Page 3 of 14

Re: [mod] Vehicles [vehicles]

Posted: Sat Nov 05, 2016 08:17
by DS-minetest
see the missile from the jet as own vehicle, you can get on it

Re: [mod] Vehicles [vehicles]

Posted: Sat Nov 05, 2016 19:31
by D00Med
I don't really understand what you're saying.
Only the missiles fired with the remote control can be ridden.

Re: [mod] Vehicles [vehicles]

Posted: Sat Nov 05, 2016 21:55
by DS-minetest
in init.lua line 30
also, i tested it in game, the missiles by the jet can be ridden

Re: [mod] Vehicles [vehicles]

Posted: Sat Nov 05, 2016 23:25
by D00Med
Yes, they only look like those the jet fires though, the ones used by the jet and tank have no collision-boxes, and also no attach function(line 90). The other missile is just for fun. If you launch it with the rc, you can control where it goes by looking around.

Re: [mod] Vehicles [vehicles]

Posted: Sun Nov 06, 2016 00:47
by XtremeHacker
Fianlly, a vehicle mod that doesn't just add cars, or boats, I want stuff like construction trucks, tractors, etc, and this is editable to those of you who have your own idea(s) on what should(n't) be in this mod.

Re: [mod] Vehicles [vehicles]

Posted: Sun Nov 06, 2016 01:45
by D00Med
construction trucks? O.o for digging?
I'm going to try that.

Re: [mod] Vehicles [vehicles]

Posted: Sun Nov 06, 2016 02:04
by AccidentallyRhine
So last wrinkles:
- Right now, acceleration feels linear. It seems to behave like this:
Image
when it should probably really behave more like this:
Image
- Driver nametag sent to coordinate 0,0,0 ... probably intentional. Only multiplayer affected
- Some vehicles have "health", making breakdown to item difficult. This make sense for the tank though.

Feature ideas:
- Inflicting damage on pedestrian collisions.
- Vehicle ownership. Person who places the vehicle should own it, would be very helpful for servers.
- Passengers (Perhaps they can ride along as metadata?)
- Consumable fuel. This could give incentive to not use vehicles as simply a fast-walk-everywhere-mode.

Re: [mod] Vehicles [vehicles]

Posted: Sun Nov 06, 2016 05:42
by D00Med
Image
^my maths skills aren't particularly great, but this is what the acceleration should look like.
I have no idea what is causing the nametag thing.
The health should only work whilst they are being driven, otherwise they should just drop a spawner.
the utes can carry passengers.
Thanks for the ideas!

Re: [mod] Vehicles [vehicles]

Posted: Sun Nov 06, 2016 13:22
by AccidentallyRhine
Okay I didn't know the Ute already had a passanger example. I know I'm probably being really overbearing here but I really like your mod and just want help polish it.

I've made an adjustment that makes cars feel more natural and also provides a GTA/Saint's Row style orbit cam effect i.e. cars only turn when there is input on the throttle:

Code: Select all

local yaw = entity.driver:get_look_yaw();
		if ctrl.up or ctrl.down then
			entity.object:setyaw(yaw+math.pi+math.pi/2)
		end
Of course, planes would not need or ctrl.down.

EDIT: Oh, so that's why they seem to start off so slow... an acceleration graph for an actual Lamborghini is shaped like this:
Image

Re: [mod] Vehicles [vehicles]

Posted: Sun Nov 06, 2016 19:58
by D00Med
That's a really nice suggestion. I've been trying to come up with a better way to make the vehicles turn, so I'll add that when I'm finished. Ok thanks, I'll try and fix that.

Edit: try it now, using one of the cars.

Re: [mod] Vehicles [vehicles]

Posted: Tue Nov 08, 2016 00:31
by AccidentallyRhine
Better, maybe placebo. I do realize that it does allow one to drive slowly by tapping 'W'.

