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Re: [mod] Vehicles [vehicles]

PostPosted: Fri May 18, 2018 18:20
by Phoenixflo44
Unfortunately yes

Re: [mod] Vehicles [vehicles]

PostPosted: Fri May 18, 2018 21:18
by D00Med
I do remember fixing this, so I probably just haven't uploaded the change yet.
I'm thinking of using a dev build of minetest so I can continue work on the api.

Re: [mod] Vehicles [vehicles]

PostPosted: Sun May 20, 2018 09:26
by Phoenixflo44
Ok. I don't care about the tractor because I use a different vehicle most of the time.

Re: [mod] Vehicles [vehicles]

PostPosted: Wed Jun 06, 2018 07:23
by Andrey01
DOOMed, please, move all your mods (Vehicles, Dmobs, More Plants...) to https://content.minetest.net

Re: [mod] Vehicles [vehicles]

PostPosted: Wed Jun 06, 2018 21:23
by D00Med
Why? what's the purpose? (just curious)

Re: [mod] Vehicles [vehicles]

PostPosted: Thu Jun 07, 2018 03:43
by lintzuyau
Hi everybody :
Recently I have installed this mod on minetest, but I got the following message

2018-06-06 20:35:10: WARNING[Main]: NodeDefManager: Ignoring CONTENT_IGNORE redefinition
2018-06-06 20:35:10: ERROR[Main]: ModError: Error loading mod "vehicles-master": Mod name does not follow naming conventions: Only characters [a-z0-9_] are allowed.

I wonder if any way to make it work.
environment : minetest 0.4.16 under Debian 8
Thank in advanced.

Re: [mod] Vehicles [vehicles]

PostPosted: Thu Jun 07, 2018 05:16
by Lejo
You have to rename the folder to vehicles.
Master is only the git branch.

Re: [mod] Vehicles [vehicles]

PostPosted: Thu Jun 07, 2018 06:04
by Andrey01
D00Med wrote:Why? what's the purpose? (just curious)

There will be in-game menu mod/texture pack/game installer in next version 0.5.0 and now most of people upload their projects there users to be able (when 0.5.0 will be released) directly to download those mods, texture packs or games via main menu. You can read news about it here: viewtopic.php?f=18&t=20174

Re: [mod] Vehicles [vehicles]

PostPosted: Thu Jun 07, 2018 08:16
by D00Med
Oh that sounds good! thanks for letting me know.

Re: [mod] Vehicles [vehicles]

PostPosted: Thu Jun 07, 2018 16:25
by lintzuyau
Lejo wrote:You have to rename the folder to vehicles.
Master is only the git branch.


Dear Lejo :

Thank for your solution. It works! How can't I think of this!

Re: [mod] Vehicles [vehicles]

PostPosted: Thu Jun 14, 2018 13:27
by Dan2018
Been mentioned before but not sure of the answer.

Would like to remove missiles from craft list (We use simplified inventory) so they arnt craftable.
And anything with guns, not allowed here.
Still want them to exist if i spawn them in using the giveme command.

Would i just comment out the
minetest.register_craft?

Also, whats the difference between minetest.register_craftitem and minetest.register_craft?
Thanks

Re: [mod] Vehicles [vehicles]

PostPosted: Fri Jun 15, 2018 20:56
by cybervision
Been mentioned before but not sure of the answer.

Would like to remove missiles from craft list (We use simplified inventory) so they arnt craftable.
And anything with guns, not allowed here.
Still want them to exist if i spawn them in using the giveme command.

Would i just comment out the
minetest.register_craft?

Also, whats the difference between minetest.register_craftitem and minetest.register_craft?
Thanks



Yes that is how you remove it from being able to craft it. The difference between a craftitem and a craft is
craftitem = stick iron_ingot stuff like that. A craft is W,W,W
X,S,X
X,S,X
(W=wooden planks S=stick X=nothing

Re: [mod] Vehicles [vehicles]

PostPosted: Mon Jun 18, 2018 14:31
by Dan2018
OK thanks.

