[Mod] Alive AI V4.8 [aliveai]

Diamond knight
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Re: [Mod] Alive AI V2.05 [aliveai]

by Diamond knight » Sun Jan 29, 2017 03:44

Maybe you can open up a github page, I am sure many modders would love to contribute to this amazing mod (that I am going to be using in a RPG/RTS empire building subgame)
I can never get enough MESE!!!!!!!!!

my subgame: https://forum.minetest.net/viewtopic.php?f=50&t=11901
 

Karkaras
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Re: [Mod] Alive AI V2.05 [aliveai]

by Karkaras » Sun Jan 29, 2017 08:42

This may be a stupid question, but I'm still alone : it seems that the game is spawning no mob by default (without creative mode). Maybe I missed some configuration step or something ?

I use Alive AI v2.05 and minetest 0.4.15 on Linux Mint (LMDE2).

Also, in creative mode, if I spawn some mobs, the game crashes completely with this error very quickly :

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
minetest: /build/minetest-0.4.15+repack/src/util/serialize.h:278: void writeF1000(irr::u8*, irr::f32): Assertion `i >= ((float)(s32)((-0x7FFFFFFF - 1) / 1000.0f)) && i <= ((float)(s32)((0x7FFFFFFF) / 1000.0f))' failed.
Aborted


And a lot of these :
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
2017-01-29 09:23:16: WARNING[Server]: Deprecated usage of get_node_group, use get_item_group instead
 

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AiTechEye
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Re: [Mod] Alive AI V2.06 [aliveai]

by AiTechEye » Sun Jan 29, 2017 11:52

Maybe I missed some configuration step


no, they should spawn by own in somehow.
but the bots kill they self if they have a special void values, or they would crash a lot of times.
its hard to figure out whats wrong, if nothing tells something about it.
but im pretty shore its something with the mine, build and craft part.

download the newest upload and this very simple mod + enable
https://forum.minetest.net/download/file.php?mode=view&id=8750
and if there are spawned bots, say /clearobjects

it will disable build,craft and mine for all bots, so they will not build houses.





open up a github page

i have been trying it 3 times, and just messing up. but would be nice if someone wants to upload it.
but anyway, all bots can use bows + arrows if they get it in somehow.
and randomly checking if they can craft pickaxes, but im unsure if they will craft it.


even i should know exacly how they is thinking, i only know about 85% of it.
the other 15% is preoccupation, temper and randomly thinking, and who knows what a bot is thinking? :P

would be nice to make them develop personality traits too
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Alive AI Mine/Build AI NPC
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Bows bows + arrows
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Karkaras
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Re: [Mod] Alive AI V2.061 [aliveai]

by Karkaras » Sun Jan 29, 2017 13:52

I installed the latest version and the simple mod, but still nothing in view for me. I checked around in fly mode, but I saw nobody.

When I spawned 2 bots in creative mode, it took longer for the game to crash, bit it did eventually, with this message :

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
minetest: /build/minetest-0.4.15+repack/src/util/serialize.h:278: void writeF1000(irr::u8*, irr::f32): Assertion `i >= ((float)(s32)((-0x7FFFFFFF - 1) / 1000.0f)) && i <= ((float)(s32)((0x7FFFFFFF) / 1000.0f))' failed.
Aborted


One bot had killed the other one apparently.
 

Karkaras
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Re: [Mod] Alive AI V2.061 [aliveai]

by Karkaras » Sun Jan 29, 2017 14:35

I think I may have the reason why the mobs are not spawning : when registering the abm to spawn the bot, you set the chance as parameter in register_abm, but also check it with math.random before adding the new entity in the action parameter.

As minetest is already enforcing the probability to execute the action function, checking again the chance parameter bring the probability to spawn much lower than intended. By removing the check, I can see that some mobs are spawning now.

The game is still crashing though.
 

Diamond knight
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Re: [Mod] Alive AI V2.061 [aliveai]

by Diamond knight » Sun Jan 29, 2017 15:41

A terminator spawned naturally for me and they use the same spawn function I think
I can never get enough MESE!!!!!!!!!

my subgame: https://forum.minetest.net/viewtopic.php?f=50&t=11901
 

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AiTechEye
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Re: [Mod] Alive AI V2.061 [aliveai]

by AiTechEye » Sun Jan 29, 2017 18:58

the game works different on different platforms/systems and builds.

in the init.lua, set status=true
it makes the bots show what they is doing, then i will make the bots shows more, so we can analyze whats wrong.
they will print their status in 2.062

https://forum.minetest.net/download/file.php?mode=view&id=8756

can you upload the spawn changes you did?

the craftsystem should be replaced too, but are too messy for me :-)
Last edited by AiTechEye on Sun Jan 29, 2017 19:27, edited 3 times in total.
Alive AI Mine/Build AI NPC
Gravitygun HL2
Portalgun Portal
Marssurvive Survive on mars
Bows bows + arrows
SoundCloud (Music)
SoundCloud (Classic)
YouTube
 

Karkaras
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Re: [Mod] Alive AI V2.062 [aliveai]

by Karkaras » Sun Jan 29, 2017 19:21

I activated the status but most of the time, the game is crashed before anything happen : the bots just show up, walk or jump a bit (like 2 sec.) and then bam!; game crash. The last time, a terminator was showing "ATTACK"; but I do not think this is relevant to this issue.

