[mod] Bike for Minetest [1.1.1] [bike]

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Hume2
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[mod] Bike for Minetest [1.1.1] [bike]

by Hume2 » Mon Aug 27, 2018 19:00

Hello everyone!
Image

I created a mod that adds bikes. Bikes are about 25 km/h fast but have one disadvantage: Bikes can climb 0.5 blocks maximum and don't ride fast on dirt and sand, so you have to build a road first and then you can ride.

Click the bike to get on, sneak to get off. W/D to accelerate/deccelerate, A/D to turn left/right. Press space to wheely. As you might know, bikes usually don't ride backwards. This bike doesn't ride backwards too. And it rides slowly on crumbly materials and very slowly in water. You can carry up to one bike at once. If you try to pick up another bike, you get 6 steel ingots instead.

Crafting:
+ Spoiler


The mod is derived from MTG's boat mod.
License: MIT
Dependencies: default

changelog:
+ Spoiler


Special thanks to:
  • GreenDimond for bike animation and many other improvements
  • gpcf for testing and good ideas

Download:
Last edited by Hume2 on Tue Sep 11, 2018 09:09, edited 5 times in total.
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Re: [mod] Bike for Minetest [bike]

by Andrey01 » Mon Aug 27, 2018 19:45

The model looks like nice. Interestingly to see how it`ll work :)
One obvious disadvantage: you should make animation of how player is riding and also his hands on grips.
 

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Re: [mod] Bike for Minetest [bike]

by Hume2 » Tue Aug 28, 2018 06:08

Andrey01 wrote:The model looks like nice. Interestingly to see how it`ll work :)
One obvious disadvantage: you should make animation of how player is riding and also his hands on grips.

Thanks for response. The animation is missing but it's for a reason. I can't simply move any body part to any position, there are only a few animations those I can use. Adding another animation would require changing the player's model and it would ruin for example the 3D Armour mod, which changes the player's model too.
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Re: [mod] Bike for Minetest [bike]

by Krock » Tue Aug 28, 2018 08:13

Well done, that one runs quite fast. I do have some suggestions:
1) Reduce the yaw change per second, depending on the speed. It's hard to stay on the road at full speed
2) Use `self.object:move_to(self.object:get_pos())` (L183) instead of `self.object:setpos ` to reduce the movement jitter
3) Just some modernization you could do in your mod:
Code: Select all
2018-08-28 10:04:35: WARNING[Server]: Call to deprecated function 'setacceleration', please use 'set_acceleration' at /data/Minetest/run/bin/../mods/bike/init.lua:92
2018-08-28 10:04:35: WARNING[Server]: Call to deprecated function 'setyaw', please use 'set_yaw' at /data/Minetest/run/bin/../mods/bike/init.lua:217
2018-08-28 10:04:35: WARNING[Server]: Call to deprecated function 'getvelocity', please use 'get_velocity' at /data/Minetest/run/bin/../mods/bike/init.lua:158
2018-08-28 10:04:35: WARNING[Server]: Call to deprecated function 'getpos', please use 'get_pos' at /data/Minetest/run/bin/../mods/bike/init.lua:160
2018-08-28 10:04:35: WARNING[Server]: Call to deprecated function 'getyaw', please use 'get_yaw' at /data/Minetest/run/bin/../mods/bike/init.lua:86
2018-08-28 10:04:35: WARNING[Server]: Call to deprecated function 'getyaw', please use 'get_yaw' at /data/Minetest/run/bin/../mods/bike/init.lua:138
2018-08-28 10:04:40: WARNING[Server]: Call to deprecated function 'setyaw', please use 'set_yaw' at /data/Minetest/run/bin/../mods/bike/init.lua:148
2018-08-28 10:04:40: WARNING[Server]: Call to deprecated function 'getpos', please use 'get_pos' at /data/Minetest/run/bin/../mods/bike/init.lua:176
2018-08-28 10:04:40: WARNING[Server]: Call to deprecated function 'getyaw', please use 'get_yaw' at /data/Minetest/run/bin/../mods/bike/init.lua:182
2018-08-28 10:04:40: WARNING[Server]: Call to deprecated function 'getpos', please use 'get_pos' at /data/Minetest/run/bin/../mods/bike/init.lua:183
2018-08-28 10:04:40: WARNING[Server]: Call to deprecated function 'setvelocity', please use 'set_velocity' at /data/Minetest/run/bin/../mods/bike/init.lua:184
2018-08-28 10:04:42: WARNING[Server]: Call to deprecated function 'setyaw', please use 'set_yaw' at /data/Minetest/run/bin/../mods/bike/init.lua:154
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Re: [mod] Bike for Minetest [bike]

by AspireMint » Tue Aug 28, 2018 08:32

Image
mt 0.4.16, mt 0.4.17.1 and mt 5.0.0, same problem
 

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Re: [mod] Bike for Minetest [bike]

by gpcf » Tue Aug 28, 2018 11:14

The bikes seem too big, the handle is almost 2m high...
 

