[modpack] Automobiles [automobiles_pck]
Re: [modpack] Automobiles [automobiles_pck]
Muito bonito esses carros com modelos mais antigos , um bom trabalho XD
- apercy
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Re: [modpack] Automobiles [automobiles_pck]
Obrigado!!!!!
Ainda virão outros ;)
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Re: [modpack] Automobiles [automobiles_pck]
Now the cars have inventory. To access the inventory, hold E key (aux) and right click it. Only in github for tests, soon I'll update at ContentDB too
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Re: [modpack] Automobiles [automobiles_pck]
One way to build roads is using the various slab cuts from saw mod
And yesterday the blend files from the vehicles was added to main package
And yesterday the blend files from the vehicles was added to main package
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Re: [modpack] Automobiles [automobiles_pck]
Added a motorcycle. It's under development but playable.
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Re: [modpack] Automobiles [automobiles_pck]
Now all vehicles can be driven using mouse control. It can be activated on vehicle dialog.
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Re: [modpack] Automobiles [automobiles_pck]
Some "mostri marini" asked me to make something for them to travel the world. So good luck to Luca and Alberto
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Re: [modpack] Automobiles [automobiles_pck]
Apercy,
Any chance you would consider making Automobiles and your boat and airplane mods similar to Steampunk_blimp, in that you've removed the dependency on mobkit?
Would you also consider taking a try at a horse drawn wagon / carriage and an "Age of Discovery" era masted ship.
Shad
Any chance you would consider making Automobiles and your boat and airplane mods similar to Steampunk_blimp, in that you've removed the dependency on mobkit?
Would you also consider taking a try at a horse drawn wagon / carriage and an "Age of Discovery" era masted ship.
Shad
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Re: [modpack] Automobiles [automobiles_pck]
I removed mobkit dependency yet!ShadMOrdre wrote: ↑Sun Nov 27, 2022 19:24Apercy,
Any chance you would consider making Automobiles and your boat and airplane mods similar to Steampunk_blimp, in that you've removed the dependency on mobkit?
Would you also consider taking a try at a horse drawn wagon / carriage and an "Age of Discovery" era masted ship.
Shad
I was planning a rigged sail ship, but its paused for a while, I need to learn more about the right way to operate one.
currently I'm against the use of the poor horses to pull a carriage, but I could try something in future as a mod :)
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Re: [modpack] Automobiles [automobiles_pck]
This is good to hear!
Yes, poor horses. I only ask as this fits in line with historical modes of transport, and would offer yet another awesome way to recreate certain themes.
Also, I wanted to point you to this model, by stu, the author of 3d_armor. It would fit nicely with Demoiselle and Steampunk_blimp. I thought maybe you could do something with it.... :)
Shad
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Re: [modpack] Automobiles [automobiles_pck]
apercy, hello. I just copied this part from the old version of the mod and the problem with the "sit" was gone. I'll upload it to my server and test it.
Code: Select all
-- attach player
function automobiles_lib.attach_driver(self, player)
local name = player:get_player_name()
self.driver_name = name
-- attach the driver
player:set_attach(self.driver_seat, "", {x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
local eye_y = -4
if automobiles_lib.detect_player_api(player) == 1 then
eye_y = 2.5
end
player:set_eye_offset({x = 0, y = eye_y, z = 0}, {x = 0, y = eye_y, z = -30})
player_api.player_attached[name] = true
-- make the driver sit
minetest.after(0.2, function()
player = minetest.get_player_by_name(name)
if player then
player_api.set_animation(player, "sit")
--apply_physics_override(player, {speed=0,gravity=0,jump=0})
end
end)
end
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Re: [modpack] Automobiles [automobiles_pck]
But the problem keeps on 5.7 version... I need to find another way to do itIrremann wrote: ↑Sun Dec 11, 2022 12:07apercy, hello. I just copied this part from the old version of the mod and the problem with the "sit" was gone. I'll upload it to my server and test it.
