[Mod] Advanced Trains [advtrains] [2.4.3]

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Re: [Mod] Advanced Trains [advtrains] [2.3.0]

by gpcf » Post

the measurements of the basic trains and the moretrains are different, so a conversion would inevitably screw up some setups, such as carefully measured stations and passing loops.

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Re: [Mod] Advanced Trains [advtrains] [2.3.0]

by orwell » Post

yw05 wrote:
Mon Apr 26, 2021 11:02
orwell wrote:
Sun Apr 25, 2021 20:48
Train HUD redesign (ywang)
??? I think that was when 2.2.1 was released.
The first iteration, yes. But you changed the layout again, so...
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Re: [Mod] Advanced Trains [advtrains] [2.3.0]

by hlqkj » Post

Hello! I am having an issue after pulling the 2.3.0, not sure if I did something wrong though. Basically after the pull and a server restart all the advtrains stuff was gone: trains, LUA tracks code, environments (didn't have any interlocking and signals).

I am using the official 5.4.0-win64 engine version on Windows 10 and the version before pulling was already using the serialize_lib (from my backup files: advtrains_version has return 4 and advtrains_core.ls has LUA_SER v=1). Logs follows...

I should mention this isn't a great loss for me: the problem happened on a local server I use for testing purposes, and we already updated to 2.3.0 on a production server running Ubuntu 20.04 and it worked just fine. I am not sure if this has to do with Windows, dropping this here just in case it's worth of being investigated :-)
Spoiler
2021-05-02 10:33:51: ACTION[Server]: [advtrains] loading .../advtrains_version
2021-05-02 10:33:51: ACTION[Server]: [advtrains] loading savefiles version 4 (serialize_lib)
2021-05-02 10:33:51: WARNING[Server]: [serialize_lib] (?): Loading data from file '.../advtrains_core.ls' failed, trying .new fallback:
2021-05-02 10:33:51: WARNING[Server]: [serialize_lib] (?): ...-win64\bin\..\mods\advtrains\serialize_lib/serialize.lua:128: Unable to parse line: 'E
'!
2021-05-02 10:33:51: ERROR[Server]: [serialize_lib] (?): Unable to load data from '.../advtrains_core.ls.new':
2021-05-02 10:33:51: ERROR[Server]: [serialize_lib] (?): .../advtrains_core.ls.new: No such file or directory
2021-05-02 10:33:51: ERROR[Server]: [serialize_lib] (?): Note: This message is normal when the mod is loaded the first time on this world.
2021-05-02 10:33:51: ACTION[Server]: [advtrains][nodedb] read 25 node content ids.
2021-05-02 10:33:51: WARNING[Server]: [serialize_lib] (?): Loading data from file '.../advtrains_ndb4.ls' failed, trying .new fallback:
2021-05-02 10:33:51: WARNING[Server]: [serialize_lib] (?): ...t-5.4.0-win64\bin\..\mods\advtrains\advtrains/nodedb.lua:139: NDB file is corrupted (found entry with invalid cid)
2021-05-02 10:33:51: ERROR[Server]: [serialize_lib] (?): Unable to load data from '.../advtrains_ndb4.ls.new':
2021-05-02 10:33:51: ERROR[Server]: [serialize_lib] (?): .../advtrains_ndb4.ls.new: No such file or directory
2021-05-02 10:33:51: ERROR[Server]: [serialize_lib] (?): Note: This message is normal when the mod is loaded the first time on this world.
2021-05-02 10:33:51: WARNING[Server]: [serialize_lib] (?): Loading data from file '.../advtrains_interlocking.ls' failed, trying .new fallback:
2021-05-02 10:33:51: WARNING[Server]: [serialize_lib] (?): ...-win64\bin\..\mods\advtrains\serialize_lib/serialize.lua:128: Unable to parse line: 'E
'!
2021-05-02 10:33:51: ERROR[Server]: [serialize_lib] (?): Unable to load data from '.../advtrains_interlocking.ls.new':
2021-05-02 10:33:51: ERROR[Server]: [serialize_lib] (?): .../advtrains_interlocking.ls.new: No such file or directory
2021-05-02 10:33:51: ERROR[Server]: [serialize_lib] (?): Note: This message is normal when the mod is loaded the first time on this world.
2021-05-02 10:33:51: WARNING[Server]: [serialize_lib] (?): Loading data from file '.../advtrains_lines.ls' failed, trying .new fallback:
2021-05-02 10:33:51: WARNING[Server]: [serialize_lib] (?): ...-win64\bin\..\mods\advtrains\serialize_lib/serialize.lua:128: Unable to parse line: 'E
'!
2021-05-02 10:33:51: ERROR[Server]: [serialize_lib] (?): Unable to load data from '.../advtrains_lines.ls.new':
2021-05-02 10:33:51: ERROR[Server]: [serialize_lib] (?): .../advtrains_lines.ls.new: No such file or directory
2021-05-02 10:33:51: ERROR[Server]: [serialize_lib] (?): Note: This message is normal when the mod is loaded the first time on this world.
2021-05-02 10:33:51: WARNING[Server]: Undeclared global variable "file" accessed at ...-win64\bin\..\mods\advtrains\serialize_lib/serialize.lua:165
2021-05-02 10:33:51: WARNING[Server]: [serialize_lib] (?): Loading data from file '.../advtrains_atlatc.ls' failed, trying .new fallback:
2021-05-02 10:33:51: WARNING[Server]: [serialize_lib] (?): ...-win64\bin\..\mods\advtrains\serialize_lib/serialize.lua:165: attempt to index global 'file' (a nil value)
2021-05-02 10:33:51: ERROR[Server]: [serialize_lib] (?): Unable to load data from '.../advtrains_atlatc.ls.new':
2021-05-02 10:33:51: ERROR[Server]: [serialize_lib] (?): .../advtrains_atlatc.ls.new: No such file or directory
2021-05-02 10:33:51: ERROR[Server]: [serialize_lib] (?): Note: This message is normal when the mod is loaded the first time on this world.
2021-05-02 10:33:51: ACTION[Server]: [advtrains][load_all]Loaded advtrains save files
2021-05-02 10:33:51: ACTION[Server]: [advtrains][lines][rwt] Initialized railway time: 00;00
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Re: [Mod] Advanced Trains [advtrains] [2.3.0]