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Re: [mod] Bike for Minetest [bike]

by Andrey01 » Tue Aug 28, 2018 13:11

gpcf wrote:The bikes seem too big, the handle is almost 2m high...

Why? On the screenshot that bike fits much for a player. If it will be smaller, it will be too small.
 

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Re: [mod] Bike for Minetest [bike]

by Krock » Tue Aug 28, 2018 15:49

Works well here.
Image
Attachments
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Re: [mod] Bike for Minetest [bike]

by Hume2 » Tue Aug 28, 2018 20:31

Thank you all for responses!

I made an update:
  • Bike is now harder to control when rides faster.
  • When the bike falls, player is dismounted and therefore is vulnerable to falldamage.
  • Bike now stops when crashing to a wall.
  • Bike's model is now 80% size. Is the size OK now?
Image

A question for you: Should be the player able to pick up the bike and place it somewhere else? Or it should work like in the advtrains mod, so breaking the bike would give only some resources back?
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Re: [mod] Bike for Minetest [bike]

by Chiantos » Tue Aug 28, 2018 20:35

Hello,

I think this two choices are Good, use and place for creative enable, destroy and give ressource for Survival enable.
And enable or disabled, else this is Survival or creative ... In creative give ressource is useless.

For me, for my i use, i am for destroy and place a other bike.

You think i can use this, with my Player Model in sith animation ? (With modify maybe ?)

Good Day.
 

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Re: [mod] Bike for Minetest [bike]

by LegoLogger » Tue Aug 28, 2018 21:43

Awesome! Another high quality mod to download.... :D
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Re: [mod] Bike for Minetest [bike]

by GreenDimond » Tue Aug 28, 2018 23:13

Bike still too big (:
Image
Sam can't reach the pedals! D:
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Re: [mod] Bike for Minetest [bike]

by Stix » Tue Aug 28, 2018 23:26

GreenDimond wrote:Bike still too big (:
Image
Sam can't reach the pedals! D:

Woah! How did you get Sam into that pose (i'm assuming you didn't use a new model?)!
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Re: [mod] Bike for Minetest [bike]

by Hume2 » Wed Aug 29, 2018 06:03

Chiantos wrote:Hello,

I think this two choices are Good, use and place for creative enable, destroy and give ressource for Survival enable.
And enable or disabled, else this is Survival or creative ... In creative give ressource is useless.

For me, for my i use, i am for destroy and place a other bike.

You think i can use this, with my Player Model in sith animation ? (With modify maybe ?)

Good Day.

Thanks for your opinion. When you use the default model's sit animation, the player's feet appear on the handles. I haven't seen your player model but you might confront similar problem.

LegoLogger wrote:Awesome! Another high quality mod to download.... :D
~~Logger
PS: I'm BakerPrime, the player that you met on the LinuxWorks server.

Thanks and nice to meet you!

For the "bike too big" problem: I tried three other scales:
70%: Image
60%: Image
50%: Image
Also consider these facts:
  • Sam is too fat and clumsy. It's not a realistic player model. His arms and legs are too fat and he lacks elbows and knees.
  • Sam can interact with blocks those are meters away and noone actually complains about this.
  • A real-size bike ridden by big fat Sam doesn't look well either.
I'd keep the size rather bigger and unrealistic than having a small bike driven by a big fat player. What size do you prefer?
Attachments
bike_50.jpg
(269.58 KiB) Not downloaded yet
bike_60.jpg
(277.8 KiB) Not downloaded yet
bike_70.jpg
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Re: [mod] Bike for Minetest [bike]

by Andrey01 » Wed Aug 29, 2018 09:07

Hume2, you should make a bike longer and the pedals above its to look like nice and player could reach the ones.
 