Just put a issue request in, getting a "expected table got boolean" error.
Seems to be when a passenger gets in the jeep.

Re: [mod] Vehicles [vehicles]

PostPosted: Tue Jun 19, 2018 00:36
by ManElevation
Dan2018 wrote:OK thanks.

Just put a issue request in, getting a "expected table got boolean" error.
Seems to be when a passenger gets in the jeep.

same

Re: [mod] Vehicles [vehicles]

PostPosted: Wed Jun 20, 2018 11:46
by Dan2018
Have just taken the craft code out for vehicles that allow passengers until time is found to fix.

Is there anyway to protect people from stealing vehicles? Only the owner can drive or something,

Re: [mod] Vehicles [vehicles]

PostPosted: Wed Jul 18, 2018 01:06
by GamingAssociation39
Can we please get a DeLorean for this mod????? Please Please Please Please

Re: [mod] Vehicles [vehicles]

PostPosted: Wed Jul 18, 2018 01:24
by Stix
GamingAssociation39 wrote:Can we please get a DeLorean for this mod????? Please Please Please Please

Simple, use this: viewtopic.php?f=9&t=20485 and replace the model/textures from that mod with this: viewtopic.php?f=9&t=18858 (don't forget to change the hitbox/collisionbox!).

Re: [mod] Vehicles [vehicles]

PostPosted: Wed Jul 18, 2018 07:47
by Phoenixflo44
Is the new version already here?

Re: [mod] Vehicles [vehicles]

PostPosted: Wed Jul 18, 2018 21:08
by D00Med
No :(
But the good news is that I can work on it now.

Re: [mod] Vehicles [vehicles]

PostPosted: Wed Jul 18, 2018 21:23
by Stix
D00Med wrote:No :(
But the good news is that I can work on it now.

Well then: PLZ Plz plz implement driving using wasd keys :D

Re: [mod] Vehicles [vehicles]

PostPosted: Thu Jul 19, 2018 00:58
by D00Med
It was already implemented iirc, just the vehicles that came with the mod didn't use it.

Re: [mod] Vehicles [vehicles]

PostPosted: Fri Sep 21, 2018 13:02
by Minetest4Life
Keep up the good work on this mod! It's pretty awesome, and honestly probably one of the only vehicle mods I've seen where I haven't had a single bug or issue while moving in the vehicles. I did notice two more minor things:

I hadn't player Minetest for a long time, and came back to it, and updated to current version. It seems I get an error and the game crashes if I punch the vehicle (Not at my PC now and can't report the exact error, but I can later if interested).

The other issue is more of a small criticism. But things that should hover or stay in the air, like helicopters, fall out of the air when you stop holding the key to operate them. This happens with planes too, instead of gliding.

If that was updated, I think the mod is pretty much perfect! Anyway, I still love this mod, the vehicles all work amazingly well!

Re: [mod] Vehicles [vehicles]

PostPosted: Sat Sep 22, 2018 15:11
by Phoenixflo44
It's better if you post the error here so you can fix it

Re: [mod] Vehicles [vehicles]

PostPosted: Mon Sep 24, 2018 22:58
by Minetest4Life
Sure thing, please see below for the error.

Code: Select all
AsyncErr: ServerThread::run Lua: Runtime error from mod 'vehicles' in callback luaentity_Punch(): ...e 2\minetest-0.4.17.1-win64\bin\..\mods\vehicles/api.lua:576: attempt to index field 'driver' (a nil value)
2018-09-24 18:37:09: ERROR[Main]: stack traceback:
2018-09-24 18:37:09: ERROR[Main]:    ...e 2\minetest-0.4.17.1-win64\bin\..\mods\vehicles/api.lua:576: in function <...e 2\minetest-0.4.17.1-win64\bin\..\mods\vehicles/api.lua:568>

Re: [mod] Vehicles [vehicles]

PostPosted: Fri Sep 28, 2018 18:50
by Phoenixflo44
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