The (small) change I did, in bot.lua, line 372 :
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
      if (def.light==0
      or (def.light>0 and l>=def.lowest_light)
      or (def.light<0 and l<=def.lowest_light))
      and minetest.get_node(pos1).name==def.spawn_in
      and minetest.get_node(pos2).name==def.spawn_in then
         aliveai.newbot=true
         minetest.env:add_entity(pos1, def.mod_name ..":" .. def.name):setyaw(math.random(0,6.28))
      end


I stumbled upon this on the minetest github : https://github.com/minetest/minetest/co ... e1a088b96c

It seems to be the assert that fail and crash the server (visibly this is the expected behavior to avoid weird stuff from happening inside the game). I suspect it may be related to the serialization of the mobs. Is it possible that some float numbers are too high or too low in the bot parameters/data ?
 

Karkaras
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Re: [Mod] Alive AI V2.062 [aliveai]

by Karkaras » Sun Jan 29, 2017 19:22

Oups, did not saw that there was a new version. I test it right away.
 

Karkaras
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Re: [Mod] Alive AI V2.062 [aliveai]

by Karkaras » Sun Jan 29, 2017 19:28

Here is the logs (after the minetest starting stuff) :

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
default:steel_ingot
default:steelblock
default:steelblock
default:steel_ingot
default:steel_ingot
default:steelblock
default:steelblock
default:steel_ingot
default:steel_ingot
default:steelblock
default:steelblock
default:steel_ingot
default:steelblock
default:steel_ingot
default:steelblock
default:steel_ingot
default:steel_ingot
default:steelblock
default:steel_ingot
default:steelblock
default:steelblock
default:steel_ingot
default:steel_ingot
default:steelblock
default:steel_ingot
default:steelblock
i6OI: jump inside block
2017-01-29 20:27:08: WARNING[Server]: core.env:[...] is deprecated and should be replaced with core.[...]
minetest: /build/minetest-0.4.15+repack/src/util/serialize.h:278: void writeF1000(irr::u8*, irr::f32): Assertion `i >= ((float)(s32)((-0x7FFFFFFF - 1) / 1000.0f)) && i <= ((float)(s32)((0x7FFFFFFF) / 1000.0f))' failed.
Aborted
 

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AiTechEye
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Re: [Mod] Alive AI V2.062 [aliveai]

by AiTechEye » Sun Jan 29, 2017 19:44

looks like it had something with minetest.env:add_entity and minetest.add_entity to do
core.env:[...] is deprecated and should be replaced with core.[...]


the minetest.get_node(pos1).name==def.spawn_in and minetest.get_node(pos2).name==def.spawn_in
is made to make shore bots spawns in air, but are added as check_spawn_space in the init.lua so we can skip it

https://forum.minetest.net/download/file.php?mode=view&id=8758
Alive AI Mine/Build AI NPC
Gravitygun HL2
Portalgun Portal
Marssurvive Survive on mars
Bows bows + arrows
SoundCloud (Music)
SoundCloud (Classic)
YouTube
 

Karkaras
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Re: [Mod] Alive AI V2.064 [aliveai]

by Karkaras » Sun Jan 29, 2017 21:52

Still no luck

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
2017-01-29 22:48:29: ACTION[Server]: Giving initial stuff to player singleplayer
2017-01-29 22:48:29: ACTION[Server]: singleplayer [127.0.0.1] joins game.
2017-01-29 22:48:29: ACTION[Server]: singleplayer joins game. List of players: singleplayer
2017-01-29 22:48:54: ACTION[Server]: singleplayer takes aliveai:bot2_spawner from creative inventory
2017-01-29 22:48:57: ACTION[Server]: singleplayer takes aliveai:bot_spawner from creative inventory
2017-01-29 22:49:05: WARNING[Server]: Deprecated usage of get_node_group, use get_item_group instead

  ... skip tons of the same message ...

2017-01-29 22:49:05: WARNING[Server]: Deprecated usage of get_node_group, use get_item_group instead
V09UKdBJvI4NOM: mine
V09UKdBJvI4NOM: mine
2017-01-29 22:49:08: WARNING[Server]: Deprecated usage of get_node_group, use get_item_group instead

 ... skip tons of the same message ...

