[Mod] Advanced Trains [advtrains] [2.4.3]

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Re: [Mod] Advanced Trains [advtrains] [2.2.1]

by amelaye » Post

Hi,
Where are the trains ???
I made an update to 5.4 and updated the mods, I can't find the subway, japanese train mods etc ... what the hell ? please, what's going on ?

Edit : found it http://git.bananach.space/basic_trains.git/
Last edited by amelaye on Sun Mar 14, 2021 14:11, edited 1 time in total.
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Re: [Mod] Advanced Trains [advtrains] [2.2.1]

by Maverick2797 » Post

amelaye wrote:
Sun Mar 14, 2021 14:00
Hi,
Where are the trains ???
I made an update to 5.4 and updated the mods, I can't find the subway, japanese train mods etc ... what the hell ? please, what's going on ?
The trains were moved a couple of days ago to the "basic_trains" sub-mod to continue making advtrains modular. You'll just have to enable it in the modpack like any other mod.
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Re: [Mod] Advanced Trains [advtrains] [2.2.1]

by amelaye » Post

Yes I found the repo.
unfortunately, the other trains mods do not work anymore (zugspitzbahn, orient express ...) :
2021-03-14 15:17:32: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod '' in callback luaentity_run_simple_callback(): Invalid position coordinate 'x' (expected number got nil).
2021-03-14 15:17:32: ERROR[Main]: stack traceback:
2021-03-14 15:17:32: ERROR[Main]: [C]: in function 'set_attach'
2021-03-14 15:17:32: ERROR[Main]: /xxx/.minetest/mods/advtrains/advtrains/wagons.lua:717: in function 'get_on'
2021-03-14 15:17:32: ERROR[Main]: /xxx/.minetest/mods/advtrains/advtrains/wagons.lua:675: in function </xxx/.minetest/mods/advtrains/advtrains/wagons.lua:604>
2021-03-14 15:17:32: ERROR[Main]: stack traceback:
2021-03-14 15:17:32: ERROR[Main]: [C]: in function 'set_attach'
2021-03-14 15:17:32: ERROR[Main]: /xxx/.minetest/mods/advtrains/advtrains/wagons.lua:717: in function 'get_on'
2021-03-14 15:17:32: ERROR[Main]: /xxx/.minetest/mods/advtrains/advtrains/wagons.lua:675: in function </xxx/.minetest/mods/advtrains/advtrains/wagons.lua:604>
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Re: [Mod] Advanced Trains [advtrains] [2.2.1]

by Maverick2797 » Post

For reference: the trains previously included with advtrains are a separate mod now, located at https://git.bananach.space/basic_trains.git.
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Re: [Mod] Advanced Trains [advtrains] [2.2.1]

by gpcf » Post

The trains got split out, as there are higher quality trains available, such as the moretrains modpack, see viewtopic.php?f=9&t=24112

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Re: [Mod] Advanced Trains [advtrains] [2.2.1]

by orwell » Post

amelaye wrote:
Sun Mar 14, 2021 14:20
Yes I found the repo.
unfortunately, the other trains mods do not work anymore (zugspitzbahn, orient express ...) :

Code: Select all

2021-03-14 15:17:32: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod '' in callback luaentity_run_simple_callback(): Invalid position coordinate 'x' (expected number got nil).
2021-03-14 15:17:32: ERROR[Main]: stack traceback:
2021-03-14 15:17:32: ERROR[Main]: 	[C]: in function 'set_attach'
This appears to be a problem in the zugspitzbahn. I suppose the attach position field is missing. I'll see what I can do about this.
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Re: [Mod] Advanced Trains [advtrains] [2.2.1]

