travelnet, going from station to station (from the mod "travelnet"). But I have tested where I just walk away and the tamed wolf doesn't follow.
 

prestidigitator
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by prestidigitator » Fri Mar 15, 2013 04:45

Tedypig wrote:.4.5

Crashes my game when I go to my inventory and go to next page.

Please update this. I love this mod, but it doesn't seem to work since I got 0.4.5

The error was
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
18:44:22: ERROR[main]: ServerError: LuaError: error: ...\bin\..\worlds\test\worldmods\mobf_settings\init.lua:38: attempt to call field 'settings_save' (a nil value)
18:44:22: ERROR[main]: stack traceback:
In trans_func.
Access violation at 7782224D write?=1 address=20
18:44:22: ERROR[main]: ERROR: An unhandled exception occurred: Access violation

In thread 2c90:
..\..\src\minetest-0.4.5\src\main.cpp:1802: main: Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD 2c90:
#0  main

I experienced this with the creative inventory in 0.4.4 as well. I'm not sure it was this mod, but if I disabled all the ones that don't come stock with the game, the crash stopped occurring.
 

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Topywo
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by Topywo » Fri Mar 15, 2013 09:54

This topic might help, especially post 6.

http://forum.minetest.net/viewtopic.php?pid=70803#p70803
 

sapier
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by sapier » Sun Mar 17, 2013 20:46

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.
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legumev
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by legumev » Mon Mar 18, 2013 09:54

sapier wrote: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.



I understand it cannot follow me, but I would like to find it there when I come back, and instead, now, it disappears.
 

4aiman
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by 4aiman » Mon Mar 18, 2013 18:13

sapier wrote: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.

Why not set position of a wolf after teleport? Say, if distance wolf <-> owner is more than X then "teleport" (setpos) wolf to X/2.
 

Temperest
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by Temperest » Mon Mar 18, 2013 20:14

The wolf entity becomes staticized when the block becomes unloaded. That means we can't manipulate it. This would be possible if the force_load entity patch was merged (pull request #446), but there does not seem to be much progress in getting that to happen.
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prestidigitator
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by prestidigitator » Mon Mar 18, 2013 20:31

Temperest wrote:The wolf entity becomes staticized when the block becomes unloaded. That means we can't manipulate it. This would be possible if the force_load entity patch was merged (pull request #446), but there does not seem to be much progress in getting that to happen.

While this is true, I think the server keeps blocks around for a while after players leave them, for efficient caching. So the entity might have a short amount of time to follow if it's not too lazy about it. You probably wouldn't want to teleport the wolf to some arbitrary place in between though (unless maybe you check whether the target position is also loaded first).
Last edited by prestidigitator on Mon Mar 18, 2013 20:32, edited 1 time in total.
 

Temperest
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by Temperest » Mon Mar 18, 2013 20:34

Well, the blocks are loaded but as you have experienced, the wolf is unable to teleport. That means the entity isn't being stepped.

If you'd like to see the force_load patch pulled and wolves fixed reliably, give it a bump over at https://github.com/minetest/minetest/pull/446 !
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sapier
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by sapier » Mon Mar 18, 2013 22:02

"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 saving callback as unload is already in progress as soon as this is called. I may be able to spawn a new wolf and mark the recently unloaded wolf as to delete. That might work but is a workaround only.

EDIT1: this workaround won't be added to stable version it's a new feature for 2.1 version.
Last edited by sapier on Mon Mar 18, 2013 22:05, edited 1 time in total.
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jojoa1997
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by jojoa1997 » Mon Mar 18, 2013 22:36

Wolves shouldn't follow unless you put a leash or cooler on them. When they are tamed they should guard wherever you put them.
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sapier
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by sapier » Tue Mar 19, 2013 19:53

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.
Last edited by sapier on Tue Mar 19, 2013 19:53, edited 1 time in total.
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proller
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by proller » Wed Mar 20, 2013 19:01

byemre89 takes item from creative inventory; listname="main", index=21, stack=<userdata>
stack:get_name()="animal_wolf:tamed_wolf", stack:get_count()=1
17:37:59: ACTION[ServerThread]: MOBF: trying to activate mob tamed_wolf at invalid position
17:37:59: ACTION[ServerThread]: Activation at: default:water_flowing --> removing
17:38:00: ERROR[main]: ERROR: An unhandled exception occurred: ServerError: LuaError: error: ...t_game_git/mods/animals_modpack/animal_wolf/init.lua:143: attempt to index field 'movement' (a nil value)
17:38:00: ERROR[main]: stack traceback:

In thread 805007400:
/home/proller/minetest/src/main.cpp:1947: int main(int, char**): Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD 805007400:
#0 int main(int, char**)
(Leftover data: #1 Dedicated server branch)
(Leftover data: #2 virtual void ServerMap::save(ModifiedState))
(Leftover data: #3 virtual void ServerMap::saveBlock(MapBlock*))
Abort trap: 6
 

sapier
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by sapier » Wed Mar 20, 2013 19:30

@proller, I'll fix this, but you shouldn't place a tamed wolf on water ;-)
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proller
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by proller » Wed Mar 20, 2013 21:25

tell it to all players 8)
its was low level water


byemre89 takes item from creative inventory; listname="main", index=9, stack=<userdata>
stack:get_name()="animal_cow:cow", stack:get_count()=1
node_dig
01:21:00: ACTION[ServerThread]: digs air at (-235,9,413)
node_dig
01:21:05: ACTION[ServerThread]: digs air at (-242,13,406)
01:21:05: ACTION[ServerThread]: MOBF: spawned at unloaded pos! : {y = 21, x = 39, z = -81}
01:21:05: ERROR[ServerThread]: ServerEnvironment::addActiveObjectRaw(): could not find block for storing id=8 statically (pos=(39,21,-81))
Bus error: 10
 

proller
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by proller » Fri Mar 22, 2013 19:55

