[Mod] Not So Simple Mobs [3.0] [nssm]

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Re: [Modpack] Not so simple mobs 1.1 [not_so_simple_mobs]

by npx » Wed Oct 14, 2015 22:28

We will be honored to see some of them in your subgame, but we suggest you to wait the next release! Because we are correcting bugs, improving animations and textures and developping many new monsters! Good luck with your Dungeontest which seems amazing...
 

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Re: [Modpack] Not so simple mobs 1.1 [not_so_simple_mobs]

by Don » Wed Oct 14, 2015 22:51

Any chance of seeing aliens in the future?
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here
 

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Re: [Modpack] Not so simple mobs 1.1 [not_so_simple_mobs]

by npx » Thu Oct 15, 2015 13:43

Aliens? What kind of aliens would you like?
 

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Re: [Modpack] Not so simple mobs 1.1 [not_so_simple_mobs]

by Minetestforfun » Thu Oct 15, 2015 14:14

New models for Stone Monsters and Mesemonster are a really great idea, and your models are really well done, keep up the good work, and don't forget to share us the .b3d file =)
 

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Re: [Modpack] Not so simple mobs 1.1 [not_so_simple_mobs]

by mahmutelmas06 » Thu Oct 15, 2015 18:13

Your models are awesome. Thanks you

I just want to suggest you to make a dinasour pack.
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Re: [Modpack] Not so simple mobs 1.1 [not_so_simple_mobs]

by npx » Fri Oct 16, 2015 17:30

Thanks to everyone! MInetestforfun, don't worry we will share all the .blend files as in the previous release. We are working on something more particular and surprising than Mese and Stone monsters! You will love them! Mahmutelmas06 it already exists a wip dinosaur modpack... Christian9 is making it, we have sent to him, in order to help, Stegosaurus, Triceratops and a Pterodactylus models... Here it is the discussion viewtopic.php?f=9&t=11266, we hope he will end soon. It will be an interesting mod.
 

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Re: [WIP][MOD] Not-so-simple-mobs

by tomlukeywood » Sat Oct 17, 2015 15:00

lightonflux wrote:I really like the mantis. Have a educational video about it¹ to celebrate this mod


+1 for the video
 

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Re: [Modpack] Not so simple mobs 1.1 [not_so_simple_mobs]

by npx » Mon Dec 21, 2015 21:12

New version uploaded, look at the first post!
 

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Re: [Mod] Not so simple mobs v2.0 [nssm]

by mahmutelmas06 » Mon Dec 21, 2015 21:39

This new version is amazing.
Thank you

- By the way i think dragon was also very nice model.
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Re: [Modpack] Not so simple mobs 1.1 [not_so_simple_mobs]

by Fixerol » Sun Dec 27, 2015 13:44

Important info: you should make all sounds mono (not stereo), to play correctly in 3D, right now it plays same for everybody on the server without any distance or direction correction. That is OpenAL requirement, iirc. (notice, tnt_explode is already in mono). By making sounds mono you will be able to tell where exactly sound is coming from.

And yes, that mod is amazing!
 

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Re: [Mod] Not so simple mobs v2.0 [nssm]

by AiTechEye » Sun Dec 27, 2015 21:40

really good update & work XD

But there should be a lime for some mobs, like when the duckking & scorpions spawns more mobs at same place, it made the game froze a few times..
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Re: [Modpack] Not so simple mobs 1.1 [not_so_simple_mobs]

by npx » Mon Dec 28, 2015 18:14

Fixerol wrote:Important info: you should make all sounds mono (not stereo), to play correctly in 3D, right now it plays same for everybody on the server without any distance or direction correction. That is OpenAL requirement, iirc. (notice, tnt_explode is already in mono). By making sounds mono you will be able to tell where exactly sound is coming from.

And yes, that mod is amazing!



Thank you for your precious advice and for appreciation.
In the first post, temporarily, I've uploaded a zip with the mono sounds! We will integrate it in the mod in the next release.
 

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Re: [Mod] Not so simple mobs v2.0 [nssm]

by Christian9 » Thu Dec 31, 2015 00:20

Is that a phoenix?!IS THAT A PHOENIX?!?! OH MY GOOOOOOOOOOOOOOOOOOD!!!!!
 

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Re: [Mod] Not so simple mobs v2.0 [nssm]

by Minetestforfun » Thu Dec 31, 2015 18:29

Are all monsters of this mod animated ?
 

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Re: [Mod] Not so simple mobs v2.0 [nssm]

by Christian9 » Thu Dec 31, 2015 18:38

Minetestforfun wrote:Are all monsters of this mod animated ?

Yes, I've tested them all. BUT OMG A FLIPPING PHOENIX!(my former mod team was called mythical mods and the logo had a phoenix.so I'm d*** excited)
 

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Re: [Mod] Not so simple mobs v2.0 [nssm]

by npx » Fri Jan 01, 2016 21:47

Thank you every body for your appreciation! We're glad you're enjoying our work!
Yes, I confirm all the mobs are animated!

UjEdwin wrote:really good update & work XD

But there should be a lime for some mobs, like when the duckking & scorpions spawns more mobs at same place, it made the game froze a few times..


What do you mean by: "a lime for some mobs"?
 

