[Mod] Advanced Trains [advtrains] [2.4.3]

User avatar
techniX
Member
Posts: 27
Joined: Sun Dec 08, 2019 20:55
GitHub: technix
In-game: techniX

Re: [Mod] Advanced Trains [advtrains] [2.1.1]

by techniX » Post

I have faced the same issue a few times. It looks like advtrains remember position of rails that were above the slope previously - in some cases I can even drive the train on these non-existent-anymore rails, so it hangs in air above the new rails.

The workaround I've found is to build any blocks above the slope(s), then remove them - see screenshot with example. After this 'fix' the slope starts to function properly.
Attachments
screenshot_20191214_161410.png
screenshot_20191214_161410.png (468.19 KiB) Viewed 1516 times

User avatar
Imk
Member
Posts: 490
Joined: Mon Nov 05, 2018 19:15
In-game: Imk
Location: Crimea, Russia
Contact:

Re: [Mod] Advanced Trains [advtrains] [2.1.1]

by Imk » Post

installed advtrains-h137-rc1 heads stick out again

mt5-fixes they don't have these haciendas?

User avatar
orwell
Member
Posts: 958
Joined: Wed Jun 24, 2015 18:45
GitHub: orwell96
IRC: orwell96_mt
In-game: orwell
Location: Raxacoricofallapatorius

Re: [Mod] Advanced Trains [advtrains] [2.1.1]

by orwell » Post

The h137 tag is a testing version of a bugfix/code rewrite ywang did. It's not the version you're supposed to install. please install the master branch.

Besides,tagging releases is a thing that I should start to do...
Lua is great!
List of my mods
I like singing. I like dancing. I like ... niyummm...

User avatar
rubberduck
Member
Posts: 505
Joined: Thu Feb 27, 2014 19:19
IRC: rbduck
In-game: rubberduck
Location: error 404 - location not found
Contact:

Re: [Mod] Advanced Trains [advtrains] [2.1.1]

by rubberduck » Post

I started working on a mod that adds more trains, all consistent in one style too.
Image
Image

The mese wagon was just a test, but it is a cool idea - also textures of the train are not final yet, more a test for now...
Attachments
train_02.png
train_02.png (279.67 KiB) Viewed 1516 times
train_01.png
train_01.png (484.46 KiB) Viewed 1516 times
My game (not minetest): http://forum.freegamedev.net/viewtopic.php?f=22&t=6800

my mods: gold_and_gem, meseconductors

a penguin throws an apple through a window

sometimes i change my "forum location" via user control panel

User avatar
rubberduck
Member
Posts: 505
Joined: Thu Feb 27, 2014 19:19
IRC: rbduck
In-game: rubberduck
Location: error 404 - location not found
Contact:

Re: [Mod] Advanced Trains [advtrains] [2.1.1]

by rubberduck » Post

i reworked the train again, based on this one found here:
Image
Also: What is the exact licensing of this file? I guess CC-BY
Attachments
steam_train_blend.zip
(401.88 KiB) Downloaded 60 times
steam_train.jpg
steam_train.jpg (236.86 KiB) Viewed 1516 times
My game (not minetest): http://forum.freegamedev.net/viewtopic.php?f=22&t=6800

my mods: gold_and_gem, meseconductors

a penguin throws an apple through a window

sometimes i change my "forum location" via user control panel

User avatar
orwell
Member
Posts: 958
Joined: Wed Jun 24, 2015 18:45
GitHub: orwell96
IRC: orwell96_mt
In-game: orwell
Location: Raxacoricofallapatorius

Re: [Mod] Advanced Trains [advtrains] [2.1.1]

by orwell » Post

CC-BY-SA

Looks really good so far! Keep up the good work!
Lua is great!
List of my mods
I like singing. I like dancing. I like ... niyummm...

