[Mod] D00Med mobs [dmobs]

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D00Med
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Re: [Mod] dmobs(D00Med mobs)

by D00Med » Sun Jun 12, 2016 20:33

Are there many advantages to using github?
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My subgame: https://forum.minetest.net/viewtopic.php?f=15&t=14051#p207242
dmobs2 is coming...
 

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Re: [Mod] dmobs(D00Med mobs)

by KCoombes » Sun Jun 12, 2016 22:46

I might be wrong, but if you have any hope of having your mod included in the default minetest_game, you MUST have it at github - and even if you don't cherish any hope of that, using github makes it easier for others to expand upon your hard work and include additional mobs
 

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Re: [Mod] dmobs(D00Med mobs)

by D00Med » Sun Jun 12, 2016 23:37

How does it work though? Does that mean that people then make a branch that they edit?
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dmobs2 is coming...
 

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Re: [Mod] dmobs(D00Med mobs)

by everamzah » Sun Jun 12, 2016 23:43

If you make a GitHub account and create the dmobs repository and upload your mod there, others can fork it and share improvements with you. Plus, it has a bug tracker.
 

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Re: [Mod] dmobs(D00Med mobs)

by D00Med » Mon Jun 13, 2016 00:07

Ok then, well I'll certainly consider using it.
The name does sound a bit odd, surely it does not mean the hub for gits?:)

Edit: I just had a look, it doesn't seem to be free?
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My subgame: https://forum.minetest.net/viewtopic.php?f=15&t=14051#p207242
dmobs2 is coming...
 

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Re: [Mod] dmobs(D00Med mobs)

by duane » Mon Jun 13, 2016 01:27

D00Med wrote:Ok then, well I'll certainly consider using it.
The name does sound a bit odd, surely it does not mean the hub for gits?:)

Edit: I just had a look, it doesn't seem to be free?


Git is a version-tracking software, which github uses. The site is free to use, and people can set up their own git servers, if they wish. You can also use git on your own computer, with no server. I do that with my scripts, so I can roll back any mistakes I make.
 

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Re: [Mod] dmobs(D00Med mobs)

by qwertymine3 » Mon Jun 13, 2016 02:24

D00Med wrote:Edit: I just had a look, it doesn't seem to be free?


You only need to pay if you want to have private repositories ( i.e. if you don't want to share your code with others).
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Re: [Mod] dmobs(D00Med mobs)

by duane » Wed Jun 15, 2016 09:08

Am I wrong, or does the fox have almost three times as many hit points as an elephant?
 

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Re: [Mod] dmobs(D00Med mobs)

by D00Med » Wed Jun 15, 2016 20:42

It might, the hit-points are very messy. I wanted the fox to be a nuisance so I made it hard to kill.
Try trapping one with a wooden fence...
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dmobs2 is coming...
 

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Re: [Mod] dmobs(D00Med mobs)

by TailsTheFoxDoes MT » Thu Jun 16, 2016 19:40

FOXES!!!!!!!!!!!!!!!!!!!!! +9000 I would've replied earlier but i was kinda paying attention to Mine-imator
I'm the TailsTMM of minetest, in other words, i rock.
BRAAAAAZZZZAAAA!!!!!!!!!!!!!!!!!!!!!!!!!!!
BTW it means TailsTheMeseMinecart, but that isn't my name, it's just a way of saying that i basically do the same thing Dantdm does but i do it with minetest And you problably can't see the invisible ink.
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My first mod:tails_boss

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Re: [Mod] dmobs(D00Med mobs)

by blert2112 » Fri Jun 24, 2016 06:21

Here is a working ridable dragon...
https://github.com/blert2112/mobs_dragon/

You need the updated lib_mount mod here...
https://github.com/blert2112/lib_mount

Requires mobs_redo no older than 6/11/16.

