[Mod] Advanced Trains [advtrains] [2.4.3]
- orwell
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Re: [Mod] Advanced Trains [advtrains] [1.13]
Hey, I actually never recognized that there is a Minecraft train mod under a free license.
Just quickly glanced over the code: As I feared, cam72cam is using some custom rendering for the rails, which is simply impossible in the Minetest API. But at least I can see that he is facing the same geometry problems like I do in my plannings for greater turn radiuses.(watch the GIF and have a look at the S-turns next to some switches, the rails don`t always match)
However, the models would be a nice thing to take over. I might have more time to do such things in the next weeks.
My rough to-do list, on which many things are missing:
- Split train logic and in-world displaying in such a way that the train logic can theoretically run in a separate process and communicate to the world via a FIFO
- Make the signalling work
- Put some more effort in eyecandy (more trains, trucks) than into fundamental mechanics
Just quickly glanced over the code: As I feared, cam72cam is using some custom rendering for the rails, which is simply impossible in the Minetest API. But at least I can see that he is facing the same geometry problems like I do in my plannings for greater turn radiuses.(watch the GIF and have a look at the S-turns next to some switches, the rails don`t always match)
However, the models would be a nice thing to take over. I might have more time to do such things in the next weeks.
My rough to-do list, on which many things are missing:
- Split train logic and in-world displaying in such a way that the train logic can theoretically run in a separate process and communicate to the world via a FIFO
- Make the signalling work
- Put some more effort in eyecandy (more trains, trucks) than into fundamental mechanics
- rubenwardy
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Re: [Mod] Advanced Trains [advtrains] [1.13]
Good to hear that, keep up the good work!
- Phoenixflo44
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Re: [Mod] Advanced Trains [advtrains] [1.13]
The true actually just a suggestion but that it arrives so well I wouldn't have thought
Spoiler
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- Andrey01
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Re: [Mod] Advanced Trains [advtrains] [1.13]
Wow, that is will new trains be here next week?
Re: [Mod] Advanced Trains [advtrains] [1.13]
Hopefully they won't be a "Honeytrap Express" trains like the S7. Not trying to be disrespectful but the S7 is still a one way train. On but not off unless you can drive the train from the passenger car. The problem all started when the look outside of the cab was implemented. Such a shame for such a beautiful train.
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Re: [Mod] Advanced Trains [advtrains] [1.13]
Cage have you tried getting a more recent copy of the s7?
I haven't had any problem getting off from passenger or driver side
mbb just out of curiosity how are you going with the Garratt?
Best Regards
pheonixfire
I haven't had any problem getting off from passenger or driver side
mbb just out of curiosity how are you going with the Garratt?
Best Regards
pheonixfire
Re: [Mod] Advanced Trains [advtrains] [1.13]
Yes I have the latest copy of S7, but the right click command does not work with the train only the passenger car. I can drive the train but not connect cars because of the no right click menu option. I have noticed that some mods will work for some but not for others. Example the bridger mod had a conflict with Home Decor on my machine, and not on the authors machine. Since the only way to know if you have an updated version of any mod, is to look on git hub. Otherwise there is no version number in the Readme file. I think that would be a great help to others if they knew if they had the latest version or not to figure out if the version they have is the latest version or not.pheonixfire wrote:Cage have you tried getting a more recent copy of the s7?
I haven't had any problem getting off from passenger or driver side
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Re: [Mod] Advanced Trains [advtrains] [1.13]
Hi,
Could someone explain how to use the unloading track, there isn't any mention of it
in the manual that I could find
Best Regards
pheonixfire
Could someone explain how to use the unloading track, there isn't any mention of it
in the manual that I could find
Best Regards
pheonixfire
Re: [Mod] Advanced Trains [advtrains] [1.13]
To use the Loading / Unloading Track, you need to place the Chest below the railroad level and place the Loading or Unloading Track on top.pheonixfire wrote:Hi,
Could someone explain how to use the unloading track, there isn't any mention of it
in the manual that I could find
Best Regards
pheonixfire
An example in the picture.
If you want to load a Box Wagon, then you need to put the items in the Chest under the Loading Track and pass the Box Wagon along this path. You can also load cargo into the Box Wagon by hand.
If you want to unload a Box Wagon, then you need to load the items into the Box Wagon in any way indicated and pass a Box Wagon along this pathway with Unloading Track. The contents of the Box Wagon will be in the Chest under Unloading Track.
