Search found 885 matches

by orwell
Fri Feb 03, 2017 19:58
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
Replies: 2303
Views: 495107

Re: [Mod] Advanced Trains [advtrains] [r. 1.6.1]

Version 1.6.1 I was able to resolve the issue that led to components being incorrectly saved: The integer precision was not sufficient on some systems to handle position hashes. This version reenables the old way of indexing stuff through pos_to_string() and rewrites the track database to use uniqu...
by orwell
Fri Feb 03, 2017 19:57
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
Replies: 2303
Views: 495107

Re: [Mod] Advanced Trains [advtrains] [r. 1.6.1]

Version 1.6.1 I was able to resolve the issue that led to components being incorrectly saved: The integer precision was not sufficient on some systems to handle position hashes. This version reenables the old way of indexing stuff through pos_to_string() and rewrites the track database to use uniqu...
by orwell
Thu Feb 02, 2017 21:41
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 572494

Re: Post your modding questions here

If you depend on whole modpacks you are doing sth wrong. What if one mod gets removed from the modpack, but you need it? Better list exactly the mods from the modpack you depend on. If you need to distingush between a mod and a modified version of that mod in a modpack, test for something unique thi...
by orwell
Thu Feb 02, 2017 21:35
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
Replies: 2303
Views: 495107

Re: [Mod] Advanced Trains [advtrains] [r. 1.6]

Demo video of test subway system with track section locks and proper signalling.
Trains wait 10 seconds in station and then check every 2 seconds if signal is green.

Edit: can't upload ATM
by orwell
Thu Feb 02, 2017 21:29
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
Replies: 2303
Views: 495107

Re: [Mod] Advanced Trains [advtrains] [r. 1.6]

Version 1.6 Changelog: - New mod: advtrains_luaautomation The long awaited LUA automation features. See the readme in this directory for manual. Note: Code of components is not properly saved! Rails don't work anymore after restart! Will be fixed soon! - Included improved version of itrainmap in mo...
by orwell
Thu Feb 02, 2017 12:02
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
Replies: 2303
Views: 495107

Re: [Mod] Advanced Trains [advtrains] [r. 1.5.1]

It's easy if you have the bone in the model. Note that you can't set the animation of a model if you set the bone pos of it (or a parent entity, I think). So, if you want to animate the wheels, use attachment. If I don't add any keyframes into the armature for the root bone, it should be left untou...
by orwell
Tue Jan 31, 2017 20:20
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
Replies: 2303
Views: 495107

Re: [Mod] Advanced Trains [advtrains] [r. 1.5.1]

Krokoschlange: Yes, with set_bone_rotation, but I didn't figure out yet how that works. It's easy if you have the bone in the model. Note that you can't set the animation of a model if you set the bone pos of it (or a parent entity, I think). So, if you want to animate the wheels, use attachment. I...
by orwell
Tue Jan 31, 2017 07:36
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
Replies: 2303
Views: 495107

Re: [Mod] Advanced Trains [advtrains] [r. 1.5.1]

Krokoschlange: Yes, with set_bone_rotation, but I didn't figure out yet how that works.
gbl08ma: The advanced automation features will contain components that interface to each other through a global LUA environment (sandboxed,of course), exactly as you mentioned
by orwell
Sun Jan 29, 2017 22:54
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 572494

Re: Post your modding questions here

Thank you doomed! but in minetest how do i active animation, for an entity? In Blender, export it to b3d (you need an extra plugin for that!) Write down the start and end frames of your animation. Then, with an entity use self.object:set_animation({x=<start frame>, y=<end frame>}, 15, 0, true) The ...
by orwell
Sun Jan 29, 2017 22:49
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 572494

Re: Post your modding questions here

I have a new little question. Is it possible increase visible range for entities more than ~50 nodes far ? I need ~200 nodes far visible for entity, but experiments with minetest.conf take no effect. Maybe play with these two settings at the same time: active_block_range = 10 active_object_send_ran...
by orwell
Sun Jan 29, 2017 22:38
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
Replies: 2303
Views: 495107

Re: [Mod] Advanced Trains [advtrains] [r. 1.5.1]

The mentioned code change for the switch trick to work: -- trainlogic.lua, line 261 local gen_front=math.max(train.index, train.detector_old_index) + 2 local gen_back=math.min(train.end_index, train.detector_old_end_index) - 2 Increase both values to 10, so that the lines look like local gen_front=m...
by orwell
Sun Jan 29, 2017 22:34
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
Replies: 2303
Views: 495107

Re: [Mod] Advanced Trains [advtrains] [r. 1.5]

I have a relatively big map where I finally converted all of the tracks to advtrains, here's a shorter video showing ATC rails successfully controlling the arrival and departure of a subway train: https://tny.im/dl/advtrains_atc.mp4 As you can see there's some lag, the wagons flash a bit, etc. but ...
by orwell
Sun Jan 29, 2017 20:54
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
Replies: 2303
Views: 495107