by Blockhead » Post

hlqkj wrote:
Sun May 02, 2021 09:53
Hello! I am having an issue after pulling the 2.3.0, not sure if I did something wrong though. Basically after the pull and a server restart all the advtrains stuff was gone: trains, LUA tracks code, environments (didn't have any interlocking and signals).

I am using the official 5.4.0-win64 engine version on Windows 10 and the version before pulling was already using the serialize_lib (from my backup files: advtrains_version has return 4 and advtrains_core.ls has LUA_SER v=1). Logs follows...

I should mention this isn't a great loss for me: the problem happened on a local server I use for testing purposes, and we already updated to 2.3.0 on a production server running Ubuntu 20.04 and it worked just fine. I am not sure if this has to do with Windows, dropping this here just in case it's worth of being investigated :-)
Spoiler
2021-05-02 10:33:51: ACTION[Server]: [advtrains] loading .../advtrains_version
2021-05-02 10:33:51: ACTION[Server]: [advtrains] loading savefiles version 4 (serialize_lib)
2021-05-02 10:33:51: WARNING[Server]: [serialize_lib] (?): Loading data from file '.../advtrains_core.ls' failed, trying .new fallback:
2021-05-02 10:33:51: WARNING[Server]: [serialize_lib] (?): ...-win64\bin\..\mods\advtrains\serialize_lib/serialize.lua:128: Unable to parse line: 'E
'!
2021-05-02 10:33:51: ERROR[Server]: [serialize_lib] (?): Unable to load data from '.../advtrains_core.ls.new':
2021-05-02 10:33:51: ERROR[Server]: [serialize_lib] (?): .../advtrains_core.ls.new: No such file or directory
2021-05-02 10:33:51: ERROR[Server]: [serialize_lib] (?): Note: This message is normal when the mod is loaded the first time on this world.
2021-05-02 10:33:51: ACTION[Server]: [advtrains][nodedb] read 25 node content ids.
2021-05-02 10:33:51: WARNING[Server]: [serialize_lib] (?): Loading data from file '.../advtrains_ndb4.ls' failed, trying .new fallback:
2021-05-02 10:33:51: WARNING[Server]: [serialize_lib] (?): ...t-5.4.0-win64\bin\..\mods\advtrains\advtrains/nodedb.lua:139: NDB file is corrupted (found entry with invalid cid)
2021-05-02 10:33:51: ERROR[Server]: [serialize_lib] (?): Unable to load data from '.../advtrains_ndb4.ls.new':
2021-05-02 10:33:51: ERROR[Server]: [serialize_lib] (?): .../advtrains_ndb4.ls.new: No such file or directory
2021-05-02 10:33:51: ERROR[Server]: [serialize_lib] (?): Note: This message is normal when the mod is loaded the first time on this world.
2021-05-02 10:33:51: WARNING[Server]: [serialize_lib] (?): Loading data from file '.../advtrains_interlocking.ls' failed, trying .new fallback:
2021-05-02 10:33:51: WARNING[Server]: [serialize_lib] (?): ...-win64\bin\..\mods\advtrains\serialize_lib/serialize.lua:128: Unable to parse line: 'E
'!
2021-05-02 10:33:51: ERROR[Server]: [serialize_lib] (?): Unable to load data from '.../advtrains_interlocking.ls.new':
2021-05-02 10:33:51: ERROR[Server]: [serialize_lib] (?): .../advtrains_interlocking.ls.new: No such file or directory
2021-05-02 10:33:51: ERROR[Server]: [serialize_lib] (?): Note: This message is normal when the mod is loaded the first time on this world.
2021-05-02 10:33:51: WARNING[Server]: [serialize_lib] (?): Loading data from file '.../advtrains_lines.ls' failed, trying .new fallback:
2021-05-02 10:33:51: WARNING[Server]: [serialize_lib] (?): ...-win64\bin\..\mods\advtrains\serialize_lib/serialize.lua:128: Unable to parse line: 'E
'!
