Looking for feedback on a couple of minor Marine Tactical HUD changes for immersion while I spend some time experimenting with mob AI and TeleporterLV code fixes. As the Colonial Marines didn't operate in 2016, I thought it would be cool to display the Minecraft hour : minute of day for the dimension the player is in; instead of today's date and time in the real world. Also I spent some time trying to correct the displaying of long entity names such as entity.avp.AcidPool.name in the HUD, but the real-time string formatting operations caused the client to lag horribly. I prefer just the range to show and if they are hostile or not to clean up the interface. Everyone's thoughts?
I think this is a good idea because it is a little to OP to see mobs through walls and knowing what mob it is. Also maybe you can make that it will change the "time mode" (minecraft time/real life time) if the button is pressed? Or maybe the whole information HUD (where time and all this stuff is) will show up only if you press a button? But still great job!
I was able to get the Facehuggers to attack Yautja, Marines and Players as well as jump onto their heads again. Will get that code pushed sometime in the next day or two once I test it more. Still working on the TeleporterLV portals and that might take a little more time as it's more complicated.
EntityFacehugger AI fix submitted for pull request. Facehuggers will now stalk their victims and jump on their heads. They also used to get stuck in water, but now can swim out of rivers and lakes to attack things.
Royal Facehuggers I haven't touched yet, but since they inherit their abilities from Facehuggers; they work better than before, but I will optimize in a future code pull.
New sounds are almost ready. ender23 delivered them to me today, but will enhance one more time before I release. They sound great I think as they are surround sound enabled and have been reprocessed well. Will submit those as a separate pull.
EntityFacehugger AI fix submitted for pull request. Facehuggers will now stalk their victims and jump on their heads. They also used to get stuck in water, but now can swim out of rivers and lakes to attack things.
Royal Facehuggers I haven't touched yet, but since they inherit their abilities from Facehuggers; they work better than before, but I will optimize in a future code pull.
New sounds are almost ready. ender23 delivered them to me today, but will enhance one more time before I release. They sound great I think as they are surround sound enabled and have been reprocessed well. Will submit those as a separate pull.
Great job! Can't wait untill the update! By the way the chestburster doesn't have an attack AI too ;D.
Great job! Can't wait untill the update! By the way the chestburster doesn't have an attack AI too ;D.
Wouldn't it be more fitting if chestbursters would run from things like an ocelot, but attacks back if hit first?
Also, facehuggers, chestbursters, and hammerpedes can't swim and drown, which makes it hard to make aqua xenos.
Related, Trilobites have no AI either. They should hunt down any larger (pig or bigger) mob and infect them with a deacon. Their hitbox is also way too small for their size. Its the same as a facehugger, I believe.
Also, how about runners and boilers for more host-based xenos? I figure runners would go from runner (drone) to runner warrior (I can't think of a better name) to crusher (praetorian) and finally to the default queen. Runners spawn from pigs, sheep, horses, cows, and of course wolves, and boilers come from creepers. It would also make more sense if spitters spawned from witches instead of creepers as they do now.
EntityFacehugger AI fix submitted for pull request. Facehuggers will now stalk their victims and jump on their heads. They also used to get stuck in water, but now can swim out of rivers and lakes to attack things.
Royal Facehuggers I haven't touched yet, but since they inherit their abilities from Facehuggers; they work better than before, but I will optimize in a future code pull.
New sounds are almost ready. ender23 delivered them to me today, but will enhance one more time before I release. They sound great I think as they are surround sound enabled and have been reprocessed well. Will submit those as a separate pull.
Wouldn't it be more fitting if chestbursters would run from things like an ocelot, but attacks back if hit first?
Also, facehuggers, chestbursters, and hammerpedes can't swim and drown, which makes it hard to make aqua xenos.
Related, Trilobites have no AI either. They should hunt down any larger (pig or bigger) mob and infect them with a deacon. Their hitbox is also way too small for their size. Its the same as a facehugger, I believe.
Also, how about runners and boilers for more host-based xenos? I figure runners would go from runner (drone) to runner warrior (I can't think of a better name) to crusher (praetorian) and finally to the default queen. Runners spawn from pigs, sheep, horses, cows, and of course wolves, and boilers come from creepers. It would also make more sense if spitters spawned from witches instead of creepers as they do now.
I fixed facehuggers in build 374 for swimming and not drowning I hope you like their behavior as it is awesome to watch them swim through the water to get their prey. You can put one on the bottom of a river and it surfaces and finds a target.
Also for the coming build 375+ just resolved issue 296 of yours Cybercat5555 so that chestbursters behave more like an Ocelot and large entities unless attacked first. Also addressed Trilobyte AI and hitbox size, made Aqua Xenomorphs awesome in the water, improved Hammerpede and Protomorph AI so that they swim better. all verified please give feedback.
I think I found a bug. Chestburster can climb walls to, but he doesn't exactly climb he like glitches on top of the wall, going up and down.
