[Mod] Advanced Trains [advtrains] [2.1.1]

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Re: [Mod] Advanced Trains [advtrains] [1.7.2]

by fireglow » Thu Apr 06, 2017 15:01

Found another crash:
Code: Select all
ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod '' in callback node_on_receive_fields(): /srv/minetest/world/worldmods/areas/api.lua:72: Invalid core.check_player_privs argument type: nil
ERROR[Main]: stack traceback:
ERROR[Main]:       [C]: in function 'error'
ERROR[Main]:       ...st/servers/0.4.15-4-525d2a0/bin/../builtin/game/misc.lua:13: in function 'check_player_privs'
ERROR[Main]:       /srv/minetest/world/worldmods/areas/api.lua:72: in function 'canInteract'
ERROR[Main]:       /srv/minetest/world/worldmods/areas/interact.lua:11: in function 'func'
ERROR[Main]:       ...st/servers/0.4.15-4-525d2a0/bin/../builtin/game/misc.lua:138: in function 'record_protection_violation'
ERROR[Main]:       ...st/world/worldmods/advtrains/advtrains/advtrains/atc.lua:102: in function <...st/world/worldmods/advtrains/advtrains/advtrains/atc.lua:100>


Does advtrains have to fix this, or areas?
 

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Re: [Mod] Advanced Trains [advtrains] [1.7.2]

by gpcf » Fri Apr 07, 2017 08:11

Fireglow, have a look at the nocrash branch on github, where bugs shouldn't bring the server down.
 

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Re: [Mod] Advanced Trains [advtrains] [1.7.2]

by gpcf » Fri Apr 07, 2017 08:28

Also, Maglevs are likely to suck, due to minetest's inability to handle very fast movement.
 

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Re: [Mod] Advanced Trains [advtrains] [1.7.2]

by orwell » Fri Apr 07, 2017 21:09

Fck Lngg, ts hrd t rd wtht vcls!
Mentioned crash has been fixed, thanks for reporting, fireglow.
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Re: [Mod] Advanced Trains [advtrains] [1.7.2]

by DS-minetest » Sat Apr 08, 2017 15:08

Andrey01 wrote:
ABJ wrote:why dd y sy fck
btw pst nt rprtd

What is language?

https://en.wikipedia.org/wiki/Language
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Re: [Mod] Advanced Trains [advtrains] [1.7.2]

by azekill_DIABLO » Mon Apr 10, 2017 16:27

Andrey01 wrote:
ABJ wrote:smbdy mk mglv

Errmm... What is language have you written?


it's some NWL

ps:
no vowel language
 

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Re: [Mod] Advanced Trains [advtrains] [1.7.2]

by Andrey01 » Mon Apr 10, 2017 18:13

azekill_DIABLO wrote:
Andrey01 wrote:
ABJ wrote:smbdy mk mglv

Errmm... What is language have you written?


it's some NWL

ps:
no vowel language

NWL?
 

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Re: [Mod] Advanced Trains [advtrains] [1.7.2]

by Andrey01 » Tue Apr 11, 2017 18:13

It seems mbb has completed his work with trains.Likely he won`t add new trains anymore
 

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Re: [Mod] Advanced Trains [advtrains] [1.7.2]

by Puka » Thu Apr 13, 2017 03:46

Great mod, how do I rotate japanese engine to have an engine on each end of cars?

Never mind, I figured it out, again great work, very nice mod!
If you build it, they will come!
 

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Re: [Mod] Advanced Trains [advtrains] [1.7.2]

by gpcf » Thu Apr 13, 2017 13:53

build tracks to turn them, either a wye or a loop.
 

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Re: [Mod] Advanced Trains [advtrains] [1.7.2]

by orwell » Fri Apr 14, 2017 12:53

The direction wagons are placed depends on the orientation of the rail
->rotate a rail by 180° and then place.
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Re: [Mod] Advanced Trains [advtrains] [1.7.2]

by greglagrenouille » Sat Apr 15, 2017 14:38

Hi everyone,

I'm relatively new with minetest and mods. And it seems I need help with advtrains mod.

I've installed the advtrains mod (which it seems great) in my personnel minetest server. Everything works fine when I play directly with the server instance. But when I use a client connected to this server (on the same PC or on another PC), I can get on a train, but I can't drive it. I don't have HUD on the middle of the screen and commands don't do anything (I can't move the train or manipulate doors).

Did I miss a configuration setting or anything else?

Thanks in advance for your help.
Greg
 

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Re: [Mod] Advanced Trains [advtrains] [1.7.2]

by Andrey01 » Sat Apr 15, 2017 16:53

greglagrenouille wrote:Hi everyone,

I'm relatively new with minetest and mods. And it seems I need help with advtrains mod.

I've installed the advtrains mod (which it seems great) in my personnel minetest server. Everything works fine when I play directly with the server instance. But when I use a client connected to this server (on the same PC or on another PC), I can get on a train, but I can't drive it. I don't have HUD on the middle of the screen and commands don't do anything (I can't move the train or manipulate doors).

Did I miss a configuration setting or anything else?

Thanks in advance for your help.
Greg

Might be it is something error or a owner of that server could change keys of driving and opening/closing in Advanced Trains mod himself, i don`t even know what is this
 

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Re: [Mod] Advanced Trains [advtrains] [1.7.2]

by orwell » Sat Apr 15, 2017 19:14

Oh, thats a feature i have not yet documented. To operate trains, a player needs the 'train_operator' privilege. This is automatically granted to the player in singleplayer and local games, but on servers you need to grant it explicitly by invoking
/grant <playername> train_operator
I've introduced this privilege because too many times evil players have broken the subway system on the new linuxworks server too often
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Re: [Mod] Advanced Trains [advtrains] [1.7.2]

by greglagrenouille » Sat Apr 15, 2017 19:24

Hi Orwell,

Thank you very much for your reply ! It was that !!
With the correct privilege, everything works fine now.

Perhaps you should document this feature :-) I searched for it during too many time ;-)
But thanks for your quick answer.

And thank Andrey01 too for your help (but I'm the owner of my server).

Greg
 

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Re: [Mod] Advanced Trains [advtrains] [1.7.2]

by mbb » Wed Apr 19, 2017 13:06

Andrey01 wrote:Isn`t Mbb making new trains anymore?

I will made new trains in the next time xD
If you want to contact me please send me a twitter pm https://twitter.com/mbbdev
 

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Re: [Mod] Advanced Trains [advtrains] [1.7.2]

by Glory! » Thu Apr 20, 2017 12:31

I have some questions, starting with the biggest one for me.
Can a passenger coach take more than one player?
Because if no, you've successfully created the world's slowest, least intuitive and most resource intensive travelnet clone.
Start, stop sounds? (+Horn?)
What about AWS, TWPS or ATS?
And is there a way to detect a train at a node?
If you wish to implement AWS, will the sunflower be a square?
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