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

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Re: [mod] Bike for Minetest [1.0] [bike]

by Hume2 » Sun Sep 09, 2018 16:24

voxelproof wrote:Sorry to say this, but the mod (at least the latest unstable version) has a very serious and disqualifying bug: after disabling the mod and then enabling it again you cannot not only ride the bike, but also dig or place any nodes. This should come as a warning to potential users -- do not install it in the worlds where you have some important to you ongoing building projects :-) Thankfully teached by Dreambuilder I tested it in experimental world, so it didn't cause much disappointment. Edit: after disabling the mod again the digging/placing capabilities are retrieved.

I found the bug. When the server shuts down and a player is on bike, he is not dismounted. This happens mainly in singleplayer. I have partially fixed the bug. It should now work when the server shuts down regularly but there should be still something in case of crashes.
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Re: [mod] Bike for Minetest [1.0] [bike]

by voxelproof » Sun Sep 09, 2018 16:43

Hume2 wrote:
voxelproof wrote:Sorry to say this, but the mod (at least the latest unstable version) has a very serious and disqualifying bug: after disabling the mod and then enabling it again you cannot not only ride the bike, but also dig or place any nodes. This should come as a warning to potential users -- do not install it in the worlds where you have some important to you ongoing building projects :-) Thankfully teached by Dreambuilder I tested it in experimental world, so it didn't cause much disappointment. Edit: after disabling the mod again the digging/placing capabilities are retrieved.

I found the bug. When the server shuts down and a player is on bike, he is not dismounted. This happens mainly in singleplayer. I have partially fixed the bug. It should now work when the server shuts down regularly but there should be still something in case of crashes.


Thanks for your response and great you've found it. Nevertheless the idea of the total protection of the world from the damage caused by a player is certainly worth some careful deliberation ;)

I'll keep testing and will report any bugs I encounter. However good job so far.
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Re: [mod] Bike for Minetest [1.0] [bike]

by gpcf » Sun Sep 09, 2018 17:52

the bug with the players not getting unmounted also happens in multiplayer, btw.
 

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Re: [mod] Bike for Minetest [1.0] [bike]

by Hume2 » Sun Sep 09, 2018 19:12

Now the player's former hand is saved into a hidden slot of player's inventory. And when a player joins with bike:hand in hand, it is immediately replaced by the correct hand. Therefore the bug should be fixed.
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Re: [mod] Bike for Minetest [1.0] [bike]

by GreenDimond » Sun Sep 09, 2018 19:43

Hume2 wrote:Now the player's former hand is saved into a hidden slot of player's inventory.

The former hand was already saved. Your new method doesn't seem to be any different, and might be less efficient.
EDIT: While it is less efficient, it is useful for safety checks when the bike entity isn't available to check.
And when a player joins with bike:hand in hand, it is immediately replaced by the correct hand. Therefore the bug should be fixed.

While this is a good check, it doesn't do much in the way of fixing the problem. The problem was the player not dismounting on shutdown. Your fix for that part is fine. Dismounting the player already replaces the hand on it's own, so as long as the player is always dismounted before joining again, this check should never be run.

Thank you for your fix though. I will submit a PR with the skin fix soon (along with code cleanup).
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Re: [mod] Bike for Minetest [1.0] [bike]

by sorcerykid » Sun Sep 09, 2018 20:24

This is def. one of the best new mods I've seen for Minetest, esp. with the improved player animation by GreenDimond. On servers in particular, bikes will undoubtedly encourage new players to venture beyond spawn and explore without the need for a minecart. I am tempted to add this to JT2 with a bike rental station, for environmentally friendly transportation throughout the city :D
 

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Re: [mod] Bike for Minetest [1.0] [bike]

by GreenDimond » Sun Sep 09, 2018 21:41

PR opened for 3d_armor and complete(?) skin support.
https://gitlab.com/h2mm/bike/merge_requests/2
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Re: [mod] Bike for Minetest [1.0] [bike]

by gpcf » Sun Sep 09, 2018 22:07

The bug with the player still being attached after leaving the game is still there, the skins bug is fixed, though. I think I can submit a bugfix tomorrow.

