[mod] Bike for Minetest [1.2.2] [bike]
Re: [mod] Bike for Minetest [1.1.1] [bike]
Also, we need some tools to break open the locks, that might send you to jail if you get caught (with some random chance component).
Play on Linuxworks server. We have got lots of trains.
My mods (Industrial Livestock Farming, Farebox and Faregate, Moving Walkways, Atm)
My mods (Industrial Livestock Farming, Farebox and Faregate, Moving Walkways, Atm)
- Hume2
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Re: [mod] Bike for Minetest [1.1.1] [bike]
When I saw the code last time, i got the impression that GreenDimond has already implemented such feature. I'll look again and see what I can do.voxelproof wrote:what about improving physics of the bike movement i.e. adding gravitational acceleration/deceleration?
I thought, I'll work on this after I test the bikes a little and have some time. However, if you are willing to do that, you are welcome.GreenDimond wrote: Next on my todo list is bike racks/locks if Hume isn't already working on it.
After I do that I will mess around with the physics and see what I can do.
If you lack the reality, go on a trip or find a job.
- GreenXenith
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Re: [mod] Bike for Minetest [1.1.1] [bike]
The only thing I added physics-wise was sudden-stop detection. Which includes step-up detection to avoid glitches, but none of this is related to the physics stuff voxel wants.Hume2 wrote:When I saw the code last time, i got the impression that GreenDimond has already implemented such feature. I'll look again and see what I can do.voxelproof wrote:what about improving physics of the bike movement i.e. adding gravitational acceleration/deceleration?
By all means, go ahead! (its your mod :P)I thought, I'll work on this after I test the bikes a little and have some time. However, if you are willing to do that, you are welcome.GreenDimond wrote: Next on my todo list is bike racks/locks if Hume isn't already working on it.
After I do that I will mess around with the physics and see what I can do.
My ideas were: Bike rack is a singular node that can hold one bike. So you can put a few together to make a bigger rack. Bikes placed on a rack would only be able to be taken by the placer. However, there are some interaction problems (ownership, who can dig what, public racks) that I havent solved yet.
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- Lone_Wolf
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Re: [mod] Bike for Minetest [1.1.1] [bike]
Do the racks like chests, locked and regularGreenDimond wrote:The only thing I added physics-wise was sudden-stop detection. Which includes step-up detection to avoid glitches, but none of this is related to the physics stuff voxel wants.Hume2 wrote:When I saw the code last time, i got the impression that GreenDimond has already implemented such feature. I'll look again and see what I can do.voxelproof wrote:what about improving physics of the bike movement i.e. adding gravitational acceleration/deceleration?
By all means, go ahead! (its your mod :P)I thought, I'll work on this after I test the bikes a little and have some time. However, if you are willing to do that, you are welcome.GreenDimond wrote: Next on my todo list is bike racks/locks if Hume isn't already working on it.
After I do that I will mess around with the physics and see what I can do.
My ideas were: Bike rack is a singular node that can hold one bike. So you can put a few together to make a bigger rack. Bikes placed on a rack would only be able to be taken by the placer. However, there are some interaction problems (ownership, who can dig what, public racks) that I havent solved yet.
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Re: [mod] Bike for Minetest [1.1.1] [bike]
I've worked out a simple pseudo-code for skis. I think it may work also for bikes. The idea is not to make it a very realistic model of physics neither modelling the surfaces' curvature, but by simple trick simulating the behaviour of the object so that it would resemble real features of movement -- just checking whether the player's character decreased it's y coordinate and then adding about 5% to the current velocity (it should be tweaked so that the speed increases slightly in spite of friction).GreenDimond wrote:The only thing I added physics-wise was sudden-stop detection. Which includes step-up detection to avoid glitches, but none of this is related to the physics stuff voxel wants.Hume2 wrote:When I saw the code last time, i got the impression that GreenDimond has already implemented such feature. I'll look again and see what I can do.voxelproof wrote:what about improving physics of the bike movement i.e. adding gravitational acceleration/deceleration?