2017-01-29 22:49:08: WARNING[Server]: Deprecated usage of get_node_group, use get_item_group instead
83TU7: mine
83TU7: mine
2017-01-29 22:49:08: WARNING[Server]: core.env:[...] is deprecated and should be replaced with core.[...]
83TU7: searching
83TU7: need: vessels:glass_bottle 1 search  have: 0 time: 1
83TU7: need: default:chest 1 search default:chest have: 0 time: 1
83TU7: need: default:chest 1 search default:chest have: 0 time: 1
83TU7: need: s 319 search group:stone have: 0 time: 1
83TU7: need: s 319 search group:stone have: 0 time: 1
83TU7: need: default:sign_wall_steel 1 search  have: 0 time: 1
83TU7: need: default:chest 1 search default:chest have: 0 time: 1
83TU7: need: default:chest 1 search default:chest have: 0 time: 1
83TU7: need: s 319 search group:stone have: 0 time: 1
83TU7: need: s 319 search group:stone have: 0 time: 1
83TU7: need: default:furnace 2 search  have: 0 time: 1
83TU7: need: default:dirt 7 search group:soil have: 0 time: 1
83TU7: need: default:dirt 7 search group:soil have: 0 time: 1
2017-01-29 22:49:13: ACTION[Server]:  digs default:dirt_with_grass at (45,13,60)
83TU7: dig default:dirt_with_grass
2017-01-29 22:49:13: WARNING[Server]: Deprecated usage of get_node_group, use get_item_group instead
2017-01-29 22:49:13: WARNING[Server]: Deprecated usage of get_node_group, use get_item_group instead
2017-01-29 22:49:13: WARNING[Server]: Deprecated usage of get_node_group, use get_item_group instead
2017-01-29 22:49:13: WARNING[Server]: Deprecated usage of get_node_group, use get_item_group instead
minetest: /build/minetest-0.4.15+repack/src/util/serialize.h:278: void writeF1000(irr::u8*, irr::f32): Assertion `i >= ((float)(s32)((-0x7FFFFFFF - 1) / 1000.0f)) && i <= ((float)(s32)((0x7FFFFFFF) / 1000.0f))' failed.
Aborted
 

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AiTechEye
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Re: [Mod] Alive AI V2.064 [aliveai]

by AiTechEye » Sun Jan 29, 2017 22:42

Alive AI Mine/Build AI NPC
Gravitygun HL2
Portalgun Portal
Marssurvive Survive on mars
Bows bows + arrows
SoundCloud (Music)
SoundCloud (Classic)
YouTube
 

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AiTechEye
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Re: [Mod] Alive AI V2.065 [aliveai]

by AiTechEye » Mon Jan 30, 2017 11:06

this should help a lot

show next to everything the bots is doing, and replaced get_node_group to get_item_group

https://forum.minetest.net/download/file.php?id=8763
Alive AI Mine/Build AI NPC
Gravitygun HL2
Portalgun Portal
Marssurvive Survive on mars
Bows bows + arrows
SoundCloud (Music)
SoundCloud (Classic)
YouTube
 

Karkaras
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Re: [Mod] Alive AI V2.065 [aliveai]

by Karkaras » Mon Jan 30, 2017 12:00

This one seems to be much more stable !!

I'll check it a give you feedback
 

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Re: [Mod] Alive AI V2.065 [aliveai]

by Karkaras » Mon Jan 30, 2017 13:06

It still crashes, after a while, especially when there are more than 2 or 3 bots.

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
I4AJ0GM9: search objects
cU5k7j17BW9: searching
cU5k7j17BW9: need: vessels:glass_bottle 1 search  have: 0 time: 26
cU5k7j17BW9: find node
cU5k7j17BW9: check neartarget
cU5k7j17BW9: need: default:steel_ingot 1 search default:stone_with_iron have: 0 time: 26
cU5k7j17BW9: need: default:steel_ingot 1 search default:stone_with_iron have: 0 time: 26
cU5k7j17BW9: find node
cU5k7j17BW9: check neartarget
cU5k7j17BW9: need: s 119 search group:stone have: 2 time: 26
cU5k7j17BW9: need: s 119 search group:stone have: 2 time: 26
cU5k7j17BW9: path
cU5k7j17BW9: path blocked
cU5k7j17BW9: path failed
84Gd4k: goto item
2017-01-30 13:00:57: ACTION[Server]:  digs default:desert_sand at (-42,6,38)
H3s7WxXgPFS: dig default:desert_sand
minetest: /build/minetest-0.4.15+repack/src/util/serialize.h:278: void writeF1000(irr::u8*, irr::f32): Assertion `i >= ((float)(s32)((-0x7FFFFFFF - 1) / 1000.0f)) && i <= ((float)(s32)((0x7FFFFFFF) / 1000.0f))' failed.
Aborted


