[Mod] Advanced Trains [advtrains] [2.4.3]

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] [1.2.1]

by orwell » Post

Andrey01 wrote:I think would be good to add new trains, for example: fast passenger train, freight wagon with some coal, empty freight wagon, carts, electric train and generator of rails and trains
The japanese train drives 20 meters/second, minetest can hardly handle this, no more speed. Mine railway is planned. (maybe even on default rails?!). There are some freight wagons ( see industrial/box wgn.)

On the other side, my trains hypothetically can drive faster than 100 m/s (means it works) but stopping such a train because of
minetest's buggy object management system
is not fun.
Lua is great!
List of my mods
I like singing. I like dancing. I like ... niyummm...

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] [1.2.1]

by orwell » Post

Update 1.3.0
The train controls now work different. See the readme.txt for info how they work.
If you dislike the new controls, tell me here. EDIT: I like them.
Also fixes various bugs. EDIT: and you get off on the platform if there is a platform
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] [1.3.0]

by Desour » Post

nice
but hud doesnt get removed if pressed shift + e
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] [1.3.0]

by orwell » Post

Known bug. I have no idea why.
EDIT: Ah, now when I think about it...
EDIT2: Fixed.
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] [1.3.0]

by Desour » Post

Code: Select all

             _             _                        _                    
  __ _    __| |   __ __   | |_      _ _   __ _     (_)    _ _      ___   
 / _` |  / _` |   \ V /   |  _|    | '_| / _` |    | |   | ' \    (_-<   
 \__,_|  \__,_|   _\_/_   _\__|   _|_|_  \__,_|   _|_|_  |_||_|   /__/_  
_|"""""|_|"""""|_|"""""|_|"""""|_|"""""|_|"""""|_|"""""|_|"""""|_|"""""| 
"`-0-0-'"`-0-0-'"`-0-0-'"`-0-0-'"`-0-0-'"`-0-0-'"`-0-0-'"`-0-0-'"`-0-0-' 
http://patorjk.com/software/taag/#p=dis ... =advtrains
he/him; Codeberg; GitHub; ContentDB; public personal TODO list; "DS" is preferred (but often too short)

hajo
Member
Posts: 606
Joined: Thu Oct 13, 2016 10:45
Location: DE
Contact:

Re: [Mod] Advanced Trains [advtrains] [1.3.0]

by hajo » Post

In the minetest's main-menu/mods-tab, mods without a description.txt
show up with "No mod description available".

How about adding a description.txt, with contents like this:

Code: Select all

Advanced Trains v1.3.0, by orwell.
Good-looking, realistic trains for minetest.

For crafting recipes, see manual.pdf

Website: http://advtrains.bleipb.de/
Manual:  https://github.com/orwell96/advtrains/blob/master/manual.pdf
Forum :  https://forum.minetest.net/viewtopic.php?f=11&t=14726
Also, a screenshot.png that looks good at size 300x200.

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] [1.3.0]

by orwell » Post

Done. And the manual got fixed and updated!
Lua is great!
List of my mods
I like singing. I like dancing. I like ... niyummm...

hajo
Member
Posts: 606
Joined: Thu Oct 13, 2016 10:45
Location: DE
Contact:

Re: [Mod] Advanced Trains [advtrains] [1.3.0]

by hajo » Post

orwell wrote:Done. And the manual got fixed and updated!
Nice, thanks!

Currently, I'm having a look at mg_villages, worldedit, handle-schematics, etc.
The mod mg_villages can create villages of several types all over the map,
and that would give 'natural' points to connect with a rail-network.

So I was wondering if this has already been done ("TrainsWorld" ?),
but that would need at least some railroad-related buildings,
like station, freight-terminal, train-depot, water-tower,
repair-workshop, street/railroad-crossings, etc.

I can imagine the mexican steamtrain and most 'medieval' villages
would look good together as-is.
But a 'real' wild-west-themed set of villages would need some more
buildings like saloon, bank, staples, stores, sheriff's office/jail etc.

hiperpobla
New member
Posts: 4
Joined: Sun Dec 04, 2016 19:43

Re: [Mod] Advanced Trains [advtrains] [1.3.0]

by hiperpobla » Post

When the train accelerates to over the 3rd-speed I die quickly.
It is a problem of use? It's a bug?