2021-05-02 10:33:51: ERROR[Server]: [serialize_lib] (?): Unable to load data from '.../advtrains_lines.ls.new':
2021-05-02 10:33:51: ERROR[Server]: [serialize_lib] (?): .../advtrains_lines.ls.new: No such file or directory
2021-05-02 10:33:51: ERROR[Server]: [serialize_lib] (?): Note: This message is normal when the mod is loaded the first time on this world.
2021-05-02 10:33:51: WARNING[Server]: Undeclared global variable "file" accessed at ...-win64\bin\..\mods\advtrains\serialize_lib/serialize.lua:165
2021-05-02 10:33:51: WARNING[Server]: [serialize_lib] (?): Loading data from file '.../advtrains_atlatc.ls' failed, trying .new fallback:
2021-05-02 10:33:51: WARNING[Server]: [serialize_lib] (?): ...-win64\bin\..\mods\advtrains\serialize_lib/serialize.lua:165: attempt to index global 'file' (a nil value)
2021-05-02 10:33:51: ERROR[Server]: [serialize_lib] (?): Unable to load data from '.../advtrains_atlatc.ls.new':
2021-05-02 10:33:51: ERROR[Server]: [serialize_lib] (?): .../advtrains_atlatc.ls.new: No such file or directory
2021-05-02 10:33:51: ERROR[Server]: [serialize_lib] (?): Note: This message is normal when the mod is loaded the first time on this world.
2021-05-02 10:33:51: ACTION[Server]: [advtrains][load_all]Loaded advtrains save files
2021-05-02 10:33:51: ACTION[Server]: [advtrains][lines][rwt] Initialized railway time: 00;00
I can't in good faith recommend running advtrains on Windows at the moment, I wish it had been mentioned in the 2.3.0 release notes. See the below issue on our bugtracker. Sorry I haven't gotten around to addressing the issue but I'm now busy irl with a full-time job.

http://bugs.linux-forks.de/advtrains/179.html
/˳˳_˳˳]_[˳˳_˳˳]_[˳˳_˳˳\ Advtrains enthusiast | My map: Noah's Railyard | My Content on ContentDB ✝️♂

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Re: [Mod] Advanced Trains [advtrains] [2.3.0]

by orwell » Post

Blockhead wrote:
Mon May 03, 2021 09:41
hlqkj wrote:
Sun May 02, 2021 09:53
Hello! I am having an issue after pulling the 2.3.0, not sure if I did something wrong though. Basically after the pull and a server restart all the advtrains stuff was gone: trains, LUA tracks code, environments (didn't have any interlocking and signals).

I am using the official 5.4.0-win64 engine version on Windows 10 and the version before pulling was already using the serialize_lib (from my backup files: advtrains_version has return 4 and advtrains_core.ls has LUA_SER v=1). Logs follows...

I should mention this isn't a great loss for me: the problem happened on a local server I use for testing purposes, and we already updated to 2.3.0 on a production server running Ubuntu 20.04 and it worked just fine. I am not sure if this has to do with Windows, dropping this here just in case it's worth of being investigated :-)
I can't in good faith recommend running advtrains on Windows at the moment, I wish it had been mentioned in the 2.3.0 release notes. See the below issue on our bugtracker. Sorry I haven't gotten around to addressing the issue but I'm now busy irl with a full-time job.

http://bugs.linux-forks.de/advtrains/179.html
Hi hlqkj, hi Blockhead,

Can you please try out if the migration problem still occurs on the current 'master' state? If this fixes it, i'll release that as a new version.
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Re: [Mod] Advanced Trains [advtrains] [2.3.0]

by hlqkj » Post

Hi Blockhead and orwell, thank you both for your help and sorry for the late reply.

