[Mod] Advanced Trains [advtrains] [2.4.3]

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

Re: [Mod] Advanced Trains [advtrains] [1.8.3]

by gpcf » Post

You're running an old version of minetest, please install the newest one (0.4.16). It has not yet arrived to debian's backports, but it is now in the unstable repo.

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] [1.8.3]

by orwell » Post

Or compile it yourself. There's a step-by-step guide in minetests readme.txt
Lua is great!
List of my mods
I like singing. I like dancing. I like ... niyummm...

User avatar
christoferlevich
Member
Posts: 325
Joined: Thu Dec 01, 2016 23:44
GitHub: ChristoferL
Location: Athol, Massachusetts

Re: [Mod] Advanced Trains [advtrains] [1.8.3]

by christoferlevich » Post

I LOVE this mod - and hope to incorporate it this next school year on our server. I have a couple of questions that I haven't found answers for, however.

What is the difference between loading and unloading rails? Can I use those as auto stop/go rails to simulate a schedule and act to pick up players of do I actually need to input code? I did the code thing (included in documentation), but it seems to work inconsistently (seems to fall asleep on the tracks sometimes.)

Finally - I would love to see a call button to address the issues I had with inconsistent performance. This was, if the train stops responding to the code rails, a player can wake it up and have it come to him.
everything can be a learning experience...

Parnikkapore
Member
Posts: 20
Joined: Tue Jun 27, 2017 04:15
In-game: Parnikkapore

Re: [Mod] Advanced Trains [advtrains] [1.8.3]

by Parnikkapore » Post

No no- you use the ATC rails to make the train stop and go automatically. The load/unload rails are for cargo.

And I think the standard (not LuaAutomation) ATC rails are easier to use for non-programmers. Try "B0W D3 SM" for starters.

User avatar
christoferlevich
Member
Posts: 325
Joined: Thu Dec 01, 2016 23:44
GitHub: ChristoferL
Location: Athol, Massachusetts

Re: [Mod] Advanced Trains [advtrains] [1.8.3]

by christoferlevich » Post

Parnikkapore wrote:No no- you use the ATC rails to make the train stop and go automatically. The load/unload rails are for cargo.

And I think the standard (not LuaAutomation) ATC rails are easier to use for non-programmers. Try "B0W D3 SM" for starters.
lol - I still didn't know what the load/unload were for till you stated it, but I am starting to get the hang of the ATC. So this train will run continuously so long as it is installed so long as I code it properly, right? I was thinking if I still have issues I could log into a dummy account and leave it 'on the train' forcing it to run.
Last edited by christoferlevich on Wed Jul 05, 2017 09:44, edited 1 time in total.
everything can be a learning experience...

User avatar
Andrey01
Member
Posts: 2579
Joined: Wed Oct 19, 2016 15:18
GitHub: Andrey2470T
In-game: Andrey01
Location: Russia, Moscow

Re: [Mod] Advanced Trains [advtrains] [1.8.3]

by Andrey01 » Post

When i saw ATC rails in a position on North-West Russia server i understood how to use their - i need to set their certain position and write certain commands - all simply and easy!

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] [1.8.3]

by orwell » Post

The simple ATC rails are in fact simple to understand. I think you already have figured them out.
In contrast, I've seen nobody who fully understood the Lua coding. If you want to see LuaAutomation in action, have a look at the LinuxWorks Next Generation server.
The admin of LinuxWorks, gabriel (gpcf here), stated that he will start programming on a simple but powerful simutrans-style automation system one day.
Lua is great!
List of my mods
I like singing. I like dancing. I like ... niyummm...

Parnikkapore
Member
Posts: 20
Joined: Tue Jun 27, 2017 04:15
In-game: Parnikkapore

Re: [Mod] Advanced Trains [advtrains] [1.8.3]

by Parnikkapore » Post

BTW @Orwell, in my new world I've been using LuaAutomation...by reverse-engineering the Linuxworks subway! It works best if you don't like end loops.

P.S. In my last world I am also using LuaATC to set the outside/inside text...and the normal ones for train control.

User avatar
christoferlevich
Member
Posts: 325
Joined: Thu Dec 01, 2016 23:44
GitHub: ChristoferL
Location: Athol, Massachusetts

Re: [Mod] Advanced Trains [advtrains] [1.8.3]

by christoferlevich » Post

Does it work well on servers? That's my last concern.
everything can be a learning experience...