by Blockhead » Post

amelaye wrote:
Sun Mar 14, 2021 14:20
Yes I found the repo.
unfortunately, the other trains mods do not work anymore (zugspitzbahn, orient express ...) :
2021-03-14 15:17:32: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod '' in callback luaentity_run_simple_callback(): Invalid position coordinate 'x' (expected number got nil).
2021-03-14 15:17:32: ERROR[Main]: stack traceback:
2021-03-14 15:17:32: ERROR[Main]: [C]: in function 'set_attach'
2021-03-14 15:17:32: ERROR[Main]: /xxx/.minetest/mods/advtrains/advtrains/wagons.lua:717: in function 'get_on'
2021-03-14 15:17:32: ERROR[Main]: /xxx/.minetest/mods/advtrains/advtrains/wagons.lua:675: in function </xxx/.minetest/mods/advtrains/advtrains/wagons.lua:604>
2021-03-14 15:17:32: ERROR[Main]: stack traceback:
2021-03-14 15:17:32: ERROR[Main]: [C]: in function 'set_attach'
2021-03-14 15:17:32: ERROR[Main]: /xxx/.minetest/mods/advtrains/advtrains/wagons.lua:717: in function 'get_on'
2021-03-14 15:17:32: ERROR[Main]: /xxx/.minetest/mods/advtrains/advtrains/wagons.lua:675: in function </xxx/.minetest/mods/advtrains/advtrains/wagons.lua:604>
Can you find exactly when this happens? It should be obvious given the letter o instead of the digit 0 used in the Zugspitzbahn source code:

Code: Select all

init.lua:18          attach_offset={x=o, y=6, z=8},
except that I can't get it to crash for me on Windows or Linux, even by filling the Zugspitzbahn engine with players.
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Re: [Mod] Advanced Trains [advtrains] [2.2.1]

by W3RQ01 » Post

Maverick2797 wrote:
Sun Mar 14, 2021 14:06
amelaye wrote:
Sun Mar 14, 2021 14:00
Hi,
Where are the trains ???
I made an update to 5.4 and updated the mods, I can't find the subway, japanese train mods etc ... what the hell ? please, what's going on ?
The trains were moved a couple of days ago to the "basic_trains" sub-mod to continue making advtrains modular. You'll just have to enable it in the modpack like any other mod.
Are new trains coming?
For everyone that still wants to have the trains included in advtrains, see here:
https://github.com/W3RQ01/advtrains
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Re: [Mod] Advanced Trains [advtrains] [2.2.1]

by VanessaE » Post

Using the master branch, at commit 5d372b1c. Running under Minetest 5.4.0 with Dreambuilder game (which is basically minetest_game with a metric assload of mods). Other trains mods installed: basic_trains, disco_trains, minetest-moretrains.

The main advtrains mod is missing a dependency on mesecons_switch, resulting in a crash at startup. Adding it to depends in advtrains' mod.conf fixes that (I didn't test if it actually needs to be a hard depend vs. optional). That crash:
Spoiler

Code: Select all

2021-03-25 05:29:17: ERROR[Main]: ModError: Failed to load and run script from /home/minetest/.minetest/worlds/Creative_World/worldmods/advtrains/advtrains/init.lua:
2021-03-25 05:29:17: ERROR[Main]: ..._World/worldmods/advtrains/advtrains/p_mesecon_iface.lua:6: Attempt to override non-existent item mesecons_switch:mesecon_switch_off
2021-03-25 05:29:17: ERROR[Main]: stack traceback:
2021-03-25 05:29:17: ERROR[Main]: 	[C]: in function 'error'
2021-03-25 05:29:17: ERROR[Main]: 	/usr/share/minetest/builtin/game/register.lua:395: in function 'override_item'
2021-03-25 05:29:17: ERROR[Main]: 	..._World/worldmods/advtrains/advtrains/p_mesecon_iface.lua:6: in main chunk
2021-03-25 05:29:17: ERROR[Main]: 	[C]: in function 'dofile'
On later runs of the server which has this modpack, there have been crashes as well. Three of them, with the same error:
Spoiler

