[Mod] Advanced Trains [advtrains] [2.4.3]

Post Reply
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] [1.0.3]

by orwell » Post

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.
Lua is great!
List of my mods
I like singing. I like dancing. I like ... niyummm...

User avatar
BirgitLachner
Member
Posts: 393
Joined: Thu May 05, 2016 10:18
In-game: Bibs

Re: [Mod] Advanced Trains [advtrains] [1.0.3]

by BirgitLachner » Post

I'll have a look at it ;-)

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] [1.0.3]

by mbb » Post

+1.000.000.000.000
cdb_2fcfab1b41f9

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] [1.0.3]

by mbb » Post

i will look for sounds
cdb_2fcfab1b41f9

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

Re: [Mod] Advanced Trains [advtrains] [1.0.3]

by gpcf » Post

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?
Tell me what you think of these proposals.

User avatar
azekill_DIABLO
Member
Posts: 7507
Joined: Wed Oct 29, 2014 20:05
GitHub: azekillDIABLO
In-game: azekill_DIABLO
Location: OMICRON
Contact:

Re: [Mod] Advanced Trains [advtrains] [1.0.3]

by azekill_DIABLO » Post

Those are great but would need a gigantic code file. and probably an engine rewrite.
Finally after watching a bit, thos could be added. Some animation and node/entities could help us alot, as the abm.
Last edited by azekill_DIABLO on Mon Oct 17, 2016 14:47, edited 1 time in total.
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!

User avatar
Desour
Member
Posts: 1473
Joined: Thu Jun 19, 2014 19:49
GitHub: Desour
IRC: Desour
In-game: DS
Location: I'm scared that if this is too exact, I will be unable to use my keyboard.

Re: [Mod] Advanced Trains [advtrains] [1.0.3]

by Desour » Post

@gpcf: i like your ideas.
the first point reminds me of simutrans
he/him; Codeberg; GitHub; ContentDB; public personal TODO list; "DS" is preferred (but often too short)

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] [1.0.3]

by orwell » Post

  • 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.
Lua is great!
List of my mods
I like singing. I like dancing. I like ... niyummm...

User avatar
jordan4ibanez
Member
Posts: 1923
Joined: Tue Sep 27, 2011 18:44
GitHub: jordan4ibanez
IRC: jordan4ibanez
In-game: jordan4ibanez

Re: [Mod] Advanced Trains [advtrains] [1.0.3]

by jordan4ibanez » Post

What a beautiful mod
hello, am program. do language in rust. make computer do. okay i go now.

User avatar
azekill_DIABLO
Member
Posts: 7507
Joined: Wed Oct 29, 2014 20:05
GitHub: azekillDIABLO
In-game: azekill_DIABLO
Location: OMICRON
Contact:

Re: [Mod] Advanced Trains [advtrains] [1.0.3]

by azekill_DIABLO » Post

jordan4ibanez wrote:What a beautiful mod
and how wonderous is the code!
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!

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] [1.0.3]

by orwell » Post

azekill_DIABLO wrote:
jordan4ibanez wrote:What a beautiful mod
and how wonderous is the code!
is this sarcasm?

Nathan S. did an animation for the engine, but i can't figure out how to get this info into minetest...
Lua is great!
List of my mods
I like singing. I like dancing. I like ... niyummm...

User avatar
Desour
Member
Posts: 1473
Joined: Thu Jun 19, 2014 19:49
GitHub: Desour
IRC: Desour
In-game: DS
Location: I'm scared that if this is too exact, I will be unable to use my keyboard.

Re: [Mod] Advanced Trains [advtrains] [1.0.3]

by Desour » Post

orwell wrote:Nathan S. did an animation for the engine, but i can't figure out how to get this info into minetest...
you have to use set_animation (api)
he/him; Codeberg; GitHub; ContentDB; public personal TODO list; "DS" is preferred (but often too short)

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] [1.0.3]

by orwell » Post

I mean how to properly Export it from Blender... Set_animation does not seem to work
Lua is great!
List of my mods
I like singing. I like dancing. I like ... niyummm...

ph8jPf9M
Member
Posts: 77
Joined: Sat Jul 16, 2016 10:29
GitHub: 22i

Re: [Mod] Advanced Trains [advtrains] [1.0.3]

by ph8jPf9M » Post

did you try to export it in B3D https://github.com/alrusdi/blender-b3d-exporter

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] [1.0.3]

by orwell » Post

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?
Lua is great!
List of my mods
I like singing. I like dancing. I like ... niyummm...

