[mod] Vehicles [vehicles]

User avatar
Phoenixflo44
Member
 
Posts: 60
Joined: Fri Jul 28, 2017 15:01
GitHub: Flo
In-game: Phoenixflo44

Re: [mod] Vehicles [vehicles]

by Phoenixflo44 » Sun Oct 22, 2017 16:47

You've written the city vehicles are also there but there are no
I help with broken mods!
 

User avatar
D00Med
Member
 
Posts: 857
Joined: Sat Feb 07, 2015 22:49
Location: Australia...somewhere
GitHub: D00Med

Re: [mod] Vehicles [vehicles]

by D00Med » Sun Oct 22, 2017 20:57

There should be some; the cars, the firetruck, the ambulance etc.
Look! I have a signature :]
My subgame: https://forum.minetest.net/viewtopic.php?f=15&t=14051#p207242
dmobs2 is coming...
 

User avatar
krokoschlange
Member
 
Posts: 57
Joined: Sat Jul 02, 2016 08:33
Location: get_author_pos() ~= get_viewer_pos()
GitHub: krokoschlange
In-game: krokoschlange

Re: [mod] Vehicles [vehicles]

by krokoschlange » Sun Nov 12, 2017 14:21

I noticed two bugs in multiplayer:
If two people are driving in two different cars and one of them isn't pressing W, then his and the other one's vehicle's timer variable are getting reset which means that the other one can't accelerate.

Also, if you are connected to a server as a client you can't drive small curves.
This effect does not appear in singleplayer or if you host a server via the gui and you are the host (still happens to clients then)
 

User avatar
D00Med
Member
 
Posts: 857
Joined: Sat Feb 07, 2015 22:49
Location: Australia...somewhere
GitHub: D00Med

Re: [mod] Vehicles [vehicles]

by D00Med » Mon Nov 13, 2017 20:25

Ok, thankyou for pointing this out.
I'm still trying to rewrite this thing, it's quite tricky.
Look! I have a signature :]
My subgame: https://forum.minetest.net/viewtopic.php?f=15&t=14051#p207242
dmobs2 is coming...
 

User avatar
Andrey01
Member
 
Posts: 1708
Joined: Wed Oct 19, 2016 15:18
Location: Russia, Moscow
GitHub: Andrey2470T
In-game: Andrey01

Re: [mod] Vehicles [vehicles]

by Andrey01 » Tue Nov 14, 2017 21:01

DOOMed, are you preparing new update with that you promised me before?
I like and i am learning to build nice and great houses, palaces, infrastructures and etc... in Minetest!
My Mods:
Unfinished:Medicine,Cube Nodes.

Old:Sweet Machine,Drink Machine

My Favourite Servers:
just test, Switchboard PvP made by yngwie123, VanessaE`s creative-building server, Parkour Owned by LoweGaming, Fractal Island and some other servers!
 

User avatar
D00Med
Member
 
Posts: 857
Joined: Sat Feb 07, 2015 22:49
Location: Australia...somewhere
GitHub: D00Med

Re: [mod] Vehicles [vehicles]

by D00Med » Wed Nov 15, 2017 03:26

Yes I am, I'm sorry I'm taking such a long time. I have been chipping away at that list of vehicles.
Unfortunately it's becoming more and more important that I fix the messy api.
Look! I have a signature :]
My subgame: https://forum.minetest.net/viewtopic.php?f=15&t=14051#p207242
dmobs2 is coming...
 