Code: Select all

2021-03-26 16:38:27: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: 
Runtime error from mod '' in callback node_on_receive_fields(): ...s/advtrains_m
odpack/advtrains_luaautomation/atc_rail.lua:204: attempt to index a nil value
2021-03-26 16:38:27: ERROR[Main]: stack traceback:
2021-03-26 16:38:27: ERROR[Main]:       ...s/advtrains_modpack/advtrains_luaauto
mation/atc_rail.lua:204: in function <...s/advtrains_modpack/advtrains_luaautoma
tion/atc_rail.lua:198>
Elsewhere in the debug log are complaints of undeclared globals. All variables and such in Lua should either be local or be part of a unique namespace, such as an entry in a global table named for the mod. Otherwise if two unrelated mods use the same global variable name, they will conflict, probably corrupting each others' states. Here's what's shown up in my log so far:
Spoiler

Code: Select all

2021-03-26 08:06:28: WARNING[Main]: Undeclared global variable "intllib" accessed at ...dmods/advtrains_modpack/advtrains_luaautomation/init.lua:6

2021-03-26 08:23:40: WARNING[Server]: Assignment to undeclared global "linhei" inside a function at ...e_World/worldmods/advtrains_modpack/advtrains/wagons.lua:946.

2021-03-26 08:25:48: WARNING[Server]: Assignment to undeclared global "s" inside a function at ...ld/worldmods/advtrains_modpack/advtrains/trackplacer.lua:292.

2021-03-26 08:31:44: WARNING[Server]: Assignment to undeclared global "dir" inside a function at ...ilder_game/mods/infrastructure/advanced_boom_barrier.lua:7.

2021-03-26 10:56:59: WARNING[Server]: Undeclared global variable "t" accessed at ...e_World/worldmods/advtrains_modpack/advtrains/couple.lua:152

2021-03-26 13:14:30: WARNING[Server]: Undeclared global variable "newstate" accessed at ...e_World/worldmods/advtrains_modpack/advtrains/tracks.lua:527

2021-03-26 13:23:24: WARNING[Server]: Undeclared global variable "id" accessed at ...rld/worldmods/advtrains_modpack/advtrains/trainlogic.lua:143

2021-03-26 13:30:11: WARNING[Server]: Assignment to undeclared global "dirvec" inside a function at ...e_World/worldmods/advtrains_modpack/advtrains/tracks.lua:670.
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Re: [Mod] Advanced Trains [advtrains] [2.2.1]

by W3RQ01 » Post

VanessaE wrote:
Fri Mar 26, 2021 19:57
Using the master branch, at commit 5d372b1c. Running under Minetest 5.4.0 with Dreambuilder game (which is basically minetest_game with a metric assload of mods). Other trains mods installed: basic_trains, disco_trains, minetest-moretrains.

The main advtrains mod is missing a dependency on mesecons_switch, resulting in a crash at startup. Adding it to depends in advtrains' mod.conf fixes that (I didn't test if it actually needs to be a hard depend vs. optional). That crash:
Spoiler

Code: Select all

2021-03-25 05:29:17: ERROR[Main]: ModError: Failed to load and run script from /home/minetest/.minetest/worlds/Creative_World/worldmods/advtrains/advtrains/init.lua:
2021-03-25 05:29:17: ERROR[Main]: ..._World/worldmods/advtrains/advtrains/p_mesecon_iface.lua:6: Attempt to override non-existent item mesecons_switch:mesecon_switch_off
2021-03-25 05:29:17: ERROR[Main]: stack traceback:
2021-03-25 05:29:17: ERROR[Main]: 	[C]: in function 'error'
2021-03-25 05:29:17: ERROR[Main]: 	/usr/share/minetest/builtin/game/register.lua:395: in function 'override_item'
2021-03-25 05:29:17: ERROR[Main]: 	..._World/worldmods/advtrains/advtrains/p_mesecon_iface.lua:6: in main chunk
2021-03-25 05:29:17: ERROR[Main]: 	[C]: in function 'dofile'
On later runs of the server which has this modpack, there have been crashes as well. Three of them, with the same error:
Spoiler