III
Member
Posts: 10
Joined: Wed Jul 05, 2017 10:19

Re: [Mod] Advanced Trains [advtrains] [1.8.3]

by III » Post

Hi,

Maybe I'm stupid but I did not find how to operate automatically switches.
I have found that right-clicking on it will change the direction but I would like tu use mesicon or ATC to change the state.
Is it available ?
Is it planed ?
thanks for such a great mod

III

Parnikkapore
Member
Posts: 20
Joined: Tue Jun 27, 2017 04:15
In-game: Parnikkapore

Re: [Mod] Advanced Trains [advtrains] [1.8.3]

by Parnikkapore » Post

@III Available in Lua ATC, check its documentation.

User avatar
Andrey01
Member
Posts: 2579
Joined: Wed Oct 19, 2016 15:18
GitHub: Andrey2470T
In-game: Andrey01
Location: Russia, Moscow

Re: [Mod] Advanced Trains [advtrains] [1.8.3]

by Andrey01 » Post

orwell wrote:The simple ATC rails are in fact simple to understand. I think you already have figured them out.
In contrast, I've seen nobody who fully understood the Lua coding. If you want to see LuaAutomation in action, have a look at the LinuxWorks Next Generation server.
The admin of LinuxWorks, gabriel (gpcf here), stated that he will start programming on a simple but powerful simutrans-style automation system one day.
Vanessa, developers, some other and you know Lua good. But many people know it bad as me.

I saw trains in action on some videos as your and something other ones.

User avatar
christoferlevich
Member
Posts: 325
Joined: Thu Dec 01, 2016 23:44
GitHub: ChristoferL
Location: Athol, Massachusetts

Re: [Mod] Advanced Trains [advtrains] [1.8.3]

by christoferlevich » Post

For what I wanted (a train going back and forth with several stops along the way... no switches... easy) the ATC was terrifically simple once I got used to it. I haven't really even touched its full capabilities though, which is exciting as it provides room for growth.
everything can be a learning experience...

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] [1.8.3]

by orwell » Post

III wrote:Hi,

Maybe I'm stupid but I did not find how to operate automatically switches.
I have found that right-clicking on it will change the direction but I would like tu use mesicon or ATC to change the state.
Is it available ?
Is it planed ?
thanks for such a great mod

III
Mesecons works, just connect a wire to the switch and power it on or off
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] [1.8.3]

by azekill_DIABLO » Post

orwell wrote:Or compile it yourself. There's a step-by-step guide in minetests readme.txt
well, most f the time i follow it step by step but Cmake always fails.
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!

User avatar
christoferlevich
Member
Posts: 325
Joined: Thu Dec 01, 2016 23:44
GitHub: ChristoferL
Location: Athol, Massachusetts

Re: [Mod] Advanced Trains [advtrains] [1.8.3]

by christoferlevich » Post

Do you have a tutorial hiding somewhere for the itrainmap? I'd LOVE to incorporate this, but I couldn't find anything.
everything can be a learning experience...

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] [1.0.2]

by mbb » Post

azekill_DIABLO wrote:
mbb wrote:I made a small website for the mod, you can acces it here: https://mbblp.github.io/advanced-trains-website/. You an also clone the github repository: https://github.com/mbblp/advanced-trains-website
what a great website you've done! mind to do me one maybe?
Yes i can do it'
cdb_2fcfab1b41f9

User avatar
Andrey01
Member
Posts: 2579
Joined: Wed Oct 19, 2016 15:18
GitHub: Andrey2470T
In-game: Andrey01
Location: Russia, Moscow

Re: [Mod] Advanced Trains [advtrains] [1.8.3]

by Andrey01 » Post

Can you add more textures to passenger trains and subway trains?

User avatar
christoferlevich
Member
Posts: 325
Joined: Thu Dec 01, 2016 23:44
GitHub: ChristoferL
Location: Athol, Massachusetts

Re: [Mod] Advanced Trains [advtrains] [1.8.3]

by christoferlevich » Post

Andrey01 wrote:Can you add more textures to passenger trains and subway trains?
The earlier posts say you can, and actually has a link where there are trains made by others.. There are textures in the folder that are really basic. You can edit those pretty easily too. I turned the inside of the Japanese train nearly all transparent so riders get nearly a 360 degree view (looks like the old invisible plane from Wonder Woman/Super Friends 70's Cartoon). This is a killer mod!
everything can be a learning experience...