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- voxelproof
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Re: [mod] Bike for Minetest [1.1.1] [bike]
I've checked out the newest version. Well done :) Bike goes smoothly, it's nicely steerable, the game doesn't crash anymore. And I think that adding gravitational acceleration, however it would make the play harder and maybe more funny, isn't so important when a player can switch into auto-key "W". Thanks a lot, excellent mod, my favourite :)
EDIT: and most importantly, now the bike can be picked up from the bottom of a stream :D
EDIT: and most importantly, now the bike can be picked up from the bottom of a stream :D
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To miss the joy is to miss all. Robert Louis Stevenson
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Re: [mod] Bike for Minetest [1.1.1] [bike]
What about an extension?
Roadbikes run faster on ground like stone but not that fast on dirt.
Mountainbikes run faster on dirt, gravel and sand but are slower on stone.
Roadbikes run faster on ground like stone but not that fast on dirt.
Mountainbikes run faster on dirt, gravel and sand but are slower on stone.
Stay safe! | Don't forget the planet
Re: [mod] Bike for Minetest [1.1.1] [bike]
Actually the alpha value is the opacity of the color (how transparent or opaque the color is).GreenDimond wrote:The latest update now includes a "bike painter" tool.
This allows you to choose any of 4.2 billion colors to paint your bikes :D
There are actually only 17 million possible color combinations (RGB).
Re: [mod] Bike for Minetest [1.1.1] [bike]
Goes really well with [the_lower_road]
Re: [mod] Bike for Minetest [1.1.1] [bike]
I really like the bike and made textures to make it fit to my texture pack. I noticed that you don't use "bike_" as a prefix for all textures of this mod. I created a merge request with changed names on gitlab.
Re: [mod] Bike for Minetest [1.1.1] [bike]
Love this Mod! However, I tried the unstable version with the painter option and get the following errors,
2018-12-13 15:41:19: INFO[Main]: Irrlicht: Loaded mesh: bike.b3d
2018-12-13 15:41:19: ERROR[Main]: Invalid color: ""
2018-12-13 15:41:19: ERROR[Main]: generateImage(): Failed to generate "[colorize::"
2018-12-13 15:41:19: INFO[Main]: GenericCAO: Got init data
2018-12-13 15:41:19: INFO[Main]: ClientEnvironment::addActiveObject(): added (id=176)
These errors only happen when the Bike mod is used with Dreambuilder Mod. I have tried to narrow down the conflicting mod in Dreambuilder but have not found it yet. The only errors in the debug file are above. The Bike mod does work great as long as Dreambuilder is not active. The form for the paint tool opens and the sliders move but the values do not change. The stable Bike mod works great with Dreambuilder active.
My question is has anyone else run into this and what did anyone find to correct it?
2018-12-13 15:41:19: INFO[Main]: Irrlicht: Loaded mesh: bike.b3d
2018-12-13 15:41:19: ERROR[Main]: Invalid color: ""
2018-12-13 15:41:19: ERROR[Main]: generateImage(): Failed to generate "[colorize::"
2018-12-13 15:41:19: INFO[Main]: GenericCAO: Got init data
2018-12-13 15:41:19: INFO[Main]: ClientEnvironment::addActiveObject(): added (id=176)
These errors only happen when the Bike mod is used with Dreambuilder Mod. I have tried to narrow down the conflicting mod in Dreambuilder but have not found it yet. The only errors in the debug file are above. The Bike mod does work great as long as Dreambuilder is not active. The form for the paint tool opens and the sliders move but the values do not change. The stable Bike mod works great with Dreambuilder active.
My question is has anyone else run into this and what did anyone find to correct it?
Re: [mod] Bike for Minetest [1.1.1] [bike]
Can I go up with it? (full block up)
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Re: [mod] Bike for Minetest [1.1.1] [bike]
I've seen this mod in action on the Gallifrey server. The mod works very nice, and the bike has a very good animation. Well done!
A list of my mods can be found here.
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Re: [mod] Bike for Minetest [1.1.1] [bike]
Yeah! Now I can do a bicycle race! (viewtopic.php?p=311476#p311476)
Thanks Hume2, GreenDimond an gpcf for this mod!!!