Code: Select all

2021-03-26 16:38:27: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: 
Runtime error from mod '' in callback node_on_receive_fields(): ...s/advtrains_m
odpack/advtrains_luaautomation/atc_rail.lua:204: attempt to index a nil value
2021-03-26 16:38:27: ERROR[Main]: stack traceback:
2021-03-26 16:38:27: ERROR[Main]:       ...s/advtrains_modpack/advtrains_luaauto
mation/atc_rail.lua:204: in function <...s/advtrains_modpack/advtrains_luaautoma
tion/atc_rail.lua:198>
Elsewhere in the debug log are complaints of undeclared globals. All variables and such in Lua should either be local or be part of a unique namespace, such as an entry in a global table named for the mod. Otherwise if two unrelated mods use the same global variable name, they will conflict, probably corrupting each others' states. Here's what's shown up in my log so far:
Spoiler

Code: Select all

2021-03-26 08:06:28: WARNING[Main]: Undeclared global variable "intllib" accessed at ...dmods/advtrains_modpack/advtrains_luaautomation/init.lua:6

2021-03-26 08:23:40: WARNING[Server]: Assignment to undeclared global "linhei" inside a function at ...e_World/worldmods/advtrains_modpack/advtrains/wagons.lua:946.

2021-03-26 08:25:48: WARNING[Server]: Assignment to undeclared global "s" inside a function at ...ld/worldmods/advtrains_modpack/advtrains/trackplacer.lua:292.

2021-03-26 08:31:44: WARNING[Server]: Assignment to undeclared global "dir" inside a function at ...ilder_game/mods/infrastructure/advanced_boom_barrier.lua:7.

2021-03-26 10:56:59: WARNING[Server]: Undeclared global variable "t" accessed at ...e_World/worldmods/advtrains_modpack/advtrains/couple.lua:152

2021-03-26 13:14:30: WARNING[Server]: Undeclared global variable "newstate" accessed at ...e_World/worldmods/advtrains_modpack/advtrains/tracks.lua:527

2021-03-26 13:23:24: WARNING[Server]: Undeclared global variable "id" accessed at ...rld/worldmods/advtrains_modpack/advtrains/trainlogic.lua:143

2021-03-26 13:30:11: WARNING[Server]: Assignment to undeclared global "dirvec" inside a function at ...e_World/worldmods/advtrains_modpack/advtrains/tracks.lua:670.
mmmh pretty strange...
My advice is to remove temporarily the version that you are using and download a stable version like this one:
https://github.com/W3RQ01/advtrains

My version still has the trains inside advtrains, just for safety if the new version (without trains) not works.
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Re: [Mod] Advanced Trains [advtrains] [2.2.1]

by Maverick2797 » Post

W3RQ01 wrote:
Sat Mar 27, 2021 09:22
mmmh pretty strange...
My advice is to remove temporarily the version that you are using and download a stable version like this one:
https://github.com/W3RQ01/advtrains

My version still has the trains inside advtrains, just for safety if the new version (without trains) not works..
The unset global variables have nothing to do with whether the trains are part of the main mod or not. If you had the console open with your fork, you'd still see the same errors. The crash traceback also suggests elsewhere.

Please don't claim your fork to be the stable version unless you intend to keep up with the source releases.
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Re: [Mod] Advanced Trains [advtrains] [2.2.1]

by Blockhead » Post

VanessaE wrote:
Fri Mar 26, 2021 19:57
Using the master branch, at commit 5d372b1c. Running under Minetest 5.4.0 with Dreambuilder game (which is basically minetest_game with a metric assload of mods). Other trains mods installed: basic_trains, disco_trains, minetest-moretrains.

... missing a dependency on mesecons_switch, resulting in a crash at startup. Adding it to depends in advtrains' mod.conf fixes that (I didn't test if it actually needs to be a hard depend vs. optional)....
Looked at the source, it looks like it's meant as a soft dependency but currently the code doesn't check for mesecons_switch accurately (a good test would be a registration of mesecons:switch:mesecons_switch_off).

