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Posted: Mon Oct 14, 2013 05:31
by Melkor
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!

Posted: Mon Oct 14, 2013 06:31
by Dan Duncombe
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.

Posted: Mon Oct 14, 2013 16:21
by paramat
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 :)

Posted: Mon Oct 14, 2013 17:02
by Dan Duncombe
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.

Posted: Mon Oct 14, 2013 17:39
by Esteban
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Posted: Thu Oct 17, 2013 00:49
by Mcc457
I don't know if I've done something wrong, but the mod installs, but I can't place cars.

Posted: Thu Oct 17, 2013 10:25
by CraigyDavi
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.

Posted: Sat Jan 04, 2014 20:57
by neron
What about an older Land Rover for an offroad vehicle?
http://en.wikipedia.org/wiki/File:Land_ ... s_1_HT.jpg

Posted: Sat Feb 08, 2014 00:33
by qwrwed
Typo: punching "car:hot_rod" will give you "car:hot_road" (line 3151).

Posted: Sat Feb 08, 2014 05:19
by Aiden
i can get it in

Re:

Posted: Mon May 19, 2014 19:49
by Esteban
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Re: [Mod] Car (Now with more cars and crafting recipes!) [0.

Posted: Sat Jul 26, 2014 23:04
by gunnercody
wow i love it! great work! :D

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

Posted: Sat Aug 02, 2014 01:24
by hunterdelyx1
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.

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

Posted: Sat Aug 02, 2014 19:49
by hassage
The mod is good but the cars are not very fast :/

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

Posted: Sun Aug 10, 2014 13:24
by Esteban
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Re: [Mod] Car (Now with more cars and crafting recipes!) [0.

Posted: Mon Aug 18, 2014 02:46
by hunterdelyx1
Maybe i would fix it if i found enough time. Will see.

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

Posted: Fri Sep 19, 2014 20:34
by Christian9
Hey i have 4.9 and when i try to place it nothing happens help please

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

Posted: Fri Sep 19, 2014 21:04
by Esteban
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Re: [Mod] Car (Now with more cars and crafting recipes!) [0.

Posted: Sat Sep 20, 2014 02:08
by paramat
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

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

Posted: Tue Sep 23, 2014 11:35
by balthazariv
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>

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

Posted: Tue Sep 23, 2014 11:46
by Esteban
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Re: [Mod] Car (Now with more cars and crafting recipes!) [0.

Posted: Wed Sep 24, 2014 18:32
by balthazariv
Esteban wrote: The mod is quite outdated, I will see if by the weekend I can update the code.
Thanks