Re: [Mod] Advanced Trains [advtrains] [r. 1.5.1]

1.5.1 bugfix release
Changelog:
- fix wagon properties not being saved
- limit dtime to prevent trains from moving veerrryyy far in a single server step (that entirely breaks it)
by orwell
Sat Jan 28, 2017 22:06
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
Replies: 2303
Views: 495107

Re: [Mod] Advanced Trains [advtrains] [r. 1.5]

https://youtu.be/e1ZrCUz5Vd4
My first youtube video. Sorry for:
- no sound
- bad text overlays
- lags
by orwell
Sat Jan 28, 2017 17:04
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
Replies: 2303
Views: 495107

Re: [Mod] Advanced Trains [advtrains] [r. 1.5]

1.5 Changelog: - implement wagon properties and seat group access check - fix a server warning about unassigned variable - refill advtrains.detector.on_node every step - reorder train step function(s): - fixed bug that some atc rails were not recognized - saving some extra calculations - integrate ...
by orwell
Wed Jan 25, 2017 21:03
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 572494

Re: Post your modding questions here

How to animate a model in blender: (do this in the default view) Before you start, make sure your model is joined(no separate cubes etc.), if they aren't select them all and click join from the tool panel. Press 't' to change to wireframe mode. Then you'll need to add bones. Add one using the 'crea...
by orwell
Wed Jan 25, 2017 21:00
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 572494

Re: How to stop looping sounds?

I have a simple mesecon node I want to play sound (looped) when activated The sounds works but I can't get the sounds to stop when its deactivated. Can anyone tell me what's wrong with this/what I am doing wrong here? Am I going about this the wrong way? local monochrome, sounds = {}, {} function m...
by orwell
Wed Jan 25, 2017 20:50
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
Replies: 2303
Views: 495107

Re: [Mod] Advanced Trains [advtrains] [r. 1.4]

I will, but later. First: - seating system rewrite (done, but not pushed yet) - wagon properties -> limit seat access - LUA ATC (as separate mod inside modpack) Then: - proper framework for that tunnel mining train as well as a snow pusher. - many many models. If you have models and want them, maybe...
by orwell
Wed Jan 25, 2017 13:12
Forum: Mod Releases
Topic: [Mod] Digtron tunnel boring/building machine [digtron]
Replies: 230
Views: 77505

Re: [Mod]Modular tunnel boring/building machine [digtron][0.

hajo wrote:
atlasmoon wrote:Miss the mining laser
Have a look at the tools that come with Advanced Trains.
That's a debug item and WILL BE REMOVED!
Destroys everything, does not take care of survival, does not wear out, does not drop items... don't!
by orwell
Tue Jan 24, 2017 21:34
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 572494

Re: Post your modding questions here

Is it possible to use a texture for the inventory slots? Which ones? The ones in the inventory form (pressing E) or the hotbar on_screen? Inv form: see player:set_inventory_formspec(). You can put an image[] element behind the inventory list and set listcolors to transparent. hotbar: There's a text...
by orwell
Tue Jan 24, 2017 21:32
Forum: Modding Discussion
Topic: Post your modding questions here
Replies: 4208
Views: 572494

Re: Post your modding questions here

@BrunoMine: You can use on_staticdata eg. ... If you have multiple values: on_activate = function(self, staticdata) if staticdata ~= "" then local t=minetest.deserialize(staticdata) self.owner = t.owner self.otherstuff = t.otherstuff end end, --!!! not on_staticdata!!!-- get_staticdata = ...
by orwell
Tue Jan 24, 2017 19:47
Forum: Mod Releases
Topic: [Mod] Advanced Trains [advtrains] [2.4.3]
Replies: 2303
Views: 495107

Re: [Mod] Advanced Trains [advtrains] [r. 1.4]

Version 1.4 - German translation - New models for Japanese train (sorry, not yours mbb, they contained too much mess and I found that I am faster when I cut the door and windows in myself. please add window panes next time, so I can add glass texture.) - Fix crash -> please translate to your langua...
by orwell
Mon Jan 23, 2017 14:29
Forum: Mod Releases
Topic: [Mod] Digtron tunnel boring/building machine [digtron]
Replies: 230
Views: 77505

Re: [Mod]Modular tunnel boring/building machine [digtron][0.

Edit: Duplicate.
What's your minetest version?
by orwell
Mon Jan 23, 2017 07:56
Forum: WIP Mods
Topic: [Mod] Crash your server [crash]
Replies: 1
Views: 614

Re: [Mod] Crash your server [crash]

Writing a chat command that calls minetest.request_shutdown(true) would also have done it.