Would you mind reporting these issues at our bugtracker, so that we can track them and they can be referenced on our mailing list & git commit history. The address is: bugs dot linux-forks dot dee-ee slash advtrains. There is also a link from the advtrains.de homepage. Sorry about the lack of a direct link; the bugtracker has previously crashed due to spambots assailing it and while it's up for now I don't if a direct link is wise.

While you're here VanessaE, it's worth mentioning in passing I'd like to be able to use the crossings from infrastructure/streets/roads/thingy as advtrains components. I did some work on this previously. Would you accept the contribution, including a soft dependency on advtrains, if I get around to finishing it?
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Re: [Mod] Advanced Trains [advtrains] [2.2.1]

by gpcf » Post

hemiptera nouw has a spamassassin sitting in front of it so it should not be too bad.

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Re: [Mod] Advanced Trains [advtrains] [2.2.1]

by VanessaE » Post

The "roads thingy" I assume means the one in Dreambuilder? That is cheapie's mod, but I'm sure she'd be happy to accept contributions. Its upstream is at https://cheapiesystems.com/git/roads/ .

As for the mesecons switch, it's sufficient to check for the presence of the mod containing it, and just use the proper node name. Trying to check for old node names is kinda pointless as mesecons is one of those projects that can generally be updated whenever it seems like it's needed, as it typically won't break anything.

Regarding submitting issues, honestly it bothers me a little that you guys are not using Gitlab, Github, or Notabug... but I have submitted three issues (one per section from my previous comment). Then again, cheapie runs her own git instance, too. :-P
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Re: [Mod] Advanced Trains [advtrains] [2.2.1]

by cheapie » Post

Blockhead wrote:
Sat Mar 27, 2021 10:44
While you're here VanessaE, it's worth mentioning in passing I'd like to be able to use the crossings from infrastructure/streets/roads/thingy as advtrains components. I did some work on this previously. Would you accept the contribution, including a soft dependency on advtrains, if I get around to finishing it?
The intention for those crossing equipment pieces was only ever digilines control.
The way I see it, there are a few options for making working railroad crossings with this:
  • Just send digilines signals to the crossing equipment as needed, using a Luacontroller. This is how it is generally used with carts already.
  • Add some sort of node (on the advtrains side of things) that detects trains and controls the crossing (via digilines) on its own.
  • Add separate crossing equipment for advtrains. This is probably better since the crossing equipment in roads is sized for carts and would look too small for an advtrains setup.

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Re: [Mod] Advanced Trains [advtrains] [2.2.1]

by orwell » Post

cheapie wrote:
Sat Mar 27, 2021 19:31
Blockhead wrote:
Sat Mar 27, 2021 10:44
While you're here VanessaE, it's worth mentioning in passing I'd like to be able to use the crossings from infrastructure/streets/roads/thingy as advtrains components. I did some work on this previously. Would you accept the contribution, including a soft dependency on advtrains, if I get around to finishing it?
The intention for those crossing equipment pieces was only ever digilines control.
The way I see it, there are a few options for making working railroad crossings with this:
  • Just send digilines signals to the crossing equipment as needed, using a Luacontroller. This is how it is generally used with carts already.
  • Add some sort of node (on the advtrains side of things) that detects trains and controls the crossing (via digilines) on its own.
  • Add separate crossing equipment for advtrains. This is probably better since the crossing equipment in roads is sized for carts and would look too small for an advtrains setup.
Sending digiline messages is already possible from LuaATC, so that part would already work. @Blockhead: You probably mean adding signal definitions to the roads traffic lights, so that they can set an influence point and stop trains, right?

I've thought about this before, too. It could be very useful in the context of trams. However I see two problems:
- The traffic lights must work when the area is not loaded, or must at least display "clear" (which won't work with a tram crossing
- At least for german tram signals, there is an approach detector. The tram signal shows Halt by default. When a tram is approaching, an "A" indicator lights up and the signal goes clear at the next available phase. It should also be ensured that the signal doesn't go back to Halt while a tram is approaching.