PbbP
New member
 
Posts: 4
Joined: Thu Feb 16, 2017 09:53
In-game: PbbP

Re: [mod] Vehicles [vehicles]

by PbbP » Fri Nov 17, 2017 11:58

Hello D00Med,
I have a few questions about dmobs api.lua? I try to modify the api.lua that the Dragon Rider is displayed smaller. I have in the function object_attach ...
player: set_properties ({visual_size = {x = .5, y = .5}})
changed but the rider is 1.5 nodes above the dragon. I have tried
player: set_attach (entity.object, "", attach_at, {x = 0, y = -1.5, z = 2})
but without effect. How can I adjust the height of the rider over the Dragon?
Many Thanks
 

User avatar
D00Med
Member
 
Posts: 857
Joined: Sat Feb 07, 2015 22:49
Location: Australia...somewhere
GitHub: D00Med

Re: [mod] Vehicles [vehicles]

by D00Med » Fri Nov 17, 2017 20:14

Did you try using a table for "attach_at" to modify the player's position?
Look! I have a signature :]
My subgame: https://forum.minetest.net/viewtopic.php?f=15&t=14051#p207242
dmobs2 is coming...
 

PbbP
New member
 
Posts: 4
Joined: Thu Feb 16, 2017 09:53
In-game: PbbP

Re: [mod] Vehicles [vehicles]

by PbbP » Sat Nov 18, 2017 07:53

Thanks, now I changed piloting.lua form
object_attach(self, clicker, {x=0, y=12, z=4}, {x=0, y=0, z=4}) to
object_attach(self, clicker, {x=0, y=8, z=4}, {x=0, y=0, z=4})
and it works fine.

In api.lua don't forget change player size after detach in

function object_detach(entity, player, offset)...
player:set_properties({visual_size = {x=1, y=1}})
 

User avatar
AccidentallyRhine
Member
 
Posts: 179
Joined: Sun Aug 02, 2015 05:43

Re: [mod] Vehicles [vehicles]

by AccidentallyRhine » Wed Nov 22, 2017 02:19

I wonder if it might be a good idea to separate the vehicles into sub-mods since there are some vehicles server owners may want to exclude. I know I can just go and comment out the register entities but this mod continues to grow.
 

User avatar
D00Med
Member
 
Posts: 857
Joined: Sat Feb 07, 2015 22:49
Location: Australia...somewhere
GitHub: D00Med

Re: [mod] Vehicles [vehicles]

by D00Med » Wed Nov 22, 2017 20:26

I wonder if it might be a good idea to separate the vehicles into sub-mods since there are some vehicles server owners may want to exclude. I know I can just go and comment out the register entities but this mod continues to grow.

I hate it when mods that should be one are separated, so I probably won't do that.
However I will make it easier to remove certain parts when I next update.
Look! I have a signature :]
My subgame: https://forum.minetest.net/viewtopic.php?f=15&t=14051#p207242
dmobs2 is coming...
 

User avatar
Phoenixflo44
Member
 
Posts: 60
Joined: Fri Jul 28, 2017 15:01
GitHub: Flo
In-game: Phoenixflo44

Re: [mod] Vehicles [vehicles]

by Phoenixflo44 » Fri Nov 24, 2017 12:10

D00Med wrote:Image

This mod adds some very fast vehicles, with an api for adding more. Instead of using the keyboard to turn, the vehicles are controlled using the mouse. There are cars, planes, a boat, a tank, a firetruck, and a gun turret.
The cars can increase their speed for a bit if the sneak button is held(nitro), and the tank, jet and gun turret will fire their weapons when sneak is pressed. Also the ute's can carry passengers, and the fewawi (deliberate misspelling) turns on it's lights when right-clicked whilst sneaking, and the fire truck will fire water when sneak is pressed. There are also a few nodes for decoration, and a missile launcher.

There is also a parachute and wings, but these don't work very well at the moment.

Todo:
>Hovercraft and more boats
>wings
>Submarine
>Truck/Lorry
>Bus
>Passengers in all cars
>Add the old driving function to replace the simple driving
>Spaceships
>Police siren
>Mining/digging capability for vehicles
>Camaro
>Those tiberium things xD
>Better jump
>split the mod into a modpack
>Possibly redo the api so that velocity and acceleration are only applied on one line (idk how to word this, no seperate set_velocity/acceleration for each event).


