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Re: [Mod] Advanced Trains [advtrains] [1.13]

Posted: Thu Jul 19, 2018 17:25
by gpcf
New website is at https://advtrains.de/

Re: [Mod] Advanced Trains [advtrains] [1.13]

Posted: Thu Jul 19, 2018 18:44
by Phoenixflo44
I'm looking for the download for the trains. There were others of them.

Re: [Mod] Advanced Trains [advtrains] [1.13]

Posted: Sat Jul 21, 2018 01:22
by AccidentallyRhine

Re: [Mod] Advanced Trains [advtrains] [1.13]

Posted: Sat Jul 21, 2018 09:04
by orwell
no, that's not the site phoenixflo meant.
mbb has made something wrong with the link, I'll tell him to correct it. But the git repos are at https://github.com/mbblp?tab=repositories

Re: [Mod] Advanced Trains [advtrains] [1.13]

Posted: Sun Aug 05, 2018 13:01
by Maverick2797
Hi Orwell,
Have you had any luck with the node corruption bug yet?
https://www.dropbox.com/s/ax180bui58hn8 ... 1.png?dl=0
I end up doing a lap of the tracks replacing the incorrect nodes manually every time i start the server
I'm running Windows MTG ver 0.4.17 and advtrains ver 1.3.8
also running tunnelmaker, unified_inventory, mesecons, pipeworks and advtrains_construction_train (https://git.bananach.space/advtrains_co ... train.git/)
Thnx

Re: [Mod] Advanced Trains [advtrains] [1.13]

Posted: Mon Aug 06, 2018 10:59
by Andrey01
Hi, orwell. Are you planning to add cabels? It would be nice because some trains can not go without the connection with wires in real as passenger ones.

Re: [Mod] Advanced Trains [advtrains] [1.13]

Posted: Thu Aug 09, 2018 05:26
by orwell
No, I didn't have luck with those corruption problems. I still can't reproduce it. But you must always make sure to delete both "advtrains" and "advtrains_ndb2", else it will do wondrous things...
cabels are long-term.

[Mod] Advanced Trains [advtrains] [appr. 1.20]

Posted: Mon Aug 13, 2018 09:39
by orwell
Hi everyone!
I am almost done with the new railway interlocking system. I still need to write some tutorials for it.
As soon as bananach.space is up again, I will push my latest version to the 'tss' branch there.
If you are interested, and once I've finished the tutorials, I would like you to help with beta-testing before I officially release it.
The next major milestone is then the new train automation system. It will be possible to define railway lines and assign trains to them, which then set their routes and stop at stations automatically according to a timetable.
Regarding the interlocking system, one feature that is still missing is that of distant signals, shunt signals and combination signals (distant and main signal in one). Currently all signals either show green or red. Aside, some small cosmetic fixes need to be done, like moving the passive component API to the core and adding LuaATC functions for route setting.

The attached screenshot shows the first fully interlocked station that ever existed in Minetest, built by me for testing purposes.

Re: [Mod] Advanced Trains [advtrains] [1.13]

Posted: Tue Aug 14, 2018 22:30
by gpcf
Nice that the interlocking system is almost ready. I hope to be able to get bananach.space back up on Friday. This stuff really has to happen while I'm on holiday.

Re: [Mod] Advanced Trains [advtrains] [1.13]

Posted: Wed Aug 15, 2018 12:37
by orwell
Nevermind... nice to hear from you again :)
I'll redo the privilege system once again based on our ideas in the hemiptera issue, then we can test it on the server.

Re: [Mod] Advanced Trains [advtrains] [1.13]

Posted: Thu Aug 16, 2018 23:01
by gpcf
bananach.space is up again. It was down due to a kernel bug locking up cpu cores.

Re: [Mod] Advanced Trains [advtrains] [1.13]

Posted: Fri Aug 17, 2018 20:45
by orwell
Ok, thanks
I'm sorry, i can't pish right now.