Thanks,

casio33
Member
Posts: 50
Joined: Sun Jan 17, 2016 08:36

Re: [Mod] Advanced Trains [advtrains] [1.3.0]

by casio33 » Post

Hi Orwell,
I like your Mod very much but I have a problem: I can't go off the train. I placed some tracks and the steam engine and got on the train by right-clicking it. Now I can't go off. Yesterday I somehow managed to leave the train but still the velocity bar was shown and wasd moved the train. What am I doing wrong?

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] [1.3.0]

by orwell » Post

Known bug. Use sneak+use, this works! I don't know what's going wrong there, but it seems to work with the left driving stand.
Lua is great!
List of my mods
I like singing. I like dancing. I like ... niyummm...

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] [1.3.0]

by orwell » Post

hiperpobla wrote:When the train accelerates to over the 3rd-speed I die quickly.
It is a problem of use? It's a bug?

Thanks,
Looks like lag. Minetest can't keep up with moving the player and the player happens to be overrun by the wagon immediately following the one you are sitting on.
EDIT: does not work.
You can disable damage by opening init.lua and change the line

Code: Select all

dofile(advtrains.modpath.."/damage.lua")
to

Code: Select all

--dofile(advtrains.modpath.."/damage.lua")
Will fix.
(I don't recognize such bugs since I play without damage most time, all my trains worlds are creative mode)
Last edited by orwell on Mon Dec 05, 2016 20:29, edited 1 time in total.
Lua is great!
List of my mods
I like singing. I like dancing. I like ... niyummm...

hiperpobla
New member
Posts: 4
Joined: Sun Dec 04, 2016 19:43

Re: [Mod] Advanced Trains [advtrains] [1.3.0]

by hiperpobla » Post

casio33 wrote:Hi Orwell,
I like your Mod very much but I have a problem: I can't go off the train. I placed some tracks and the steam engine and got on the train by right-clicking it. Now I can't go off. Yesterday I somehow managed to leave the train but still the velocity bar was shown and wasd moved the train. What am I doing wrong?
Use Ctrl + E to exit the train. It works for me.

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] [1.3.0]

by orwell » Post

That bug has been fixed now. Download again.
Lua is great!
List of my mods
I like singing. I like dancing. I like ... niyummm...

hiperpobla
New member
Posts: 4
Joined: Sun Dec 04, 2016 19:43

Re: [Mod] Advanced Trains [advtrains] [1.3.0]

by hiperpobla » Post

orwell wrote:
hiperpobla wrote:When the train accelerates to over the 3rd-speed I die quickly.
It is a problem of use? It's a bug?

Thanks,
Looks like lag. Minetest can't keep up with moving the player and the player happens to be overrun by the wagon immediately following the one you are sitting on.
You can disable damage by opening init.lua and change the line

Code: Select all

dofile(advtrains.modpath.."/damage.lua")
to

Code: Select all

--dofile(advtrains.modpath.."/damage.lua")
Will fix.
(I don't recognize such bugs since I play without damage most time, all my trains worlds are creative mode)
Error:

2016-12-04 23:22:53: WARNING[Server]: Undeclared global variable "staticdata_table" accessed at /usr/share/games/minetest/mods/advtrains/wagons.lua:76
2016-12-04 23:22:53: ERROR[Main]: ServerError: Runtime error from mod 'advtrains' in callback environment_Step(): /usr/share/games/minetest/mods/advtrains/wagons.lua:419: attempt to ind
ex field 'player_to_wagon_mapping' (a nil value)
2016-12-04 23:22:53: ERROR[Main]: stack traceback:
2016-12-04 23:22:53: ERROR[Main]: /usr/share/games/minetest/mods/advtrains/wagons.lua:419: in function 'get_on'
2016-12-04 23:22:53: ERROR[Main]: /usr/share/games/minetest/mods/advtrains/wagons.lua:510: in function 'reattach_all'
2016-12-04 23:22:53: ERROR[Main]: /usr/share/games/minetest/mods/advtrains/wagons.lua:126: in function 'func'
2016-12-04 23:22:53: ERROR[Main]: /usr/share/games/minetest/builtin/game/misc.lua:34: in function </usr/share/games/minetest/builtin/game/misc.lua:11>
2016-12-04 23:22:53: ERROR[Main]: /usr/share/games/minetest/builtin/game/register.lua:369: in function </usr/share/games/minetest/builtin/game/register.lua:349>

User avatar
Christian9
Member
Posts: 338
Joined: Fri Sep 19, 2014 20:29
In-game: Christian9
Location: Hell Creek

Re: [Mod] Advanced Trains [advtrains] [1.3.0]

by Christian9 » Post

Industrial thinks you are still in it after leaving it if you choose right.


