[Mod] Advanced Trains [advtrains] [2.4.3]
- orwell
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Re: [Mod] Advanced Trains [advtrains] [1.0.3]
thx for wanting to contribute.
format: preferably ogg, but never mind, i can convert
what: sounds of driving steam engine/wagon/electric locomotive at 3 or 4 different speeds
how long: 5-10 seconds each, can be less, but should allow looping.
format: preferably ogg, but never mind, i can convert
what: sounds of driving steam engine/wagon/electric locomotive at 3 or 4 different speeds
how long: 5-10 seconds each, can be less, but should allow looping.
- BirgitLachner
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Re: [Mod] Advanced Trains [advtrains] [1.0.3]
I'll have a look at it ;-)
Re: [Mod] Advanced Trains [advtrains] [1.0.3]
I have several proposals for this mod. I am willing to help with them when I have some time (I fear I won't have much time for the next few months).
- Do not make trains craftable. Having trains in your inventory is strange. Rather add a depot to build the trains and they are placed on the tracks automatically
- Add an inventory to wagons, so trains can carry goods
- Add a narrow-gauge mine railway with a smaller structure gauge to fit in smaller tunnels. Also: train elevators
- Make sure only authorized people can move trains, but still allow people to remove trains blocking the way (I don't know how to do this)
- Trucks that turn in the curves to make the trains more realistic
- More user-friendly and lighter slopes (>10%)
- Train collisions may damage buildings (problem: prevent train grief)
- Automated track builder
- Shunting locomotive with automatic coupling
- Scheduled automatic operation and loading/unloading (great for industrialization), wouldn't it be cool to have subways running every 1-2 minutes around the map? Have a look at simutrans or OpenTTD for approaches for this. I think this should be handled by an external program, possibly written in C for maximum efficiency, since it is probably a very CPU-intensive task.
- Automatic graphing of subway maps
- Integration with technic mod for Electric trains, so they draw power from HV cables
- Funicular railway that has 100% or 200% slopes and a counterweight.
- Turntables
- Maybe a small fare for subway rides to provide an incentive to operate them?
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)
- azekill_DIABLO
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Re: [Mod] Advanced Trains [advtrains] [1.0.3]
Finally after watching a bit, thos could be added. Some animation and node/entities could help us alot, as the abm.Those are great but would need a gigantic code file. and probably an engine rewrite.
Last edited by azekill_DIABLO on Mon Oct 17, 2016 14:47, edited 1 time in total.
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- Desour
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Re: [Mod] Advanced Trains [advtrains] [1.0.3]
@gpcf: i like your ideas.
the first point reminds me of simutrans
the first point reminds me of simutrans
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- orwell
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Re: [Mod] Advanced Trains [advtrains] [1.0.3]
- Do not make trains craftable. Having trains in your inventory is strange. Rather add a depot to build the trains and they are placed on the tracks automatically:
not this way, but as soon as you place a wagon, you can't get its contents back, this should be realistic enough for the moment. - Add a narrow-gauge mine railway with a smaller structure gauge to fit in smaller tunnels.
gimme models, i could revive the old 45 degree rails - Also: train elevators
later - Make sure only authorized people can move trains, but still allow people to remove trains blocking the way (I don't know how to do this):
EDIT: now implemented, todo: limit access to seats - Trucks that turn in the curves to make the trains more realistic
if i had models (and maybe textures)... would not be a big deal to rewrite the code...