User avatar
rubberduck
Member
Posts: 505
Joined: Thu Feb 27, 2014 19:19
IRC: rbduck
In-game: rubberduck
Location: error 404 - location not found
Contact:

Re: [Mod] Advanced Trains [advtrains] [2.1.1]

by rubberduck » Post

i made a new tender model (i tried the one found here, but modeling from scratch was easier for me).
Image
Attachments
tender_wip.jpg
tender_wip.jpg (64.66 KiB) Viewed 1516 times
My game (not minetest): http://forum.freegamedev.net/viewtopic.php?f=22&t=6800

my mods: gold_and_gem, meseconductors

a penguin throws an apple through a window

sometimes i change my "forum location" via user control panel

User avatar
mbb
Member
Posts: 256
Joined: Sat Jan 17, 2015 17:47
GitHub: mbruchert
IRC: mBb
In-game: MBB

Re: [Mod] Advanced Trains [advtrains] [2.1.1]

by mbb » Post

rubberduck wrote:i made a new tender model (i tried the one found here, but modeling from scratch was easier for me).
Image
you are doing great man :D
cdb_2fcfab1b41f9

User avatar
rubberduck
Member
Posts: 505
Joined: Thu Feb 27, 2014 19:19
IRC: rbduck
In-game: rubberduck
Location: error 404 - location not found
Contact:

Re: [Mod] Advanced Trains [advtrains] [2.1.1]

by rubberduck » Post

i published a first version of my mod / modpack... It is really a modpack with only one mod now... more is coming!!!
https://notabug.org/rbduck/minetest-moretrains

It is also animated now, has steam / smoke vfx and plays the steam sound

Image

I have planned to improve these wagons seen here next, when I have enough time again...
Image

and then a bug spawning these particles, they are just not always there where they should be - depending on their direction
Image
Attachments
particle_bug.jpg
particle_bug.jpg (431.52 KiB) Viewed 1516 times
train_with_tender_3.jpg
train_with_tender_3.jpg (416.65 KiB) Viewed 1516 times
train_with_tender_2.jpg
train_with_tender_2.jpg (223.44 KiB) Viewed 1516 times
My game (not minetest): http://forum.freegamedev.net/viewtopic.php?f=22&t=6800

my mods: gold_and_gem, meseconductors

a penguin throws an apple through a window

sometimes i change my "forum location" via user control panel

gpcf
Member
Posts: 382
Joined: Fri May 27, 2016 10:48
GitHub: gpcf
In-game: gabriel

Re: [Mod] Advanced Trains [advtrains] [2.1.1]

by gpcf » Post

Looks good! I'm really looking forward to the freight cars!

User avatar
Imk
Member
Posts: 490
Joined: Mon Nov 05, 2018 19:15
In-game: Imk
Location: Crimea, Russia
Contact:

Re: [Mod] Advanced Trains [advtrains] [2.1.1]

by Imk » Post

https://youtu.be/_h-psUEjntA

steam locomotive jump to another line
if there is a coupling wagon
line remains busy

User avatar
h-v-smacker
Member
Posts: 115
Joined: Wed Nov 29, 2017 23:04
GitHub: h-v-smacker
In-game: Smacker

Re: [Mod] Advanced Trains [advtrains] [2.1.1]

by h-v-smacker » Post

Imk wrote:https://youtu.be/_h-psUEjntA

steam locomotive jump to another line
if there is a coupling wagon
line remains busy
It's not because of a coupled wagon. It's because it goes through a switch that is not set straight. It's technically possible, but leads to costly switch damage in real life. Advtrains lets the train through, but re-positions the wagons to match the direction they were supposed to come from given the switch's state, since they are not expected to come from any other direction. If you don't want the wagons to jump like that, all switches along the route must be set properly to curve or straight positions.

Это не из-за вагона. Это оттого, что поезд проезжает стрелку, которая не установлена прямо (взрезает стрелку, если по-нашему). В реале поезд, который так проедет стрелку, ребордой колеса отожмёт концевик рельса и погнет штангу, которая приводит в действие этот самый концевик у стрелки, и тогда машинист поезда попадёт очёнь капитально, потому что это выход стрелки из строя. Advtrains же пропускает поезд, но поворачивает вагоны так, чтобы их ориентация совпала с направлением стрелки (т.к. ожидается, что только оттуда они и могут приехать). Чтобы этого не случалось, надо все стрелки ставить как надо (прямо/вбок), и не давать поезду взрезать их.