It would be really nice to see an intersection with trams in action, with signals being controlled by a traffic light controller like in real life. The main part of this would be to make a traffic controller that hooks into advtrains. There are internal callback systems for trains approaching, entering and leaving positions; you can hook into them, I don't expect them to change in the future. I probably need to document this though.
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Re: [Mod] Advanced Trains [advtrains] [2.2.1]

by orwell » Post

W3RQ01 wrote:
Sat Mar 27, 2021 09:22
mmmh pretty strange...
My advice is to remove temporarily the version that you are using and download a stable version like this one:
https://github.com/W3RQ01/advtrains

My version still has the trains inside advtrains, just for safety if the new version (without trains) not works.
Please do not announce your fork as an official stable version of advtrains. Official stable versions of advtrains are the packages downloadable from the Content Database (https://content.minetest.net/packages/orwell/advtrains/). These are also tagged on Git with appropriate release-x.x.x tags. If you look carefully, the last release was before the trains were removed.

There will soon be a new release. When I publish it, I will post a release note explaining that basic_trains are no longer included and where to find them. By this time, basic_trains will also be downloadable from the ContentDB.
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Re: [Mod] Advanced Trains [advtrains] [2.2.1]

by W3RQ01 » Post

orwell wrote:
Tue Mar 30, 2021 09:14
W3RQ01 wrote:
Sat Mar 27, 2021 09:22
mmmh pretty strange...
My advice is to remove temporarily the version that you are using and download a stable version like this one:
https://github.com/W3RQ01/advtrains

My version still has the trains inside advtrains, just for safety if the new version (without trains) not works.
Please do not announce your fork as an official stable version of advtrains. Official stable versions of advtrains are the packages downloadable from the Content Database (https://content.minetest.net/packages/orwell/advtrains/). These are also tagged on Git with appropriate release-x.x.x tags. If you look carefully, the last release was before the trains were removed.

There will soon be a new release. When I publish it, I will post a release note explaining that basic_trains are no longer included and where to find them. By this time, basic_trains will also be downloadable from the ContentDB.
My repo is just the last release....
Last edited by W3RQ01 on Wed Mar 31, 2021 14:21, edited 1 time in total.
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Re: [Mod] Advanced Trains [advtrains] [2.2.1]

by Blockhead » Post

W3RQ01 wrote:
Tue Mar 30, 2021 09:34
My fork is just the last release....
Which is why you shouldn't even announce it's a fork. It's not forked at all in development - pressing the fork button or re-uploading a repository on GitHub does not thereby make a repository a fork. So far your repository is just a mirror; it's useful if you did want to push some commits of your own and thereby make a fork. Except that I think you probably don't want to fork, you want any changes you make to be accepted into the 'upstream', the official version. Your intentions are good but you need to learn more. Remember your version is no more useful than just using git checkout release-2.2.1.
/˳˳_˳˳]_[˳˳_˳˳]_[˳˳_˳˳\ Advtrains enthusiast | My map: Noah's Railyard | My Content on ContentDB ✝️♂

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Re: [Mod] Advanced Trains [advtrains] [2.2.1]

by W3RQ01 » Post

Blockhead wrote:
Wed Mar 31, 2021 00:40
W3RQ01 wrote:
Tue Mar 30, 2021 09:34
My fork is just the last release....
Which is why you shouldn't even announce it's a fork. It's not forked at all in development - pressing the fork button or re-uploading a repository on GitHub does not thereby make a repository a fork. So far your repository is just a mirror; it's useful if you did want to push some commits of your own and thereby make a fork. Except that I think you probably don't want to fork, you want any changes you make to be accepted into the 'upstream', the official version. Your intentions are good but you need to learn more. Remember your version is no more useful than just using git checkout release-2.2.1.

