[Mod] Advanced Trains [advtrains] [2.4.3]

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Re: [Mod] Advanced Trains [advtrains] [1.8.3]

by mbb » Post

v-rob wrote:
mbb wrote:
v-rob wrote:This is what I mean:

Image

The attachment in my earlier post has the code made by jordan4ibanez in it.
this idea is good for wagons but real shit for lokomotives
Locomotives (It's spelled with a c, not a k)
ups
cdb_2fcfab1b41f9

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Re: [Mod] Advanced Trains [advtrains] [1.8.3]

by Codesound » Post

Codesound wrote:Hi,

This mod is beautiful! Many thanks!

There is a command to insert in Minetest.conf that turns on all the trains into my world
when I login into my personal server? I always find them stuck...

thanks again

R
Hi,

Sorry for this post....I answer myself.....

If I restart my server, it is normal that the trains do not move....

lol

R

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Re: [Mod] Advanced Trains [advtrains] [1.8.3]

by user » Post

Hallo,

I try for some weeks without any solution to make a train start after stop (for instance in a station) on an atc-rail (lua). Who can give an example thats work?

The simple ATC-Rail works fine, but i want to build a block-systen like the original railroad!

Best regards

user

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Re: [Mod] Advanced Trains [advtrains] [1.8.3]

by Andrey01 » Post

user wrote:Hallo,

I try for some weeks without any solution to make a train start after stop (for instance in a station) on an atc-rail (lua). Who can give an example thats work?

The simple ATC-Rail works fine, but i want to build a block-systen like the original railroad!

Best regards

user
You need to read READme file that saves in advtrains mod folder itself.

Orwell, can you add sounds for trains?

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Re: [Mod] Advanced Trains [advtrains] [1.8.3]

by orwell » Post

user wrote:Hallo,

I try for some weeks without any solution to make a train start after stop (for instance in a station) on an atc-rail (lua). Who can give an example thats work?

The simple ATC-Rail works fine, but i want to build a block-systen like the original railroad!

Best regards

user
You can look on Linuxworks Next Generation for a working system. You might find me online there occasionally
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Re: [Mod] Advanced Trains [advtrains] [1.8.3]

by orwell » Post

Codesound wrote:
Codesound wrote:Hi,

This mod is beautiful! Many thanks!

There is a command to insert in Minetest.conf that turns on all the trains into my world
when I login into my personal server? I always find them stuck...

thanks again

R
Hi,

Sorry for this post....I answer myself.....

If I restart my server, it is normal that the trains do not move....

lol

R
No, this is not normal.
They just continue as they have been when shutting down
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Re: [Mod] Advanced Trains [advtrains] [1.8.3]

by christoferlevich » Post

orwell wrote:
Codesound wrote:
Codesound wrote:Hi,

This mod is beautiful! Many thanks!

There is a command to insert in Minetest.conf that turns on all the trains into my world
when I login into my personal server? I always find them stuck...

thanks again

R
Hi,

Sorry for this post....I answer myself.....

If I restart my server, it is normal that the trains do not move....

lol

R
No, this is not normal.
They just continue as they have been when shutting down
I love the mod, but mine always requires starting and a ride through to fix mysterious node errors. Things pop up (even though I use the chat command to update the node database) and I have to manually fix them. Once finished, the tracks run fine. I figure I will assign a student to do that for me on server starts (I use the game in schools) - but if I can fix the errors... :) I would. As it is - I will not live without this mod. :) Just want you to know. I love it!
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Re: [Mod] Advanced Trains [advtrains] [1.8.3]

by Codesound » Post

orwell wrote:
Codesound wrote:
Codesound wrote:Hi,

This mod is beautiful! Many thanks!

There is a command to insert in Minetest.conf that turns on all the trains into my world
when I login into my personal server? I always find them stuck...

thanks again

R
Hi,

Sorry for this post....I answer myself.....

If I restart my server, it is normal that the trains do not move....

lol

R
No, this is not normal.
They just continue as they have been when shutting down
Hi,

thanks for this mod and for your support!

let me explain better:
If I disconnect / reconnect even after a day, the trains go. But if I restart the server, then I connect, I find the trains stationary. I thought there was a start command to include in minetest.conf.

thanks again,

R

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Re: [Mod] Advanced Trains [advtrains] [1.8.3]

by user » Post

Thanks for quick answers.

I have read all files and lua-scripts again and again for weeks of searching, but i found not thats are helpful.

I tested it on a testserver and, i can stop a train on a red signal and a train stops not on a green signal, but if the signs switched from red to green its not working.

I'm not a lua-scripter!

I searched on server “linux-works...“ and i found atc-rails, but i cant read the code in env because its not visible for me!

Best regards

User

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Re: [Mod] Advanced Trains [advtrains] [1.8.3]

by orwell » Post

yes
i might be online next week. i can pm you the code so you can read it.
gabriel (gpcf) wanted to implement a simutrans-like signalling system. I don't know when (or if) he will do this... seems like you need to wait then.
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Re: [Mod] Advanced Trains [advtrains] [1.8.3]

by user » Post

Thanks for your help.

I'm user123 on the Linuxworks Next Generation Server!

Best regards!

user

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Re: [Mod] Advanced Trains [advtrains] [1.8.3]

by Andrey01 » Post

Andrey01 wrote:Orwell, can you add sounds for trains?
Are you going to add it?

