[mod] Vehicles [vehicles]

User avatar
D00Med
Member
Posts: 949
Joined: Sat Feb 07, 2015 22:49
GitHub: D00Med
Location: Australia...somewhere

Re: [mod] Vehicles [vehicles]

by D00Med » Post

Those are good ideas, thanks.
Look! I have a signature :]
My subgame: viewtopic.php?f=15&t=14051#p207242

Kosmos
Member
Posts: 131
Joined: Sun Sep 11, 2016 12:42
In-game: KosmosHD

Re: [mod] Vehicles [vehicles]

by Kosmos » Post

Hi,
i have made textures for a yellow lambogoni.
lambogoni textures.zip
Textures for the yellow lambogoni.
(60.12 KiB) Downloaded 84 times

User avatar
azekill_DIABLO
Member
Posts: 7507
Joined: Wed Oct 29, 2014 20:05
GitHub: azekillDIABLO
In-game: azekill_DIABLO
Location: OMICRON
Contact:

Re: [mod] Vehicles [vehicles]

by azekill_DIABLO » Post

i hope it will be nice ones!
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!

User avatar
D00Med
Member
Posts: 949
Joined: Sat Feb 07, 2015 22:49
GitHub: D00Med
Location: Australia...somewhere

Re: [mod] Vehicles [vehicles]

by D00Med » Post

Do you mind if I use these in the mod? (I made some improvements)
Look! I have a signature :]
My subgame: viewtopic.php?f=15&t=14051#p207242

Kosmos
Member
Posts: 131
Joined: Sun Sep 11, 2016 12:42
In-game: KosmosHD

Re: [mod] Vehicles [vehicles]

by Kosmos » Post

No, you can use the textures.
The vehicles mod is one of the best mod (so i think).

User avatar
D00Med
Member
Posts: 949
Joined: Sat Feb 07, 2015 22:49
GitHub: D00Med
Location: Australia...somewhere

Re: [mod] Vehicles [vehicles]

by D00Med » Post

Thanks, I've added the yellow lambogoni
Look! I have a signature :]
My subgame: viewtopic.php?f=15&t=14051#p207242

User avatar
Wuzzy
Member
Posts: 4786
Joined: Mon Sep 24, 2012 15:01
GitHub: Wuzzy2
IRC: Wuzzy
In-game: Wuzzy
Contact:

Re: [mod] Vehicles [vehicles]

by Wuzzy » Post

Interesting mod, but it needs much work to become actually useful.

The driving physics are pretty simple. IMO they are too primitive for my taste. It seems there are only 3 speeds: Stop, normal speed and turbo speed. There's a slight accelleration mechanic, but it happens so quickly that this effect is barely noticable. You usually go from 0 to turbo very quickly. Especially the accellation behaviour needs improvement IMO, otherwise the vehicles are just fancy tools to increase your walking speed. :D
Backwards is exactly as fast as forwards. IMO would be better if backwards is always a bit slower.
Also, I dislike how backwards driving works. You can go from turbo to backwards almost instantly. It would be better if the backwards key first acts as a brake before it actually goes backwards.
It is interesting that the looking direction determines the driving direction. Obviously this is not realistic at all but I think this is intentional and a core mechanic of this mod, so I don't criticize it here.
The controls of the vehicles don't make sense. It is just all over the place and completely inconsistent with conventions.
The models are pretty neat!
The collision boxes of the vehicles need some love as well. For some vehicles they are so small you can easily walk “into” the vehicle. IMO collision boxes do not need to be perfect, but it should at least make sense.

Placement/removal of vehicles is awkward. IMO placement should happen with right mouse button, it's more consistent.

Suggestions:

- Separate nodes from vehicles (I've posted a PR on your GitHub page)
- Add sounds
- Move “turbo” action to the “Use” (E) key instead of sneak
- Use space bar for special actions, if available (shooting missile, etc.)
- Add brakes, and use the sneak key to activate it
- Place vehicles with right mouse button instead of left

User avatar
D00Med
Member
Posts: 949
Joined: Sat Feb 07, 2015 22:49
GitHub: D00Med
Location: Australia...somewhere

Re: [mod] Vehicles [vehicles]

by D00Med » Post

Thankyou for your advice, it's very useful.
There are a few things I think should stay the same though.
The physics is definitely WIP, I hope to improve it later.
The reason I used looking as the control method is because it appears to be faster than using buttons to turn the vehicles. When I can improve the physics this might change. As far as I'm concerned the controls are fine, but I agree that 'e' is much better than 'shift', I was going to save that for when I made brakes. Collision boxes are a problem. Ideally they should be square and match the length of the vehicle, but that would make them very awkward to move around, or is there some way to rotate the collision box? Also the placement of vehicles is dependent on my ability to program, I haven't been able to get pointed_thing to work with right-click.
Look! I have a signature :]
My subgame: viewtopic.php?f=15&t=14051#p207242

User avatar
Desour
Member
Posts: 1469
Joined: Thu Jun 19, 2014 19:49
GitHub: Desour
IRC: Desour
In-game: DS
Location: I'm scared that if this is too exact, I will be unable to use my keyboard.