Code: Select all
-- attach player function automobiles_lib.attach_driver(self, player) local name = player:get_player_name() self.driver_name = name -- attach the driver player:set_attach(self.driver_seat, "", {x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0}) local eye_y = -4 if automobiles_lib.detect_player_api(player) == 1 then eye_y = 2.5 end player:set_eye_offset({x = 0, y = eye_y, z = 0}, {x = 0, y = eye_y, z = -30}) player_api.player_attached[name] = true -- make the driver sit minetest.after(0.2, function() player = minetest.get_player_by_name(name) if player then player_api.set_animation(player, "sit") --apply_physics_override(player, {speed=0,gravity=0,jump=0}) end end) end
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Re: [modpack] Automobiles [automobiles_pck]
Yesterday I put the Time Machine Delorean on ContentDB too. But it have no recipe, just the default Delorean has it. The time machine version is incomplete yet, but is flyable. To fly you have to turn the fly mode on, through the vehicle form, then use Jump to gain altitude and Shift to lose. Once it hits the ground it will automatically turn off the flight mode. Be carefull.
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Re: [modpack] Automobiles [automobiles_pck]
some improvements today, now some instruments can be seen on dark
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Re: [modpack] Automobiles [automobiles_pck]
I installed the mod on the server and got terrible lags. The motorcycle jerks and almost does not go. The buggy and roadster drive normally only in a straight line. When I try to turn, lags begin.
Which surface check or spot check under the light heavily loads network?
With the same set of mods on my PC, everything is fine.
Which surface check or spot check under the light heavily loads network?
With the same set of mods on my PC, everything is fine.
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Re: [modpack] Automobiles [automobiles_pck]
I did not any change to the drive mechanics. I'll try to reproduce it.Irremann wrote: ↑Thu Dec 15, 2022 14:02I installed the mod on the server and got terrible lags. The motorcycle jerks and almost does not go. The buggy and roadster drive normally only in a straight line. When I try to turn, lags begin.
Which surface check or spot check under the light heavily loads network?
With the same set of mods on my PC, everything is fine.
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Re: [modpack] Automobiles [automobiles_pck]
Player eye postion in first person is too low,tested on Minetest 5.6.1stable win64 , and 5.7.0 dev sfan5 build on Windows 11 pro 64 bit. Both are glitched and lower where in Android version, the eye position is correct, same 5.6.1 stable Official Android build .
_forgive my english_
_forgive my english_
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Re: [modpack] Automobiles [automobiles_pck]
Thank you. Could you tell me if you have any skin mod installed on your world? So I can adapt the sit code to it.Dead monkey 404 wrote: ↑Fri Feb 03, 2023 13:40Player eye postion in first person is too low,tested on Minetest 5.6.1stable win64 , and 5.7.0 dev sfan5 build on Windows 11 pro 64 bit. Both are glitched and lower where in Android version, the eye position is correct, same 5.6.1 stable Official Android build .
_forgive my english_
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Re: [modpack] Automobiles [automobiles_pck]
I have edit_skin by Johannes installed. And on other I have epidermis and skin maker.
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Re: [modpack] Automobiles [automobiles_pck]
Thank you, I'll try to reproduce and then fix it :)
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Re: [modpack] Automobiles [automobiles_pck]
Hey apercy problem wasn't with the skin mods, it was with the advanced train offset fix.
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Re: [modpack] Automobiles [automobiles_pck]
Thank you! I was trying to reproduce and got nothing. I’ll try again this week!Dead monkey 404 wrote: ↑Mon Feb 13, 2023 13:52Hey apercy problem wasn't with the skin mods, it was with the advanced train offset fix.
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Re: [modpack] Automobiles [automobiles_pck]
Any progress?
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Re: [modpack] Automobiles [automobiles_pck]
I cannot reproduce :(
Did you tried to update the mod? I made some improvements recently and maybe this fixed the issue
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Re: [modpack] Automobiles [automobiles_pck]
I'll try
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