Image
Attachments
2020-01-29-161327_1155x648_scrot.png
2020-01-29-161327_1155x648_scrot.png (612.26 KiB) Viewed 1516 times
Last edited by h-v-smacker on Thu Jan 30, 2020 14:53, edited 1 time in total.
Linux Forks, the Best Forks: linux-forks.de // Play @ LinuxWorks Next Generation

User avatar
Blockhead
Member
Posts: 1697
Joined: Wed Jul 17, 2019 10:14
GitHub: Montandalar
IRC: Blockhead256
In-game: Blockhead Blockhead256
Location: Land Down Under
Contact:

Re: [Mod] Advanced Trains [advtrains] [2.1.1]

by Blockhead » Post

Imk wrote:https://youtu.be/_h-psUEjntA

steam locomotive jump to another line
if there is a coupling wagon
line remains busy
Smacker is correct, you must set the track switch straight in the route. Also, make sure have a signal for that move; it look like your trains run on the right hand side but this steam train is coming from the left?

The reason the section remains occupied is another bug, but it should go away when you fix the switch in the route.

The relevant bug report is at http://bugs.linux-forks.de/advtrains/77.html.
/˳˳_˳˳]_[˳˳_˳˳]_[˳˳_˳˳\ Advtrains enthusiast | My map: Noah's Railyard | My Content on ContentDB ✝️♂

User avatar
Imk
Member
Posts: 490
Joined: Mon Nov 05, 2018 19:15
In-game: Imk
Location: Crimea, Russia
Contact:

Re: [Mod] Advanced Trains [advtrains] [2.1.1]

by Imk » Post

h-v-smacker, получилось спасибо. Ролик переменную другим в науку. Что самое интересное локомотив без вагонов нормально проходил и даже не подумал, что это концевик не загнут.
Сейчас пересмотрел все маршруты учитывая это.

h-v-smacker, thank you so much.

User avatar
orwell
Member
Posts: 958
Joined: Wed Jun 24, 2015 18:45
GitHub: orwell96
IRC: orwell96_mt
In-game: orwell
Location: Raxacoricofallapatorius

Re: [Mod] Advanced Trains [advtrains] [2.1.1]

by orwell » Post

Hi everyone,

I'm thinking about simplifying the format of signal aspect tables, since they are fairly redundant right now. The issue has been brought up here: http://bugs.linux-forks.de/advtrains/132.html.

I have implemented the change at http://git.bananach.space/advtrains.git ... nal_aspect. Meanwhile, it fixes and improves the signal aspect selection dialog.

Now my question: Is anyone of you using get_aspect() in LuaATC actively, and would changing the table format be a major issue? If you're only using 'aspect.main.free', you just need to replace it by 'aspect.main~=0'
Lua is great!
List of my mods
I like singing. I like dancing. I like ... niyummm...

User avatar
rubberduck
Member
Posts: 505
Joined: Thu Feb 27, 2014 19:19
IRC: rbduck
In-game: rubberduck
Location: error 404 - location not found
Contact:

Re: [Mod] Advanced Trains [advtrains] [2.1.1]

by rubberduck » Post

new wagons in progress...
Image
Attachments
new_wagons_wip.jpg
new_wagons_wip.jpg (86.81 KiB) Viewed 1516 times
My game (not minetest): http://forum.freegamedev.net/viewtopic.php?f=22&t=6800

my mods: gold_and_gem, meseconductors

a penguin throws an apple through a window

sometimes i change my "forum location" via user control panel

User avatar
Imk
Member
Posts: 490
Joined: Mon Nov 05, 2018 19:15
In-game: Imk
Location: Crimea, Russia
Contact:

Re: [Mod] Advanced Trains [advtrains] [2.1.1]

by Imk » Post

Rotary triangle
Image
Attachments
[minetest 5.2.0] Поворотный треугольник.jpg
[minetest 5.2.0] Поворотный треугольник.jpg (83.8 KiB) Viewed 1516 times
Last edited by Imk on Sat Feb 29, 2020 21:53, edited 1 time in total.

srinivas
Member
Posts: 25
Joined: Sun May 19, 2019 06:16
GitHub: samarth-ramesh
IRC: srinivas
In-game: samarthr1
Location: Hyderabad India

