[Mod] Cubic microcar [0.4.0] [mesecar]

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paramat
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[Mod] Cubic microcar [0.4.0] [mesecar]

by paramat » Mon Dec 09, 2013 16:59

Image

^ Nyancart, Oerkka, Mesecar

A fork of https://forum.minetest.net/viewtopic.php?id=7381 which is a fork of PilzAdam's boat mod.
Download https://github.com/paramat/mesecar/archive/master.zip and rename folder to 'mesecar'
Browse code https://github.com/paramat/mesecar

For Minetest 0.4.10 and later
Depends default
Licenses: code WTFPL, textures CC BY-SA

4 styles of microcar: Car55, Nyancart, Mesecar and Oerkka.
Will only turn when moving, turn speed reduces near top speed.
Dual-motor 4 wheel drive update (inspired by Tesla Model S).
By default will climb slabs but not full blocks, edit STEPH to 1.1 to climb blocks.
16 pixel textures scaled to a 1.5 node cube, the player is sitting inside and has to be hidden because scaling the car also scales the driver.
My pathv6alt mod https://forum.minetest.net/viewtopic.php?f=11&t=10064 generates roads in mgv6 to drive on.
Noisegrid lua mapgen also has roads https://forum.minetest.net/viewtopic.php?f=11&t=9296.

Crafting recipies.

Code: Select all
-- Crafting

minetest.register_craft({
   output = "mesecar:motor",
   recipe = {
      {"default:steel_ingot", "default:copper_ingot", "default:steel_ingot"},
      {"default:copper_ingot", "default:steel_ingot", "default:copper_ingot"},
      {"default:steel_ingot", "default:copper_ingot", "default:steel_ingot"},
   },
})


minetest.register_craft({
   output = "mesecar:battery",
   recipe = {
      {"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
      {"default:steel_ingot", "default:mese_block", "default:steel_ingot"},
      {"default:copper_ingot", "default:copper_ingot", "default:steel_ingot"},
   },
})


minetest.register_craft({
   output = "mesecar:mesecar1", -- Car55
   recipe = {
      {"default:steel_ingot", "dye:blue", "default:steel_ingot"},
      {"default:steel_ingot", "group:wool", "default:glass"},
      {"mesecar:motor", "mesecar:battery", "mesecar:motor"},
   },
})


minetest.register_craft({
   output = "mesecar:mesecar2", -- Oerkka
   recipe = {
      {"default:steel_ingot", "dye:magenta", "default:steel_ingot"},
      {"default:steel_ingot", "group:wool", "default:glass"},
      {"mesecar:motor", "mesecar:battery", "mesecar:motor"},
   },
})


minetest.register_craft({
   output = "mesecar:mesecar3", -- Nyancart
   recipe = {
      {"default:steel_ingot", "dye:pink", "default:steel_ingot"},
      {"default:steel_ingot", "group:wool", "default:glass"},
      {"mesecar:motor", "mesecar:battery", "mesecar:motor"},
   },
})


minetest.register_craft({
   output = "mesecar:mesecar4", -- Mesecar
   recipe = {
      {"default:steel_ingot", "dye:yellow", "default:steel_ingot"},
      {"default:steel_ingot", "group:wool", "default:glass"},
      {"mesecar:motor", "mesecar:battery", "mesecar:motor"},
   },
})
Last edited by paramat on Mon Feb 08, 2016 07:56, edited 24 times in total.
 

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Krock
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by Krock » Mon Dec 09, 2013 17:28

Wow, those physics are really better than the old.
The only bad thing I can find on this, is the orange color :)
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by BrunoMine » Mon Dec 09, 2013 17:50

this is really good. Perfect
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paramat
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by paramat » Mon Dec 09, 2013 20:59

Krock wrote:Wow, those physics are really better than the old.
The only bad thing I can find on this, is the orange color :)

Gimp your ride... =)
 

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by lightonflux » Mon Dec 09, 2013 21:36

Idea: Car elevates itself if it moves on street blocks. Like this mods block

But please don't make it a hard dependency.

Here an illustration about the block situation:

Image

Grey blocks are street blocks brown just dirt.
 

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by Esteban » Mon Dec 09, 2013 22:22

I was waiting for this! Cool! Im going to test ASAP :D
 

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Re: [Mod] Mese power car [0.1.0] [mesecar]

by paramat » Mon Sep 01, 2014 23:12

WASD keys.
Note it won't go up full nodes, only half slabs, i have road mods: 'path' and 'noisegrid'.
EDIT
Note the car is uncontrollable and jerky while the server is busy, this is unavoidable. Best to fully generate an area of world before driving to avoid mapgen lags.
Last edited by paramat on Tue Sep 02, 2014 04:36, edited 1 time in total.
 