Another one, very quick this one :

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
2017-01-30 14:08:38: ACTION[Server]: singleplayer takes aliveai:bot2_spawner from creative inventory
2017-01-30 14:08:40: ACTION[Server]: singleplayer takes aliveai:bot_spawner from creative inventory
2017-01-30 14:08:47: ACTION[Server]: singleplayer takes aliveai_folk:folk8_spawner from creative inventory
2x0ArV0XHw6: new bot spawned
2x0ArV0XHw6: set up for build a home
2x0ArV0XHw6: generate house
2x0ArV0XHw6: mine
2x0ArV0XHw6: mine
1Xj0Lm8w6YzH: new bot spawned
2017-01-30 14:08:53: WARNING[Server]: core.env:[...] is deprecated and should be replaced with core.[...]
1Xj0Lm8w6YzH: set up for build a home
1Xj0Lm8w6YzH: generate house
1Xj0Lm8w6YzH: mine
1Xj0Lm8w6YzH: mine
6Gy969Ni9JqcjZ: new bot spawned
6Gy969Ni9JqcjZ: set up for build a home
6Gy969Ni9JqcjZ: generate house
6Gy969Ni9JqcjZ: mine
6Gy969Ni9JqcjZ: mine
1Xj0Lm8w6YzH: searching
1Xj0Lm8w6YzH: need: vessels:glass_bottle 2 search  have: 0 time: 1
1Xj0Lm8w6YzH: find node
1Xj0Lm8w6YzH: check neartarget
1Xj0Lm8w6YzH: need: s 24 search group:stone have: 0 time: 1
1Xj0Lm8w6YzH: need: s 24 search group:stone have: 0 time: 1
1Xj0Lm8w6YzH: path
2x0ArV0XHw6: searching
2x0ArV0XHw6: need: vessels:steel_bottle 1 search  have: 0 time: 1
2x0ArV0XHw6: find node
2x0ArV0XHw6: check neartarget
2x0ArV0XHw6: need: default:dirt 222 search group:soil have: 0 time: 1
2x0ArV0XHw6: need: default:dirt 222 search group:soil have: 0 time: 1
6Gy969Ni9JqcjZ: search objects
6Gy969Ni9JqcjZ: searching
6Gy969Ni9JqcjZ: find node
6Gy969Ni9JqcjZ: need: default:chest 1 search default:chest have: 0 time: 1
6Gy969Ni9JqcjZ: need: default:chest 1 search default:chest have: 0 time: 1
6Gy969Ni9JqcjZ: need: vessels:steel_bottle 1 search  have: 0 time: 1
6Gy969Ni9JqcjZ: find node
6Gy969Ni9JqcjZ: check neartarget
6Gy969Ni9JqcjZ: need: default:dirt 202 search group:soil have: 0 time: 1
6Gy969Ni9JqcjZ: need: default:dirt 202 search group:soil have: 0 time: 1
1Xj0Lm8w6YzH: path failed
2017-01-30 14:09:02: ACTION[Server]:  digs default:dirt_with_grass at (57,8,29)
2x0ArV0XHw6: dig default:dirt_with_grass
minetest: /build/minetest-0.4.15+repack/src/util/serialize.h:278: void writeF1000(irr::u8*, irr::f32): Assertion `i >= ((float)(s32)((-0x7FFFFFFF - 1) / 1000.0f)) && i <= ((float)(s32)((0x7FFFFFFF) / 1000.0f))' failed.
Aborted
 

Karkaras
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Re: [Mod] Alive AI V2.065 [aliveai]

by Karkaras » Mon Jan 30, 2017 14:41

The new release is much much more stable, but eventually still crashes :

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
CFjDIX9d: check light
CFjDIX9d: search objects
CFjDIX9d: searching
CFjDIX9d: find node
CFjDIX9d: need: default:chest 1 search default:chest have: 0 time: 4
CFjDIX9d: need: default:chest 1 search default:chest have: 0 time: 4
CFjDIX9d: find node
CFjDIX9d: need: s 280 search group:stone have: 0 time: 4
CFjDIX9d: need: s 280 search group:stone have: 0 time: 4
CFjDIX9d: find node
CFjDIX9d: check neartarget
CFjDIX9d: need: default:glass 14 search group:sand have: 0 time: 4
CFjDIX9d: need: default:glass 14 search group:sand have: 0 time: 4
CFjDIX9d: need: default:furnace 3 search  have: 0 time: 4
CFjDIX9d: need: vessels:steel_bottle 2 search  have: 0 time: 4
CFjDIX9d: need: vessels:drinking_glass 1 search  have: 0 time: 4
CFjDIX9d: need: default:sign_wall_wood 2 search  have: 0 time: 4
8SZ: search objects
minetest: /build/minetest-0.4.15+repack/src/util/serialize.h:278: void writeF1000(irr::u8*, irr::f32): Assertion `i >= ((float)(s32)((-0x7FFFFFFF - 1) / 1000.0f)) && i <= ((float)(s32)((0x7FFFFFFF) / 1000.0f))' failed.
Aborted
 

