[Mod] Advanced Trains [advtrains] [2.4.3]
Re: [Mod] Advanced Trains [advtrains] [1.6.7]
How about setting up a trains-server, as a demo ("TrainsWorld") ?
That could be made quite small (think "Lummerland" :)
Or do some layout like a model-railroad, e.g. from rail3d
or jbss, or LokSim3d ...
Maybe as an offline-pack, e.g. modpack + map.sql + basic config,
with some tracks already built between 2-3 villages,
all as one download, ready to unpack and run...
That could be made quite small (think "Lummerland" :)
Or do some layout like a model-railroad, e.g. from rail3d
or jbss, or LokSim3d ...
Maybe as an offline-pack, e.g. modpack + map.sql + basic config,
with some tracks already built between 2-3 villages,
all as one download, ready to unpack and run...
'My' wiki-pages: Build-a-home - basic-robot - basic_robot_csm - basic-machines - digtron - xdecor -
Map-Database
Map-Database
- orwell
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Re: [Mod] Advanced Trains [advtrains] [1.6.7]
I am not able to host a server.
A demo world?! maybe...
A demo world?! maybe...
Re: [Mod] Advanced Trains [advtrains] [1.6.7]
It doesn't need to be your own server.orwell wrote:I am not able to host a server.
A list of servers running the Advanced Trains-mod would also be useful.
'My' wiki-pages: Build-a-home - basic-robot - basic_robot_csm - basic-machines - digtron - xdecor -
Map-Database
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Re: [Mod] Advanced Trains [advtrains] [1.6.7]
Linuxworks. But it's down at the moment
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Re: [Mod] Advanced Trains [advtrains] [1.6.7]
I've noticed a small problem that isn't important, but I think that it should be fixed. On some of the train cars and trains, some of the things have been reflected incorrectly. One of them is the industrial engine's wheels and pipes. The cylinders are inverted so that you see the inside of it. Could you fix that?
Also, I think that the textures should optionally have pixels because it's hard to distinguish any corners otherwise.
Also, I think that the textures should optionally have pixels because it's hard to distinguish any corners otherwise.
Re: [Mod] Advanced Trains [advtrains] [1.6.7]
Can you guys tell me how to install the new train mods so they all work? I have installed them all but only the tranlib shows up in the inventory. Not sure what I am doing wrong.
Re: [Mod] Advanced Trains [advtrains] [1.6.7]
yes i read themorwell wrote:Ok, schade.
I have redone the rail models, they have the power lines integrated now. For the masts, I will use mbb's model and some code from the cabels.lua you wrote. I think that's ok for you.
I don't want many different types of trains in the core modpack, but rather let the community (you) do more trains and publish them as separate mods. Users can then download what they want. I will link to all community-made trains in the forum post.
BTW, I could update the website. Or I just change the link to mbb's github version. mbb, do you want to update the website / should I link to your version?
Also, @mbb, did you read the message I wrote to your PR?
but can i get your new moddels?
cdb_2fcfab1b41f9
Re: [Mod] Advanced Trains [advtrains] [1.6.7]
there isn allso OPEN BVE trainsimhajo wrote:How about setting up a trains-server, as a demo ("TrainsWorld") ?
That could be made quite small (think "Lummerland" :)
Or do some layout like a model-railroad, e.g. from rail3d
or jbss, or LokSim3d ...
Maybe as an offline-pack, e.g. modpack + map.sql + basic config,
with some tracks already built between 2-3 villages,
all as one download, ready to unpack and run...
http://openbve-project.net/
cdb_2fcfab1b41f9
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Re: [Mod] Advanced Trains [advtrains] [1.7]
1.7
Some changes:
- Redone rail models: they now look better and have MBB's rusty textures.
- Preparations for powerlines
- Some bugfixes
- Update manual and documentation
Next release will come soon and include power lines.
Some changes:
- Redone rail models: they now look better and have MBB's rusty textures.
- Preparations for powerlines
- Some bugfixes
- Update manual and documentation
Next release will come soon and include power lines.