- Splizard
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Re: [Mod] Advanced Trains [advtrains] [1.13]
Hi, I have a lot of trouble trying to link a train with a wagon, how is this done? I back up slowly to the train and I get out and there is no option to link the train.
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- maxx
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Re: [Mod] Advanced Trains [advtrains] [1.13]
You have to get off train and click on the grey thing which is between the two waggons
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- maxx
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Re: [Mod] Advanced Trains [advtrains] [1.13]
@mbb, orwell,...
Has anybody made a tram or something like this?
Has anybody made a tram or something like this?
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- orwell
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Re: [Mod] Advanced Trains [advtrains] [1.13]
Nope. But if someone could model one... that would be great.
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Re: [Mod] Advanced Trains [advtrains] [1.13]
Ok. But I think I’m not the right one for this because I have never done something with blender before.
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Re: [Mod] Advanced Trains [advtrains] [1.13]
Getting the below error. After restarting the server the two files were created.
The mesecon variable error still shows however.
The mesecon variable error still shows however.
Code: Select all
-04-26 11:07:25: WARNING[Main]: Undeclared global variable "mesecon" accessed at ...\..\mods\advtrains\advtrains_train_track\init.lua:150
2018-04-26 11:07:25: WARNING[Main]: Undeclared global variable "mesecon" accessed at ....\mods\advtrains\advtrains_luaautomation\init.lua:36
2018-04-26 11:07:26: ERROR[Server]: Failed to read advtrains save data from file C:\minetest-0.4.16\bin\..\worlds\V6/advtrains: C:\minetest-0.4.16\bin\..\worlds\V6/advtrains: No such file or directory
2018-04-26 11:07:26: ERROR[Server]: Failed to read advtrains_luaautomation save data from file C:\minetest-0.4.16\bin\..\worlds\V6/advtrains_luaautomation: C:\minetest-0.4.16\bin\..\worlds\V6/advtrains_luaautomation: No such file or directory
2018-04-26 11:07:26: ACTION[Server]: [advtrains][load_all]Loaded advtrains save files
- orwell
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Re: [Mod] Advanced Trains [advtrains] [1.13]
You can safely ignore those errors. The save files just dont exist when you create a world. So advtrains assumes that everything is empty and creates them.
The mesecons warning is there because the code used to check whether mesecons is enabled in your world just checks for the existence of a global variable. There are other ways to do this, but I didnt change it.
The mesecons warning is there because the code used to check whether mesecons is enabled in your world just checks for the existence of a global variable. There are other ways to do this, but I didnt change it.
Re: [Mod] Advanced Trains [advtrains] [1.13]
Is there a way to send an ATC command directly to a train without it standing on LuaATC?
Something like
If not, would it be possible to implement?
Something like
Code: Select all
atc_send(train_id, "B0WRSF")
- Andrey01
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Re: [Mod] Advanced Trains [advtrains] [1.13]
Orwell, are you working on new trains now? You said you would start to make new trains some weeks ago.
- orwell
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Re: [Mod] Advanced Trains [advtrains] [1.13]
I am currently working on the new track section signalling...
And to make new trains, I would need to create models... hm...
And to make new trains, I would need to create models... hm...
- v-rob
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Re: [Mod] Advanced Trains [advtrains] [1.13]
I would make models for trains, but I am an absolute failure with Blender. I can use other programs that make 2d sketches before extruding them, but most of those don't export to Minetest compatible file formats.
Re: [Mod] Advanced Trains [advtrains] [1.13]
I want to add this train soon™, but I stil can't wrap my head around Blender:
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)
- Mainote Cont
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Re: [Mod] Advanced Trains [advtrains] [1.13]
Spoiler
Modeling tamping machine.
original >> https://www.plassertheurer.com/de/masch ... 09-3x.html
I'm going to set "driving stand" in behind tamping arm.
Maybe my English is wrong.I'm studying blender.
- azekill_DIABLO
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Re: [Mod] Advanced Trains [advtrains] [1.13]
wow that's high level modeling, even the inside is clean and everything!
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- maxx
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Re: [Mod] Advanced Trains [advtrains] [1.13]
I’ working on this train:
Because it looks very nice...Stay safe! | Don't forget the planet
- maxx
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Re: [Mod] Advanced Trains [advtrains] [1.13]
I’ll try...orwell wrote:Nope. But if someone could model one... that would be great.
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