[mod] Vehicles [vehicles]
- D00Med
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Re: [mod] Vehicles [vehicles]
I'm working on it already, try this https://github.com/D00Med/vehicles/arch ... vement.zip
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Re: [mod] Vehicles [vehicles]
Hi D00Med,
I just tried, it's much better, I'll see how the vehicles behave on our server, but I can already say it's more functional.
Thanks for your work.
I just tried, it's much better, I'll see how the vehicles behave on our server, but I can already say it's more functional.
Thanks for your work.
"One chunk, two chunks, three chunks..."
- D00Med
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Re: [mod] Vehicles [vehicles]
Thanks, and you're welcome
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My subgame: viewtopic.php?f=15&t=14051#p207242
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Re: [mod] Vehicles [vehicles]
tested it in about 2 minutes and got a lot of errors and crashes,
vehicles/api.lua:641: attempt to index field 'driver' (a nil value)
Undeclared global variable "hovering" accessed at ... \vehicles/api.lua:386
Undeclared global variable "moving_anim" accessed at ... \vehicles/api.lua:693
Node 'light_source' value exceeds maximum, limiting to maximum: vehicles:lights
Node 'light_source' value exceeds maximum, limiting to maximum: vehicles:neon_arrow
Node 'light_source' value exceeds maximum, limiting to maximum: vehicles:neon_arrow_flp
Node 'light_source' value exceeds maximum, limiting to maximum: vehicles:add_arrow
Node 'light_source' value exceeds maximum, limiting to maximum: vehicles:add_arrow_flp
Node 'light_source' value exceeds maximum, limiting to maximum: vehicles:scifi_ad
Node 'light_source' value exceeds maximum, limiting to maximum: vehicles:mt_sign
Node 'light_source' value exceeds maximum, limiting to maximum: vehicles:pacman_sign
Node 'light_source' value exceeds maximum, limiting to maximum: vehicles:whee_sign
vehicles/api.lua:641: attempt to index field 'driver' (a nil value)
Undeclared global variable "hovering" accessed at ... \vehicles/api.lua:386
Undeclared global variable "moving_anim" accessed at ... \vehicles/api.lua:693
Node 'light_source' value exceeds maximum, limiting to maximum: vehicles:lights
Node 'light_source' value exceeds maximum, limiting to maximum: vehicles:neon_arrow
Node 'light_source' value exceeds maximum, limiting to maximum: vehicles:neon_arrow_flp
Node 'light_source' value exceeds maximum, limiting to maximum: vehicles:add_arrow
Node 'light_source' value exceeds maximum, limiting to maximum: vehicles:add_arrow_flp
Node 'light_source' value exceeds maximum, limiting to maximum: vehicles:scifi_ad
Node 'light_source' value exceeds maximum, limiting to maximum: vehicles:mt_sign
Node 'light_source' value exceeds maximum, limiting to maximum: vehicles:pacman_sign
Node 'light_source' value exceeds maximum, limiting to maximum: vehicles:whee_sign
- D00Med
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Re: [mod] Vehicles [vehicles]
I'm working on it
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- emperor_genshin
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Re: [mod] Vehicles [vehicles]
Good stuff :)
I'm just a individual who likes to make impressive things. | Current Mod: Dungeon Crawl Maker https://www.youtube.com/watch?v=c6g6H2kLBpg
- D00Med
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Re: [mod] Vehicles [vehicles]
Update:
>Improved steering and braking. Steering is better whilst the cars brakes are being used, and the difference between normal turning and turning whilst braking can be specified in a vehicles definiton.
>The boat has a boost effect similar to that of cars
>Pressing 'down' will now slow a vehicle to a stop before it moves backwards.
>Improved steering and braking. Steering is better whilst the cars brakes are being used, and the difference between normal turning and turning whilst braking can be specified in a vehicles definiton.
>The boat has a boost effect similar to that of cars
>Pressing 'down' will now slow a vehicle to a stop before it moves backwards.
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- Andrey01
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Re: [mod] Vehicles [vehicles]
I am still waiting new vehicles.They haven`t added yet:(
- D00Med
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Re: [mod] Vehicles [vehicles]
Making the models is very time consuming, I will get around to it though because I want to have those vehicles too.
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Re: [mod] Vehicles [vehicles]
The models look very nice!
This reminds me of the old city-like maps on a MC creative server where we where building. The map was seperated into plots, and around the plots there where roads in a grid-like pattern. One of the things I desperately wished for was some life on these roads. Some cars to drive by, some pedestrians walking along...I wonder if it would be doable to let car-entities "drive" around automaticly. In combination with a mapgen that knows where it placed roads it might actually work.
This reminds me of the old city-like maps on a MC creative server where we where building. The map was seperated into plots, and around the plots there where roads in a grid-like pattern. One of the things I desperately wished for was some life on these roads. Some cars to drive by, some pedestrians walking along...I wonder if it would be doable to let car-entities "drive" around automaticly. In combination with a mapgen that knows where it placed roads it might actually work.
A list of my mods can be found here.