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AiTechEye
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Re: [Mod] Alive AI V2.1 [aliveai]

by AiTechEye » Mon Jan 30, 2017 21:48

fixed: replace minetest.env with minetest.
+ added spawner block (works with mesecons)

it all seems obvious now, minetest.env is outdated, which I had no idea what it was for... (typical copy code from other codes :-)
Alive AI Mine/Build AI NPC
Gravitygun HL2
Portalgun Portal
Marssurvive Survive on mars
Bows bows + arrows
SoundCloud (Music)
SoundCloud (Classic)
YouTube
 

Karkaras
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Re: [Mod] Alive AI V2.1 [aliveai]

by Karkaras » Tue Jan 31, 2017 07:22

Still no luck for me (hyper quick crash) :

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
2017-01-31 08:20:22: ACTION[Server]: singleplayer [127.0.0.1] joins game.
2017-01-31 08:20:22: ACTION[Server]: singleplayer joins game. List of players: singleplayer
gHe08ROeWUSHJz: loaded
gHe08ROeWUSHJz: set up for build a home
gHe08ROeWUSHJz: generate house
gHe08ROeWUSHJz: mine
gHe08ROeWUSHJz: mine
gHe08ROeWUSHJz: searching
gHe08ROeWUSHJz: find node
gHe08ROeWUSHJz: need: default:chest_locked 1 search default:chest_locked have: 0 time: 1
gHe08ROeWUSHJz: need: default:chest_locked 1 search default:chest_locked have: 0 time: 1
gHe08ROeWUSHJz: find node
gHe08ROeWUSHJz: need: w 214 search group:tree have: 0 time: 1
gHe08ROeWUSHJz: need: w 214 search group:tree have: 0 time: 1
gHe08ROeWUSHJz: need: default:sign_wall_steel 1 search  have: 0 time: 1
gHe08ROeWUSHJz: need: default:furnace 1 search  have: 0 time: 1
gHe08ROeWUSHJz: jump
gHe08ROeWUSHJz: wall
gHe08ROeWUSHJz: search objects
2017-01-31 08:20:49: WARNING[Main]: Map::getNodeMetadata(): Block not found
2017-01-31 08:20:49: WARNING[Main]: Map::removeNodeMetadata(): Block not found
gHe08ROeWUSHJz: searching
gHe08ROeWUSHJz: find node
gHe08ROeWUSHJz: need: default:chest_locked 1 search default:chest_locked have: 0 time: 2
gHe08ROeWUSHJz: need: default:chest_locked 1 search default:chest_locked have: 0 time: 2
gHe08ROeWUSHJz: find node
gHe08ROeWUSHJz: need: w 214 search group:tree have: 0 time: 2
gHe08ROeWUSHJz: need: w 214 search group:tree have: 0 time: 2
gHe08ROeWUSHJz: need: default:sign_wall_steel 1 search  have: 0 time: 2
gHe08ROeWUSHJz: need: default:furnace 1 search  have: 0 time: 2
gHe08ROeWUSHJz: searching
gHe08ROeWUSHJz: find node
gHe08ROeWUSHJz: need: default:chest_locked 1 search default:chest_locked have: 0 time: 3
gHe08ROeWUSHJz: need: default:chest_locked 1 search default:chest_locked have: 0 time: 3
gHe08ROeWUSHJz: find node
gHe08ROeWUSHJz: need: w 214 search group:tree have: 0 time: 3
gHe08ROeWUSHJz: need: w 214 search group:tree have: 0 time: 3
gHe08ROeWUSHJz: need: default:sign_wall_steel 1 search  have: 0 time: 3
gHe08ROeWUSHJz: need: default:furnace 1 search  have: 0 time: 3
gHe08ROeWUSHJz: searching
gHe08ROeWUSHJz: find node
gHe08ROeWUSHJz: need: default:chest_locked 1 search default:chest_locked have: 0 time: 4
gHe08ROeWUSHJz: need: default:chest_locked 1 search default:chest_locked have: 0 time: 4
gHe08ROeWUSHJz: find node
gHe08ROeWUSHJz: need: w 214 search group:tree have: 0 time: 4
gHe08ROeWUSHJz: need: w 214 search group:tree have: 0 time: 4
gHe08ROeWUSHJz: need: default:sign_wall_steel 1 search  have: 0 time: 4
gHe08ROeWUSHJz: need: default:furnace 1 search  have: 0 time: 4
gHe08ROeWUSHJz: check light
gHe08ROeWUSHJz: escape light
gHe08ROeWUSHJz: searching
gHe08ROeWUSHJz: find node
gHe08ROeWUSHJz: need: default:chest_locked 1 search default:chest_locked have: 0 time: 5
gHe08ROeWUSHJz: need: default:chest_locked 1 search default:chest_locked have: 0 time: 5
gHe08ROeWUSHJz: find node
gHe08ROeWUSHJz: need: w 214 search group:tree have: 0 time: 5
gHe08ROeWUSHJz: need: w 214 search group:tree have: 0 time: 5
gHe08ROeWUSHJz: need: default:sign_wall_steel 1 search  have: 0 time: 5
gHe08ROeWUSHJz: need: default:furnace 1 search  have: 0 time: 5
gHe08ROeWUSHJz: searching
gHe08ROeWUSHJz: find node
gHe08ROeWUSHJz: need: default:chest_locked 1 search default:chest_locked have: 0 time: 6
