[Mod] Carts [carts]
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It would be great if players could be handled the same way as other lua entities. Why can players be moved downwards (gravity in action) or even upwards (with the group of the node the player falls onto set like in the jumping mod) but not be moved/accelerated sideways? Does anyone know if there is a reason to this? Accelerating the player might cause its own problems (like players falling down and dying), but in a controlled environment (like a 2x1 underground tunnel) that might be less of a problem.
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- PilzAdam
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How to decide who has control of the player? The human in front of the screen via keyboard or the Lua API?Sokomine wrote:It would be great if players could be handled the same way as other lua entities. Why can players be moved downwards (gravity in action) or even upwards (with the group of the node the player falls onto set like in the jumping mod) but not be moved/accelerated sideways? Does anyone know if there is a reason to this? Accelerating the player might cause its own problems (like players falling down and dying), but in a controlled environment (like a 2x1 underground tunnel) that might be less of a problem.
There are many problems when you want to realize this in a good way.
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there is no problem if the scripts and the controls just apply forces
if you want to solve it without forces you can make a script lock the players controlls on a per-key-basis
if you want to solve it without forces you can make a script lock the players controlls on a per-key-basis
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A player entering a vehicle would under ideal conditions be transported to the destination and be free to move inside the vehicle. That is of course rather complicated (velocity relative to vehicle and relative to the rest of the world) and would imply such things as player without safety-belt beeing thrown out/off a vehicle that comes to a sudden halt - realistic but impractical.
When the player enters a vehicle it can be assumed that the player wants to go where the vehicle goes and - if he doesn't agree with the direction anymore - will leave the vehicle. Free movement inside the vehicle is not that important. A key to enter/leave it would be ok. It would be good if the player could turn around inside the vehicle and such change the direction into which he's looking. Water and air do that already when the player is falling/swimming. Now add the same thing for horizontal travel :-)
Another related point is that in order to move on one has to constantly press keys. Be it forward+fast for travelling for minutes through tunnels, be it some strange shift+space+whatever combination to climb strange ladders, be it just space for swimming...that is annoying. It may be something players on gaming consoles are used to. For players with a keyboard it's bad. A "continue travelling forward" key would help a lot. Or a vehicle that doesn't have to move the player through set_position.
When the player enters a vehicle it can be assumed that the player wants to go where the vehicle goes and - if he doesn't agree with the direction anymore - will leave the vehicle. Free movement inside the vehicle is not that important. A key to enter/leave it would be ok. It would be good if the player could turn around inside the vehicle and such change the direction into which he's looking. Water and air do that already when the player is falling/swimming. Now add the same thing for horizontal travel :-)
Another related point is that in order to move on one has to constantly press keys. Be it forward+fast for travelling for minutes through tunnels, be it some strange shift+space+whatever combination to climb strange ladders, be it just space for swimming...that is annoying. It may be something players on gaming consoles are used to. For players with a keyboard it's bad. A "continue travelling forward" key would help a lot. Or a vehicle that doesn't have to move the player through set_position.
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- PilzAdam
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If someone uses the 3D model dev version by Taoki (alias MirceaKitsune) (https://github.com/MirceaKitsune/minetest/tree/models) you may want to look at this branch of this mod: https://github.com/PilzAdam/carts/tree/attachment.
It uses the attachment code from the dev version to transport players smoothly. It works realy good.
Please report bugs here and I will tell them Taoki if they are relevant for him and the development of the 3D models.
It uses the attachment code from the dev version to transport players smoothly. It works realy good.
Please report bugs here and I will tell them Taoki if they are relevant for him and the development of the 3D models.
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I have seen a few cases where the carts will get stuck in motion between the node right in front of it and the node behind it. I once clicked a cart in this state in my single player game and the game crashed. Afterwards, the map would not load.
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Do your two previous posts recommend potential bug fixes to the code, Hybrid Dog? If so, then they might be of use to PilzAdam.