Re: [Mod] Advanced Trains [advtrains] [1.7]
i think its verry comlicated to couple trains so i think wagoncoupeling like this would be great:
https://www.youtube.com/watch?v=rBvKqzTkUZA
https://www.youtube.com/watch?v=rBvKqzTkUZA
cdb_2fcfab1b41f9
Re: [Mod] Advanced Trains [advtrains] [1.7]
cool there are cabels but yust as linesorwell wrote:1.7
Some changes:
- Redone rail models: they now look better and have MBB's rusty textures.
- Preparations for powerlines
- Some bugfixes
- Update manual and documentation
Next release will come soon and include power lines.
cdb_2fcfab1b41f9
[BUG][Mod] Advanced Trains [advtrains] [1.7] [BUG]
if i am using the naming tool the server is shutting down
cdb_2fcfab1b41f9
- Andrey01
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Re: [Mod] Advanced Trains [advtrains] [1.7]
Orwell, you told what you deleted Tunnel Borer, but i have found undeleted code in the modpack from debugitems.lua:
Code: Select all
minetest.register_tool("advtrains:tunnelborer",
{
description = "tunnelborer",
groups = {cracky=1}, -- key=name, value=rating; rating=1..3.
inventory_image = "drwho_screwdriver.png",
wield_image = "drwho_screwdriver.png",
stack_max = 1,
range = 7.0,
on_place = function(itemstack, placer, pointed_thing)
end,
--[[
^ Shall place item and return the leftover itemstack
^ default: minetest.item_place ]]
on_use = function(itemstack, user, pointed_thing)
if pointed_thing.type=="node" then
for x=-1,1 do
for y=-1,1 do
for z=-1,1 do
minetest.remove_node(vector.add(pointed_thing.under, {x=x, y=y, z=z}))
end
end
end
end
end,
}
)
Re: [Mod] Advanced Trains [advtrains] [1.6.7]
OK i made the trainsCage wrote:Can you guys tell me how to install the new train mods so they all work? I have installed them all but only the tranlib shows up in the inventory. Not sure what I am doing wrong.
you just have To put them into your advtrains folder and activate Them in your minetest client
cdb_2fcfab1b41f9
Re: [Mod] Advanced Trains [advtrains] [1.6.7]
and it you wanr to get my latest trains you can go into my trainhub the link is in Orwells first postAndrey01 wrote:You will write it English,don`t know this a languageorwell wrote: Andrey, wenn du deutsch kannst schreib mir mal ne PM. Ich werde demnächst mbb's Stromleitungsmasten einbauen und greife dabei auch auf deine cabels.lua zurück (ich gehe davon aus dass du da nichts dagegen hast). Dann kannst du die bei dir rausnehmen und deine zusätzlichen Züge als separates Modpack vertreiben, damit du nicht ständig synchronisieren musst wenn ich advtrains update.
Ich finde es beser wenn nur einige wenige züge im Kern selbst enthalten sind. Euch (also der Community) steht es dann frei weitere dazuzubasteln (dazu habe ich ja eine API, um Waggons zu definieren), und ich verlinke die dann im Forumpost.
cdb_2fcfab1b41f9
Re: [Mod] Advanced Trains [advtrains] [1.7]
Thanks mbb I had them in the advtrains folder but not in the main advtrains folder. Now they work great. Thank you very much for setting me straight.
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Re: [BUG][Mod] Advanced Trains [advtrains] [1.7] [BUG]
Can't reproduce, please open issue on github.mbb wrote:if i am using the naming tool the server is shutting down
Re: [Mod] Advanced Trains [advtrains] [1.7]
no problem xDCage wrote:Thanks mbb I had them in the advtrains folder but not in the main advtrains folder. Now they work great. Thank you very much for setting me straight.
cdb_2fcfab1b41f9
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Re: [Mod] Advanced Trains [advtrains] [1.7]
I saw to there, but there are of all the trains only 4 and you have more them (Royal Bavarin Train, Mexican Train, Tunnel Train and other)mbb wrote:and it you wanr to get my latest trains you can go into my trainhub the link is in Orwells first postAndrey01 wrote:You will write it English,don`t know this a languageorwell wrote: Andrey, wenn du deutsch kannst schreib mir mal ne PM. Ich werde demnächst mbb's Stromleitungsmasten einbauen und greife dabei auch auf deine cabels.lua zurück (ich gehe davon aus dass du da nichts dagegen hast). Dann kannst du die bei dir rausnehmen und deine zusätzlichen Züge als separates Modpack vertreiben, damit du nicht ständig synchronisieren musst wenn ich advtrains update.