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Re: [Mod] Advanced Trains [advtrains] [1.8.3]

by orwell » Post

Yes.
When i have time, which i currently haven't
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Re: [Mod] Advanced Trains [advtrains] [1.8.3]

by gpcf » Post

The advanced signalling system will take a lot of time to make, since I want to have it done by an external program, since minetest's engine is very single-threaded and can't take advantage of multi-core CPUs. I also need to think of a signalling model, so I've got to read how signaling systems work in real life. I currently don't have time to start this, but I may start this later in August, and see if I'm able to write it.

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Re: [Mod] Advanced Trains [advtrains] [1.8.3]

by VanessaE » Post

I decided to take a look at this mod today, and I have a few comments.

This was done with Minetest compiled from git sources, at the commit for 0.4.16-release (I don't run development builds anymore, usually), with a corresponding minetest_game, on Debian Linux. I am, as usual, using this along with my Dreambuilder modpack (though that doesn't appear to matter).

1) The project is supplied as a modpack inside of a modpack, but Minetest does not support this. Um...where are the actual trains? :-) I did a full clone from git today, but all I have are tracks of a few kinds, signals, platforms, and what look like the individual pieces of a steam locomotive (smokestack, boiler, cab, wheel), but nowhere am I able to find any crafting for the cars or engines, nothing in the creative inventory/crafting guide (Unified Inventory) looks relevant, and I didn't find any posts indicating that I need to download some other mod to get the missing pieces. There are no relevant unresolved dependencies in the debug spew.

2) When placing rails to form diagonals, and ultimately curves, proceeding from one angle to another requires pointing at and placing one rail visibly just under the end of another, at which point they connect properly. I would recommend that you add some "short" or "cut-off" rails that your code would place at the end of such segments.

3) The selection boxes for angled rails are too small - they don't stand out from the underlying nodes (i.e. compare with pointing just off-center, at a node under the rail). Until you make the above change regarding "short" rails, I guess this would be difficult to solve, but if you just make the selection box somewhat taller, or perhaps nest two or three inside one another (concentrically) so that they're visibly different from the background nodes, that would help some.

4) Some nodes have Z-fighting issues. For example, the overlapping rail ties in a switch track (one set of ties needs moved downward slightly), or the overlap between the angled metal braces and the wooden upright pieces in the bumper (those just need scaled slightly smaller, horizontally). The same happens two rails that merely cross, but you would need to create distinct crossing nodes to fix these. I would suggest doing so anyway, so that you can create proper wheel guides and cuts between the overlapping rails.

5) There are some (probably harmless) warnings about accessing a few undeclared global variables: atlatc, advtrains_itm_init, advtrains_itm_mainloop

6) In survival mode, the mod deducts rails when you place them, but then fails to give them back when you dig. Might be related to the game's "creative" privilege.

7) Driving an engine backward into a "wagon" does not halt the engine (to prepare to couple the two units). The engine just passes through the wagon no matter how slowly I go.
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Re: [Mod] Advanced Trains [advtrains] [1.8.3]

by gpcf » Post

To 1) that's probably because you haven't activated the train mods, which are separate from the core (but come in the same modpack)

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Re: [Mod] Advanced Trains [advtrains] [1.8.3]

by VanessaE » Post

I see where it went wrong -- it's a modpack within a modpack, which Minetest no longer supports. I didn't notice it, or see it mentioned in the documentation.
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Re: [Mod] Advanced Trains [advtrains] [1.8.3]

by gpcf » Post

It's not a modpack in a modpack. The modpack is called "advtrains", as is the mod that provides the tracks. The mods for the trains are called advtrains_train_*. I'm currently rebuilding Minetest, I'll see if I'll run into problems then.

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Re: [Mod] Advanced Trains [advtrains] [1.8.3]

by VanessaE » Post

Look inside the top-level folder as it appears when you clone it from github - there's a modpack.txt in there. Go down a level into advtrains/ and you'll find another modpack.txt.

As far as Minetest is concerned, that makes it a modpack inside of a modpack :-)
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Re: [Mod] Advanced Trains [advtrains] [1.8.3]

by Parnikkapore » Post

Oh, you're supposed to use the .zip download links. The Git repo also contains dev stuff that wastes your storage space.

P.S. I'm still sad this is the ONLY mod I can't simply clone ;)

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Re: [Mod] Advanced Trains [advtrains] [1.8.3]

by UltraTM » Post

What should go into the acsess to driver stand?

im the only one which can use trains at the moment and dont know why.

In the manual is nothing about that.

Thank you

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Re: [Mod] Advanced Trains [advtrains] [1.8.3]

by azekill_DIABLO » Post

hmm, i found some bug:
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Re: [Mod] Advanced Trains [advtrains] [1.8.3]

by gpcf » Post

UltraTM: there is a privilege for that, called train_operator or something like that. Diablo: please report on github.

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Re: [Mod] Advanced Trains [advtrains] [1.8.3]

by UltraTM » Post

gpcf wrote:UltraTM: there is a privilege for that, called train_operator or something like that. Diablo: please report on github.
im pretty new to minetest.
I thought since you can add something to the driver seat.

How to use privilegs on minetest?

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Re: [Mod] Advanced Trains [advtrains] [1.8.3]

by Andrey01 » Post

UltraTM wrote:What should go into the acsess to driver stand?

im the only one which can use trains at the moment and dont know why.

In the manual is nothing about that.

Thank you
No, i am using this mod, too. I like much it)

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