If anyone has any requests or models they'd like to see in the mod, it would be greatly appreciated
I'm kinda busy lately, got enough on my plate for now.

Image

Screenshot:
+ Spoiler


Crafting:
+ Spoiler




Updates:
+ Spoiler


License(code): LGPL 2.1+
License(textures and models): CC BY-SA 3.0 UNPORTED

depends:
default, tnt, stairs?, intilib?

download: https://github.com/D00Med/vehicles/archive/master.zip
Github: https://github.com/D00Med/vehicles

screenshot:
Image


You wrote it trucks, buses...
But I only see the old vehicles.
I help with broken mods!
 

User avatar
Andrey01
Member
 
Posts: 1708
Joined: Wed Oct 19, 2016 15:18
Location: Russia, Moscow
GitHub: Andrey2470T
In-game: Andrey01

Re: [mod] Vehicles [vehicles]

by Andrey01 » Fri Nov 24, 2017 17:00

Phoenixflo44 wrote:
D00Med wrote:Image

This mod adds some very fast vehicles, with an api for adding more. Instead of using the keyboard to turn, the vehicles are controlled using the mouse. There are cars, planes, a boat, a tank, a firetruck, and a gun turret.
The cars can increase their speed for a bit if the sneak button is held(nitro), and the tank, jet and gun turret will fire their weapons when sneak is pressed. Also the ute's can carry passengers, and the fewawi (deliberate misspelling) turns on it's lights when right-clicked whilst sneaking, and the fire truck will fire water when sneak is pressed. There are also a few nodes for decoration, and a missile launcher.

There is also a parachute and wings, but these don't work very well at the moment.

Todo:
>Hovercraft and more boats
>wings
>Submarine
>Truck/Lorry
>Bus
>Passengers in all cars
>Add the old driving function to replace the simple driving
>Spaceships
>Police siren
>Mining/digging capability for vehicles
>Camaro
>Those tiberium things xD
>Better jump
>split the mod into a modpack
>Possibly redo the api so that velocity and acceleration are only applied on one line (idk how to word this, no seperate set_velocity/acceleration for each event).


If anyone has any requests or models they'd like to see in the mod, it would be greatly appreciated
I'm kinda busy lately, got enough on my plate for now.

Image

Screenshot:
+ Spoiler


Crafting:
+ Spoiler




Updates:
+ Spoiler


License(code): LGPL 2.1+
License(textures and models): CC BY-SA 3.0 UNPORTED

depends:
default, tnt, stairs?, intilib?

download: https://github.com/D00Med/vehicles/archive/master.zip
Github: https://github.com/D00Med/vehicles

screenshot:
Image


You wrote it trucks, buses...
But I only see the old vehicles.

"Todo" list means what the mod`s author has planned for the future. Not what adds the mod currently.
I like and i am learning to build nice and great houses, palaces, infrastructures and etc... in Minetest!
My Mods:
Unfinished:Medicine,Cube Nodes.

Old:Sweet Machine,Drink Machine

My Favourite Servers:
just test, Switchboard PvP made by yngwie123, VanessaE`s creative-building server, Parkour Owned by LoweGaming, Fractal Island and some other servers!
 

User avatar
Phoenixflo44
Member
 
Posts: 60
Joined: Fri Jul 28, 2017 15:01
GitHub: Flo
In-game: Phoenixflo44

Re: [mod] Vehicles [vehicles]

by Phoenixflo44 » Sat Nov 25, 2017 17:41

Andrey01 wrote:
Phoenixflo44 wrote:
D00Med wrote:Image

This mod adds some very fast vehicles, with an api for adding more. Instead of using the keyboard to turn, the vehicles are controlled using the mouse. There are cars, planes, a boat, a tank, a firetruck, and a gun turret.
The cars can increase their speed for a bit if the sneak button is held(nitro), and the tank, jet and gun turret will fire their weapons when sneak is pressed. Also the ute's can carry passengers, and the fewawi (deliberate misspelling) turns on it's lights when right-clicked whilst sneaking, and the fire truck will fire water when sneak is pressed. There are also a few nodes for decoration, and a missile launcher.