Blockhead: don't worry at all! I'm having this issue on a test server that I use locally, not much of an issue to address urgently :D
I knew there were problems with Windows but, thinking they've been solved, I thought this was something new and rushed here reporting it. My bad, I should've checked the bugtracker first [facepalm]...

orwell: I just pulled the master branch, pasted files from the last backup copy I have and restarted: it now doesn't start at all with the traceback I'm attaching below. However by setting serialize_lib_strict_loading = false as suggested by the error message, the server starts and seems to load the data from the old files.
Spoiler

Code: Select all

2021-05-04 20:56:28: ACTION[Server]: [advtrains] loading D:\minetest\minetest-5.4.0-win64\bin\..\worlds\.../advtrains_version
2021-05-04 20:56:28: ACTION[Server]: [advtrains] loading savefiles version 4 (serialize_lib)
2021-05-04 20:56:28: ACTION[Server]: [advtrains][nodedb] read 14 node content ids. 
2021-05-04 20:56:28: ACTION[Main]: Server: Shutting down
2021-05-04 20:56:28: WARNING[Main]: [advtrains]Instructed to save() but load() was never called! 
2021-05-04 20:56:29: ERROR[Main]: ServerError: AsyncErr: environment_Step: Runtime error from mod 'advtrains' in callback environment_Step(): ...4.0-win64\bin\..\mods\advtrains\serialize_lib/atomic.lua:112: Loading data from file 'D:\minetest\minetest-5.4.0-win64\bin\..\worlds\.../advtr
2021-05-04 20:56:29: ERROR[Main]: ains_ndb4.ls' failed:
2021-05-04 20:56:29: ERROR[Main]: ...t-5.4.0-win64\bin\..\mods\advtrains\advtrains/nodedb.lua:139: NDB file is corrupted (found entry with invalid cid)
2021-05-04 20:56:29: ERROR[Main]: Disable Strict Loading to ignore.
2021-05-04 20:56:29: ERROR[Main]: stack traceback:
2021-05-04 20:56:29: ERROR[Main]: 	[C]: in function 'error'
2021-05-04 20:56:29: ERROR[Main]: 	...4.0-win64\bin\..\mods\advtrains\serialize_lib/atomic.lua:112: in function 'load_atomic'
2021-05-04 20:56:29: ERROR[Main]: 	...est-5.4.0-win64\bin\..\mods\advtrains\advtrains\init.lua:404: in function 'load_version_4'
2021-05-04 20:56:29: ERROR[Main]: 	...est-5.4.0-win64\bin\..\mods\advtrains\advtrains\init.lua:261: in function 'avt_load'
2021-05-04 20:56:29: ERROR[Main]: 	...est-5.4.0-win64\bin\..\mods\advtrains\advtrains\init.lua:637: in function 'load'
2021-05-04 20:56:29: ERROR[Main]: 	...est-5.4.0-win64\bin\..\mods\advtrains\advtrains\init.lua:582: in function 'func'
2021-05-04 20:56:29: ERROR[Main]: 	...-5.4.0-win64\bin\..\builtin\profiler\instrumentation.lua:106: in function <...-5.4.0-win64\bin\..\builtin\profiler\instrumentation.lua:100>
2021-05-04 20:56:29: ERROR[Main]: 	...st\minetest-5.4.0-win64\bin\..\builtin\game\register.lua:424: in function <...st\minetest-5.4.0-win64\bin\..\builtin\game\register.lua:408>
Unfortunately I can't fully test this, because the most recent backup I have is itself quite old and doesn't have all the data that got overwritten when I started the server after updating the mod, two days ago. I will try to checkout an old commit, partly redo what I had and then pull master again and see if it works, tomorrow if my irl job allows me :)
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Re: [Mod] Advanced Trains [advtrains] [2.3.0]

by orwell » Post

hlqkj wrote:
Tue May 04, 2021 19:25
Hi Blockhead and orwell, thank you both for your help and sorry for the late reply.

Blockhead: don't worry at all! I'm having this issue on a test server that I use locally, not much of an issue to address urgently :D
I knew there were problems with Windows but, thinking they've been solved, I thought this was something new and rushed here reporting it. My bad, I should've checked the bugtracker first [facepalm]...

orwell: I just pulled the master branch, pasted files from the last backup copy I have and restarted: it now doesn't start at all with the traceback I'm attaching below. However by setting serialize_lib_strict_loading = false as suggested by the error message, the server starts and seems to load the data from the old files.