Re: [Mod] Advanced Trains [advtrains] [1.13]

Posted: Sat Aug 18, 2018 10:21
by mbb
Just working on tram rails

Re: [Mod] Advanced Trains [advtrains] [1.13]

Posted: Sat Aug 18, 2018 15:57
by gpcf
nice :)

Re: [Mod] Advanced Trains [advtrains] [1.13]

Posted: Sun Aug 19, 2018 12:56
by mbb
first models with thee realcraft texturepack photographed in Vienna a few days ago by me and my brother
Image
Image

Re: [Mod] Advanced Trains [advtrains] [1.13]

Posted: Sun Aug 19, 2018 15:54
by orwell
Looks nice! But I think that the turns will be the problem.
Nevertheless, I pushed the TSS branch. Happy testing...
I don't know when I get to writing the tutorials for it...

PS: Better not try it in your favorite train world, but a copy of it, I give no warranty that anything works after the update (though I've tried my best).

Re: [Mod] Advanced Trains [advtrains] [1.13]

Posted: Sun Aug 19, 2018 18:47
by mbb
[quote="orwell"]Looks nice! But I think that the turns will be the problem.
Image


if i would use the moreblocks saw It would work perfect

Re: [Mod] Advanced Trains [advtrains] [1.13]

Posted: Mon Aug 27, 2018 13:38
by caylee
Are there any textures for busses?

I've build busses driving on transparent rails, but I didn't find a proper texture for the bus driving, so at the moment in my world there are trains driving on the street :/

Re: [Mod] Advanced Trains [advtrains] [1.13]

Posted: Mon Aug 27, 2018 15:42
by Phoenixflo44
mbb wrote:first models with thee realcraft texturepack photographed in Vienna a few days ago by me and my brother
Image
Image
Looks good.

You could not raise the normal rails and make gravel underneath. Like the slope?

and/or rails which one can use for the road or other reason?

I'll surprise you.

Re: [Mod] Advanced Trains [advtrains] [1.13]

Posted: Tue Aug 28, 2018 11:09
by gpcf
These are for trams.

Re: [Mod] Advanced Trains [advtrains] [1.13]

Posted: Tue Aug 28, 2018 15:25
by Phoenixflo44
gpcf wrote:These are for trams.
That's what I meant.

Re: [Mod] Advanced Trains [advtrains] [1.13]

Posted: Wed Aug 29, 2018 07:51
by daufinsyd
Hey there,
Last week I tried to add some trains and ATC controllers in my world but the game became laggy although I was in singleplayer and my laptop has an i7-7700HQ, 16GB Ram and a gtx 1050Ti.
I also tried the LinuxWorks server which is so cool (even if the train themselves are also a little jerky).
And finally I checked trains for Minecraft which were smooth.

Just to know, do you think the "problem" is minetest core needing improvements for the entities, the use of lua instead of some low level language ?

by the way, you mod is really amazing, thank you for all you work ! :)

Re: [Mod] Advanced Trains [advtrains] [1.13]

Posted: Wed Aug 29, 2018 08:57
by Andrey01
daufinsyd wrote:Hey there,
Last week I tried to add some trains and ATC controllers in my world but the game became laggy although I was in singleplayer and my laptop has an i7-7700HQ, 16GB Ram and a gtx 1050Ti.
I also tried the LinuxWorks server which is so cool (even if the train themselves are also a little jerky).
And finally I checked trains for Minecraft which were smooth.

Just to know, do you think the "problem" is minetest core needing improvements for the entities, the use of lua instead of some low level language ?

by the way, you mod is really amazing, thank you for all you work ! :)
Do you mean how are they laggy? Abrupt braking? If yes, so works all entities. I don`t know why it happens so. Really, does anybody know why they are so slow?

Re: [Mod] Advanced Trains [advtrains] [1.13]

Posted: Wed Aug 29, 2018 11:58
by orwell
The advantage Minecraft currently has is client side prediction. In the Minecraft train mods, the client always knows where the train is going to go with which speed. Minetest's API currently only allows sending the current position, speed, direction and acceleration of individual entities, and user interactions need to be sent to the server first.
This might be solved with client side scripting, but this needs time to be developed.

However - how many trains did you deploy in your world? Because network latency is usually not a problem in singleplayer games.

Re: [Mod] Advanced Trains [advtrains] [1.13]

Posted: Thu Aug 30, 2018 08:05
by daufinsyd
Okay I understand the jerky trains (when turning left/right) now.

Currently I have 6 trains but only one moving. I thought there was high CPU usage; I'll do some tests when I have time.

As far as I understand, the client couldn't "move" the train in order to have smooth movements without sending its changes to the server and waiting for its validation ?