In general, if someone could model the inside of wagons (seats, proper windows a.s.o) that would really help - More user-friendly and lighter slopes (>10%)
33% should be enough for the moment. I know that the current turns are way too narrow, but we need to make some compromises to the node grid. minecraft's real-trains mod does this entirely with entities (i think) which is not good and would require a reimplementation from scratch. - Train collisions may damage buildings (problem: prevent train grief)
later - Automated track builder
would be good, later, but before the other later stuff - Shunting locomotive with automatic coupling
maybe - Scheduled automatic operation and loading/unloading (great for industrialization), wouldn't it be cool to have subways running every 1-2 minutes around the map? Have a look at simutrans or OpenTTD for approaches for this. I think this should be handled by an external program, possibly written in C for maximum efficiency, since it is probably a very CPU-intensive task:
I plan to add some automatic train control (ATC) rails which can command trains. (only electric ones of course). with digilines and some forceload anchors you could build such a subway system. - Automatic graphing of subway maps
a bit offtopic, not in this mod. maybe a separate one... - Integration with technic mod for Electric trains, so they draw power from HV cables:
later - Funicular railway that has 100% or 200% slopes and a counterweight:
when i have models for them - Turntables
see elevators - Maybe a small fare for subway rides to provide an incentive to operate them?
better build a ticket system with digilines. but if it's wanted, later.
adding some of my ideas / todos: - detector rails
- ATC (a big fish)
- Power lines
- DB Regio
Last edited by orwell on Mon Nov 07, 2016 16:52, edited 3 times in total.
- jordan4ibanez
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Re: [Mod] Advanced Trains [advtrains] [1.0.3]
What a beautiful mod
hello, am program. do language in rust. make computer do. okay i go now.
- azekill_DIABLO
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Re: [Mod] Advanced Trains [advtrains] [1.0.3]
and how wonderous is the code!jordan4ibanez wrote:What a beautiful mod
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- orwell
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Re: [Mod] Advanced Trains [advtrains] [1.0.3]
is this sarcasm?azekill_DIABLO wrote:and how wonderous is the code!jordan4ibanez wrote:What a beautiful mod
Nathan S. did an animation for the engine, but i can't figure out how to get this info into minetest...
- Desour
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Re: [Mod] Advanced Trains [advtrains] [1.0.3]
you have to use set_animation (api)orwell wrote:Nathan S. did an animation for the engine, but i can't figure out how to get this info into minetest...
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- orwell
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Re: [Mod] Advanced Trains [advtrains] [1.0.3]
I mean how to properly Export it from Blender... Set_animation does not seem to work
Re: [Mod] Advanced Trains [advtrains] [1.0.3]
did you try to export it in B3D https://github.com/alrusdi/blender-b3d-exporter
- orwell
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Re: [Mod] Advanced Trains [advtrains] [1.0.3]
Yes, b3d (again), still does not work. seems like the animation data is not included in the B3D file. Does anyone know a way to check if the animation arrives in Minetest?
- Desour
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Re: [Mod] Advanced Trains [advtrains] [1.0.3]
well, to me it works with b3d do you use the minetest version?
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- azekill_DIABLO
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Re: [Mod] Advanced Trains [advtrains] [1.0.3]
No! it's really great!orwell wrote:is this sarcasm?azekill_DIABLO wrote: and how wonderous is the code!
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- Desour
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Re: [Mod] Advanced Trains [advtrains] [1.0.3]
if wonderous is great
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Re: [Mod] Advanced Trains [advtrains] [1.0.3]
and wounderous
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- orwell
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Re: [Mod] Advanced Trains [advtrains] [1.0.3]
I wonder if 'wonderous' is actually an english word. It's such a wonderful word.
TooManyWondersException
TooManyWondersException
- azekill_DIABLO
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Re: [Mod] Advanced Trains [advtrains] [1.0.3]
wonderful is english, but probably comes a bit from america.
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- orwell
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Re: [Mod] Advanced Trains [advtrains] [1.0.3]
we were talking about wonderous, weren't we?azekill_DIABLO wrote:wonderful is english, but probably comes a bit from america.
- azekill_DIABLO
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Re: [Mod] Advanced Trains [advtrains] [1.0.3]
yes we were but it's same imho.
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- Desour
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Re: [Mod] Advanced Trains [advtrains] [1.0.3]
my corrector tells me, wondrous is correct
and
and
I wrote:to me it works with b3d do you use the minetest version?
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- azekill_DIABLO
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Re: [Mod] Advanced Trains [advtrains] [1.0.3]
Oh idk. i think it works. just need to active the animation with a bit of code.
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