Unfortunately I can't fully test this, because the most recent backup I have is itself quite old and doesn't have all the data that got overwritten when I started the server after updating the mod, two days ago. I will try to checkout an old commit, partly redo what I had and then pull master again and see if it works, tomorrow if my irl job allows me :)
Hi hjqkl,

It was a good thing that you reported that issue here. In fact, when I made the release I simply forgot that we hadn't solved this problem yet. I think you are not the only Windows player here.

As for the recent traceback: I fear that because ndb is a binary format, somewhere a \n byte has sneaked in which was replaced by \r\n while writing. Nevertheless I at least mitigated problems with reading the node IDs so that there's now a chance that the nodedb will still work.
@Blockhead, can you implement the dos2unix function as you suggested in the near future? If not, I'll just release it as-is and just instruct windows users to disable strict_loading once, because the nodedb is not critical.
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Re: [Mod] Advanced Trains [advtrains] [2.3.0]

by orwell » Post

(double post)
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Re: [Mod] Advanced Trains [advtrains] [2.3.0]

by W3RQ01 » Post

Hi everyone,
i'm a bit bored of the currently aviable trains for advtrains and none of them (apart for mainote's trains) are realistic trains.

I'd like if someone can maybe make some realistic trains like the ICE4 or the BR152 of DB. And, can someone please make the ETR600 Frecciargento of FS?
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Re: [Mod] Advanced Trains [advtrains] [2.3.1]

by orwell » Post

Advtrains 2.3.1 released

2.3.1 is a bugfix release. It fixes issues with the save format on Windows.

Changelog:
- Fixed loading of save files that were saved on Windows with advtrains 2.2
- Serialize-lib: strict loading is now the default

Attention windows users:
If loading your world fails with an error like NDB file is corrupted (found entry with invalid cid), please go to Advanced Settings > Mods > serialize_lib and disable Strict loading. Then start and exit your world once and revert the setting. If you hadn't already corrupted your advtrains save by loading the world in 2.3.0, everything should be restored. It may be necessary to load all mapblocks with rails at least once though.

I apologize for the inconvenience caused by the save file breakage introduced in 2.3.0.
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Re: [Mod] Advanced Trains [advtrains] [2.3.1]

by Gael de Sailly » Post

Hi
I updated advtrains_netmapper to work with the new file structure. Here is my code: https://gitlab.com/gaelysam/advtrains_netmapper.
(Note: for some reason I did not manage to cleanly clone repository from source so there is no commit history in that git repo)
All seems to be working, I generated a svg map of my solo world, it looks ok (zoom strongly, the lines are thin!).
My code may be a bit hacky at times, and I think there are still useless parts that could be removed.
Just realize how bored we would be if the world was perfect.

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Re: [Mod] Advanced Trains [advtrains] [2.3.1]

by orwell » Post

Gael de Sailly wrote:
Wed May 12, 2021 09:45
Hi
I updated advtrains_netmapper to work with the new file structure. Here is my code: https://gitlab.com/gaelysam/advtrains_netmapper.
(Note: for some reason I did not manage to cleanly clone repository from source so there is no commit history in that git repo)
All seems to be working, I generated a svg map of my solo world, it looks ok (zoom strongly, the lines are thin!).
My code may be a bit hacky at times, and I think there are still useless parts that could be removed.
Hi Gael de Sailly,

thank you for your effort. I'll try to merge it back into the main repo when I have time.
Don't mind the hackyness; the whole netmapper is just code copy-pasted from the mod and glued together effortlessly.
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Re: [Mod] Advanced Trains [advtrains] [2.3.1]

by orwell » Post

5 Year Anniversary

Hi everyone,

today, exactly 5 years have passed since I initially published the Advanced Trains mod. In these 5 years, a lot has happened: new features were added, internal logic was rewritten multiple times, we added LuaATC and the interlocking system, new trains were made, bugs were fixed, new bugs were introduced... nevertheless advtrains has become an integral part of the Minetest ecosystem.

I want to say thanks to all people who made this possible, who reported bugs, provided bugfixes, modeled new trains, implemented new features, writing documentation and otherwise helped making advtrains what it is today. All this wouldn't be possible without you.

Minecraft's Immersive Railroading mod may have much more and more detailed train models, but what sets us apart is our high degree of automation possibilities. On the LinuxForks server, we have a large, automatic train transport network featuring both passenger and goods transport, which wouldn't be possible without the interlocking system and LuaATC. Also, thanks to Rubberduck's recent work, we now have more and more high-quality train models available.