gHe08ROeWUSHJz: need: default:chest_locked 1 search default:chest_locked have: 0 time: 6
gHe08ROeWUSHJz: find node
gHe08ROeWUSHJz: need: w 214 search group:tree have: 0 time: 6
gHe08ROeWUSHJz: need: w 214 search group:tree have: 0 time: 6
gHe08ROeWUSHJz: need: default:sign_wall_steel 1 search  have: 0 time: 6
gHe08ROeWUSHJz: need: default:furnace 1 search  have: 0 time: 6
gHe08ROeWUSHJz: search objects
gHe08ROeWUSHJz: search objects
gHe08ROeWUSHJz: searching
gHe08ROeWUSHJz: find node
gHe08ROeWUSHJz: need: default:chest_locked 1 search default:chest_locked have: 0 time: 7
gHe08ROeWUSHJz: need: default:chest_locked 1 search default:chest_locked have: 0 time: 7
gHe08ROeWUSHJz: find node
gHe08ROeWUSHJz: need: w 214 search group:tree have: 0 time: 7
gHe08ROeWUSHJz: need: w 214 search group:tree have: 0 time: 7
gHe08ROeWUSHJz: need: default:sign_wall_steel 1 search  have: 0 time: 7
gHe08ROeWUSHJz: need: default:furnace 1 search  have: 0 time: 7
gHe08ROeWUSHJz: wall
gHe08ROeWUSHJz: search objects
gHe08ROeWUSHJz: searching
gHe08ROeWUSHJz: find node
gHe08ROeWUSHJz: need: default:chest_locked 1 search default:chest_locked have: 0 time: 8
gHe08ROeWUSHJz: need: default:chest_locked 1 search default:chest_locked have: 0 time: 8
gHe08ROeWUSHJz: find node
gHe08ROeWUSHJz: need: w 214 search group:tree have: 0 time: 8
gHe08ROeWUSHJz: need: w 214 search group:tree have: 0 time: 8
gHe08ROeWUSHJz: need: default:sign_wall_steel 1 search  have: 0 time: 8
gHe08ROeWUSHJz: need: default:furnace 1 search  have: 0 time: 8
2017-01-31 08:21:25: WARNING[Main]: Map::getNodeMetadata(): Block not found
2017-01-31 08:21:25: WARNING[Main]: Map::removeNodeMetadata(): Block not found
gHe08ROeWUSHJz: searching
gHe08ROeWUSHJz: find node
gHe08ROeWUSHJz: need: default:chest_locked 1 search default:chest_locked have: 0 time: 9
gHe08ROeWUSHJz: need: default:chest_locked 1 search default:chest_locked have: 0 time: 9
gHe08ROeWUSHJz: find node
gHe08ROeWUSHJz: need: w 214 search group:tree have: 0 time: 9
gHe08ROeWUSHJz: need: w 214 search group:tree have: 0 time: 9
gHe08ROeWUSHJz: need: default:sign_wall_steel 1 search  have: 0 time: 9
gHe08ROeWUSHJz: need: default:furnace 1 search  have: 0 time: 9
gHe08ROeWUSHJz: check light
gHe08ROeWUSHJz: escape light
gHe08ROeWUSHJz: searching
gHe08ROeWUSHJz: find node
gHe08ROeWUSHJz: need: default:chest_locked 1 search default:chest_locked have: 0 time: 10
gHe08ROeWUSHJz: need: default:chest_locked 1 search default:chest_locked have: 0 time: 10
gHe08ROeWUSHJz: find node
gHe08ROeWUSHJz: need: w 214 search group:tree have: 0 time: 10
gHe08ROeWUSHJz: need: w 214 search group:tree have: 0 time: 10
gHe08ROeWUSHJz: need: default:sign_wall_steel 1 search  have: 0 time: 10
gHe08ROeWUSHJz: need: default:furnace 1 search  have: 0 time: 10
gHe08ROeWUSHJz: searching
gHe08ROeWUSHJz: find node
gHe08ROeWUSHJz: need: default:chest_locked 1 search default:chest_locked have: 0 time: 11
gHe08ROeWUSHJz: need: default:chest_locked 1 search default:chest_locked have: 0 time: 11
gHe08ROeWUSHJz: find node
gHe08ROeWUSHJz: need: w 214 search group:tree have: 0 time: 11
gHe08ROeWUSHJz: need: w 214 search group:tree have: 0 time: 11
gHe08ROeWUSHJz: need: default:sign_wall_steel 1 search  have: 0 time: 11
gHe08ROeWUSHJz: need: default:furnace 1 search  have: 0 time: 11
gHe08ROeWUSHJz: search objects
gHe08ROeWUSHJz: check light
gHe08ROeWUSHJz: escape light
gHe08ROeWUSHJz: searching
gHe08ROeWUSHJz: find node
gHe08ROeWUSHJz: need: default:chest_locked 1 search default:chest_locked have: 0 time: 12
gHe08ROeWUSHJz: need: default:chest_locked 1 search default:chest_locked have: 0 time: 12
gHe08ROeWUSHJz: find node
gHe08ROeWUSHJz: need: w 214 search group:tree have: 0 time: 12
gHe08ROeWUSHJz: need: w 214 search group:tree have: 0 time: 12
gHe08ROeWUSHJz: need: default:sign_wall_steel 1 search  have: 0 time: 12
gHe08ROeWUSHJz: need: default:furnace 1 search  have: 0 time: 12
minetest: /build/minetest-0.4.15+repack/src/util/serialize.h:278: void writeF1000(irr::u8*, irr::f32): Assertion `i >= ((float)(s32)((-0x7FFFFFFF - 1) / 1000.0f)) && i <= ((float)(s32)((0x7FFFFFFF) / 1000.0f))' failed.
Aborted
 

