[ModPack] Cars [20140514-switchable-mouselook] [cars]

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Ragnarok
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[ModPack] Cars [20140514-switchable-mouselook] [cars]

by Ragnarok » Post

It's Cars ModPack :) These cars can move very quickly on asphalt and other hard surfaces (for example from Infrastructure), in contrast to the unpaved surfaces like dirt or gravel. Cars ride uphill, downhill and so on. You can even drift with this cars :) Have fun!

I based on boats mod by PilzAdam, and hard work in Blender.

License:
Sourcecode: WTFPL, http://sam.zoy.org/wtfpl/
Models, Graphics & Sounds: CC BY-NC-ND 4.0 International, http://creativecommons.org/licenses/by-nc-nd/4.0/

Mod dependencies:
default

ZIP: https://www.dropbox.com/s/qgqhqp8lkhb8a ... ok.7z?dl=1
MD5: https://www.dropbox.com/s/jciuujargsnwr ... z.md5?dl=1

Changes:
- you can switch mouselook by pressing jump key
Last edited by Ragnarok on Mon Jun 24, 2019 07:21, edited 4 times in total.

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Krock
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by Krock » Post

Wow, good work!
Max speed: 10 nodes per second
But when I steer, then the car doesn't have a thing like centrifugal force.
Also, could you use the set_yaw() on players, so they always look forward?
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>

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philipbenr
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by philipbenr » Post

Krock wrote:Also, could you use the set_yaw() on players, so they always look forward?
+1
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natan.virgiliio
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by natan.virgiliio » Post

LOL

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jp
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by jp » Post

When for the race competition on Minetest ? ;)

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by webdesigner97 » Post

Krock wrote:Wow, good work!
Max speed: 10 nodes per second
But when I steer, then the car doesn't have a thing like centrifugal force.
Also, could you use the set_yaw() on players, so they always look forward?
I have the same problem in the car extension for StreetsMod. IMO I think it's more like a missing centripetal force (or whatever it's called in english)...

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hoodedice
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by hoodedice » Post

I think that turning should be tied to speed - The car turns only when iit is moving and lower speeds equals more turning angle
7:42 PM - Bauglio: I think if you go to staples you could steal firmware from a fax machine that would run better than win10 does on any platform
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build

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markveidemanis
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by markveidemanis » Post

celeron55 wrote: Disallowed licenses

Any mod that disallows derivatives cannot be published on this forum. These include CC NoDerivs and pretty much any closed source licenses.
viewtopic.php?id=1271
Ragnarok wrote: License:
Sourcecode: WTFPL, http://sam.zoy.org/wtfpl/
Models, Graphics & Sounds: CC BY-NC-ND 4.0 International, http://creativecommons.org/licenses/by-nc-nd/4.0/
BitCoin: 1Eq4arvykGNa1YC2DbJpWcwGfMvtFGjAoR

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hoodedice
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by hoodedice » Post

markveidemanis wrote:
celeron55 wrote: Disallowed licenses

Any mod that disallows derivatives cannot be published on this forum. These include CC NoDerivs and pretty much any closed source licenses.
viewtopic.php?id=1271
Ragnarok wrote: License:
Sourcecode: WTFPL, http://sam.zoy.org/wtfpl/
Models, Graphics & Sounds: CC BY-NC-ND 4.0 International, http://creativecommons.org/licenses/by-nc-nd/4.0/
I think they are allowed for textures...
7:42 PM - Bauglio: I think if you go to staples you could steal firmware from a fax machine that would run better than win10 does on any platform
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build

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PilzAdam
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by PilzAdam » Post

hoodedice wrote:
markveidemanis wrote:
celeron55 wrote: Disallowed licenses

Any mod that disallows derivatives cannot be published on this forum. These include CC NoDerivs and pretty much any closed source licenses.
viewtopic.php?id=1271
Ragnarok wrote: License:
Sourcecode: WTFPL, http://sam.zoy.org/wtfpl/
Models, Graphics & Sounds: CC BY-NC-ND 4.0 International, http://creativecommons.org/licenses/by-nc-nd/4.0/
I think they are allowed for textures...
They are only allowed for Texture Packs.

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Ragnarok
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by Ragnarok » Post

@markveidemanis Good :) I like Modding General. I plan to do the best cars mod ever.

@Krock, webdesigner97 Centrifugal(petal?) force is great idea. This + hand break will be awesome!
Also, could you use the set_yaw() on players, so they always look forward?
Yes and no. Maybe I'll do this option switchable, because I like to look back, when I park... back. Mirrors in Minetest are unfortunatelly still not available (If I didn't miss something).

Thanks for feedback :)

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Pitriss
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by Pitriss » Post

BTW: when you are using closed licences, please don't cry later because your mod will be not so much used. I (and not only I) preffer to use free mods..