In the last 2 years, some things in my life turned upside down, and I didn't have as much time for working on advtrains as I had wished. I still have ambitious plans and hope that one day I can implement them:
  • I want to rewrite the route programming mechanism, along with a reimplementation of itrainmap, so that interlocking of large stations becomes easier. I imagine a signalbox view as well, where train movements can be observed and routes set as a real signaller would do. Also, we finally need a system for proper shunt routes.
  • On LinuxForks (on a part of the CFE, NX and E1 lines) I already experimented with a timetable scheduling system in LuaATC. In the future, I want to have a timetable system integrated into advtrains. My ideas for this are currently here.
  • In the long term, I want to supersede LuaATC with a more thought-through control system that I termed "xATC" (eXtended ATC). LuaATC has various problems that cannot be solved in a backwards-compatible manner, and I want to take this opportunity to create a train control system that is powerful yet easy to use. See my thoughts on this here.
  • I really like to see more train models made for advtrains. I see myself more as the "core logic guy" than as modeler, but I'm always happy to implement features that you need for more advanced train models. On my to-do list is support for different types of couplings, so that wagons with couplers that do not fit together can't be coupled (for example, imagine an EMU which is actually composed of multiple wagons - in real life, you will not be able to couple freight wagons in the middle of such an EMU). Also, if someone can provide me with a model for a wagon with bogies, I'll implement support for it.
If you have any ideas, suggestions, ideas or problems, just tell me. Especially for the xatc and timetable system drafts on the wiki, feel free to add your comments. This way, we can create an implementation that suits all needs from the start, and won't run into hassle later if I didn't think of something.

Let's create the ultimate virtual model railroad together!

Thank you all for your continued support,
orwell
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Re: [Mod] Advanced Trains [advtrains] [2.3.1]

by Blockhead » Post

orwell wrote:
Sat May 22, 2021 10:25
5 Year Anniversary

--snip--
And here's to another 5 years of continued improvements! :D
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Re: [Mod] Advanced Trains [advtrains] [2.3.1]

by W3RQ01 » Post

orwell wrote:
Sat May 22, 2021 10:25
5 Year Anniversary

Hi everyone,

today, exactly 5 years have passed since I initially published the Advanced Trains mod. In these 5 years, a lot has happened: new features were added, internal logic was rewritten multiple times, we added LuaATC and the interlocking system, new trains were made, bugs were fixed, new bugs were introduced... nevertheless advtrains has become an integral part of the Minetest ecosystem.

I want to say thanks to all people who made this possible, who reported bugs, provided bugfixes, modeled new trains, implemented new features, writing documentation and otherwise helped making advtrains what it is today. All this wouldn't be possible without you.

Minecraft's Immersive Railroading mod may have much more and more detailed train models, but what sets us apart is our high degree of automation possibilities. On the LinuxForks server, we have a large, automatic train transport network featuring both passenger and goods transport, which wouldn't be possible without the interlocking system and LuaATC. Also, thanks to Rubberduck's recent work, we now have more and more high-quality train models available.

In the last 2 years, some things in my life turned upside down, and I didn't have as much time for working on advtrains as I had wished. I still have ambitious plans and hope that one day I can implement them:
  • I want to rewrite the route programming mechanism, along with a reimplementation of itrainmap, so that interlocking of large stations becomes easier. I imagine a signalbox view as well, where train movements can be observed and routes set as a real signaller would do. Also, we finally need a system for proper shunt routes.
  • On LinuxForks (on a part of the CFE, NX and E1 lines) I already experimented with a timetable scheduling system in LuaATC. In the future, I want to have a timetable system integrated into advtrains. My ideas for this are currently here.
  • In the long term, I want to supersede LuaATC with a more thought-through control system that I termed "xATC" (eXtended ATC). LuaATC has various problems that cannot be solved in a backwards-compatible manner, and I want to take this opportunity to create a train control system that is powerful yet easy to use. See my thoughts on this here.
  • I really like to see more train models made for advtrains. I see myself more as the "core logic guy" than as modeler, but I'm always happy to implement features that you need for more advanced train models. On my to-do list is support for different types of couplings, so that wagons with couplers that do not fit together can't be coupled (for example, imagine an EMU which is actually composed of multiple wagons - in real life, you will not be able to couple freight wagons in the middle of such an EMU). Also, if someone can provide me with a model for a wagon with bogies, I'll implement support for it.
If you have any ideas, suggestions, ideas or problems, just tell me. Especially for the xatc and timetable system drafts on the wiki, feel free to add your comments. This way, we can create an implementation that suits all needs from the start, and won't run into hassle later if I didn't think of something.