Karkaras
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Posts: 14
Joined: Sun Jan 29, 2017 08:32

Re: [Mod] Alive AI V2.1 [aliveai]

by Karkaras » Tue Jan 31, 2017 07:24

It may be stupid, but without status=true, the game crashes much faster :

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
2017-01-31 08:23:06: ACTION[Server]: singleplayer [127.0.0.1] joins game.
2017-01-31 08:23:06: ACTION[Server]: singleplayer joins game. List of players: singleplayer
2017-01-31 08:23:19: ACTION[Server]:  digs default:stone at (12,1,-33)
minetest: /build/minetest-0.4.15+repack/src/util/serialize.h:278: void writeF1000(irr::u8*, irr::f32): Assertion `i >= ((float)(s32)((-0x7FFFFFFF - 1) / 1000.0f)) && i <= ((float)(s32)((0x7FFFFFFF) / 1000.0f))' failed.
Aborted
 

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AiTechEye
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Posts: 409
Joined: Fri May 29, 2015 21:14

Re: [Mod] Alive AI V2.2 [aliveai]

by AiTechEye » Tue Jan 31, 2017 19:30

I have did what i currently could do to fix errors, maybe the mod works better with other minetest versions.

you can still troubleshoot by stop parts of bot system
like in bot.lua, just add "if true then return self end"
i often need to do in that way to figure out what crashes :-)


but anyways i added a trader.
it will offer randomly stuff and prices
you can select what you want to trade with.

Image
Attachments
screenshot_20170131_200913.png
screenshot_20170131_200913.png (152.49 KiB) Viewed 9027 times
Alive AI Mine/Build AI NPC
Gravitygun HL2
Portalgun Portal
Marssurvive Survive on mars
Bows bows + arrows
SoundCloud (Music)
SoundCloud (Classic)
YouTube
 

zaoqi
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Posts: 32
Joined: Sat Jan 07, 2017 12:14
GitHub: zaoqi
IRC: zaoqi
In-game: zaoqi

Re: [Mod] Alive AI V2.3 [aliveai]

by zaoqi » Fri Feb 03, 2017 13:11

Can you use Github?
 