Re: [mod] Vehicles [vehicles]

by Desour » Post

D00Med wrote: I agree that 'e' is much better than 'shift'
better call it "aux1" and "sneak" for players, who dont use the standard key configuration
D00Med wrote:is there some way to rotate the collision box?
you cant really turn it, you can only change the size with set_properties(object property table) (api) and the collision box is defined in the object property table, maybe it works
he/him; Codeberg; GitHub; ContentDB; public personal TODO list; "DS" is preferred (but often too short)

User avatar
D00Med
Member
Posts: 949
Joined: Sat Feb 07, 2015 22:49
GitHub: D00Med
Location: Australia...somewhere

Re: [mod] Vehicles [vehicles]

by D00Med » Post

oh yes sorry.
hmm, I could at least set it to be longer if it rotated 90degrees with the vehicles.
Look! I have a signature :]
My subgame: viewtopic.php?f=15&t=14051#p207242

User avatar
Wuzzy
Member
Posts: 4786
Joined: Mon Sep 24, 2012 15:01
GitHub: Wuzzy2
IRC: Wuzzy
In-game: Wuzzy
Contact:

Re: [mod] Vehicles [vehicles]

by Wuzzy » Post

Please don't say “aux1” (unless developing) for the [E] key either. This is a very obscure and arcane name and will likely not be understood by players.
The key is officially called “Use”, according to the key configuration menu. We should speak the language the players speak. :-)
Yes, the name is stupid, as this has very little to do with using stuff. But it's the official name. I proposed to change the official key name to “Turbo”: https://github.com/minetest/minetest/pull/4703

User avatar
azekill_DIABLO
Member
Posts: 7507
Joined: Wed Oct 29, 2014 20:05
GitHub: azekillDIABLO
In-game: azekill_DIABLO
Location: OMICRON
Contact:

Re: [mod] Vehicles [vehicles]

by azekill_DIABLO » Post

Why does the running key is called "use"?
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!

User avatar
Wuzzy
Member
Posts: 4786
Joined: Mon Sep 24, 2012 15:01
GitHub: Wuzzy2
IRC: Wuzzy
In-game: Wuzzy
Contact:

Re: [mod] Vehicles [vehicles]

by Wuzzy » Post

I don't know. Paramat agrees it is a terrible name, and we are discussing to change the name.

User avatar
LazerRay
Member
Posts: 147
Joined: Sun Jul 27, 2014 01:32
GitHub: LazerRay

Re: [mod] Vehicles [vehicles]

by LazerRay » Post

I think the reason why the "E" is named "use" is because of other games that have it assigned to that function such as games made by Valve and Bethesda, plus quite a few small developers, so it might just have that name since that is what a lot of players are used to.

User avatar
Andrey01
Member
Posts: 2574
Joined: Wed Oct 19, 2016 15:18
GitHub: Andrey2470T
In-game: Andrey01
Location: Russia, Moscow

Re: [mod] Vehicles [vehicles]

by Andrey01 » Post

DOOMed, will you add more vehicles(police, ambulance, fire car, larry, bus and tram)?

User avatar
D00Med
Member
Posts: 949
Joined: Sat Feb 07, 2015 22:49
GitHub: D00Med
Location: Australia...somewhere

Re: [mod] Vehicles [vehicles]

by D00Med » Post

I will, but first I want to improve the physics and add brakes.
I am working on a model for an ambulance.
Look! I have a signature :]
My subgame: viewtopic.php?f=15&t=14051#p207242

User avatar
AccidentallyRhine
Member
Posts: 252
Joined: Sun Aug 02, 2015 05:43

Re: [mod] Vehicles [vehicles]

by AccidentallyRhine » Post

The minimum functionality is great as is so the only thing that really struck me as "off" when driving a vehicle is the ominous silence. The sounds do not need to be anything fancy, just something to suggest that the player is moving... quickly. Bonus points for embarking/disembarking sounds as simple engine startup and shutdown noises.