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Re: [Mod] Not so simple mobs v2.0 [nssm]

by Nathan.S » Sat Jan 02, 2016 13:08

I believe they meant limit, not lime.
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Re: [Mod] Not so simple mobs v2.0 [nssm]

by npx » Sat Jan 02, 2016 14:43

Ok,
for what concerns the duckking if you find that its attack slows down the game you can change its shoot_interval parameter in the file "duckking.lua", maybe we will adjust it in the next release.
Instead for what concerns the Masticoni (they aren't scorpions;)...) there is a way to get rid of them, you only need to find it!;)
 

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Re: [Mod] Not so simple mobs v2.0 [nssm]

by AiTechEye » Sun Jan 03, 2016 13:52

like a max number for mobs that is spawned by other mobs.

The duckking, it spawning more and more ducks, it never ends (same with the scorpions if something keep killing them)
that made my game could not handle them :-)

I have a laptop with win10 64bit, 8ram i7 so my pc is not slow.
Alive AI Mine/Build AI NPC
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Marssurvive Survive on mars
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Re: [Mod] Not so simple mobs v2.0 [nssm]

by npx » Mon Jan 04, 2016 09:11

UjEdwin wrote:like a max number for mobs that is spawned by other mobs.

The duckking, it spawning more and more ducks, it never ends (same with the scorpions if something keep killing them)
that made my game could not handle them :-)

I have a laptop with win10 64bit, 8ram i7 so my pc is not slow.


Thank you for your advice, we are going to work on it to find a solution for the next release.
For now, if you want to speed up your game you can modify some parameters:
- in "duckking.lua" as I said you can change its shoot_interval. Remember that the duckking its not going to shoot at you if you're far from him and you use for example bow and arrows to hit him;
- in "darts.lua" you can modify the "duck_explosion_direct" and the "duck_explosion" functions to decrease the number of ducks that are spawned every time the duckking shoots. Moreover you can also try to disable the spawn particles that sometimes slows down the game.
For what concerns the Masticoni you only need to find a way to kill them without making them respawn;)
 

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Re: [Mod] Not so simple mobs v2.0 [nssm]

by AiTechEye » Mon Jan 04, 2016 13:40

i already did that :-)
i have made 2 mods with a few kinds of mobs too.
Alive AI Mine/Build AI NPC
Gravitygun HL2
Portalgun Portal
Marssurvive Survive on mars
Bows bows + arrows
SoundCloud (Music)
SoundCloud (Classic)
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Re: [Mod] Not so simple mobs v2.0 [nssm]

by TenPlus1 » Wed Jan 06, 2016 18:54

OMG, I've never feared playing so much with all of these new monsters waiting in the darkness... Is there any way to reduce the model sizes so they can be added to servers ?
 

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Re: [Mod] Not so simple mobs v2.0 [nssm]

by npx » Wed Jan 06, 2016 22:50

TenPlus1 wrote:OMG, I've never feared playing so much with all of these new monsters waiting in the darkness... Is there any way to reduce the model sizes so they can be added to servers ?


Thank you for your appreciation! It means a lot to us, because we are great admirers of your work on Minetest! Making playing Minetest more dangerous was our goal!;)
Unfortunately, the strong point of our mobs is the complexity of the models, so it could be very difficult to reduce their size. Maybe a way is to reduce the number of bones and faces, some animations which are really articulated and also some textures that maybe have a too high resolution.
Are you interested in some mobs in particular?
 

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Re: [Mod] Not so simple mobs v2.0 [nssm]

by mahmutelmas06 » Thu Jan 07, 2016 02:52

How about this ?

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
visual_size = def.visual_size or {x = 1, y = 1},
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Re: [Mod] Not so simple mobs v2.0 [nssm]

by npx » Thu Jan 07, 2016 08:46

I think he means how much the models are heavy (some of them also 3 MB), not their visual size
 

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Re: [Mod] Not so simple mobs v2.0 [nssm]

by tulenitata » Wed Jan 13, 2016 17:23

it's even better than before but I miss the dragon
excuse the bad English Thanks
It is my subgame viewtopic.php?f=50&t=13986
 

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Re: [Mod] Not so simple mobs v2.0 [nssm]

by npx » Wed Jan 13, 2016 19:58

Thank you!
If someone else miss the chinese dragon we've attached to this post the model and the texture...
We have also made a video trailer of the mod, check the link on the first post and enjoy it!
Attachments
chinesedragon.rar
(203.26 KiB) Downloaded 89 times
 

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Re: [Mod] Not so simple mobs v2.1 [nssm]

by npx » Thu Jan 14, 2016 23:16

New release with bugfix and small improvements! Read the changelog in the first post.
 

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Re: [Mod] Not so simple mobs v2.0 [nssm]

by tulenitata » Fri Jan 15, 2016 11:47

npx wrote:Thank you!
If someone else miss the chinese dragon we've attached to this post the model and the texture...
We have also made a video trailer of the mod, check the link on the first post and enjoy it!



Thanks
excuse the bad English Thanks
It is my subgame viewtopic.php?f=50&t=13986
 

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Re: [Mod] Not so simple mobs v2.1 [nssm]

by tulenitata » Fri Jan 15, 2016 22:18

Hello
it would be good to add Spawnegg and Spawner
Thanks
excuse the bad English Thanks
It is my subgame viewtopic.php?f=50&t=13986
 

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