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AiTechEye
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Posts: 409
Joined: Fri May 29, 2015 21:14

Re: [Mod] Alive AI V2.3 [aliveai]

by AiTechEye » Fri Feb 03, 2017 15:54

i have been trying it 3 times, and just messing up. but would be nice if someone wants to upload it.
Alive AI Mine/Build AI NPC
Gravitygun HL2
Portalgun Portal
Marssurvive Survive on mars
Bows bows + arrows
SoundCloud (Music)
SoundCloud (Classic)
YouTube
 

User avatar
SAMIAMNOT
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Posts: 363
Joined: Wed Sep 03, 2014 00:51
In-game: notanewbie

Re: [Mod] Alive AI V2.4 [aliveai]

by SAMIAMNOT » Fri Feb 03, 2017 19:52

Have you tried posting the zip file on Github? I did that when I had issues uploading my game Clonecraft.
I test mines.
 

User avatar
AiTechEye
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Posts: 409
Joined: Fri May 29, 2015 21:14

Re: [Mod] Alive AI V2.4 [aliveai]

by AiTechEye » Fri Feb 03, 2017 20:45

i had problems with setting up too.
Alive AI Mine/Build AI NPC
Gravitygun HL2
Portalgun Portal
Marssurvive Survive on mars
Bows bows + arrows
SoundCloud (Music)
SoundCloud (Classic)
YouTube
 

User avatar
AiTechEye
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Posts: 409
Joined: Fri May 29, 2015 21:14

Re: [Mod] Alive AI V2.59 [aliveai]

by AiTechEye » Fri Feb 10, 2017 21:51

2.65
Now everyone that has longs, the bots can use 3d_armors + wieldview :D
they will get more health and get back some health if the armor is healing.

its a pretty bad idea to give a bot a admin armor, because they will get at least 1000 hp + healing

Image


+ ninja, becomes 100% invisiable, and shows its hitbox sometimes
+quantum monster, reminiscent of endermans and teleports around you or far away.
it also drops a quantum core, a special teleporter:

hit a block or object to teleport to it
or hit in air or place to teleport yourself away from your postion.
npc people can also use the core

Image
Attachments
asdasd.png
asdasd.png (898.78 KiB) Viewed 9027 times
screenshot_20170210_224305.png
screenshot_20170210_224305.png (192.8 KiB) Viewed 9027 times
Alive AI Mine/Build AI NPC
Gravitygun HL2
Portalgun Portal
Marssurvive Survive on mars
Bows bows + arrows
SoundCloud (Music)
SoundCloud (Classic)
YouTube
 

User avatar
theFox
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Posts: 10
Joined: Sun Feb 12, 2017 14:08
In-game: theFox

Re: [Mod] Alive AI V2.85 [aliveai]

by theFox » Tue Feb 14, 2017 15:16

I am also building a mod like this. But I am making villagers who run tasks (eg. woodcutter).
my mod:
usefull_contraptions


(ง'̀-'́)ง
 

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AiTechEye
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Posts: 409
Joined: Fri May 29, 2015 21:14

Re: [Mod] Alive AI V2.9 [aliveai]

by AiTechEye » Tue Feb 14, 2017 22:05

thats cool, then... when it's enough, can botmods replace players completely :-)
Alive AI Mine/Build AI NPC
Gravitygun HL2
Portalgun Portal
Marssurvive Survive on mars
Bows bows + arrows
SoundCloud (Music)
SoundCloud (Classic)
YouTube
 

Diamond knight
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Posts: 262
Joined: Sun Apr 19, 2015 19:50
In-game: Diamondknight or diamond_knight

Re: [Mod] Alive AI V2.9 [aliveai]

by Diamond knight » Wed Feb 15, 2017 06:04

Rise of the machines, Arnold is comin for ya Sam.

edit: you forgot to add 3d armor and weildview to depends.txt of core aliveai mod
I can never get enough MESE!!!!!!!!!

my subgame: https://forum.minetest.net/viewtopic.php?f=50&t=11901
 

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lordfingle
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Re: [Mod] Alive AI V2.9 [aliveai]

by lordfingle » Fri Feb 17, 2017 00:49

@UjEdwin - I've placed a copy of aliveai in github for your convenience at https://github.com/eidy/aliveai

It helps some of us better keep track of your changes so we can work out issues ourselves if we need to.

If you feel like joining the github club at some stage I'm happy to share the project with you, otherwise I'll endeavor to keep this up-to-date myself based on your forum posts.

I think this is one of the most fun/important mods being developed at the moment.

Hope this is ok with you.
----------------------------------------------------------------------------------------------
Team Lead on "eidy- Love learning"
I like reading, walks on the beach and building edutech experiences in lua (Find out more in this post)
"Coming together is a beginning; keeping together is progress; working together is success." - Henry Ford
 

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