Ich finde es beser wenn nur einige wenige züge im Kern selbst enthalten sind. Euch (also der Community) steht es dann frei weitere dazuzubasteln (dazu habe ich ja eine API, um Waggons zu definieren), und ich verlinke die dann im Forumpost.
Re: [Mod] Advanced Trains [advtrains] [1.7]
You will write it English,don`t know this a language[/quote]and it you wanr to get my latest trains you can go into my trainhub the link is in Orwells first post[/quote]Andrey01 wrote:Andrey, wenn du deutsch kannst schreib mir mal ne PM. Ich werde demnächst mbb's Stromleitungsmasten einbauen und greife dabei auch auf deine cabels.lua zurück (ich gehe davon aus dass du da nichts dagegen hast). Dann kannst du die bei dir rausnehmen und deine zusätzlichen Züge als separates Modpack vertreiben, damit du nicht ständig synchronisieren musst wenn ich advtrains update.
Ich finde es beser wenn nur einige wenige züge im Kern selbst enthalten sind. Euch (also der Community) steht es dann frei weitere dazuzubasteln (dazu habe ich ja eine API, um Waggons zu definieren), und ich verlinke die dann im Forumpost.
I saw to there, but there are of all the trains only 4 and you have more them (Royal Bavarin Train, Mexican Train, Tunnel Train and other)[/quote]
yes but that are steam trains I cant animatethem
cdb_2fcfab1b41f9
- orwell
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Re: [Mod] Advanced Trains [advtrains] [1.7.1]
Security leak fix: atlatc privilege was useless, could be bypassed
Server owners, please update immediately.
Server owners, please update immediately.
Re: [Mod] Advanced Trains [advtrains] [1.7.1]
i made a new texture for the box wagon (with doors)orwell wrote:Security leak fix: atlatc privilege was useless, could be bypassed
Server owners, please update immediately.
download texture:
- Attachments
-
- screenshot_20170318_110404.png (555.04 KiB) Viewed 660 times
cdb_2fcfab1b41f9
Re: [Mod] Advanced Trains [advtrains] [1.7.1]
hi orwell,
very very nice mod!
It is possible to make wagons like the shared chests?
And it is possible to make an "all drop button"?
mfg user
very very nice mod!
It is possible to make wagons like the shared chests?
And it is possible to make an "all drop button"?
mfg user
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Re: [Mod] Advanced Trains [advtrains] [1.7.1]
Hey, a user just used the PC Naming Tool and the server crashed:
I'm on the latest rev (a091ac2e1da07b442c8f58237667287714adc838).
Code: Select all
ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod '' in callback item_OnPlace(): /srv/minetest/world/worldmods/protector/init.lua:282: bad argument #1 to 'get_player_by_name' (string expected, got nil)
ERROR[Main]: stack traceback:
ERROR[Main]: [C]: in function 'get_player_by_name'
ERROR[Main]: /srv/minetest/world/worldmods/protector/init.lua:282: in function 'is_protected'
ERROR[Main]: ...advtrains/advtrains/advtrains_luaautomation/pcnaming.lua:37: in function <...advtrains/advtrains/advtrains_luaautomation/pcnaming.lua:26>
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Re: [Mod] Advanced Trains [advtrains] [1.7.1]
orwell, can you make a simpletrains mod as well? That runs on normal rails? We could have steam wagons that burn things similarly to the furnace, chest carts, player carts, and the like? It would be really appreciated as it would probably find a place on more servers as well as maybe even get in the default game? You seem to be a very good modder, that's why I ask. :)
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