Ok i think that here there is some confusion, let's explain:

1) my repo isn't a fork

2) my repo has the exactly settings of the advtrains mod that i use on my worlds that has some little changes like max. speed ora craftings

3) i also made a repo for the basic trains
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Re: [Mod] Advanced Trains [advtrains] [2.2.1]

by SolidBlock » Post

It's so strange that it confuses me many times. The text does not display normally. And the section is neither occupied nor route-set by other signals.Image

And if I place a train on the route mentioned in the picture (which means the route will be occupied) and destroy the train, it becomes normal and the route can be normally set.

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Re: [Mod] Advanced Trains [advtrains] [2.2.1]

by yw05 » Post

SolidBlock wrote:
Sat Apr 17, 2021 08:05
It's so strange that it confuses me many times. The text does not display normally. And the section is neither occupied nor route-set by other signals.Image

And if I place a train on the route mentioned in the picture (which means the route will be occupied) and destroy the train, it becomes normal and the route can be normally set.
I'm not sure if this helps:
  • It appears that the section is occupied by the route, but in a state that it was occupied for a different train to pass. Have you tried to reset the route section?
  • How were the track sections (etc) set up? (Is there some sort of schematic map or something similar that shows the setup? For me it is a bit hard to tell from your screenshot) That might help people find the problem.
  • Unfortunately, I am not sure if anyone is working on the UI right now.

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Re: [Mod] Advanced Trains [advtrains] [2.2.1]

by orwell » Post

SolidBlock wrote:
Sat Apr 17, 2021 08:05
It's so strange that it confuses me many times. The text does not display normally. And the section is neither occupied nor route-set by other signals.Image

And if I place a train on the route mentioned in the picture (which means the route will be occupied) and destroy the train, it becomes normal and the route can be normally set.
Sorry for the late answer.

Judging from the screenshot, my suspection is the following:
- Train passes signal and drives through sections 1 and 2 of the route
- Then, a switch is set in the "wrong" direction somewhere in section 2 so the train leaves section 2 not at the place where section 3 of the route starts, but somewhere else
- so, section 3 still has the route set since the train never cleared it

In theory, this should not happen, because when the train leaves a section, advtrains should automatically clear the routes from all neighboring sections that the train did not head off to. This behavior has a different reason.

But it might be that this fallback behavior is broken, and since it's a pretty rare usecase, no one noticed yet.

So just program the route again, and check that really all switches are locked in the correct position.

Side note: I really need to improve the route programming mechanism...
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Re: [Mod] Advanced Trains [advtrains] [2.3.0]

by orwell » Post

Advtrains 2.3.0 released!

Changes:
  • Trains are no longer contained in base modpack, to encourage to install 3rd-party train mods
  • Fix save file serialization on windows
  • Rework LuaATC formspec layout (hlqkj)
  • LuaATC: messages are no longer printed to global chat, instead you need to /subscribe to environments
  • Improve crafting recipes
  • Train HUD redesign (ywang)
  • Rewrite of LZB subsystem (more performant, less buggy)
  • LuaATC: support for approach callbacks
  • Simplified format of signal aspect tables, better aspect selection dialog
  • Various other bugfixes
Important: Windows users have reported data loss when opening a world with the new version. For Windows users, I recommend not updating if you want to keep railways in your local worlds for now.

Action needed:
If you have a world with trains, you need to install https://content.minetest.net/packages/o ... ic_trains/ to keep them. Otherwise, I encourage to install rubberduck's Moretrains modpack.
Last edited by orwell on Mon May 03, 2021 18:05, edited 1 time in total.
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Re: [Mod] Advanced Trains [advtrains] [2.3.0]

by yw05 » Post

orwell wrote:
Sun Apr 25, 2021 20:48
Train HUD redesign (ywang)
??? I think that was when 2.2.1 was released.
(Note to self: finish the custom train HUD API thing)
orwell wrote:
Sun Apr 25, 2021 20:48
If you have a world with trains, you need to install https://content.minetest.net/packages/o ... ic_trains/ to keep them. Otherwise, I encourage to install rubberduck's Moretrains modpack.
Maybe there should be a mod that (hopefully) converts the trains from basic_trains to moretrains?

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