I changed the model a bit by enlarging it by two so that the player would not become huge when attached.
The big dragons that spawn in the wild cannot be ridden, tamed, or captured. If you kill one you may get an egg. Place that egg on obsidian surrounded by either lava, water, cactus, or more obsidian and a smaller dragon will hatch, the type depends on the hatching "alter" you built.

red dragons ... big firepower, low HP, fastest
back dragons ... small firepower, high HP, slowest
green and blue dragons ... both take the middle road

right-click with a saddle to ride. WASD to control... spacebar to fly. It's a trick to fly... If you stop pressing the spacebar you will glide to the ground, if you hold it too long you will go very high.

Egg drop rarity, egg hatch time, and spawn rate all need to be tweaked.

Don't set 'use_whistle' to true. I'm trying to work this out but it's not looking good.

This will likely not be a maintained mod (by me at least) as I did this for DOOMed.
Last edited by blert2112 on Fri Jun 24, 2016 23:36, edited 2 times in total.
 

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Re: [Mod] dmobs(D00Med mobs)

by azekill_DIABLO » Fri Jun 24, 2016 08:25

blue dragon should be able to swim also, just for the fun, like a submarine
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Re: [Mod] dmobs(D00Med mobs)

by blert2112 » Fri Jun 24, 2016 15:28

Seems to be a problem with the dragon in multiplayer... it's not flying. Works fine in single player. I'll see what I can do.
 

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Re: [Mod] dmobs(D00Med mobs)

by azekill_DIABLO » Fri Jun 24, 2016 15:46

is the dragon supposed to fly when shooting?
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Re: [Mod] dmobs(D00Med mobs)

by blert2112 » Fri Jun 24, 2016 15:56

blert2112 wrote:Seems to be a problem with the dragon in multiplayer... it's not flying. Works fine in single player. I'll see what I can do.

Think I may have fixed it, but it is laggy. Update both mobs_dragon and lib_mount.

azekill_DIABLO wrote:is the dragon supposed to fly when shooting?

Not sure what you mean. "Wild" dragons will shoot while flying, hatched dragons won't but they will shoot at any monster that gets too close to it so you might not want to park your dragon near your house.
 

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Re: [Mod] dmobs(D00Med mobs)

by azekill_DIABLO » Fri Jun 24, 2016 16:53

i have a dragon egg i spawn one then i hurt him and he stops moving and shoot me even if i am very far
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Re: [Mod] dmobs(D00Med mobs)

by D00Med » Fri Jun 24, 2016 20:32

@blert2112: This is very very cool! Thanks so much for your work!
There are two problems I have noticed though, firstly it seems like the dragon can't move forward whilst flying? and secondly, the dragon sometimes faces the opposite direction an reverses the controls. But I think I know how to fix these myself, so I will see what I can do.
Look! I have a signature :]
My subgame: https://forum.minetest.net/viewtopic.php?f=15&t=14051#p207242
dmobs2 is coming...
 

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Re: [Mod] dmobs(D00Med mobs)

by blert2112 » Fri Jun 24, 2016 20:47

D00Med wrote:@blert2112: This is very very cool! Thanks so much for your work!
There are two problems I have noticed though, firstly it seems like the dragon can't move forward whilst flying? and secondly, the dragon sometimes faces the opposite direction an reverses the controls. But I think I know how to fix these myself, so I will see what I can do.

I have not noticed either of those problems you describe but I will check into it later this evening. I might need to increase the velocity while climbing.
First problem... I thought the same thing when I first went for a fly but realized I was flying so high that the ground does not seem to be moving. When I stayed closer to the ground I could see that I was actually flying along at quite a clip.
I have not run into a reversing of controls. I am on a slightly older build so I will rebuild tonight and see what happens.

Edit: Oh! Make sure you are using the latest mobs_redo git (no older than 6/11/16). I asked Tenplus1 to add a tiny bit of code necessary for ridable mobs. If you have not updated mobs_redo then it will definitely result in the dragon spontaneously changing direction on you. This should fix both of the problems you are experiencing.
Last edited by blert2112 on Sat Jun 25, 2016 00:10, edited 1 time in total.
 

