Simple animals and their problems
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Re: Simple animals and their problems
Intent toggle, actual UI
- MisterPerson
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Re: Simple animals and their problems
Movement is pretty fubar even for "regular" mobs because all the logic is in client/Move(). Which is really dumb, fuck that. Big project I would do if I cared would be to move the logic onto the mob so NPC's can move -exactly- like human-controlled mobs.
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- Ricotez
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Re: Simple animals and their problems
I think simple_animals were written by Errorage. His goal was to create a simple mob type that was computationally easy so they would cause as little lag as possible. The more you add to them, the more the server needs to simulate. Even something like a UI, even if there isn't actually a player in control, still needs to be simulated and eats up computational resources.
So keep that in mind: simple animals have to stay simple. If you want anything more complicated you might be better off creating a new mob type under /carbon.
So keep that in mind: simple animals have to stay simple. If you want anything more complicated you might be better off creating a new mob type under /carbon.
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on the arrival shuttle, I saw the iconic toolbox on the ground. I clubbed myself in the head with it trying to figure out the controls.
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- firecage
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Re: Simple animals and their problems
Ricotez. Ironically they were also meant to be Simple, not as complex as they have become now.
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Re: Simple animals and their problems
Make simple animals simple and more complicated variants for players that aren't normally spawned?
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- MisterPerson
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Re: Simple animals and their problems
They were designed to be simple not so they could stay simple but because working with the existing mobs was a nightmare. And still is a nightmare.
Simple mobs were not designed to be cheap. If they were, they would be called cheap mobs.
Simple mobs were not designed to be cheap. If they were, they would be called cheap mobs.
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- Joined: Sat Apr 19, 2014 11:23 am
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Re: Simple animals and their problems
Yeah, simple mobs really are quite simple. If you derive a type from simple_animal you know what you get, unlike deriving a type from carbon or silicon.
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Re: Simple animals and their problems
They actually were designed to stay incredibly simple. Like meant for Ian (who couldnt even nuzzle originally). Erro was kind of annoyed when I started expanding on them so they could attack and such.MisterPerson wrote:They were designed to be simple not so they could stay simple but because working with the existing mobs was a nightmare. And still is a nightmare.
Simple mobs were not designed to be cheap. If they were, they would be called cheap mobs.
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Re: Simple animals and their problems
Also I'm pretty sure they were never intended to be inhabited by people as well.
Any time we start taking players and stuffing them into things it keeps causing complexity and you end up with mobs again.
Any time we start taking players and stuffing them into things it keeps causing complexity and you end up with mobs again.
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Re: Simple animals and their problems
I don't see why something similar to SNPCs aren't used instead for human NPCs, instead of simple mobs
That way the illusion of human NPCs actually being human (i.e. obeying the same rules that player-controlled humans do) remains intact, instead of being spoiled by the awkward movement, excessive health, excessive damage and lack of stunnability that simple mobs have
That way the illusion of human NPCs actually being human (i.e. obeying the same rules that player-controlled humans do) remains intact, instead of being spoiled by the awkward movement, excessive health, excessive damage and lack of stunnability that simple mobs have
- MisterPerson
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Re: Simple animals and their problems
The complexity of humans means doing that kind of shit is way, way harder than just doing everything from scratch. The health system of carbon mobs is probably the only feature that's both fairly simple to use and also way, way better than simple mobs. Everything else is either complex as shit or relatively the same.
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