Re: [Mod] Advanced Trains [advtrains] [2.1.1]

by srinivas » Post

How do the loading and unloading tracks work? I was unable to understand how to use it.
Thanks in advance

yw05
Member
Posts: 368
Joined: Tue May 07, 2019 12:59
GitHub: y5nw
IRC: y5nw
In-game: ywang
Location: Germany

Re: [Mod] Advanced Trains [advtrains] [2.1.1]

by yw05 » Post

orwell wrote:I'm thinking about simplifying the format of signal aspect tables, since they are fairly redundant right now. The issue has been brought up here: http://bugs.linux-forks.de/advtrains/132.html.
I think I had a fork which simplified the format of signal aspects, but I probably deleted it :(
Also, I apologize for being impolite on the bugtracker.

[quote="orwell"I have implemented the change at http://git.bananach.space/advtrains.git ... nal_aspect. Meanwhile, it fixes and improves the signal aspect selection dialog.[/quote]
I remember my fork had the format <main><HFS><shunt> and dropped out the DST field.
orwell wrote:Now my question: Is anyone of you using get_aspect() in LuaATC actively, and would changing the table format be a major issue? If you're only using 'aspect.main.free', you just need to replace it by 'aspect.main~=0'
Write a get_aspect_v2 function that returns the table in the new format and have the get_aspect function point to get_aspect_v1 returning the table in the old format.
Change the get_aspect() function and add an additional argument to check for the format of the table. A number indicating the "version" should be enough.

User avatar
rubberduck
Member
Posts: 505
Joined: Thu Feb 27, 2014 19:19
IRC: rbduck
In-game: rubberduck
Location: error 404 - location not found
Contact:

Re: [Mod] Advanced Trains [advtrains] [2.1.1]

by rubberduck » Post

I just finished my wood and tank wagons...
Image
My game (not minetest): http://forum.freegamedev.net/viewtopic.php?f=22&t=6800

my mods: gold_and_gem, meseconductors

a penguin throws an apple through a window

sometimes i change my "forum location" via user control panel

User avatar
h-v-smacker
Member
Posts: 115
Joined: Wed Nov 29, 2017 23:04
GitHub: h-v-smacker
In-game: Smacker

Re: [Mod] Advanced Trains [advtrains] [2.1.1]

by h-v-smacker » Post

srinivas wrote:How do the loading and unloading tracks work? I was unable to understand how to use it.
Thanks in advance
You put them above chests. When the train slowly moves by, the contents of its freight cars are moved into chests under unloading tracks, while the stuff in the chests under loading trucks is moved to the train.
Linux Forks, the Best Forks: linux-forks.de // Play @ LinuxWorks Next Generation

srinivas
Member
Posts: 25
Joined: Sun May 19, 2019 06:16
GitHub: samarth-ramesh
IRC: srinivas
In-game: samarthr1
Location: Hyderabad India

Re: [Mod] Advanced Trains [advtrains] [2.1.1]

by srinivas » Post

thank you

User avatar
smartduck
New member
Posts: 2
Joined: Sat Feb 29, 2020 23:15
In-game: smartduck
Contact:

Re: [Mod] Advanced Trains [advtrains] [2.1.1]

by smartduck » Post

Thank you orwell for this great mod!
Having hours of fun building my first tracks :)
Don't know if it's all ready planned; would be nice if the train follows the angle of the slope.

gpcf
Member
Posts: 382
Joined: Fri May 27, 2016 10:48
GitHub: gpcf
In-game: gabriel

Re: [Mod] Advanced Trains [advtrains] [2.1.1]

by gpcf » Post

trains following slopes is available in minetest 5.x

User avatar
smartduck
New member
Posts: 2
Joined: Sat Feb 29, 2020 23:15
In-game: smartduck
Contact:

Re: [Mod] Advanced Trains [advtrains] [2.1.1]

by smartduck » Post

Thank you gpcf. I'm running antiX 19 based on debian "stable", only 0.4.17 is in the repository. So I have to install 5.1.1 manual and test if it runs without conflicts.

Post Reply

Who is online

Users browsing this forum: Google [Bot] and 33 guests