There is also a parachute and wings, but these don't work very well at the moment.

Todo:
>Hovercraft and more boats
>wings
>Submarine
>Truck/Lorry
>Bus
>Passengers in all cars
>Add the old driving function to replace the simple driving
>Spaceships
>Police siren
>Mining/digging capability for vehicles
>Camaro
>Those tiberium things xD
>Better jump
>split the mod into a modpack
>Possibly redo the api so that velocity and acceleration are only applied on one line (idk how to word this, no seperate set_velocity/acceleration for each event).


If anyone has any requests or models they'd like to see in the mod, it would be greatly appreciated
I'm kinda busy lately, got enough on my plate for now.

Image

Screenshot:
+ Spoiler


Crafting:
+ Spoiler




Updates:
+ Spoiler


License(code): LGPL 2.1+
License(textures and models): CC BY-SA 3.0 UNPORTED

depends:
default, tnt, stairs?, intilib?

download: https://github.com/D00Med/vehicles/archive/master.zip
Github: https://github.com/D00Med/vehicles

screenshot:
Image


You wrote it trucks, buses...
But I only see the old vehicles.

"Todo" list means what the mod`s author has planned for the future. Not what adds the mod currently.


Oh
I didn't know
I help with broken mods!
 

User avatar
azekill_DIABLO
Member
 
Posts: 6734
Joined: Wed Oct 29, 2014 20:05
Location: Inside the Box
GitHub: azekillDIABLO
In-game: azekill_DIABLO
 

User avatar
D00Med
Member
 
Posts: 857
Joined: Sat Feb 07, 2015 22:49
Location: Australia...somewhere
GitHub: D00Med

Re: [mod] Vehicles [vehicles]

by D00Med » Sun Nov 26, 2017 20:40

I was about to say xD
Look! I have a signature :]
My subgame: https://forum.minetest.net/viewtopic.php?f=15&t=14051#p207242
dmobs2 is coming...
 

User avatar
AccidentallyRhine
Member
 
Posts: 179
Joined: Sun Aug 02, 2015 05:43

Re: [mod] Vehicles [vehicles]

by AccidentallyRhine » Tue Nov 28, 2017 00:55

From a game design standpoint, being able to break down a car back into a carryable item encourages players to keep their cars in their pockets which, let's be honest, is a bit broken and a balancing issue. I think that once a vehicle is placed it should remain an entity.

Also, now that the nifty skeleton key has been pulled into default, maybe this would be a good starting point for building out a locking functionality?
 

User avatar
Andrey01
Member
 
Posts: 1708
Joined: Wed Oct 19, 2016 15:18
Location: Russia, Moscow
GitHub: Andrey2470T
In-game: Andrey01

Re: [mod] Vehicles [vehicles]

by Andrey01 » Tue Nov 28, 2017 07:40

azekill_DIABLO wrote:Guys just stop quoting that immensly long post!

If no quoting, then how to define who do we reply in the post to?
I like and i am learning to build nice and great houses, palaces, infrastructures and etc... in Minetest!
My Mods:
Unfinished:Medicine,Cube Nodes.

Old:Sweet Machine,Drink Machine

My Favourite Servers:
just test, Switchboard PvP made by yngwie123, VanessaE`s creative-building server, Parkour Owned by LoweGaming, Fractal Island and some other servers!
 

User avatar
azekill_DIABLO
Member
 
Posts: 6734
Joined: Wed Oct 29, 2014 20:05
Location: Inside the Box
GitHub: azekillDIABLO
In-game: azekill_DIABLO

Re: [mod] Vehicles [vehicles]

by azekill_DIABLO » Tue Nov 28, 2017 17:24

Andrey01 wrote:
+ Spoiler

Quote it but do like i did!
 