Also, I'm going to look into the eye position and see if i can lower it a bit, so the player can see the handlebar while looking forward. This should make the bikes easier to drive.
 

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Re: [mod] Bike for Minetest [1.0] [bike]

by GreenDimond » Sun Sep 09, 2018 23:01

gpcf wrote:The bug with the player still being attached after leaving the game is still there, the skins bug is fixed, though. I think I can submit a bugfix tomorrow.

I can't reproduce this. Please make sure your version is updated?
Also make sure to use new bikes. Old ones might still break.

Also, I'm going to look into the eye position and see if i can lower it a bit, so the player can see the handlebar while looking forward. This should make the bikes easier to drive.

I tried to keep it at the best position I could where:
1) Cant clip through the face when looking around
2) Cant look up and see chin
3) Needs to see arms
If you can make the view see these as well as the handlebars, please do!
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Re: [mod] Bike for Minetest [1.0] [bike]

by GreenDimond » Mon Sep 10, 2018 03:58

Double post but worth it
Image
Coming soon to a pull request near you.
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Re: [mod] Bike for Minetest [1.0] [bike]

by Glory! » Mon Sep 10, 2018 04:01

^ Amazing. Vehicular paint is always good and we should cherish the mods that allow us to paint our vehicles.
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Re: [mod] Bike for Minetest [1.0] [bike]

by Hume2 » Mon Sep 10, 2018 05:25

Oh, thank you all!

GreenDimond: Thanks for your participation! I'll look at your second merge request. I know that the bug could be fixed only by the register_on_joinplayer but I prefer dismounting the bike friendly if possible rather than fixing the consequences. Note that the on_shutdown function is not called when the server crashes. Well, there is no notable difference but I feel better like that.
EDIT: I merged your request. I found a tiny bug: Skins can't be changed while the player is on the bike and is changed after unmount. However, this is caused by lack of skinsdb's support. It's definitely not our fault.

gpcf: If you are already bugged, my fix might not do anything. However, you shouldn't get bugged again. Also check that you are up-to-date.

EDIT: If there are no other bugs, I'll release it as 1.1.

EDIT: I tested the mod on LinuxWorks server. Right turns are quite tricky and lags also play a role. I limited the speed to 25 km/h, it's still faster than boats. Also I found that players don't get dismounted when killed. This should be now fixed too.
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Re: [mod] Bike for Minetest [1.0] [bike]

by GreenDimond » Mon Sep 10, 2018 16:35

Hume2 wrote:GreenDimond: Thanks for your participation! I'll look at your second merge request. I know that the bug could be fixed only by the register_on_joinplayer but I prefer dismounting the bike friendly if possible rather than fixing the consequences. Note that the on_shutdown function is not called when the server crashes. Well, there is no notable difference but I feel better like that.

Re-placing bikes after a server crash is trivial, no need to worry about that.
EDIT: I merged your request. I found a tiny bug: Skins can't be changed while the player is on the bike and is changed after unmount. However, this is caused by lack of skinsdb's support. It's definitely not our fault.

Doesn't matter anyway, you cant change clothes while riding a bike now can you ;)
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Re: [mod] Bike for Minetest [1.0] [bike]

by Hume2 » Mon Sep 10, 2018 19:05

GreenDimond wrote:Doesn't matter anyway, you cant change clothes while riding a bike now can you ;)

Maybe a jester can do it but let's assume that people usually don't do it :)

I released the version 1.1 because it seems like all bugs are fixed.
Ideas for the next releases:
  • Bike racks
  • Bike locks
  • More bike colours
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Re: [mod] Bike for Minetest [1.1] [bike]

by Stix » Tue Sep 11, 2018 02:54

I tried this out on 0.4.17 with no other mods that overrided the player, when i got on the bike my player was invisible with only the helmet being visible.

My guess you guys made a mistake and only shows the character if whatever skin mod it supports is installed.
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Re: [mod] Bike for Minetest [1.1] [bike]

by GreenDimond » Tue Sep 11, 2018 03:24

Stix wrote:I tried this out on 0.4.17 with no other mods that overrided the player, when i got on the bike my player was invisible with only the helmet being visible.