Edit: Almost forgot why I commented in the first place: Do you plan to add crafting recipes eventually? I think it would not make sense to map a single recipe to something as sophisticated as a vehicle. I would recommend a cascading recipe where players must craft, for example, an engine, a frame, wheels, etc and then assemble those into a final recipe.

User avatar
azekill_DIABLO
Member
Posts: 7507
Joined: Wed Oct 29, 2014 20:05
GitHub: azekillDIABLO
In-game: azekill_DIABLO
Location: OMICRON
Contact:

Re: [mod] Vehicles [vehicles]

by azekill_DIABLO » Post

i agree that the vehicules could do noises!
but i love the plane system!!!!
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!

User avatar
Desour
Member
Posts: 1469
Joined: Thu Jun 19, 2014 19:49
GitHub: Desour
IRC: Desour
In-game: DS
Location: I'm scared that if this is too exact, I will be unable to use my keyboard.

Re: [mod] Vehicles [vehicles]

by Desour » Post

the most mod makers are happy if some others give them media to work with, especially sounds, because they are difficult to make self
he/him; Codeberg; GitHub; ContentDB; public personal TODO list; "DS" is preferred (but often too short)

User avatar
D00Med
Member
Posts: 949
Joined: Sat Feb 07, 2015 22:49
GitHub: D00Med
Location: Australia...somewhere

Re: [mod] Vehicles [vehicles]

by D00Med » Post

I agree, and thankyou for the suggestion.
Look! I have a signature :]
My subgame: viewtopic.php?f=15&t=14051#p207242

User avatar
AccidentallyRhine
Member
Posts: 252
Joined: Sun Aug 02, 2015 05:43

Re: [mod] Vehicles [vehicles]

by AccidentallyRhine » Post

Bug: Breaking a vehicle from within while in third person perspective causes player model to disappear. Only in-game fix I have found has been to get back in a vehicle and break it while in first person perspective.

On that note, third person perspective feels really natural for cars. Maybe there is a way to make 3rd person default view for entering vehicles?

Other oddities:
1. Cars drive underwater uninhibited.
2. Planes can fly backward.
3. Boat immediately breaks on placement.

User avatar
D00Med
Member
Posts: 949
Joined: Sat Feb 07, 2015 22:49
GitHub: D00Med
Location: Australia...somewhere

Re: [mod] Vehicles [vehicles]

by D00Med » Post

That has been really annoying me, I can't seem to fix it.
That'd be great, but so far I've had trouble with that. I can make it seem like 3rd person from 1st person, but the hand/weilded item is still visible and the view gets stuck (just like the invisible player).

regarding the other problems:
1. will be fixed
2. *facepalm* will DEFINITELY be fixed
3. will be fixed.

There is a big update coming.
edit: I've fixed the player dissappearing(not updated yet).
Look! I have a signature :]
My subgame: viewtopic.php?f=15&t=14051#p207242

User avatar
D00Med
Member
Posts: 949
Joined: Sat Feb 07, 2015 22:49
GitHub: D00Med
Location: Australia...somewhere

Re: [mod] Vehicles [vehicles]

by D00Med » Post

Udated!:
>added driving sound for cars
>added accelleration for cars
>vehicles require ammo for weapons
>planes can no longer fly backwards
>vehicles slow down in water
>fixed an error in the parachute
>vehicles explode when destroyed
>stairs dependancy is now optional
>vehicles can be removed and picked up if there is no driver
>fixed the jet flying away after exiting
>added crafting recipes and materials

changes thanks to Wuzzy:
>added setting vehicles_nodes = true/false
>added sound to basic nodes
>made tyres fall
>changed tunnel lights texture
Look! I have a signature :]
My subgame: viewtopic.php?f=15&t=14051#p207242

User avatar
Desour
Member
Posts: 1469
Joined: Thu Jun 19, 2014 19:49
GitHub: Desour
IRC: Desour
In-game: DS
Location: I'm scared that if this is too exact, I will be unable to use my keyboard.

Re: [mod] Vehicles [vehicles]

by Desour » Post

nice
he/him; Codeberg; GitHub; ContentDB; public personal TODO list; "DS" is preferred (but often too short)

User avatar
Andrey01
Member
Posts: 2574
Joined: Wed Oct 19, 2016 15:18
GitHub: Andrey2470T
In-game: Andrey01
Location: Russia, Moscow

Re: [mod] Vehicles [vehicles]

by Andrey01 » Post

Good changes, but i thought that you have added new vehicles

Post Reply

Who is online

Users browsing this forum: BlueTangs Rock and 18 guests