20:05:29: ACTION[ServerThread]: byemre89 places node wool:red at (80,29,139)
20:05:36: ACTION[ServerThread]: MOBF: Your mob table: 0x8073c17c0 dropt into water moving to (5,5.15,-1) state: drop
byemre89 takes item from creative inventory; listname="main", index=19, stack=<userdata>
stack:get_name()="animal_vombie:vombie", stack:get_count()=1
20:05:42: ACTION[ServerThread]: MOBF: Your mob table: 0x8073c17c0 dropt into water moving to (5.4774751663208,4.6500000953674,-0.57200926542282) state: drop
20:05:46: ACTION[ServerThread]: MOBF: Your mob table: 0x8073c17c0 dropt into water moving to (5.4893679618835,4.6500000953674,-0.52004212141037) state: drop
20:05:49: ACTION[ServerThread]: MOBF: spawned at unloaded pos! : {y = 27, x = 140, z = 99}
20:05:49: ERROR[ServerThread]: ServerEnvironment::addActiveObjectRaw(): could not find block for storing id=13 statically (pos=(140,27,99))
20:05:49: ERROR[main]: ServerEnvironment::deactivateFarObjects(): id=4 m_static_exists=true but static data doesn't actually exist in (2,1,-3)
WARNING: StaticObjectList::remove(): id=4 not found
20:05:49: ERROR[main]: ServerEnvironment::deactivateFarObjects(): id=32 m_static_exists=true but static data doesn't actually exist in (7,1,8)
WARNING: StaticObjectList::remove(): id=32 not found
20:05:49: ERROR[main]: ServerEnvironment::deactivateFarObjects(): id=55 m_static_exists=true but static data doesn't actually exist in (0,-1,3)
WARNING: StaticObjectList::remove(): id=55 not found
20:05:49: ERROR[main]: ServerEnvironment::deactivateFarObjects(): id=102 m_static_exists=true but static data doesn't actually exist in (7,1,7)
WARNING: StaticObjectList::remove(): id=102 not found
20:05:49: ERROR[main]: ERROR: An unhandled exception occurred: ServerError: LuaError: error: ...mes/minetest_game/mods/animals_modpack/mobf/mobf.lua:596: attempt to index field 'spawning' (a nil value)
20:05:49: ERROR[main]: stack traceback:

In thread 805007400:
/home/proller/minetest/src/main.cpp:1947: int main(int, char**): Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD 805007400:
#0 int main(int, char**)
(Leftover data: #1 Dedicated server branch)
(Leftover data: #2 virtual void ServerMap::save(ModifiedState))
(Leftover data: #3 virtual void ServerMap::saveBlock(MapBlock*))
(Leftover data: #4 void ServerMap::loadBlock(std::string*, v3s16, MapSector*, bool))
Abort trap: 6 (core dumped)
 

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Dopium
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by Dopium » Sat Mar 23, 2013 13:16

Looks good to bad i have never been able to get it to work though, i will try again on your next update
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legumev
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by legumev » Sat Mar 23, 2013 16:42

The 2.0.5 primary download includes the 2.0.4 version, probably by mistake. After you delete that extraneous folder, the 2.0.5 version of the mod will work.
 

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by jordan4ibanez » Sun Mar 24, 2013 01:01

What program did you use to make the animations?
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sapier
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by sapier » Sun Mar 24, 2013 19:11

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.
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by jordan4ibanez » Wed Mar 27, 2013 04:49

I would like to collaberate with you on: rewriting this mod,making better textures, and better models. Please pm me or message me on the IRC if you would be interested. Those of us who are making mobs need to work together.
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deivan
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by deivan » Wed Mar 27, 2013 09:48

I have a small question. You are using a ABM for each entity no? Already try make a single ABM and process every entity for each user for performance purpose?
 

sapier
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by sapier » Wed Mar 27, 2013 12:53

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 entities wich have nothing to do with blocks.
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by deivan » Wed Mar 27, 2013 14:10

I have many things making my game slow down... I don't know the cause. :-/
The "sand golem?" don't is doing damage any more (In logs I see lost 0hp) this is the correct?
 

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by jordan4ibanez » Wed Mar 27, 2013 17:05

I posted something on the bottom of the last page. Just making sure.
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by Sokomine » Wed Mar 27, 2013 17:16

jordan4ibanez wrote:I would like to collaberate with you on: rewriting this mod,making better textures, and better models.

Sounds fine! Hope you and sapier can manage to improve the mod even more.

I do like most of the models of the peaceful animals (including wolf) of this mod. They could certainly be improved in parts, but what I like most about them is that they are more like...adult...animals. Not the tribmmed-to-be-cute-and-slaughtered-animals like in Minecraft, but realistic (sometimes slightly gone-mad-looking :-)) cows and sheep etc. The deer is great as well! And the ostrich.

A goat would be great as a new animal. Single goats are more likely to occour than single sheep, plus they are experts in climbing.

Cows ought to occur with brown hide as well.

Owned animals need protection against beeing caught by other people than their owners.

The peaceful_npc mod is also nice to have around. Those NPC bring further life to a server.
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