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Re: [Mod] dmobs(D00Med mobs)

by D00Med » Fri Jun 24, 2016 22:27

Oh ok thanks!
Look! I have a signature :]
My subgame: https://forum.minetest.net/viewtopic.php?f=15&t=14051#p207242
dmobs2 is coming...
 

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Re: [Mod] dmobs(D00Med mobs)

by diriel » Thu Jun 30, 2016 04:37

Just seen the update. Got busy and lost track.

Thanks for this!
Diriel
 

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Re: [Mod] dmobs(D00Med mobs)

by kaadmy » Thu Jun 30, 2016 16:15

Why not just use actual DooM mobs? ie. Zombieman, Imp, Pinky, Spectre :)
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Re: [Mod] dmobs(D00Med mobs)

by D00Med » Thu Jun 30, 2016 20:55

I've made a few of those, in the horror mod.
There is a demon similar to a baron of hell, and flying skulls.
But thanks for the suggestion! I'll make Pinky for sure.
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My subgame: https://forum.minetest.net/viewtopic.php?f=15&t=14051#p207242
dmobs2 is coming...
 

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Re: [Mod] dmobs(D00Med mobs)

by diriel » Fri Jul 01, 2016 02:12

Doomed,

The wings do not seem to fold properly when the dragon is on the ground. Any info or input on that sir?

I am poking and prodding at it a bit now, in between busy spells.

Thanks!
Diriel
 

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Re: [Mod] dmobs(D00Med mobs)

by D00Med » Fri Jul 01, 2016 07:10

If I remember correctly, I did not make the dragons fold their wings at all.
But I think I can fix that, so I'll see what I can do about it.
Look! I have a signature :]
My subgame: https://forum.minetest.net/viewtopic.php?f=15&t=14051#p207242
dmobs2 is coming...
 

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Re: [Mod] dmobs(D00Med mobs)

by blert2112 » Fri Jul 01, 2016 12:25

D00Med wrote:If I remember correctly, I did not make the dragons fold their wings at all.
But I think I can fix that, so I'll see what I can do about it.

I think he is talking about the changes I made to your dragon. The folding wings was my attempt at making it so the the wings were not spread out when the dragon is sitting on the ground. All I did was find a frame of the animation that looked "appropriate" and apply it. I didn't make a new animation because it takes me forever to do stuff in Blender.
 

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Re: [Mod] dmobs(D00Med mobs)

by D00Med » Fri Jul 01, 2016 21:00

oh ok.
Isn't there already a wing folding animation though?
Look! I have a signature :]
My subgame: https://forum.minetest.net/viewtopic.php?f=15&t=14051#p207242
dmobs2 is coming...
 

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Re: [Mod] dmobs(D00Med mobs)

by diriel » Fri Jul 01, 2016 21:36

The wings seem to fold into roughly a triangular fashion that is not at all flush to the body.

My kids both think the mod is pretty cool. I have yet to see one of the big dragons. But then, my kids kinda tied up both computers playing with the new dragons.

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Re: [Mod] dmobs(D00Med mobs)

by D00Med » Fri Jul 01, 2016 21:43

Oh, that is because there are only two bones in the wings.
The closest I could get to folding the wings better would be to wrap them around the dragons belly, or maybe keep them upright.
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dmobs2 is coming...
 

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Re: [Mod] dmobs(D00Med mobs)

by diriel » Fri Jul 01, 2016 22:33

Perhaps around the body might be ok, not sure. Honestly it is not a huge deal.

I just need to tweak things a bit at this point. Have you had a chance to load it up and tinker?
 

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Re: [Mod] dmobs(D00Med mobs)

by diriel » Fri Jul 01, 2016 22:59

Having a hard time spawning a red dragon....anything other than black with green wings actually. Going to start poking and prodding.
 

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