[Mod] Fancy Cars [cars]

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sparky
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[Mod] Fancy Cars [cars]

by sparky » Tue Dec 03, 2019 17:50

This mod add cars with 4 seats, nice-ish engine sounds, randomly generated license plate with signs mod, wheels that turn, and a trunk.
you will enter the seat (or use trunk) that is closest to where you are pointing on the collisionbox.
One thing to note is that it's heavier than most other vehicle mods, and each car counts as 6 or 7 objects. (4 wheels, the chassis, and the steering wheel. + the license plate if you got signs)

Image

Licenses:
Model/Textures: Made by Melkor CC-BY-NC-SA
Code: Elkien3: CC-BY-SA
Sign code borrowed for license plates: by xyz, modified by PilzAdam, WTFPL
Sounds: Various, CC0

optional depends: signs

Github: https://github.com/Elkien3/cars
Download: https://github.com/Elkien3/cars/archive/master.zip
 

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texmex
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Re: [Mod] Fancy Cars [cars]

by texmex » Tue Dec 03, 2019 18:01

Nice! Not into modern tech in MT personally but it looks very well-designed.
 

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Melkor
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FreeGamers
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Re: [Mod] Fancy Cars [cars]

by FreeGamers » Tue Dec 03, 2019 20:05

I have to say, I'm not one for modern tech in minetest either, but that screenshot made me laugh.

Those SAMs are going out for some serious mining adventures, huh?
https://www.youtube.com/watch?v=3rzgrP7VA_Q

I used to play a game that would change the license plate to the name of whoever was driving the car
 

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Re: [Mod] Fancy Cars [cars]

by davidthecreator » Tue Dec 03, 2019 20:22

The 4 mese crusaders, go out on a bizarre adventure, to locate and defeat the evil dungeon master overlord.
 

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Re: [Mod] Fancy Cars [cars]

by ElCeejo » Wed Dec 04, 2019 04:36

Very cool but needs refinement. I'm noticing that the player pov is rotating around the center of the cars collision box?
 

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Re: [Mod] Fancy Cars [cars]

by Termos » Wed Dec 04, 2019 08:58

ElCeejo wrote:Very cool but needs refinement. I'm noticing that the player pov is rotating around the center of the cars collision box?

I don't think such refinement is currently possible, In one of my mods I tried to work around it by attaching an intermediary 'seat' entity, and then attaching player to it. Works as long as you don't move around too much, but because of some engine bugs, as soon as you move too far it looses track of the attachments.
 

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Re: [Mod] Fancy Cars [cars]

by sparky » Mon Dec 09, 2019 15:12

I tried to work around it by attaching an intermediary 'seat' entity

I think mainly the problem for me when I tried that is there is nauseating jitter when you have any sort of latency.
 

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Re: [Mod] Fancy Cars [cars]

by R-One » Sun Dec 15, 2019 09:56

hi, great job.

I just reported a bug on the git.

Otherwise maybe 2 improvement ideas:

- Make sure that the car cannot turn during jumps, only a few degrees?

- Have the engine shut down when the car is submerged in more than one block of water? Wading with a 1 block water height would slow the car as it does now, but more would drown the engine.
 

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Re: [Mod] Fancy Cars [cars]

by GreenDimond » Sun Dec 15, 2019 22:17

sparky wrote:One thing to note is that it's heavier than most other vehicle mods, and each car counts as 6 or 7 objects. (4 wheels, the chassis, and the steering wheel. + the license plate if you got signs)

This could be fixed using bones and set_bone_position.
Y▹uTube | Mods | Patre●n | Twitter | Minetest Discord | GreenDimond#3232

Hey, you. You're finally awake.
You were trying to view their profile, right? Found the rest of their signature, same as us, and that guest over there.
 


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