Let's create the ultimate virtual model railroad together!

Thank you all for your continued support,
orwell
Hi orwell!

Here are my ideas/requests that can make advtrains looks better than Immersive Railroading more than expected

[*]I think that the timetable system should be incorporated on the station stop rails that communicates with the entire line of a train with no configuration necessary, just needed to configure the actual station/stop rail. Then the timetable can be connected to a luacontroller than can show the infos on a lcd screen

[*] i can provide a list of some EMUs that comes from italy, spain, germany and france but idk how blender works and i haven't time to learn it

[*]RL liveries and RL trains

[*] i'd like to make the commands of the normal ATC more easier and more intuitives for noobies

[*]Highspeed tracks, a new type of track that can support trains with a speed of more than 17 speed units (if we make this we should add the function at the nrmal tracks that if a train is running on a speed of more of 17, it will broke)

[*]Coupling accidents! Yes i'd like to add this little but RL events: if a trains that is going to collide with another wagon/train, the one that is not moving is going to broke at the contact

[*]Railway catenary for electric trains like the JR_E231

[*]Ballast block (normal and slab, tracks can be placed only on ballast blocks or ballast slabs)

I wish that someone shares my ideas/requests

Thx to everyone, W3RQ01 (dario23 for who plays on LinuxForks)
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Re: [Mod] Advanced Trains [advtrains] [2.3.1]

by yw05 » Post

orwell wrote:
Sat May 22, 2021 10:25
In the last 2 years, some things in my life turned upside down, and I didn't have as much time for working on advtrains as I had wished.
Sorry to hear about that. I hope things get better on your side.
orwell wrote:
Sat May 22, 2021 10:25
I still have ambitious plans and hope that one day I can implement them:
  • I want to rewrite the route programming mechanism, along with a reimplementation of itrainmap, so that interlocking of large stations becomes easier. I imagine a signalbox view as well, where train movements can be observed and routes set as a real signaller would do. Also, we finally need a system for proper shunt routes.
  • On LinuxForks (on a part of the CFE, NX and E1 lines) I already experimented with a timetable scheduling system in LuaATC. In the future, I want to have a timetable system integrated into advtrains. My ideas for this are currently here.
  • In the long term, I want to supersede LuaATC with a more thought-through control system that I termed "xATC" (eXtended ATC). LuaATC has various problems that cannot be solved in a backwards-compatible manner, and I want to take this opportunity to create a train control system that is powerful yet easy to use. See my thoughts on this here.
  • I really like to see more train models made for advtrains. I see myself more as the "core logic guy" than as modeler, but I'm always happy to implement features that you need for more advanced train models. On my to-do list is support for different types of couplings, so that wagons with couplers that do not fit together can't be coupled (for example, imagine an EMU which is actually composed of multiple wagons - in real life, you will not be able to couple freight wagons in the middle of such an EMU). Also, if someone can provide me with a model for a wagon with bogies, I'll implement support for it.
Me celebrating 5 years of advtrains (late) doing nothing on the list:
Spoiler
Image
  • TODO: implement distant signals.
  • TODO: the Zs 3(v) signals are currently purely for decoration.
  • The Zs 3(v) can currently only display the numbers 4, 6, 8, 12, and 16 (along with the ability to not display anything, of course).
  • I swapped the yellow and green lights to make it look more realistic.
  • I made the "Halt für Rangierfahrten" sign as a replacement for the current "halt for shunt" sign (the one with a white "S" on red background).
Edit
  • The changes are now on the new-ks branch. I highly recommend using another world to test this branch because this branch breaks certain features.
  • The Zs 3(v) signals is now used for retrieving the signal aspect. For example, if you have a signal that shows "proceed at the speed of 12", you need a Zs 3 indicator on top of the main signal, otherwise it will, like in reality, show "proceed at maximum speed" instead.
  • The Zs 3 indicator should be placed one on the main signal, and the Zs 3v signal should be placed under the main signal. This is required unless you do not need your signals to show speed restrictions (you can also choose to use only one of the two indicators).
  • The "slow" signal aspect (constant yellow light) is now changed to mean "proceed and expect to stop at the next signal".
  • A "expect slow" signal aspect (flashing green light) is now introduced to mean "expect to pass the next signal at restricted speed".
  • Distant signals are still not implemented yet. The changes are only made to prepare for the implementation of distant signals.
Edit 2&3: I wrote a basic implementation of distant signals. It does need some improvements, though. Feel free to test it and report bugs. Here's a short demo video I made: https://vimeo.com/556930062
Attachments
Screenshot_20210528_105653.png
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Last edited by yw05 on Sun May 30, 2021 19:43, edited 3 times in total.

