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Posted: Thu Dec 13, 2012 19:59
by VanessaE
PilzAdam: -1 for that - rails should not be hidden by the body of the cart. If anything, the cart should appear to sit right on top of the rails via a set of wheels.

Posted: Thu Dec 13, 2012 21:41
by Doc
I agree.

Bug:
The cart seems to glitch out (goes infinitely in the direction it was going, even through blocks) if the track it is on changes while it is moving.. Chunk loading stopped working and saving the world failed...

Posted: Thu Dec 13, 2012 22:31
by jordan4ibanez
PilzAdam wrote:Zeg9 made a model for the carts. You can test it in the model branch on GitHub.

@Zeg9
Can you turn the animation in the correct way and also add the third frame for the flipped pitch? It would be also nice if the cart would move a bit up in the pitch frames, so that you cant see the rails at the bottom of the cart.
that works really nice, the cart is sideways when it goes up the rails though, anyways nice work, you should make it so you can link carts together!

Posted: Thu Dec 13, 2012 23:19
by jojoa1997
Having a booster rail would be nice. My villages that are connected by rail rods are now longer to get to with me having to get out and push, get out and push, get out and push.

Posted: Fri Dec 14, 2012 00:04
by VanessaE
Place mesecons torches or power plants next to the rails about every 10 nodes or so. Each will give the cart a small boost. Run a length of wire along the rails and give it power and it'll give the cart a large boost.

Posted: Fri Dec 14, 2012 06:23
by Zeg9
Here is a model that works fine with "slope" rails:
http://ompldr.org/vZ29ycQ
Although it doesn't work when going down, it works great going up
Also, I've moved it a bit up in the "rotated" frames.
What do you mean by "add the third frame for the flipped pitch" ?

EDIT: ompldr shows it as a text file, just save it as .x
EDIT2: try this init.lua http://ompldr.org/vZ29ydg
Animation works with carts going down too

Posted: Fri Dec 14, 2012 10:48
by jojoa1997
VanessaE wrote:Place mesecons torches or power plants next to the rails about every 10 nodes or so. Each will give the cart a small boost. Run a length of wire along the rails and give it power and it'll give the cart a large boost.
I crashed my server. Mile long boosters this morning.

Posted: Fri Dec 14, 2012 11:29
by PilzAdam
Zeg9 wrote:Here is a model that works fine with "slope" rails:
http://ompldr.org/vZ29ycQ
Although it doesn't work when going down, it works great going up
Also, I've moved it a bit up in the "rotated" frames.
What do you mean by "add the third frame for the flipped pitch" ?

EDIT: ompldr shows it as a text file, just save it as .x
EDIT2: try this init.lua http://ompldr.org/vZ29ydg
Animation works with carts going down too
I dont want to change the yaw when moving downhill because the player faces in the wrong direction in this case.
Just add a third frame that is exactly like the second frame but flipped horizontal by 180°.

Posted: Fri Dec 14, 2012 12:01
by Zeg9
PilzAdam wrote:
Zeg9 wrote:Here is a model that works fine with "slope" rails:
http://ompldr.org/vZ29ycQ
Although it doesn't work when going down, it works great going up
Also, I've moved it a bit up in the "rotated" frames.
What do you mean by "add the third frame for the flipped pitch" ?

EDIT: ompldr shows it as a text file, just save it as .x
EDIT2: try this init.lua http://ompldr.org/vZ29ydg
Animation works with carts going down too
I dont want to change the yaw when moving downhill because the player faces in the wrong direction in this case.
Just add a third frame that is exactly like the second frame but flipped horizontal by 180°.
Yeah, sorry. I actually added a third frame but blender wouldn't export it... I forgot to change the animation "size"
I'll send a model working with normal init.lua soon

EDIT: It seems the problem wasn't that... I'll try to fix the model as soon as possible ...

Posted: Fri Dec 14, 2012 12:11
by Zeg9
New model:
http://pastebin.sabayon.org/pasties/store/11564/cart.x
Should work without modifying init.lua

Posted: Fri Dec 14, 2012 12:23
by PilzAdam
Zeg9 wrote:New model:
http://pastebin.sabayon.org/pasties/store/11564/cart.x
Should work without modifying init.lua
Nice!
Now, one last thing: Move the pitch frames a little bit into the upwards facing direction, so that it looks better when a player sits in the cart and looks down.

Posted: Fri Dec 14, 2012 12:26
by jojoa1997
:-D

Posted: Sat Dec 15, 2012 23:59
by PilzAdam
Update:
3D model added. It supports pitch when driving down/uphill.
The cart now gets picked up when holding shift while punching it.
Updated mesecon API functions.

Posted: Sun Dec 16, 2012 05:15
by VanessaE
I'm finding that the carts can no longer be placed on default steel rails, but they seem to work fine on moreores copper rails.

Posted: Sun Dec 16, 2012 05:27
by jojoa1997
also the mese torches dont boost the carts

Posted: Sun Dec 16, 2012 05:30
by VanessaE
Confirmed, mesecons power sources aren't boosting the carts' speed anymore.

Posted: Sun Dec 16, 2012 07:00
by RAPHAEL
VanessaE wrote:Confirmed, mesecons power sources aren't boosting the carts' speed anymore.
Same here. However torches placed prior to update still propel carts. Just not newly placed torches.

Posted: Sun Dec 16, 2012 08:00
by jojoa1997
not for our server

Posted: Sun Dec 16, 2012 10:27
by PilzAdam
Are you sure you have latest carts mod and latest mesecons installed?

Posted: Sun Dec 16, 2012 11:06
by jojoa1997
PilzAdam wrote:Are you sure you have latest carts mod and latest mesecons installed?
yes she updated both the carts and mesecons today.

Posted: Sun Dec 16, 2012 17:47
by PilzAdam
Okay, fixed the problem. It was double re-definition of default rails with moreblocks. Calinou removed the one in moreblocks so now it should work fine.

Posted: Sun Dec 16, 2012 23:48
by RAPHAEL
PilzAdam wrote:Okay, fixed the problem. It was double re-definition of default rails with moreblocks. Calinou removed the one in moreblocks so now it should work fine.
Hmm latest version of carts seems to introduce an issue. Previous versions sometimes the cart would just "stop" all of a sudden at random. Now when it does that "stop" it starts going in opposite direction.

Also an issue I've noticed even with previous versions is occasionally cart will embed itself underground after a long slope down.

Posted: Mon Dec 17, 2012 23:37
by trukoil
Idea (maybe right for the Technic mod): electric powered cart, where W speeds up and S speeds down, made with (C -> cart; B -> batteries):

B B B
B C B
B B B

Eight batteries, the cart would have the charge of battery*8, and the electric cart block may be charged on the battery box.
Mesecon energy could load batteries.

Power drain could depend on speed.

Posted: Wed Dec 19, 2012 13:15
by botokiller
This page: http://multa.bugs3.com/minetest/forum/viewmod.php?id=18
says that there should be switches, cart detectors, cart slowers, railchests etc. I'd very much like to try them, but I can't find any of them in the mod .zip archive. Where are they?

Posted: Wed Dec 19, 2012 14:32
by jojoa1997
That is with the old version. Before minetest 0.4.4 and the carts were laggier. Adam had to rewrite the program for 0.4.4