Thanks Hume2, GreenDimond an gpcf for this mod!!!
Crash happens.
Re: [mod] Bike for Minetest [1.1.1] [bike]
Hume2 wrote:Hello everyone!
I created a mod that adds bikes. Bikes are about 25 km/h fast but have one disadvantage: Bikes can climb 0.5 blocks maximum and don't ride fast on dirt and sand, so you have to build a road first and then you can ride.
Click the bike to get on, sneak to get off. W/D to accelerate/deccelerate, A/D to turn left/right. Press space to wheely. As you might know, bikes usually don't ride backwards. This bike doesn't ride backwards too. And it rides slowly on crumbly materials and very slowly in water. You can carry up to one bike at once. If you try to pick up another bike, you get 6 steel ingots instead.
Crafting:The mod is derived from MTG's boat mod.Spoiler
W = wood, I = iron
Bike wheels:
...W...
W I W
...W...
If you have the mod "technic" installed, use rubber instead of wood.
Bike handles:
W = wood, I = iron
I . I . I
W...W
Bike
W = wood, I = iron, h = handles, w = wheel
h ...W
I . I . I
w ... w
License: MIT
Dependencies: default
changelog:Special thanks to:Spoiler
Version 1.1.1Version 1.1
- 3D Armour mod is now supported correctly.
- Bikes are now always placed to the player's position, not the pointed position. Former behaviour allowed the players to get to places normally unaccessible because of his long hands.
Version 1.0 is initial version.
- Bikes are dismounted by sneak key.
- Added bike and player animation.
- Bikes ride slowly on crumbly materials.
- Bikes can be now picked up unless the player already has one bike in his inventory.
- Press jump to wheely.
- Limit speed to approximately 25 km/h.
Download:
- GreenDimond for bike animation and many other improvements
- gpcf for testing and good ideas
- .zip download stable: https://gitlab.com/h2mm/bike/-/archive/ ... -1.1.1.zip
- .zip download unstable: https://gitlab.com/h2mm/bike/-/archive/ ... master.zip
- GitLab project: https://gitlab.com/h2mm/bike
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Re: [mod] Bike for Minetest [1.1.1] [bike]
It would be nice to create an API to register arbitrary bikes but it's a lot of annoying work. Maybe I will do it in the future.
I can't reproduce it in the latest version. Maybe I've already fixed it.
You can go only a half block up. So put there stairs or slabs. I recomend using the slopes from the mod moreblocks.
I noticed that I didn't release the bike painter in any stable release yet. So I made release 1.1.2.
If you lack the reality, go on a trip or find a job.
Re: [mod] Bike for Minetest [1.2.1] [bike]
Hi, your mod collision with Petz. When Minetest shutdown, an error.
It is cause:
You should not search for all the "driver" coincidences in all the entities of the game, only for bikes:
end)
Petz use the driver property "driver" in its entities, so your mod acts over the petz mobs.
It is cause:
Code: Select all
-- Dismount all players on server shutdown
minetest.register_on_shutdown(function()
for _, e in pairs(minetest.luaentities) do
if (e.driver ~= nil) then
dismount_player(e, true)
end
end
end)
Code: Select all
-- Dismount all players on server shutdown
minetest.register_on_shutdown(function()
for _, e in pairs(minetest.luaentities) do
if (e.name =="bike:bike") and (e.driver ~= nil) then
dismount_player(e, true)
end
end
Petz use the driver property "driver" in its entities, so your mod acts over the petz mobs.
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Re: [mod] Bike for Minetest [1.2.1] [bike]
Do you have the latest version 1.2.1?
If you lack the reality, go on a trip or find a job.
Re: [mod] Bike for Minetest [1.2.1] [bike]
A great mod for us as bike fans. But: how to get off the bike?
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Re: [mod] Bike for Minetest [1.2.1] [bike]
Hold Sneak (default: Shift). Also, when falling six nodes or more you will stack the bike and take fall damage for any further distance fallen, but not the first six nodes, since both you and your bike will have your speed reset to 0. This info should definitely be in the manual, it's confusing to most new players.
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