[Mod] Carts [carts]

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VanessaE
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by VanessaE » Post

PilzAdam: -1 for that - rails should not be hidden by the body of the cart. If anything, the cart should appear to sit right on top of the rails via a set of wheels.
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Doc
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by Doc » Post

I agree.

Bug:
The cart seems to glitch out (goes infinitely in the direction it was going, even through blocks) if the track it is on changes while it is moving.. Chunk loading stopped working and saving the world failed...
Last edited by Doc on Thu Dec 13, 2012 21:53, edited 1 time in total.

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by jordan4ibanez » Post

PilzAdam wrote:Zeg9 made a model for the carts. You can test it in the model branch on GitHub.

@Zeg9
Can you turn the animation in the correct way and also add the third frame for the flipped pitch? It would be also nice if the cart would move a bit up in the pitch frames, so that you cant see the rails at the bottom of the cart.
that works really nice, the cart is sideways when it goes up the rails though, anyways nice work, you should make it so you can link carts together!
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jojoa1997
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by jojoa1997 » Post

Having a booster rail would be nice. My villages that are connected by rail rods are now longer to get to with me having to get out and push, get out and push, get out and push.
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by VanessaE » Post

Place mesecons torches or power plants next to the rails about every 10 nodes or so. Each will give the cart a small boost. Run a length of wire along the rails and give it power and it'll give the cart a large boost.
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Zeg9
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by Zeg9 » Post

Here is a model that works fine with "slope" rails:
http://ompldr.org/vZ29ycQ
Although it doesn't work when going down, it works great going up
Also, I've moved it a bit up in the "rotated" frames.
What do you mean by "add the third frame for the flipped pitch" ?

EDIT: ompldr shows it as a text file, just save it as .x
EDIT2: try this init.lua http://ompldr.org/vZ29ydg
Animation works with carts going down too
Last edited by Zeg9 on Fri Dec 14, 2012 11:21, edited 1 time in total.
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by jojoa1997 » Post

VanessaE wrote:Place mesecons torches or power plants next to the rails about every 10 nodes or so. Each will give the cart a small boost. Run a length of wire along the rails and give it power and it'll give the cart a large boost.
I crashed my server. Mile long boosters this morning.
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by PilzAdam » Post

Zeg9 wrote:Here is a model that works fine with "slope" rails:
http://ompldr.org/vZ29ycQ
Although it doesn't work when going down, it works great going up
Also, I've moved it a bit up in the "rotated" frames.
What do you mean by "add the third frame for the flipped pitch" ?

EDIT: ompldr shows it as a text file, just save it as .x
EDIT2: try this init.lua http://ompldr.org/vZ29ydg
Animation works with carts going down too
I dont want to change the yaw when moving downhill because the player faces in the wrong direction in this case.
Just add a third frame that is exactly like the second frame but flipped horizontal by 180°.

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Zeg9
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by Zeg9 » Post

PilzAdam wrote:
Zeg9 wrote:Here is a model that works fine with "slope" rails:
http://ompldr.org/vZ29ycQ
Although it doesn't work when going down, it works great going up
Also, I've moved it a bit up in the "rotated" frames.
What do you mean by "add the third frame for the flipped pitch" ?

EDIT: ompldr shows it as a text file, just save it as .x
EDIT2: try this init.lua http://ompldr.org/vZ29ydg
Animation works with carts going down too
I dont want to change the yaw when moving downhill because the player faces in the wrong direction in this case.
Just add a third frame that is exactly like the second frame but flipped horizontal by 180°.
Yeah, sorry. I actually added a third frame but blender wouldn't export it... I forgot to change the animation "size"
I'll send a model working with normal init.lua soon

EDIT: It seems the problem wasn't that... I'll try to fix the model as soon as possible ...
Last edited by Zeg9 on Fri Dec 14, 2012 12:02, edited 1 time in total.
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by Zeg9 » Post

New model:
http://pastebin.sabayon.org/pasties/store/11564/cart.x
Should work without modifying init.lua
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by PilzAdam » Post

Zeg9 wrote:New model:
http://pastebin.sabayon.org/pasties/store/11564/cart.x
Should work without modifying init.lua
Nice!
Now, one last thing: Move the pitch frames a little bit into the upwards facing direction, so that it looks better when a player sits in the cart and looks down.

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by jojoa1997 » Post

:-D
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by PilzAdam » Post

Update:
3D model added. It supports pitch when driving down/uphill.
The cart now gets picked up when holding shift while punching it.
Updated mesecon API functions.

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by VanessaE » Post

I'm finding that the carts can no longer be placed on default steel rails, but they seem to work fine on moreores copper rails.
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by jojoa1997 » Post

also the mese torches dont boost the carts
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by VanessaE » Post

Confirmed, mesecons power sources aren't boosting the carts' speed anymore.
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by RAPHAEL » Post

VanessaE wrote:Confirmed, mesecons power sources aren't boosting the carts' speed anymore.
Same here. However torches placed prior to update still propel carts. Just not newly placed torches.
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by jojoa1997 » Post

not for our server
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by PilzAdam » Post

Are you sure you have latest carts mod and latest mesecons installed?

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by jojoa1997 » Post

PilzAdam wrote:Are you sure you have latest carts mod and latest mesecons installed?
yes she updated both the carts and mesecons today.
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by PilzAdam » Post

Okay, fixed the problem. It was double re-definition of default rails with moreblocks. Calinou removed the one in moreblocks so now it should work fine.

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by RAPHAEL » Post

PilzAdam wrote:Okay, fixed the problem. It was double re-definition of default rails with moreblocks. Calinou removed the one in moreblocks so now it should work fine.
Hmm latest version of carts seems to introduce an issue. Previous versions sometimes the cart would just "stop" all of a sudden at random. Now when it does that "stop" it starts going in opposite direction.

Also an issue I've noticed even with previous versions is occasionally cart will embed itself underground after a long slope down.
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by trukoil » Post

Idea (maybe right for the Technic mod): electric powered cart, where W speeds up and S speeds down, made with (C -> cart; B -> batteries):

B B B
B C B
B B B

Eight batteries, the cart would have the charge of battery*8, and the electric cart block may be charged on the battery box.
Mesecon energy could load batteries.

Power drain could depend on speed.
Last edited by trukoil on Mon Dec 17, 2012 23:39, edited 1 time in total.
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by botokiller » Post

This page: http://multa.bugs3.com/minetest/forum/viewmod.php?id=18
says that there should be switches, cart detectors, cart slowers, railchests etc. I'd very much like to try them, but I can't find any of them in the mod .zip archive. Where are they?

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by jojoa1997 » Post

That is with the old version. Before minetest 0.4.4 and the carts were laggier. Adam had to rewrite the program for 0.4.4
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