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Re: [Mod] Mese power car [0.2.0] [mesecar]

by paramat » Tue Sep 02, 2014 04:33

Version 0.2.0
-- added step height and max speed parameters
-- bugfix floating above slabs
-- resize car, collisionbox
-- new texture
-- update crafting
Last edited by paramat on Thu Sep 18, 2014 03:50, edited 1 time in total.
 

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Re: [Mod] Cubic microcar [0.3.0] [mesecar]

by paramat » Wed Sep 03, 2014 06:21

0.3.0
Code updated to curret 'boats' mod standard.
New cute cubic microcar.
Last edited by paramat on Thu Sep 04, 2014 16:48, edited 1 time in total.
 

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Re: [Mod] Cubic microcar [0.3.0] [mesecar]

by Krock » Wed Sep 03, 2014 18:50

Cute microcar :)
It's like a cart, just controllable and off-rail.

Could you add a special object, like a boat, to put the car on it?
So, it would be possible to drive with that it over the sea.
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Re: [Mod] Cubic microcar [0.3.0] [mesecar]

by balthazariv » Wed Sep 03, 2014 19:38

I like it but why when I put it, it levitates one block of high.
I must put it in a hole in one block for it touches the ground.

Image
 

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Re: [Mod] Cubic microcar [0.3.0] [mesecar]

by paramat » Wed Sep 03, 2014 22:05

Line 171 should be:
Code: Select all
pointed_thing.under.y = pointed_thing.under.y + 1

+1 not +2, that might fix it.
I'll fix this for the next version.
 

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Re: [Mod] Cubic microcar [0.3.1] [mesecar]

by paramat » Thu Sep 04, 2014 16:52

0.3.1
-- Fix texture sizes, edit textures
-- Tune player attach position
-- Fix on-place postion
-- Reduce turn rate at high speeds
-- Acceleration parameter
 

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Re: [Mod] Cubic microcar [0.3.2] [mesecar]

by paramat » Thu Sep 18, 2014 03:55

0.3.2
New textures scaled up to 1.5 nodes wide, player hidden inside because player is unfortunately also scaled.
Player viewpoint somehow remains above the car roof, which works out well because it is like an auto-third person view.
Last edited by paramat on Wed Feb 11, 2015 18:26, edited 1 time in total.
 

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Re: [Mod] Cubic microcar [0.3.2] [mesecar]

by lightonflux » Thu Sep 18, 2014 11:13

It would be great if the view was farer away in third person view. Is that possible with Minetest at the moment?
 

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Re: [Mod] Cubic microcar [0.3.3] [mesecar]

by paramat » Sat Nov 29, 2014 05:14

0.3.3 has 3 styles of microcar to choose from, the new designs are nyancar and oerkka.
 

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Re: [Mod] Cubic microcar [0.3.3] [mesecar]

by gameslayer » Wed Feb 11, 2015 06:20

Hey where do I get the mod dependency needed to run this mod? it would be helpful if you included them in the mod zip when downloading this and explaining you need these extra mods to make it work.
 

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Re: [Mod] Cubic microcar [0.3.3] [mesecar]

by paramat » Wed Feb 11, 2015 11:34

Hi, the dependancy 'default' is part of Minetest Game so you already have it.
 

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Re: [Mod] Cubic microcar [0.3.3] [mesecar]

by tbillion » Sun Nov 22, 2015 12:30

creat mod.. seriously fun especially with the roads mod. only suggestion is maybe add the ability to detect a collision. (becasue im a bad driver) and i drove right through another car! lol... any way great job!
 

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Re: [Mod] Cubic microcar [0.3.3] [mesecar]

by paramat » Sun Nov 22, 2015 19:28

You can edit the 'collisionbox' for each car https://github.com/paramat/mesecar/blob/master/init.lua#L42
It's by default a little narrower than the car because it doesn't rotate with the car so is effectively wider when the car is diagonal. So yes edges of a car can sometimes pass through objects.
I should add a bright yellow mesecar.
 

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Re: [Mod] Cubic microcar [0.3.3] [mesecar]

by benrob0329 » Sun Nov 22, 2015 19:55

Nice!!

Maybe the Mese Car could be super fast?

Also, what do you think about adding "fuel"?
 

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