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hi, i have a request. Can you make the railchest locket, or better idea, make the railchest drop things in the nearest chest or locked chest (that way we can use bigger chest and/or from others mod)?
edit: and switch! mesecon controlled switch! with lock!
ri-edit: meseconrail stop doesn't seems to work, i've placed mesetorch all around, but cart won't stop.. at lest the "sensor" works, i'm using it with piston, but the cart have to be manually restarted.
edit: and switch! mesecon controlled switch! with lock!
ri-edit: meseconrail stop doesn't seems to work, i've placed mesetorch all around, but cart won't stop.. at lest the "sensor" works, i'm using it with piston, but the cart have to be manually restarted.
Last edited by lesto on Sun Nov 25, 2012 23:18, edited 1 time in total.
I have a request :
Powered tunneler/railroad layer.
Make a powered cart that breaks rocks in front of it (up to 3 upside, 3 left 3 right) and lays a new track over the recently opened area, and so on (like those tunel making machines that are used today to build tunnels for the subway), until it runs out of tracks (You place tracks into the cart, kick it and it turns on and do his things...
At the same time rocks and material that are removed get inside the cart and can be collected by the player...
Maybe add another cart that goes back and fort along the line transporting tracks in the trip towards the cart and bringing back collected material in the return trip...
This would simplifly resource collection/track building...
Powered tunneler/railroad layer.
Make a powered cart that breaks rocks in front of it (up to 3 upside, 3 left 3 right) and lays a new track over the recently opened area, and so on (like those tunel making machines that are used today to build tunnels for the subway), until it runs out of tracks (You place tracks into the cart, kick it and it turns on and do his things...
At the same time rocks and material that are removed get inside the cart and can be collected by the player...
Maybe add another cart that goes back and fort along the line transporting tracks in the trip towards the cart and bringing back collected material in the return trip...
This would simplifly resource collection/track building...
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Great idea, would make building long tunnels much less boring and time consuming.aldobr wrote:I have a request :
Powered tunneler/railroad layer.
Make a powered cart that breaks rocks in front of it (up to 3 upside, 3 left 3 right) and lays a new track over the recently opened area, and so on (like those tunel making machines that are used today to build tunnels for the subway), until it runs out of tracks (You place tracks into the cart, kick it and it turns on and do his things...
At the same time rocks and material that are removed get inside the cart and can be collected by the player...
Maybe add another cart that goes back and fort along the line transporting tracks in the trip towards the cart and bringing back collected material in the return trip...
This would simplifly resource collection/track building...
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- BrandonReese
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I'm getting an error periodically when trying to enter a cart. Using the attachment branch.
Code: Select all
23:18:55: ERROR[main]: ERROR: An unhandled exception occurred: ServerError: LuaError: error running function 'on_rightclick': ...inetest-ru-win32\bin\..\mods\minetest\carts\init.lua:746: attempt to index a nil value
23:18:55: ERROR[main]: stack traceback:
In thread 1450:
..\..\minetest\src\main.cpp:1749: main: Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD 1450:
#0 main
(Leftover data: #1 Dedicated server branch)
(Leftover data: #2 ServerMap::save)
(Leftover data: #3 ServerMap::saveBlock)
(Leftover data: #4 ItemStack::serialize)
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- PilzAdam
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Do you use 0.4.4-dev version of Minetest?BrandonReese wrote:I'm getting an error periodically when trying to enter a cart. Using the attachment branch.
Code: Select all
23:18:55: ERROR[main]: ERROR: An unhandled exception occurred: ServerError: LuaError: error running function 'on_rightclick': ...inetest-ru-win32\bin\..\mods\minetest\carts\init.lua:746: attempt to index a nil value 23:18:55: ERROR[main]: stack traceback: In thread 1450: ..\..\minetest\src\main.cpp:1749: main: Assertion '0' failed. Debug stacks: DEBUG STACK FOR THREAD 1450: #0 main (Leftover data: #1 Dedicated server branch) (Leftover data: #2 ServerMap::save) (Leftover data: #3 ServerMap::saveBlock) (Leftover data: #4 ItemStack::serialize)
- BrandonReese
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I'm using 0.4.4 but not the latest. It was the latest as of a week or so ago. I think I fixed it with a little change to check for a nil value.PilzAdam wrote:Do you use 0.4.4-dev version of Minetest?BrandonReese wrote:I'm getting an error periodically when trying to enter a cart. Using the attachment branch.