User avatar
Andrey01
Member
 
Posts: 1708
Joined: Wed Oct 19, 2016 15:18
Location: Russia, Moscow
GitHub: Andrey2470T
In-game: Andrey01

Re: [mod] Vehicles [vehicles]

by Andrey01 » Tue Nov 28, 2017 19:37

azekill_DIABLO wrote:
Andrey01 wrote:
+ Spoiler

Quote it but do like i did!

If the post is really very big then probably you`re right. Else we don`t need to write posts in these "spoilers" if the post is small indeedly.
I like and i am learning to build nice and great houses, palaces, infrastructures and etc... in Minetest!
My Mods:
Unfinished:Medicine,Cube Nodes.

Old:Sweet Machine,Drink Machine

My Favourite Servers:
just test, Switchboard PvP made by yngwie123, VanessaE`s creative-building server, Parkour Owned by LoweGaming, Fractal Island and some other servers!
 

User avatar
D00Med
Member
 
Posts: 857
Joined: Sat Feb 07, 2015 22:49
Location: Australia...somewhere
GitHub: D00Med

Re: [mod] Vehicles [vehicles]

by D00Med » Tue Nov 28, 2017 20:14

AccidentallyRhine wrote:From a game design standpoint, being able to break down a car back into a carryable item encourages players to keep their cars in their pockets which, let's be honest, is a bit broken and a balancing issue. I think that once a vehicle is placed it should remain an entity.

Also, now that the nifty skeleton key has been pulled into default, maybe this would be a good starting point for building out a locking functionality?

That is true, but I think it's good to be able to move a car if it gets stuck.
And that's a good idea!, thanks.
Look! I have a signature :]
My subgame: https://forum.minetest.net/viewtopic.php?f=15&t=14051#p207242
dmobs2 is coming...
 

Cross_over
New member
 
Posts: 7
Joined: Fri Nov 10, 2017 18:28
In-game: Cross_over

Re: [mod] Vehicles [vehicles]

by Cross_over » Sat Dec 09, 2017 04:32

it's possible to set which vehicles appear ingame?
 

User avatar
AccidentallyRhine
Member
 
Posts: 179
Joined: Sun Aug 02, 2015 05:43

Re: [mod] Vehicles [vehicles]

by AccidentallyRhine » Sat Dec 09, 2017 05:23

Not without commenting out the various register_entity/register_crafts. Which is the issue I was addressing here.
 

User avatar
D00Med
Member
 
Posts: 857
Joined: Sat Feb 07, 2015 22:49
Location: Australia...somewhere
GitHub: D00Med

Re: [mod] Vehicles [vehicles]

by D00Med » Sat Dec 09, 2017 07:59

Not going to happen.
What I might do though, is put each vehicle into a different lua file. then it will be really easy to comment out or delete the vehicles you don't want.
Look! I have a signature :]
My subgame: https://forum.minetest.net/viewtopic.php?f=15&t=14051#p207242
dmobs2 is coming...
 

User avatar
christoferlevich
Member
 
Posts: 278
Joined: Thu Dec 01, 2016 23:44
Location: Athol, Massachusetts
GitHub: ChristoferL

Re: [mod] Vehicles [vehicles]

by christoferlevich » Mon Dec 11, 2017 19:34

So we love this mod on our server but we have an issue. Whenever we are all on and playing (this class is 27 kids), they can get into cars, drive them, and get out, but they can't pick them up and put them in their inventory. Normally, left shift click does the trick, but not when we are loaded.

Is this a memory issue? Maybe its got something to do with permissions I am missing?

Not sure. Hoping someone else may have had and solved this issue already.
everything can be a learning experience...
 

PreviousNext

Return to WIP Mods



Who is online

Users browsing this forum: Google [Bot] and 6 guests