I haven't changed any of the climbing behavior yet for any mob, but will look at that soon. In the case of the Chestburster- they are set to Swim, Wander, Avoid Humans/Engineers/Yautja and Attack when Hurt by leaping at the target.
really thank you for your work, you are very active! just a little question: what are you next goal for the mod?
I really love horror and sci-fi horror is my favorite type. My immediate goal is to help Ri5ux make AvP mod as polished as possible and complete for Minecraft 1.7.10. Aliens fans are pretty serious about their subject, so I am trying to pay attention to detail and the existing lore to make it believable. The Prometheus story line is particularly interesting to me.
I have been using AvP mod since 2013, so part of my reason for helping is for my own pure enjoyment and to help the mod progress.
xenomorph and facehugger have difficulties to climb and i think xeno need to stop attack impregnated mob...
I submitted a pull request to Ri5ux where the Xenomorphs can once again climb up things. Also I resolved issue 223 for Facehugger fall damage. Stopped all AlienSpecies from targeting EntityAcidPool. Minor tweak to stop light from passing through avp ores. Should be in build 376+ once Ri5ux reviews and merges.
I submitted a pull request to Ri5ux where the Xenomorphs can once again climb up things. Also I resolved issue 223 for Facehugger fall damage. Stopped all AlienSpecies from targeting EntityAcidPool. Minor tweak to stop light from passing through avp ores. Should be in build 376+ once Ri5ux reviews and merges.
I don't know who should I ask but I really would like to start modeling. Maybe cybercat5555 or Ri5ux can tell me what should I do or maybe I shouldn't do anything?(I know I might have became anoying and I'm really sorry if that's true.)
I don't know who should I ask but I really would like to start modeling. Maybe cybercat5555 or Ri5ux can tell me what should I do or maybe I shouldn't do anything?(I know I might have became anoying and I'm really sorry if that's true.)
Well, for one, make sure your rotation points (the blue spheres)-position- are correct. They should connect to exactly on the body where it will rotate on. Offset is for something like all the parts of an arm or leg, etc. For example, on the Drone, it has 4 parts of its arm- upper arm, lower arm, hand, and claws. All these parts have the same position, since they move together, but different offsets, so they're not all on top of another and actually look like an arm. It may seem a bit confusing, it was for me too at first, so don't worry, you will quickly get the hang of it. I can show you some examples if needed.
If you need ideas for models, here's an album of all I've made so far, just so there are not duplicates. As for textures, I can probably make some for your models if you don't want to. Maybe try the Powerloader, the Newborn, some more weapons, or some more vehicles like the dropship or the six-wheeled ATV thing from Prometheus (I forgot its name). Maybe even some fancy display holder for the mod's weapons would be cool, not sure if predator-themed or marine-themed is better
Bugs: -Guns can shoot through walls. Not sure if this is an issue with the mod's blocks or the guns themselves.
- The Nostromo flamethrower should have a shorter, thicker flame and not shoot as far as the M240. It should be more of a "plume" and less of a "stream"
- Polycarbonate has no recipe in the assembler, making it impossible to acquire most items in survival.
- Both flamethrowers still spin when placed in a gun locker. They should just be still like the other guns.
-The death messages for the Plasma Caster is weird. It says "death.attack.plasma.name" or something along those lines. There was one more predator-based death message that didn't work either, though I forgot what it was though.
-The hitboxes for several of the shaped-blocks (specifically the slopes) are a bit wonky.
I think this is a good idea because it is a little to OP to see mobs through walls and knowing what mob it is. Also maybe you can make that it will change the "time mode" (minecraft time/real life time) if the button is pressed? Or maybe the whole information HUD (where time and all this stuff is) will show up only if you press a button? But still great job!
I was able to get the Facehuggers to attack Yautja, Marines and Players as well as jump onto their heads again. Will get that code pushed sometime in the next day or two once I test it more. Still working on the TeleporterLV portals and that might take a little more time as it's more complicated.
The time portion of the HUD or the name of the entity, or both?
EntityFacehugger AI fix submitted for pull request. Facehuggers will now stalk their victims and jump on their heads. They also used to get stuck in water, but now can swim out of rivers and lakes to attack things.
Royal Facehuggers I haven't touched yet, but since they inherit their abilities from Facehuggers; they work better than before, but I will optimize in a future code pull.
New sounds are almost ready. ender23 delivered them to me today, but will enhance one more time before I release. They sound great I think as they are surround sound enabled and have been reprocessed well. Will submit those as a separate pull.
Great job! Can't wait untill the update! By the way the chestburster doesn't have an attack AI too ;D.
Wouldn't it be more fitting if chestbursters would run from things like an ocelot, but attacks back if hit first?
Also, facehuggers, chestbursters, and hammerpedes can't swim and drown, which makes it hard to make aqua xenos.
Related, Trilobites have no AI either. They should hunt down any larger (pig or bigger) mob and infect them with a deacon. Their hitbox is also way too small for their size. Its the same as a facehugger, I believe.
