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Melkor
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by Melkor » Post

Esteban wrote: Image
Nice! good job!

paramat wrote:
Image

Image
haha cute :D
paramat wrote:I may still look into an alternative design, i'm thinking a car with Minetest charracter would be small, cute and boxy, which of course means a Japanese Kei-Car, which are my favourite cars:

Image

Honda N-box (nodebox).
hey, i can make that car, if you really want it!
Last edited by Melkor on Mon Oct 14, 2013 05:41, edited 1 time in total.

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Dan Duncombe
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by Dan Duncombe » Post

I have forked this mod and have changed the physics and motion which was making the car 'float' in land like a boat. The collision box was stopping the car climbing nodes, not applicable in water of course. But i kept that and made the car only able to climb slopes created by half-slabs, although the slope climbing is rather crude and jumpy. I'll try to sort out an off road motion that can climb full nodes.
If you mean the fact that when it hits the node it jumps up, in the original, that was behaviour I added afterward to make it go up slops, by adding step height. Make the value lower to stop it climbing as high slopes.
Some Mods: Castles Prefab Camouflage
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paramat
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by paramat » Post

Dan, thats odd, my experience with your mod is that the collision box stops the car getting near a node to climb it. I raised the collision box and the car then can then float through and up the slope with the boat physics of PilzAdam's mod, i'm not sure adding step height has any effect.

Esteban, i looked at your code and noticed you have duplicated the original code for each car. there's a lot of unneccesary duplicated code, for example the helper functions only need be defined once, the remaining code should be edited for multiple car use ... although i don't know how :)
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Dan Duncombe
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by Dan Duncombe » Post

paramat wrote:Dan, thats odd, my experience with your mod is that the collision box stops the car getting near a node to climb it. I raised the collision box and the car then can then float through and up the slope with the boat physics of PilzAdam's mod, i'm not sure adding step height has any effect.

Esteban, i looked at your code and noticed you have duplicated the original code for each car. there's a lot of unneccesary duplicated code, for example the helper functions only need be defined once, the remaining code should be edited for multiple car use ... although i don't know how :)
You need an up-to-date build for stepheight.
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Esteban
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by Esteban » Post

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Last edited by Esteban on Fri Mar 18, 2016 13:50, edited 1 time in total.

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Mcc457
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by Mcc457 » Post

I don't know if I've done something wrong, but the mod installs, but I can't place cars.
Working on a sub-game; mostly based texture packs, adventure and soon chemistry...

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CraigyDavi
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by CraigyDavi » Post

Mcc457 wrote:I don't know if I've done something wrong, but the mod installs, but I can't place cars.
You can only place the car on nodes with the group "cracky". Try placing it on stone.

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neron
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by neron » Post

What about an older Land Rover for an offroad vehicle?
http://en.wikipedia.org/wiki/File:Land_ ... s_1_HT.jpg

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qwrwed
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by qwrwed » Post

Typo: punching "car:hot_rod" will give you "car:hot_road" (line 3151).
Last edited by qwrwed on Sat Feb 08, 2014 00:37, edited 1 time in total.

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Aiden
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by Aiden » Post

i can get it in

Esteban
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Re:

by Esteban » Post

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Last edited by Esteban on Fri Mar 18, 2016 13:50, edited 1 time in total.

gunnercody
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Re: [Mod] Car (Now with more cars and crafting recipes!) [0.

by gunnercody » Post

wow i love it! great work! :D

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hunterdelyx1
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Re: [Mod] Car (Now with more cars and crafting recipes!) [0.

by hunterdelyx1 » Post

Great mod! But it doesn't work good in multiplayer.

1.http://itmages.ru/image/view/1818037/d064dfc4
Player model faces the wrong direction.

2. if i punch car with player, it will drop and player will become invisible.

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hassage
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Re: [Mod] Car (Now with more cars and crafting recipes!) [0.

by hassage » Post

The mod is good but the cars are not very fast :/

Esteban
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Re: [Mod] Car (Now with more cars and crafting recipes!) [0.

by Esteban » Post

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Last edited by Esteban on Fri Mar 18, 2016 13:51, edited 1 time in total.

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hunterdelyx1
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Re: [Mod] Car (Now with more cars and crafting recipes!) [0.

by hunterdelyx1 » Post

Maybe i would fix it if i found enough time. Will see.

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Christian9
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Re: [Mod] Car (Now with more cars and crafting recipes!) [0.

by Christian9 » Post

Hey i have 4.9 and when i try to place it nothing happens help please

Esteban
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Re: [Mod] Car (Now with more cars and crafting recipes!) [0.

by Esteban » Post

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Last edited by Esteban on Fri Mar 18, 2016 13:51, edited 1 time in total.

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paramat
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Re: [Mod] Car (Now with more cars and crafting recipes!) [0.

by paramat » Post

hunterdelyx1 wrote:Great mod! But it doesn't work good in multiplayer.

1.http://itmages.ru/image/view/1818037/d064dfc4
Player model faces the wrong direction.

2. if i punch car with player, it will drop and player will become invisible.
These were recently fixed in 'boats' mod, which is now in default minetest game. Dan's car mod is very similar to boats mod https://github.com/minetest/minetest_ga ... s/init.lua see 'on rightclick' and 'on punch' functions and update your code, i recently had to do this for my own car mod.

EDIT
See this for bug 2 https://github.com/minetest/minetest_ga ... 6#comments

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balthazariv
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Re: [Mod] Car (Now with more cars and crafting recipes!) [0.

by balthazariv » Post

Hello,

Good works but i have this error :

Code: Select all

13:33:35: ERROR[main]: ServerError: L:\Minetest\minetest - Copie\bin\..\mods\car\init.lua:3186: attempt to index a nil value
13:33:35: ERROR[main]: stack traceback:
13:33:35: ERROR[main]: 	L:\Minetest\minetest - Copie\bin\..\mods\car\init.lua:3186: in function <L:\Minetest\minetest - Copie\bin\..\mods\car\init.lua:3155>

Esteban
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Re: [Mod] Car (Now with more cars and crafting recipes!) [0.

by Esteban » Post

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Last edited by Esteban on Fri Mar 18, 2016 13:51, edited 1 time in total.

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balthazariv
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Re: [Mod] Car (Now with more cars and crafting recipes!) [0.

by balthazariv » Post

Esteban wrote: The mod is quite outdated, I will see if by the weekend I can update the code.
Thanks

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