Code: Select all
23:18:55: ERROR[main]: ERROR: An unhandled exception occurred: ServerError: LuaError: error running function 'on_rightclick': ...inetest-ru-win32\bin\..\mods\minetest\carts\init.lua:746: attempt to index a nil value 23:18:55: ERROR[main]: stack traceback: In thread 1450: ..\..\minetest\src\main.cpp:1749: main: Assertion '0' failed. Debug stacks: DEBUG STACK FOR THREAD 1450: #0 main (Leftover data: #1 Dedicated server branch) (Leftover data: #2 ServerMap::save) (Leftover data: #3 ServerMap::saveBlock) (Leftover data: #4 ItemStack::serialize)
I replaced this:
Code: Select all
for i,item in ipairs(tmp) do
if not item:is_player() and item:get_luaentity().name ~= "carts:cart" then
table.insert(self.items, item)
end
end
Code: Select all
for i,item in ipairs(tmp) do
if item:is_player() ~= nil and item:get_luaentity() ~= nil then
if not item:is_player() and item:get_luaentity().name ~= "carts:cart" then
table.insert(self.items, item)
end
end
end
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Not sure if its been discussed but it seems the cart "stops" at seeming random going up or down a "slope".
I have been testing this mod and I like it but it has a few issues. One seems to be as mentioned above. I have a mine cart tunnel slope going down to my mines from the surface. The cart will continue down the slope a way but almost always stop somewhere midway with no apparent rhyme or reason. The tunnel is a simple stair basically (before stairs were added to minetest). I can't seem to find a "reason" for the apparent random stops. However so long as all rails are on same level it seems to work just fine except for occasional derail at corners.
Another issue is I have mesecons installed and it seems the built in mesecons features of cart mod just don't work.
I have been testing this mod and I like it but it has a few issues. One seems to be as mentioned above. I have a mine cart tunnel slope going down to my mines from the surface. The cart will continue down the slope a way but almost always stop somewhere midway with no apparent rhyme or reason. The tunnel is a simple stair basically (before stairs were added to minetest). I can't seem to find a "reason" for the apparent random stops. However so long as all rails are on same level it seems to work just fine except for occasional derail at corners.
Another issue is I have mesecons installed and it seems the built in mesecons features of cart mod just don't work.
- PilzAdam
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Are you kidding? This is the most buggy mod I can imagine!yohoho wrote:but it has a few issues.
As I said above the mesecon API changed a bit and I have to update it. Dunno when I will do that.yohoho wrote:Another issue is I have mesecons installed and it seems the built in mesecons features of cart mod just don't work.
The carts mod code makes the depressive because its so bad :-(
PilzAdam, i need the cart mod working for 0.4.4. The reason is im making an adventure map, i saw in this video:
http://www.youtube.com/watch?v=Wta7K7hG ... ature=plcp
that carts are now rideable. But when i go to craft the cart i dosen't work. Any help?
http://www.youtube.com/watch?v=Wta7K7hG ... ature=plcp
that carts are now rideable. But when i go to craft the cart i dosen't work. Any help?
I've seen worse lolPilzAdam wrote:Are you kidding? This is the most buggy mod I can imagine!yohoho wrote:but it has a few issues.
Maybe someone (or multiple people) on the forums with some knowledge and skill can band together with you to re-write this mod to make it the best it can be? Seems "carts" is something almost everyone wants. I wish I could be of service but all I can do is offer some testing.PilzAdam wrote:As I said above the mesecon API changed a bit and I have to update it. Dunno when I will do that.yohoho wrote:Another issue is I have mesecons installed and it seems the built in mesecons features of cart mod just don't work.
The carts mod code makes the depressive because its so bad :-(
- kaeza
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Maybe if someone fixed the entity duplication bug. I have like 6 chests full of carts.yohoho wrote: Maybe someone (or multiple people) on the forums with some knowledge and skill can band together with you to re-write this mod to make it the best it can be? Seems "carts" is something almost everyone wants. I wish I could be of service but all I can do is offer some testing.
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