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Re: [mod] Bike for Minetest [bike]

by Andrey01 » Wed Aug 29, 2018 09:13

Krock wrote:Works well here.
Image

Krock, does 5.0.0 have new texture of healthbar as i see?
 

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Re: [mod] Bike for Minetest [bike]

by AspireMint » Wed Aug 29, 2018 10:29

(If you make motorbike you dont have to make player animations x) just use GD's modified model.)
That 70% looks good.
Idea: add jumping so we can jump on 1node high obstacle x)
 

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Re: [mod] Bike for Minetest [bike]

by Andrey01 » Wed Aug 29, 2018 10:58

AspireMint wrote:(If you make motorbike you dont have to make player animations x) just use GD's modified model.)
That 70% looks good.
Idea: add jumping so we can jump on 1node high obstacle x)

This is not motorbike, and simple bike. Therefore player should rotates the pedals to go and the animation of this is needed. And also animation of that how player turns his legs.
 

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Re: [mod] Bike for Minetest [bike]

by Hume2 » Wed Aug 29, 2018 13:03

AspireMint wrote:(If you make motorbike you dont have to make player animations x) just use GD's modified model.)
That 70% looks good.
Idea: add jumping so we can jump on 1node high obstacle x)

I like the 70% size too. My first impression was that it's too small so I made it 80% but now it seems me OK.

If the player is unable to put the bike back to his inventory, I will consider a way to jump on a 1-node high obstacle, so the players wouldn't have to craft a new bike each time they ride off the track. I'm worry that this ability can make the bikes overpowered, they are supposed to ride mainly on player-built roads.

For the player's animation:
Minetest and reality. I think, you are asking for too much. If any model animation is worth considering, it's the wheel animation. First of all, try to ride a bike (in reality) without bending your knees. If you can ride like this, you can work in a circus. Also consider that the real-world human legs are far thinner than Sam's legs. Any attempt of making this more realistic would actually make it worse. If I still haven't convinced you, I can add that it's possible to destroy blocks without touching them. The same with building blocks, opening doors, furnaces, chests etc.. You can open a door four meters away, no need to touch it.
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Re: [mod] Bike for Minetest [bike]

by Andrey01 » Wed Aug 29, 2018 13:15

I`ve made a bit change (the pedals have become above). Only i didn`t have a time to make updated texture (i hope you may make it yourself). Then i will try to make animation for player and bike:
https://ufile.io/7m69b
 

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Re: [mod] Bike for Minetest [bike]

by Hume2 » Wed Aug 29, 2018 13:25

Andrey01 wrote:I`ve made a bit change (the pedals have become above). Only i didn`t have a time to make updated texture (i hope you may make it yourself). Then i will try to make animation for player and bike:
https://ufile.io/7m69b

Well, the pedals need to be redone completely because they wouldn't work this way either. If you are willing to make an animation, you're welcome. Just two notes: 1) Don't mark all edges seam, the UV map is totally messed up. 2) You managed to delete the chain, it's that weird rectangle face on the right of the back wheel and pedals.
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Re: [mod] Bike for Minetest [bike]

by Andrey01 » Wed Aug 29, 2018 15:48

Here i am making animation and it works strangely for me:
https://ufile.io/kmtqs
You can view my animation between first frame to second one. In fact it should rotate the pedals, once it animates the only pedal and incorrectly.
 

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Re: [mod] Bike for Minetest [bike]

by Hume2 » Wed Aug 29, 2018 15:58

Andrey01 wrote:Here i am making animation and it works strangely for me:
https://ufile.io/kmtqs
You can view my animation between first frame to second one. In fact it should rotate the pedals, once it animates the only pedal and incorrectly.

Unfortunately, I can't help you with model animation much. Thanks for giving it a try.
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Re: [mod] Bike for Minetest [bike]

by Hume2 » Thu Aug 30, 2018 07:32

Update:
  • Bike is now 70% the original size.
  • Destroying the bike gives the player only 6 steel ingots back.
  • I added a crafting recipe.
The mod now has everything needed, so it's the 1.0 release. For the next releases, I plan:
  • bike racks
  • model animation if anyone is willing to do that for me
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Re: [mod] Bike for Minetest [bike]

by GreenDimond » Thu Aug 30, 2018 14:58

Hume2 wrote:model animation if anyone is willing to do that for me

Currently working on that.
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