User avatar
Desour
Member
Posts: 1473
Joined: Thu Jun 19, 2014 19:49
GitHub: Desour
IRC: Desour
In-game: DS
Location: I'm scared that if this is too exact, I will be unable to use my keyboard.

Re: [Mod] Advanced Trains [advtrains] [1.0.3]

by Desour » Post

well, to me it works with b3d do you use the minetest version?
he/him; Codeberg; GitHub; ContentDB; public personal TODO list; "DS" is preferred (but often too short)

User avatar
azekill_DIABLO
Member
Posts: 7507
Joined: Wed Oct 29, 2014 20:05
GitHub: azekillDIABLO
In-game: azekill_DIABLO
Location: OMICRON
Contact:

Re: [Mod] Advanced Trains [advtrains] [1.0.3]

by azekill_DIABLO » Post

orwell wrote:
azekill_DIABLO wrote: and how wonderous is the code!
is this sarcasm?
No! it's really great!
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!

User avatar
Desour
Member
Posts: 1473
Joined: Thu Jun 19, 2014 19:49
GitHub: Desour
IRC: Desour
In-game: DS
Location: I'm scared that if this is too exact, I will be unable to use my keyboard.

Re: [Mod] Advanced Trains [advtrains] [1.0.3]

by Desour » Post

if wonderous is great
he/him; Codeberg; GitHub; ContentDB; public personal TODO list; "DS" is preferred (but often too short)

User avatar
azekill_DIABLO
Member
Posts: 7507
Joined: Wed Oct 29, 2014 20:05
GitHub: azekillDIABLO
In-game: azekill_DIABLO
Location: OMICRON
Contact:

Re: [Mod] Advanced Trains [advtrains] [1.0.3]

by azekill_DIABLO » Post

and wounderous
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!

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] [1.0.3]

by orwell » Post

I wonder if 'wonderous' is actually an english word. It's such a wonderful word.
TooManyWondersException
Lua is great!
List of my mods
I like singing. I like dancing. I like ... niyummm...

User avatar
azekill_DIABLO
Member
Posts: 7507
Joined: Wed Oct 29, 2014 20:05
GitHub: azekillDIABLO
In-game: azekill_DIABLO
Location: OMICRON
Contact:

Re: [Mod] Advanced Trains [advtrains] [1.0.3]

by azekill_DIABLO » Post

wonderful is english, but probably comes a bit from america.
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!

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] [1.0.3]

by orwell » Post

azekill_DIABLO wrote:wonderful is english, but probably comes a bit from america.
we were talking about wonderous, weren't we?
Lua is great!
List of my mods
I like singing. I like dancing. I like ... niyummm...

User avatar
azekill_DIABLO
Member
Posts: 7507
Joined: Wed Oct 29, 2014 20:05
GitHub: azekillDIABLO
In-game: azekill_DIABLO
Location: OMICRON
Contact:

Re: [Mod] Advanced Trains [advtrains] [1.0.3]

by azekill_DIABLO » Post

yes we were but it's same imho.
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!

User avatar
Desour
Member
Posts: 1473
Joined: Thu Jun 19, 2014 19:49
GitHub: Desour
IRC: Desour
In-game: DS
Location: I'm scared that if this is too exact, I will be unable to use my keyboard.

Re: [Mod] Advanced Trains [advtrains] [1.0.3]

by Desour » Post

my corrector tells me, wondrous is correct
and
I wrote:to me it works with b3d do you use the minetest version?
he/him; Codeberg; GitHub; ContentDB; public personal TODO list; "DS" is preferred (but often too short)

User avatar
azekill_DIABLO
Member
Posts: 7507
Joined: Wed Oct 29, 2014 20:05
GitHub: azekillDIABLO
In-game: azekill_DIABLO
Location: OMICRON
Contact:

Re: [Mod] Advanced Trains [advtrains] [1.0.3]

by azekill_DIABLO » Post

Oh idk. i think it works. just need to active the animation with a bit of code.
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!

Post Reply

Who is online

Users browsing this forum: Ahrefs [Bot], Google [Bot] and 51 guests