EDIT:Did not see casio's post

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] [1.3.0]

by orwell » Post

Christian9 wrote:Industrial thinks you are still in it after leaving it if you choose right.
EDIT:Did not see casio's post
This has been fixed.
Can someone please try if the damage problem still appears with the latest version? I can't reproduce it.
Lua is great!
List of my mods
I like singing. I like dancing. I like ... niyummm...

casio33
Member
Posts: 50
Joined: Sun Jan 17, 2016 08:36

Re: [Mod] Advanced Trains [advtrains] [1.3.0]

by casio33 » Post

orwell wrote:That bug has been fixed now. Download again.
Thanks, it's working now.

hiperpobla
New member
Posts: 4
Joined: Sun Dec 04, 2016 19:43

Re: [Mod] Advanced Trains [advtrains] [1.3.0]

by hiperpobla » Post

orwell wrote:
Christian9 wrote: Can someone please try if the damage problem still appears with the latest version? I can't reproduce it.
The damage problem is solved. Works perfect!!!!! Thanks.

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] [1.3.0]

by Desour » Post

that didnt write Christian9
he/him; Codeberg; GitHub; ContentDB; public personal TODO list; "DS" is preferred (but often too short)

casio33
Member
Posts: 50
Joined: Sun Jan 17, 2016 08:36

Re: [Mod] Advanced Trains [advtrains] [1.3.0]

by casio33 » Post

Now there's the next problem: I can't couple waggons - there is no green entity :( And the train is driving into the waggon, it doesn't stop in front of it.

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] [1.3.0]

by orwell » Post

casio33 wrote:Now there's the next problem: I can't couple waggons - there is no green entity :(
Industrial train? Yes, under some circumstances it does not couple. Workaround: pull wagons around with the japanese train engine.
casio33 wrote:And the train is driving into the waggon, it doesn't stop in front of it.
The collision of trains is not fun to code. The current collision implementation is already the third one written from scratch. The behavior you mentioned should not happen, but when 2 wagons stood at the same place a single time there are bugs.
EDIT: sometimes it works again when you wait about 1 minute, every minute everything cleans up and repairs itself if sth's broken.
Last edited by orwell on Thu Dec 08, 2016 21:21, edited 1 time in total.
Lua is great!
List of my mods
I like singing. I like dancing. I like ... niyummm...

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] [1.3.0]

by Andrey01 » Post

Orwell, i found not any "green icon" in my inventory and that`s why i don`t understand how to use all trains.First two wagons connect between themselves and next wagons don`t connect

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] [1.3.0]

by orwell » Post

No, not in inventory, it appears between the two wagons you want to couple. If it's not there, try to move the engine around (a bit forward and then backward until it stops itself because of collision). This may not work with the industrial engine, but however you can couple the japanese engine to it.
Also keep in mind that ATM you can't couple any steam-related wagons/engines to electric or subway trains and the other way round, and subways do not couple to electric trains. I will remove this limitation in a future version, now it is needed for the maximum speed a train can drive.
train types:
steam: steam engine, box wagon, passenger wagon (max 10m/s)
subway: subway (max 15 m/s)
electric: japanese and industrial wagons/engines. (max 20 m/s)
No wagon couples when placed, it may look like this but is not. Better place wagons with >2 nodes space between them and then use an engine to connect them all. It's not that difficult.
Lua is great!
List of my mods
I like singing. I like dancing. I like ... niyummm...

ShadMOrdre
Member
Posts: 1118
Joined: Mon Dec 29, 2014 08:07
Location: USA

Re: [Mod] Advanced Trains [advtrains] [1.3.0]

by ShadMOrdre » Post

orwell,

great mod! can't stop making tracks. my five year old, who has Thomas and BRIO, LOVES them.

was thinking, this could easily be modified to create roads for cars.

regarding the issue with getting off a train: when getting on the train, press [enter] at the formspec window that pops up. You can then right-click exit the train. If you press [esc], or any other method of exiting that formspec window, you cannot exit the train, and will have to use "sneak"+e.

hope that helps

Shad MOrdre

Post Reply

Who is online

Users browsing this forum: No registered users and 39 guests