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

by amelaye » Post

Blockhead wrote:
Sat Mar 20, 2021 10:32
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.
Hi,

Yes, that's that. I created a pull request to commit the corrections :)
Thanks !
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Re: [Mod] Advanced Trains [advtrains] [2.3.1]

by loppi » Post

hi

i only wanted to say that advtrains is my favourite mod and i really like it!
but i have one question: everytime when i drive after a while the train dissapears and the chat says:"train 1234567(or sth) ist not initialized! couldn't check couples! reloading..." and this happens everytime when i drive! pls help me,or i cant use my trains!
:-( :-( :-(
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Re: [Mod] Advanced Trains [advtrains] [2.3.1]

by W3RQ01 » Post

loppi wrote:
Sat May 29, 2021 11:46
hi

i only wanted to say that advtrains is my favourite mod and i really like it!
but i have one question: everytime when i drive after a while the train dissapears and the chat says:"train 1234567(or sth) ist not initialized! couldn't check couples! reloading..." and this happens everytime when i drive! pls help me,or i cant use my trains!
:-( :-( :-(
mmh really strange, should not happen this things...
my suggestion is to download the last stable release on contentdb and see what happen, unfortunatly i can't do much more
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Re: [Mod] Advanced Trains [advtrains] [2.3.1]

by T6C » Post

orwell wrote:
Sat May 22, 2021 10:25
today, exactly 5 years have passed since I initially published the Advanced Trains mod. In these 5 years, a lot has happened...nevertheless advtrains has become an integral part of the Minetest ecosystem.
And we thank you wholeheartedly for it! :D Advanced Trains opens so much more potential in the Minetest world, and (in my humble opinion) is easily in the top-3 mods available for the game. All of my world builds have been greatly enhanced by Advanced Trains.

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Re: [Mod] Advanced Trains [advtrains] [2.3.1]

by loppi » Post

W3RQ01 wrote:
Sun May 30, 2021 07:34
loppi wrote:
Sat May 29, 2021 11:46
hi

i only wanted to say that advtrains is my favourite mod and i really like it!
but i have one question: everytime when i drive after a while the train dissapears and the chat says:"train 1234567(or sth) ist not initialized! couldn't check couples! reloading..." and this happens everytime when i drive! pls help me,or i cant use my trains!
:-( :-( :-(
mmh really strange, should not happen this things...
my suggestion is to download the last stable release on contentdb and see what happen, unfortunatly i can't do much more
i downloaded it,and it happened again. this also happenes at the "means of transport tracking lines system-mod" (mottlsm) XD.
i think this works with the same system,right?
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Re: [Mod] Advanced Trains [advtrains] [2.3.1]

by orwell » Post

loppi wrote:
Sat May 29, 2021 11:46
hi

i only wanted to say that advtrains is my favourite mod and i really like it!
but i have one question: everytime when i drive after a while the train dissapears and the chat says:"train 1234567(or sth) ist not initialized! couldn't check couples! reloading..." and this happens everytime when i drive! pls help me,or i cant use my trains!
:-( :-( :-(
Hi,
to help you, I need more information:
  • Do the trains disappear always at one specific place?
  • Can you please look into debug.txt if there are any warnings or errors on startup?
If it's always at one place, you can try this:
  • Remove all rails 10-20 nodes around this place
  • Restart Minetest
  • Rebuild them again
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Re: [Mod] Advanced Trains [advtrains] [2.3.1]

by loppi » Post

hmm,yes it,appears only at one place,thanks,i will try it.
EDIT: yep,it worked,i removed all tracks and reinstalled advtrains.
if there is a problem again,i will tell you. many thanks for the support and this awesome mod!
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Re: [Mod] Advanced Trains [advtrains] [2.3.1]

by loppi » Post

Image
i made a small screenshot of my train station,maybe you like it :D
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Request for comments: Vertical vehicles like linetrack

by Blockhead » Post

Hi advtrains experts.. I know that advtrains can be a decent basis for other vehicles too, as in linetrack. But I was wondering if it's possible to build vehicles that travel arbitrary distances in the vertical axis? Currently the train tracks (and linetrack (if that still works/was ever properly implemented)) as far as I know NEED to be either flat on the horizontal axes or defined in terms of a gradient for slope tracks. Does this make it infeasible to build, for example, elevators (wonkavators?) or hot air balloons? If so, how ingrained in advtrains is this limitation?
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