[mod] Vehicles [vehicles]
- Andrey01
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- GitHub: Andrey2470T
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- Location: Russia, Moscow
Re: [mod] Vehicles [vehicles]
DOOMed, here will an update with new cars and also trucks be anywhere? The mod has not been updated so long yet...
- Christian9
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Re: [mod] Vehicles [vehicles]
From what I understand, He's been really busy and hasn't had the time to update the mod.
- Andrey01
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- GitHub: Andrey2470T
- In-game: Andrey01
- Location: Russia, Moscow
Re: [mod] Vehicles [vehicles]
But he said in July he already had a time to proceed to make it. It means now he has a time, too?Christian9 wrote:From what I understand, He's been really busy and hasn't had the time to update the mod.
- D00Med
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- Joined: Sat Feb 07, 2015 22:49
- GitHub: D00Med
- Location: Australia...somewhere
Re: [mod] Vehicles [vehicles]
Yeah I'm sorry guys, I know I promised a lot, but I really don't have time or enthusiasm for this anymore. Working on mods is fun but it doesn't really do anything for my future.
The big problem with the mod is that the functions really need to be re-written because having boats, planes, and cars all use the same function makes the code less efficient. With all the features I tacked onto it, it's not very fast anymore.
The big problem with the mod is that the functions really need to be re-written because having boats, planes, and cars all use the same function makes the code less efficient. With all the features I tacked onto it, it's not very fast anymore.
Look! I have a signature :]
My subgame: viewtopic.php?f=15&t=14051#p207242
My subgame: viewtopic.php?f=15&t=14051#p207242
Re: [mod] Vehicles [vehicles]
the police sirenes are working not. I have try all please can somebuddy fix it
Re: [mod] Vehicles [vehicles]
this mod is very good.
- TEXHO-XYUHR
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- Location: Russia
Re: [mod] Vehicles [vehicles]
I found a bug when using vehicles with advtrains. If you get in the car from the vehicles mod, get on the train (without getting out of the car) and get off the train, you will get remote control of car(s) from vehicles.
Re: [mod] Vehicles [vehicles]
Hello,
I noticed (i'm using minetest 5.4.0 and i'm using the latest version of this Vehicles mod from github) that when walking on the road blocks (that are part of this mod) , there is no walking sound at all.
If i punch those road blocks there is a sound, but there's never any when i walk on them (all other blocks in my minetest worlds have a sound when walking on them)
The logs does not throw any error so i have no idea what's going on.
Any help to solve this annoyance (it's very odd to have those extremely silent roads) ?
EDIT : i found the source of the problem by comparing other mods that have new blocks.
In the init.lua of the vehicles mod, there's a mistake.
There's this function
The problem is the
the "sound" should be "sounds" , so the correct one to have walking sounds being played is
I noticed (i'm using minetest 5.4.0 and i'm using the latest version of this Vehicles mod from github) that when walking on the road blocks (that are part of this mod) , there is no walking sound at all.
If i punch those road blocks there is a sound, but there's never any when i walk on them (all other blocks in my minetest worlds have a sound when walking on them)
The logs does not throw any error so i have no idea what's going on.
Any help to solve this annoyance (it's very odd to have those extremely silent roads) ?
EDIT : i found the source of the problem by comparing other mods that have new blocks.
In the init.lua of the vehicles mod, there's a mistake.
There's this function
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function vehicles.register_simplenode(name, desc, texture, light)
minetest.register_node("vehicles:"..name, {
description = desc,
tiles = {texture},
groups = {cracky=1},
paramtype2 = "facedir",
light_source = light,
sound = default.node_sound_stone_defaults(),
})
end--function vehicles.register_simplenode(name, desc, texture, light)
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sound = default.node_sound_stone_defaults(),
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sounds = default.node_sound_stone_defaults(),
-
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Re: [mod] Vehicles [vehicles]
Please, make more mechs even if they are just the Assault suit with a different model and texture, I CRAVE FOR MORE MECHS!
You know the rules and so do I, SAY GOODBYE
Re: [mod] Vehicles [vehicles]
I think this is the best vehicles mod so I've updated it to fix the current issues it had.
Check this thread for the redo;
viewtopic.php?f=9&t=26711&p=394801#p394801
If anyone thinks there is a better vehicles pack out there please do let me know.
Check this thread for the redo;
viewtopic.php?f=9&t=26711&p=394801#p394801
If anyone thinks there is a better vehicles pack out there please do let me know.
- apercy
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- GitHub: APercy
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- Location: Pinheiral - RJ - Brazil
Re: [mod] Vehicles [vehicles]
I believe that some things could be improved, like more accurate physics, or the rotation center of the road vehicles be moved to the center of the rear wheel axis (and the rotation controlled by the speed, like I made here: https://github.com/APercy/superminekart )
And put some physics on the planes too =)
And put some physics on the planes too =)
Re: [mod] Vehicles [vehicles]
I saw your mods they are very good, I am a big fan. I am not too interested in much more than just patching up this mod but I agree that a whole new revamp on a vehicle mod would be brilliant. How feasible having vehicles in online games is however a matter of debate as they all seem to feel jittery.apercy wrote: ↑Mon May 10, 2021 00:26I believe that some things could be improved, like more accurate physics, or the rotation center of the road vehicles be moved to the center of the rear wheel axis (and the rotation controlled by the speed, like I made here: https://github.com/APercy/superminekart )
And put some physics on the planes too =)
-
- Member
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- Location: Germany
Re: [mod] Vehicles [vehicles]
Is there a way of disabling the missile?
My English is not so good, because I am german
Re: [mod] Vehicles [vehicles]
Yes you should be using the Redo version as this version has missiles disabled and fixed many bugs.
viewtopic.php?p=394801
We have this running on my server if you wish to play with others online, Antonio built a cart track not far from spawn and IVAN has a mountain road track. Both for racing! Server is VF-TECHNIC: viewtopic.php?t=26717
Join server VF-TECHNIC for the most comprehensive and bug-free selection of Technic mods.
Re: [mod] Vehicles [vehicles]
What is the latest version of Redo mod now.?
Re: [mod] Vehicles [vehicles]
Thanks for this information. I did not know that we can use modded vehicles also in our game. anonymous instagram viewer
Re: [mod] Vehicles [vehicles]
Thanks for the mod. If I use the latest version from 2022-12-31 (with minetest 5.7.0 and Windows OS) and hit a placed vehicle with a left click, the game crashes with the following error message:
to
everything works without any problems...
If I change line 742 in the api.lua file (vehicles.on_punch) fromAsyncErr: Lua: Runtime error from mod 'vehicles' in callback luaentity_Punch(): ...\minetest-5.7.0-win64\bin\..\mods\vehicles/api.lua:742: attempt to perform arithmetic on local 'damage' (a nil value)
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if (hp - damage) < 1 then
Code: Select all
if hp == 0 then
Some educational material (german): multimediamobile.de and minetest-modding.weebly.com
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