My guess you guys made a mistake and only shows the character if whatever skin mod it supports is installed.

I just now tested and discovered that 3d_armor with no skin mod results in an empty skin, however I could not reproduce this with just the bike mod alone.

The armor bug will be fixed next update (the one with the colors :3)
EDIT: PR opened.
Last edited by GreenDimond on Tue Sep 11, 2018 03:52, edited 1 time in total.
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Re: [mod] Bike for Minetest [1.1] [bike]

by Stix » Tue Sep 11, 2018 03:35

GreenDimond wrote:
Stix wrote:I tried this out on 0.4.17 with no other mods that overrided the player, when i got on the bike my player was invisible with only the helmet being visible.

My guess you guys made a mistake and only shows the character if whatever skin mod it supports is installed.

I just now tested and discovered that 3d_armor with no skin mod results in an empty skin, however I could not reproduce this with just the bike mod alone.

The armor bug will be fixed next update (the one with the colors :3)

Ah sry, i forgot i also had 3d_armor installed...
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Re: [mod] Bike for Minetest [1.1] [bike]

by Hume2 » Tue Sep 11, 2018 08:30

I'll make a 1.1.1 release because two more bugs are fixed.
  • 3D Armour mod is now supported correctly (thanks, GreenDimond!)
  • Bikes are now always placed to the player's position, not the pointed position. Former behaviour allowed the players to get to places normally unaccessible because of his long hands.

I'll merge the request by GreenDimond to master and I'll keep the branch 1.1.x in case I found other bugs needed to be fixed.

For bells: All controls are already occupied. Any idea to deal with it? :D
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Re: [mod] Bike for Minetest [1.1] [bike]

by gpcf » Tue Sep 11, 2018 09:06

You can use the "E" key, like advtrains does for the train horn.
Edit: I think it should be aux1 in minetest.get_player_controls()
 

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Re: [mod] Bike for Minetest [1.1] [bike]

by GreenDimond » Tue Sep 11, 2018 09:23

gpcf wrote:You can use the "E" key, like advtrains does for the train horn.
Edit: I think it should be aux1 in minetest.get_player_controls()

Aux1 is already in use.
We could use rightclick or leftclick. I like the idea of rightclick.
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Re: [mod] Bike for Minetest [1.1.1] [bike]

by GreenDimond » Tue Sep 11, 2018 14:55

The latest update now includes a "bike painter" tool.
This allows you to choose any of 4.2 billion colors to paint your bikes :D
Image
Image
Image
Color is saved when you pick up the bike.
Image
Go crazy :D
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Re: [mod] Bike for Minetest [1.1.1] [bike]

by voxelproof » Tue Sep 11, 2018 15:06

GreenDimond wrote:The latest update now includes a "bike painter" tool.
This allows you to choose any of 4.2 billion colors to paint your bikes :D


The graphics is the strongest feature of this mod so far, it's really impressive. And what about improving physics of the bike movement i.e. adding gravitational acceleration/deceleration?
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Re: [mod] Bike for Minetest [1.1.1] [bike]

by GreenDimond » Tue Sep 11, 2018 15:13

voxelproof wrote:what about improving physics of the bike movement i.e. adding gravitational acceleration/deceleration?

Next on my todo list is bike racks/locks if Hume isn't already working on it.
After I do that I will mess around with the physics and see what I can do.
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Re: [mod] Bike for Minetest [1.1.1] [bike]

by voxelproof » Tue Sep 11, 2018 17:28

GreenDimond wrote:
voxelproof wrote:what about improving physics of the bike movement i.e. adding gravitational acceleration/deceleration?

Next on my todo list is bike racks/locks if Hume isn't already working on it.
After I do that I will mess around with the physics and see what I can do.


Great and thanks :) When tweaking the valleys mg I had in mind making it a basis for mountain sports, skiing, wingsuit flying but never thought about biking. It's strange cause mountain biking was once the only sport I personally engaged in (not professionally, just for recreation).
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