User avatar
Andrey01
Member
Posts: 2579
Joined: Wed Oct 19, 2016 15:18
GitHub: Andrey2470T
In-game: Andrey01
Location: Russia, Moscow

Re: [Mod] Advanced Trains [advtrains] [1.8.3]

by Andrey01 » Post

I can not draw textures well that`s why i request to draw it to the author. Furthermore i am not a developer this mod and only i compile some trains are done by mbb or someone still.

User avatar
christoferlevich
Member
Posts: 325
Joined: Thu Dec 01, 2016 23:44
GitHub: ChristoferL
Location: Athol, Massachusetts

Re: [Mod] Advanced Trains [advtrains] [1.8.3]

by christoferlevich » Post

Andrey01 wrote:I can not draw textures well that`s why i request to draw it to the author. Furthermore i am not a developer this mod and only i compile some trains are done by mbb or someone still.
Ahhh - I misunderstood what you were asking.
Also check out mbb's trains. Just download, add into the modpack and enable them
https://mbblp.github.io/advanced-trains ... index.html
And here's some stuff made by Andrey01:
https://github.com/Andrey2470T/Advanced ... ional-.git
Those are links from the original post. You might really like Andrey's Rail Bus as it looks more detailed.
everything can be a learning experience...

User avatar
Codesound
Member
Posts: 365
Joined: Thu Jun 09, 2016 14:56

Re: [Mod] Advanced Trains [WIP]

by Codesound » Post

webdesigner97 wrote:Sounds interesting! Minetest really needs a good mod for trains :)
I hope that one day we'll reach something like this:

Youtube | Official Build A World Channel: Trains & Tracks - Part 3 - 'Rails Demo'

Hi,

1 - Thanks a lot for this mod!!!! AMAZING
2 - thanks a lot for sharing your beautiful video!!!
I'm noob on Minetest.... and I need to understand some things about your video:
- this video shows that you have enabled "shaders" (shaders in minetest.... how can I do?)
- the trains and the level shows some different textures... Can be found online or did you do it for your world?
- in this video the resolution is very high... is set in the minetest advanced settings?
- I have one Alienware Area 51v2 with GTX980, but I can not find the correct video setting to have a fluid game like yours: do you have any suggestions?
- The smoke of certain locomotives, how do you get it?

Minetest is one beautiful game but for most players (like me...) it is very difficult and almost impossible to set properly

can you (or whatever others) help me?

User avatar
Andrey01
Member
Posts: 2579
Joined: Wed Oct 19, 2016 15:18
GitHub: Andrey2470T
In-game: Andrey01
Location: Russia, Moscow

Re: [Mod] Advanced Trains [advtrains] [1.8.3]

by Andrey01 » Post

This video is really nice! At first i thought this is a game with trains. Later i saw landshaft of this game is set with blocks! Really what is a game there?

ABJ
Member
Posts: 3015
Joined: Sun Jan 18, 2015 13:02
GitHub: ABJ-MV
In-game: ABJ
Location: In Earth orbit, with a perigee of 1048 km and an apogee of 1337 km and an inclination of 69 degrees.

Re: [Mod] Advanced Trains [advtrains] [1.8.3]

by ABJ » Post

Go to settings tab - enable shaders and particles.

User avatar
Codesound
Member
Posts: 365
Joined: Thu Jun 09, 2016 14:56

Re: [Mod] Advanced Trains [WIP]

by Codesound » Post

Codesound wrote:
webdesigner97 wrote:Sounds interesting! Minetest really needs a good mod for trains :)
I hope that one day we'll reach something like this:

Youtube | Official Build A World Channel: Trains & Tracks - Part 3 - 'Rails Demo'

Hi,

1 - Thanks a lot for this mod!!!! AMAZING
2 - thanks a lot for sharing your beautiful video!!!
I'm noob on Minetest.... and I need to understand some things about your video:
- this video shows that you have enabled "shaders" (shaders in minetest.... how can I do?)
- the trains and the level shows some different textures... Can be found online or did you do it for your world?
- in this video the resolution is very high... is set in the minetest advanced settings?
- I have one Alienware Area 51v2 with GTX980, but I can not find the correct video setting to have a fluid game like yours: do you have any suggestions?
- The smoke of certain locomotives, how do you get it?

Minetest is one beautiful game but for most players (like me...) it is very difficult and almost impossible to set properly

can you (or whatever others) help me?

I answer myself: is another game.....

many thanks for Minetest

R

Post Reply

Who is online

Users browsing this forum: No registered users and 39 guests