PS: You are planning Fiat 126P. Are you sure that this is not licenced anymore? Using closed licence and break someones else licence looks weird.
Last edited by Pitriss on Mon Mar 03, 2014 08:54, edited 1 time in total.
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I'm not modding and/or playing minetest anymore. All my mods were released under WTFPL. You can fix/modify them yourself. Don't ask me for support. Thanks.

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by webdesigner97 » Post

Ragnarok wrote:@markveidemanis Good :) I like Modding General. I plan to do the best cars mod ever.

@Krock, webdesigner97 Centrifugal(petal?) force is great idea. This + hand break will be awesome!
Also, could you use the set_yaw() on players, so they always look forward?
Yes and no. Maybe I'll do this option switchable, because I like to look back, when I park... back. Mirrors in Minetest are unfortunatelly still not available (If I didn't miss something).

Thanks for feedback :)
Have fun with centripetalforce :D I failed implementing it ^^

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by PilzAdam » Post

Pitriss wrote:BTW: when you are using closed licences, please don't cry later because your mod will be not so much used. I (and not only I) preffer to use free mods..
^

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Krock
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by Krock » Post

webdesigner97 wrote:Have fun with centripetalforce :D I failed implementing it ^^
It shouldn't be that hard, it's just a variable which affects the moving-direction after (and while) turning the wheel. Turning wheel + speed = increase centrifugal force
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Ragnarok
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by Ragnarok » Post

Pitriss wrote:BTW: when you are using closed licences, please don't cry later because your mod will be not so much used. I (and not only I) preffer to use free mods..
Nobody will cry. I make these modifications primarily for my own fun (and learning strange things). If people find that they want to use them, I'll be very glad :)
Pitriss wrote:PS: You are planning Fiat 126P. Are you sure that this is not licenced anymore? Using closed licence and break someones else licence looks weird.
I don't know if name Fiat 126P is under license or not. I guess it is and you've right: I shouldn't use this name for the car in this modpack. My car will loosely refer to this model, so I have a question to you: what name should I use? It will be a rally car.
webdesigner97 wrote: Have fun with centripetalforce :D I failed implementing it ^^
Everybody knows that something can't be done and then somebody turns up and he doesn't know it can't be done and he does it.
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by philipbenr » Post

Ragnarok wrote:
Pitriss wrote:BTW: when you are using closed licences, please don't cry later because your mod will be not so much used. I (and not only I) preffer to use free mods..
Nobody will cry. I make these modifications primarily for my own fun (and learning strange things). If people find that they want to use them, I'll be very glad :)
Pitriss wrote:PS: You are planning Fiat 126P. Are you sure that this is not licenced anymore? Using closed licence and break someones else licence looks weird.
I don't know if name Fiat 126P is under license or not. I guess it is and you've right: I shouldn't use this name for the car in this modpack. My car will loosely refer to this model, so I have a question to you: what name should I use? It will be a rally car.
webdesigner97 wrote: Have fun with centripetalforce :D I failed implementing it ^^
Everybody knows that something can't be done and then somebody turns up and he doesn't know it can't be done and he does it.
A. Einstein
Good luck and have fun. :)
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by paramat » Post

hoodedice wrote:I think that turning should be tied to speed - The car turns only when iit is moving and lower speeds equals more turning angle
My own fork of the car mod / boats mod does one of these things, but turn rate increases with speed, at low speeds. It's a good idea to reduce it again at highest speeds, simulating momentum, i might try this.
viewtopic.php?id=7967
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by Ragnarok » Post

philipbenr Thanks :)

@paramat I thought about this, but I have more complicated idea to realize that.

I updated the mod. Now is a real modpack ;)

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by Ragnarok » Post

Ok, I just implemment centrifugal force and car skidding :) I have to find the coefficients, but it is not bad...

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by 1704626 » Post

HOW DO U USE THIS MOD
Just Call Me Numbers

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paramat
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by paramat » Post

I look forward to trying this but can't open or extract a 7-zip file.
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by Topywo » Post

paramat wrote:I look forward to trying this but can't open or extract a 7-zip file.
This is a .zip file:

https://dl.dropboxusercontent.com/u/65428713/cars.zip

If you prefer another format, I'll try to upload that.

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by Topywo » Post

1704626 wrote:HOW DO U USE THIS MOD
Just like most other mods. You download it, unzip/extract it in your mods folder, no renaming required.

Then enable it in your minetest menu. You can check 'creative'.

The cars will be on page 1 of your creative inventory. Place them with a right-click. Get in by rightclicking again. (The first time I placed the cars they were yellowish from color, the next times they were red).

Drive with your normal movement keys. To steer use a combination of forward/backward + left/right. When you encounter (drive in) a height difference (for example in water), the car wont drive anymore.

I just tried this mod out. It's an enjoyable mod.

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by Enke » Post

paramat wrote:I look forward to trying this but can't open or extract a 7-zip file.
What unzipping program do you use? I use 7-Zip. I know it can open .zip, .7z, .rar, and I think it can open tar.gz .
Lush8
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