Going over the code, I found that nodes registered through vehicles.register_simplenode function have no sound because "sounds = " is missing in front of "default.node_sound_dirt_defaults()".

Also, I tried my hand at a disembarking effect in the form of a lock chirp: https://youtu.be/zB0gNADNkSY

Code: Select all

		if self.driver and clicker == self.driver then
		object_detach(self, clicker, {x=1, y=0, z=1})
		minetest.sound_play("lock_vehicle",
		{gain = 4, max_hear_distance = 3, loop = false})
Using converted "car lock.mp3" by hawabaz, freesound.org

Re: [mod] Vehicles [vehicles]

Posted: Tue Nov 08, 2016 04:41
by D00Med
Nice! I'll add that when I figure out how to lock them :D
I fixed the sound problem.
I tried your suggestion for turning the vehicles, but I noticed that if you look backwards and then start driving, the vehicle suddenly faces the same way. What I think I'll do is make the vehicles follow the players looking direction rather than copy it.

Re: [mod] Vehicles [vehicles]

Posted: Thu Nov 10, 2016 23:12
by Diamond knight
the current explosion is not what i meant, but is is kind of cool

i meant if you hit a block too hard (right now you can drive a car into a steel wall at max speed and the car is ok)

Re: [mod] Vehicles [vehicles]

Posted: Fri Nov 11, 2016 01:44
by D00Med
Yeah that would be messy.
I'd have to make a new collision detection system, but the more code there is for each vehicle, the more lag there will be.

Re: [mod] Vehicles [vehicles]

Posted: Fri Nov 11, 2016 16:29
by GreenXenith
That's great!

Re: [mod] Vehicles [vehicles]

Posted: Fri Nov 11, 2016 16:59
by GreenXenith
So I know you said that the parachute and the wings were unstable, but i still have bugs to report.
Parachute: works fine, until i hit the ground. If i look forward, i can just keep on going....and if I get rid of it, i disappear.
The wings: The model is under the player.....and if i keep placing them while flying, this happens...
Image
Also, if i get off the original, the others keep going and act as if im still on them (when i turn they turn).
Image
Other than that, great mod! +10

Re: [mod] Vehicles [vehicles]

Posted: Fri Nov 11, 2016 20:36
by D00Med
The parachutes are meant to be removed on impact, but I know what you mean, sometimes it doesn't work.
Those wings, are very very very frustrating...

Re: [mod] Vehicles [vehicles]

Posted: Fri Nov 25, 2016 15:45
by Lejo
Can i install the mod but don't use mobs?
Is there a way to disable mob spawning?

Lejo

Re: [mod] Vehicles [vehicles]

Posted: Fri Nov 25, 2016 16:26
by DS-minetest
what mobs?!

Re: [mod] Vehicles [vehicles]

Posted: Fri Nov 25, 2016 20:34
by D00Med
Yes it works without mobs. I might be removing the mobs dependancy next time I update, since I'm improving the animation. I'm also adding jumping and hovering

edit: Should flying vehicles accelerate the same way that vehicles do?

Re: [mod] Vehicles [vehicles]

Posted: Sat Nov 26, 2016 00:50
by AccidentallyRhine

Re: [mod] Vehicles [vehicles]

Posted: Sat Nov 26, 2016 08:05
by D00Med
O.o this mod needs motorbikes. But thankyou, now I know what to do with the jet

Re: [mod] Vehicles [vehicles]

Posted: Sat Nov 26, 2016 08:44
by Lejo
DS-minetest wrote:what mobs?!
Mobs Redo

Re: [mod] Vehicles [vehicles]

Posted: Sat Nov 26, 2016 10:12
by DS-minetest
DS-minetest wrote:what mobs?!
i just didnt see the mob dependence

Re: [mod] Vehicles [vehicles]

Posted: Sun Nov 27, 2016 16:47
by Andrey01
Hello, DOOMed, have you made new version of mod?You promised what you will add ambulance, fire car, police and other vehicles from my list above