- D00Med
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Re: [mod] Vehicles [vehicles]
Thankyou, and that's a really cool idea, it might be possible with the cityscape mod.
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- the_raven_262
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Re: [mod] Vehicles [vehicles]
Awesome mod indeed :)
Thats a nice weapon arsenal there, will you make some flame tanks too? xD
Or napalm bombs, either way, to watch the world burn :D
Thats a nice weapon arsenal there, will you make some flame tanks too? xD
Or napalm bombs, either way, to watch the world burn :D
- D00Med
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Re: [mod] Vehicles [vehicles]
That's a good idea too. I will finish the other vehicles first though
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Re: [mod] Vehicles [vehicles]
Game breaking bug
Tried the latest version and it crashes Minetest after simply punching a vehicle (in my test it was the blue car) to store it after i just exited said vehicle.
This didn't happened in the older version (from several months ago) i have played, so can't say when it started to happen unfortunately.
Tried the latest version and it crashes Minetest after simply punching a vehicle (in my test it was the blue car) to store it after i just exited said vehicle.
Code: Select all
2017-05-20 20:37:41: ACTION[Server]: singleplayer [127.0.0.1] joins game.
2017-05-20 20:37:41: ACTION[Server]: singleplayer joins game. List of players: singleplayer
2017-05-20 20:38:03: ACTION[Server]: singleplayer takes vehicles:fewawi2_spawner from creative inventory
2017-05-20 20:38:05: WARNING[Server]: Undeclared global variable "moving_anim" accessed at C:\minetest-0.4.15-c6e96c6\bin\..\mods\vehicles/api.lua:792
2017-05-20 20:38:05: ACTION[Server]: singleplayer right-clicks object 2: LuaEntitySAO at (-84,3.5,11)
2017-05-20 20:38:13: ACTION[Server]: singleplayer right-clicks object 2: LuaEntitySAO at (-95.0266,6.5,17.462)
2017-05-20 20:38:15: ACTION[Server]: singleplayer punches object 2: LuaEntitySAO at (-95.0266,6.5,17.462)
2017-05-20 20:38:15: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'vehicles' in callback luaentity_Punch(): C:\minetest-0.4.15-c6e96c6\bin\..\mods\vehicles/api.lua:740: attempt to index field 'driver' (a nil value)
2017-05-20 20:38:15: ERROR[Main]: stack traceback:
2017-05-20 20:38:15: ERROR[Main]: C:\minetest-0.4.15-c6e96c6\bin\..\mods\vehicles/api.lua:740: in function <C:\minetest-0.4.15-c6e96c6\bin\..\mods\vehicles/api.lua:732>
2017-05-20 20:38:15: ACTION[Server]: singleplayer leaves game. List of players:
- D00Med
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Re: [mod] Vehicles [vehicles]
Latest version, as in the stable?
I will test the mod and see what's wrong.
I will test the mod and see what's wrong.
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- texmex
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Re: [mod] Vehicles [vehicles]
D00Med, I was thinking: Is it possible to make vehicles bounce, vertically?
- azekill_DIABLO
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Re: [mod] Vehicles [vehicles]
texmex wrote:D00Med, I was thinking: Is it possible to make vehicles bounce, vertically?
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!
DMs are always open if you want to get in touch!
- D00Med
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Re: [mod] Vehicles [vehicles]
Yes, they could bounce with an animation, or move up and down slightly, but they can't tilt like azekill_DIABLO's gif.
Why would you want them to do that?(curious)
Why would you want them to do that?(curious)
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- texmex
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Re: [mod] Vehicles [vehicles]
I'm looking to create a pogo stick so the bounce will have to be more than slight.
- D00Med
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Re: [mod] Vehicles [vehicles]
You could make the stick entity have downward acceleration, and whenever a node other than air or water is found below it(within ~0.1 units) set the velocity to something high enough to make it rise.
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- texmex
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Re: [mod] Vehicles [vehicles]
Sounds like it could work, will try.D00Med wrote:You could make the stick entity have downward acceleration, and whenever a node other than air or water is found below it(within ~0.1 units) set the velocity to something high enough to make it rise.
Re: [mod] Vehicles [vehicles]
by latest version i mean the one here :D00Med wrote:Latest version, as in the stable?
I will test the mod and see what's wrong.
https://github.com/D00Med/vehicles
that when downloaded is this :
https://github.com/D00Med/vehicles/archive/master.zip
not one of the branches.
It just crashes with minetest game + only the vehicle mod , without any other mods.
- D00Med
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Re: [mod] Vehicles [vehicles]
Try it now, I think I've fixed it.
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Re: [mod] Vehicles [vehicles]
Ten out of ten, the "Assault Suit" being the best vehicle in my opinion! Honestly I'd like to see more walker-like vehicles (Such as a mech designed for mining with two drill-wielding arms maybe?).
- D00Med
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Re: [mod] Vehicles [vehicles]
Thanks :) It's my favourite too.
I do plan on making something like that, but for now I'm still finishing the trucks etc.
I do plan on making something like that, but for now I'm still finishing the trucks etc.
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