upsv-rob wrote:Locomotives (It's spelled with a c, not a k)mbb wrote:this idea is good for wagons but real shit for lokomotivesv-rob wrote:This is what I mean:
The attachment in my earlier post has the code made by jordan4ibanez in it.
[Mod] Advanced Trains [advtrains] [2.4.3]
Re: [Mod] Advanced Trains [advtrains] [1.8.3]
cdb_2fcfab1b41f9
Re: [Mod] Advanced Trains [advtrains] [1.8.3]
Hi,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
Sorry for this post....I answer myself.....
If I restart my server, it is normal that the trains do not move....
lol
R
Re: [Mod] Advanced Trains [advtrains] [1.8.3]
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
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
- Andrey01
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Re: [Mod] Advanced Trains [advtrains] [1.8.3]
You need to read READme file that saves in advtrains mod folder itself.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
Orwell, can you add sounds for trains?
- orwell
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Re: [Mod] Advanced Trains [advtrains] [1.8.3]
You can look on Linuxworks Next Generation for a working system. You might find me online there occasionallyuser 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
- orwell
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Re: [Mod] Advanced Trains [advtrains] [1.8.3]
No, this is not normal.Codesound wrote:Hi,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
Sorry for this post....I answer myself.....
If I restart my server, it is normal that the trains do not move....
lol
R
They just continue as they have been when shutting down
- christoferlevich
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Re: [Mod] Advanced Trains [advtrains] [1.8.3]
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!orwell wrote:No, this is not normal.Codesound wrote:Hi,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
Sorry for this post....I answer myself.....
If I restart my server, it is normal that the trains do not move....
lol
R
They just continue as they have been when shutting down
everything can be a learning experience...
Re: [Mod] Advanced Trains [advtrains] [1.8.3]
Hi,orwell wrote:No, this is not normal.Codesound wrote:Hi,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
Sorry for this post....I answer myself.....
If I restart my server, it is normal that the trains do not move....
lol
R
They just continue as they have been when shutting down
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
Re: [Mod] Advanced Trains [advtrains] [1.8.3]
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
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
- orwell
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Re: [Mod] Advanced Trains [advtrains] [1.8.3]
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.
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.
Re: [Mod] Advanced Trains [advtrains] [1.8.3]
Thanks for your help.
I'm user123 on the Linuxworks Next Generation Server!
Best regards!
user
I'm user123 on the Linuxworks Next Generation Server!
Best regards!
user
- Andrey01
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Re: [Mod] Advanced Trains [advtrains] [1.8.3]
Are you going to add it?Andrey01 wrote:Orwell, can you add sounds for trains?
- orwell
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Re: [Mod] Advanced Trains [advtrains] [1.8.3]
Yes.
When i have time, which i currently haven't
When i have time, which i currently haven't
Re: [Mod] Advanced Trains [advtrains] [1.8.3]
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.
Play on Linuxworks server. We have got lots of trains.
My mods (Industrial Livestock Farming, Farebox and Faregate, Moving Walkways, Atm)
My mods (Industrial Livestock Farming, Farebox and Faregate, Moving Walkways, Atm)
- VanessaE
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Re: [Mod] Advanced Trains [advtrains] [1.8.3]
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.
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.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
Re: [Mod] Advanced Trains [advtrains] [1.8.3]
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)
Play on Linuxworks server. We have got lots of trains.
My mods (Industrial Livestock Farming, Farebox and Faregate, Moving Walkways, Atm)
My mods (Industrial Livestock Farming, Farebox and Faregate, Moving Walkways, Atm)
- VanessaE
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Re: [Mod] Advanced Trains [advtrains] [1.8.3]
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.
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
Re: [Mod] Advanced Trains [advtrains] [1.8.3]
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.
Play on Linuxworks server. We have got lots of trains.
My mods (Industrial Livestock Farming, Farebox and Faregate, Moving Walkways, Atm)
My mods (Industrial Livestock Farming, Farebox and Faregate, Moving Walkways, Atm)
- VanessaE
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Re: [Mod] Advanced Trains [advtrains] [1.8.3]
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 :-)
As far as Minetest is concerned, that makes it a modpack inside of a modpack :-)
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
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Re: [Mod] Advanced Trains [advtrains] [1.8.3]
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 ;)
P.S. I'm still sad this is the ONLY mod I can't simply clone ;)
Re: [Mod] Advanced Trains [advtrains] [1.8.3]
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
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]
hmm, i found some bug:
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Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!
DMs are always open if you want to get in touch!
Re: [Mod] Advanced Trains [advtrains] [1.8.3]
UltraTM: there is a privilege for that, called train_operator or something like that. Diablo: please report on github.
Play on Linuxworks server. We have got lots of trains.
My mods (Industrial Livestock Farming, Farebox and Faregate, Moving Walkways, Atm)
My mods (Industrial Livestock Farming, Farebox and Faregate, Moving Walkways, Atm)
Re: [Mod] Advanced Trains [advtrains] [1.8.3]
im pretty new to minetest.gpcf wrote:UltraTM: there is a privilege for that, called train_operator or something like that. Diablo: please report on github.
I thought since you can add something to the driver seat.
How to use privilegs on minetest?
- Andrey01
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Re: [Mod] Advanced Trains [advtrains] [1.8.3]
No, i am using this mod, too. I like much it)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
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