Also, how about runners and boilers for more host-based xenos? I figure runners would go from runner (drone) to runner warrior (I can't think of a better name) to crusher (praetorian) and finally to the default queen. Runners spawn from pigs, sheep, horses, cows, and of course wolves, and boilers come from creepers. It would also make more sense if spitters spawned from witches instead of creepers as they do now.
https://minecraft.curseforge.com/projects/a-minecrafters-odyssey
Awesome job. Will merge the changes soon.
Download the AliensVsPredator Minecraft Mod today at http://aliensvspredator.org
I fixed facehuggers in build 374 for swimming and not drowning I hope you like their behavior as it is awesome to watch them swim through the water to get their prey. You can put one on the bottom of a river and it surfaces and finds a target.
Also for the coming build 375+ just resolved issue 296 of yours Cybercat5555 so that chestbursters behave more like an Ocelot and large entities unless attacked first. Also addressed Trilobyte AI and hitbox size, made Aqua Xenomorphs awesome in the water, improved Hammerpede and Protomorph AI so that they swim better. all verified please give feedback.
fixed in build 375+, coming soon!
The new build is awesome! But I didn't here any of new sounds... or are they not in yet???
Not yet my friend ender23 is a perfectionist and is making one more pass at them before he allows me to commit to Ri5ux.
Thanks related to the build. I will be tweaking the AI over the next few weeks so if you have any feedback please let me know.
Water battles! - in the screenshot, I placed both the Yautja and AquaXeno on the ship on the bottom of the water. They fought on the way to the top.
I think I found a bug. Chestburster can climb walls to, but he doesn't exactly climb he like glitches on top of the wall, going up and down.
I haven't changed any of the climbing behavior yet for any mob, but will look at that soon. In the case of the Chestburster- they are set to Swim, Wander, Avoid Humans/Engineers/Yautja and Attack when Hurt by leaping at the target.
No I didn't mean that chestburster CAN actually climb walls. I ment that it's in mod and it's probably a bug.
I really love horror and sci-fi horror is my favorite type. My immediate goal is to help Ri5ux make AvP mod as polished as possible and complete for Minecraft 1.7.10. Aliens fans are pretty serious about their subject, so I am trying to pay attention to detail and the existing lore to make it believable. The Prometheus story line is particularly interesting to me.
I have been using AvP mod since 2013, so part of my reason for helping is for my own pure enjoyment and to help the mod progress.
I am studying Ri5ux's code for the Xenomorphs so that I can help with the climbing and other behavior. Will definitely spend time working on that.
I submitted a pull request to Ri5ux where the Xenomorphs can once again climb up things. Also I resolved issue 223 for Facehugger fall damage. Stopped all AlienSpecies from targeting EntityAcidPool. Minor tweak to stop light from passing through avp ores. Should be in build 376+ once Ri5ux reviews and merges.
Awesome! I'm glad that the work continues (:
I don't know who should I ask but I really would like to start modeling. Maybe cybercat5555 or Ri5ux can tell me what should I do or maybe I shouldn't do anything?(I know I might have became anoying and I'm really sorry if that's true.)
Well, for one, make sure your rotation points (the blue spheres)-position- are correct. They should connect to exactly on the body where it will rotate on. Offset is for something like all the parts of an arm or leg, etc. For example, on the Drone, it has 4 parts of its arm- upper arm, lower arm, hand, and claws. All these parts have the same position, since they move together, but different offsets, so they're not all on top of another and actually look like an arm. It may seem a bit confusing, it was for me too at first, so don't worry, you will quickly get the hang of it. I can show you some examples if needed.
If you need ideas for models, here's an album of all I've made so far, just so there are not duplicates. As for textures, I can probably make some for your models if you don't want to. Maybe try the Powerloader, the Newborn, some more weapons, or some more vehicles like the dropship or the six-wheeled ATV thing from Prometheus (I forgot its name). Maybe even some fancy display holder for the mod's weapons would be cool, not sure if predator-themed or marine-themed is better
Bugs: -Guns can shoot through walls. Not sure if this is an issue with the mod's blocks or the guns themselves.
- The Nostromo flamethrower should have a shorter, thicker flame and not shoot as far as the M240. It should be more of a "plume" and less of a "stream"
- Polycarbonate has no recipe in the assembler, making it impossible to acquire most items in survival.
- Both flamethrowers still spin when placed in a gun locker. They should just be still like the other guns.
-The death messages for the Plasma Caster is weird. It says "death.attack.plasma.name" or something along those lines. There was one more predator-based death message that didn't work either, though I forgot what it was though.
-The hitboxes for several of the shaped-blocks (specifically the slopes) are a bit wonky.
https://minecraft.curseforge.com/projects/a-minecrafters-odyssey
Calm down, we will do it, you just have to be patient.
Download the AliensVsPredator Minecraft Mod today at http://aliensvspredator.org