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Re: [mod] Vehicles [vehicles]

Posted: Tue Oct 23, 2018 20:36
by Andrey01
DOOMed, here will an update with new cars and also trucks be anywhere? The mod has not been updated so long yet...

Re: [mod] Vehicles [vehicles]

Posted: Wed Oct 24, 2018 01:51
by Christian9
From what I understand, He's been really busy and hasn't had the time to update the mod.

Re: [mod] Vehicles [vehicles]

Posted: Wed Oct 24, 2018 07:55
by Andrey01
Christian9 wrote:From what I understand, He's been really busy and hasn't had the time to update the mod.
But he said in July he already had a time to proceed to make it. It means now he has a time, too?

Re: [mod] Vehicles [vehicles]

Posted: Thu Oct 25, 2018 22:13
by D00Med
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.

Re: [mod] Vehicles [vehicles]

Posted: Wed May 08, 2019 09:18
by piet
the police sirenes are working not. I have try all please can somebuddy fix it

Re: [mod] Vehicles [vehicles]

Posted: Sun Jun 09, 2019 15:08
by IFRFSX
this mod is very good.

Re: [mod] Vehicles [vehicles]

Posted: Mon Aug 31, 2020 16:14
by TEXHO-XYUHR
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]

Posted: Sat Mar 27, 2021 16:27
by Robsoie
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

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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)
The problem is the

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sound = default.node_sound_stone_defaults(),
the "sound" should be "sounds" , so the correct one to have walking sounds being played is

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sounds = default.node_sound_stone_defaults(),

Re: [mod] Vehicles [vehicles]

Posted: Sun May 09, 2021 04:38
by Bag0Cheese
Please, make more mechs even if they are just the Assault suit with a different model and texture, I CRAVE FOR MORE MECHS!

Re: [mod] Vehicles [vehicles]

Posted: Sun May 09, 2021 21:06
by TenPlus2
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.

Re: [mod] Vehicles [vehicles]

Posted: Mon May 10, 2021 00:26
by apercy
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 =)

Re: [mod] Vehicles [vehicles]

Posted: Mon May 10, 2021 04:09
by TenPlus2
apercy wrote:
Mon May 10, 2021 00:26
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 =)
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.

Re: [mod] Vehicles [vehicles]

Posted: Wed Aug 11, 2021 14:13
by qawsedrftgzh
Is there a way of disabling the missile?

Re: [mod] Vehicles [vehicles]

Posted: Fri Aug 13, 2021 01:40
by VFT
qawsedrftgzh wrote:
Wed Aug 11, 2021 14:13
Is there a way of disabling the missile?
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

Re: [mod] Vehicles [vehicles]

Posted: Thu Sep 15, 2022 13:32
by Shivam
What is the latest version of Redo mod now.?

Re: [mod] Vehicles [vehicles]

Posted: Mon Dec 12, 2022 17:04
by papai11
Shivam wrote:
Thu Sep 15, 2022 13:32
What is the latest version of Redo mod now.?
the latest version is v1.1 in 2022 Dec. Thank you.

Re: [mod] Vehicles [vehicles]

Posted: Sat May 06, 2023 05:24
by leyo01
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]

Posted: Tue Oct 24, 2023 13:12
by mmmsued
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:
AsyncErr: 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)
If I change line 742 in the api.lua file (vehicles.on_punch) from

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if (hp - damage) < 1 then
to

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if hp == 0 then
everything works without any problems...