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

User avatar
Ragnarok
Member
 
Posts: 214
Joined: Thu Mar 22, 2012 12:56
Location: Poland

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

by Ragnarok » Sat Mar 01, 2014 19:50

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!

Image

Image

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://db.tt/2cuKtMz6
MD5: https://db.tt/YkMlb724

Changes:
- you can switch mouselook by pressing jump key

In far future
- DeLorean from "Back To The Future"

Old versions:
ZIP: https://db.tt/ubwZbADh, MD5: https://db.tt/FoF14oeu
ZIP: https://db.tt/qpu2fxnM, MD5: https://db.tt/FXx2K2J3
ZIP: https://db.tt/ZqyUsUu0, MD5: https://db.tt/5ow0fO15
ZIP: https://db.tt/sIRnh2Xi, MD5: https://db.tt/fi7E4xhu
Last edited by Ragnarok on Wed May 14, 2014 12:03, edited 2 times in total.
 

User avatar
Krock
Developer
 
Posts: 4229
Joined: Thu Oct 03, 2013 07:48
Location: Switzerland
GitHub: SmallJoker

by Krock » Sat Mar 01, 2014 20:42

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?
>> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>
 

User avatar
philipbenr
Member
 
Posts: 1688
Joined: Fri Jun 14, 2013 01:56
Location: United States
GitHub: philipbenr
IRC: philipbenr
In-game: robinspi

by philipbenr » Sat Mar 01, 2014 21:08

Krock wrote:Also, could you use the set_yaw() on players, so they always look forward?


+1
“Would it save you a lot of time if I just gave up and went mad now?”

“I'd far rather be happy than right any day.”

“What, are you, crazy?" "It's a possibility I haven't ruled out yet"
 

User avatar
natan.virgiliio
Member
 
Posts: 10
Joined: Sat Jan 11, 2014 22:01
 

User avatar
jp
Member
 
Posts: 727
Joined: Wed Dec 18, 2013 09:03
Location: France
GitHub: kilbith

by jp » Sun Mar 02, 2014 10:13

When for the race competition on Minetest ? ;)
 

User avatar
webdesigner97
Member
 
Posts: 1325
Joined: Mon Jul 30, 2012 19:16
Location: Bergisch Gladbach, Germany
GitHub: webD97
IRC: webdesigner97
In-game: webdesigner97

by webdesigner97 » Sun Mar 02, 2014 16:34

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)...
 

User avatar
hoodedice
Member
 
Posts: 1372
Joined: Sat Jul 06, 2013 06:33
Location: world
GitHub: hoodedice
IRC: hoodedice
In-game: hoodedice

by hoodedice » Sun Mar 02, 2014 17:36

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
 

markveidemanis
Member
 
Posts: 211
Joined: Thu Sep 27, 2012 15:41

by markveidemanis » Sun Mar 02, 2014 18:01

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.

https://forum.minetest.net/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
 

User avatar
hoodedice
Member
 
Posts: 1372
Joined: Sat Jul 06, 2013 06:33
Location: world
GitHub: hoodedice
IRC: hoodedice
In-game: hoodedice

by hoodedice » Sun Mar 02, 2014 18:36

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.

https://forum.minetest.net/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
 

User avatar
PilzAdam
Member
 
Posts: 4026
Joined: Fri Jul 20, 2012 16:19
Location: Germany
GitHub: PilzAdam
IRC: PilzAdam

by PilzAdam » Sun Mar 02, 2014 20:37

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.

https://forum.minetest.net/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.
 

User avatar
Ragnarok
Member
 
Posts: 214
Joined: Thu Mar 22, 2012 12:56
Location: Poland

by Ragnarok » Sun Mar 02, 2014 23:30

@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 :)
 

User avatar
Pitriss
Member
 
Posts: 253
Joined: Mon Aug 05, 2013 17:09
Location: Czech republic, Bohumin
GitHub: Pitriss
IRC: pitriss
In-game: pitriss

by Pitriss » Mon Mar 03, 2014 08:53

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.
I reject your reality and substitute my own. (A. Savage, Mythbusters)
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.
 

User avatar
webdesigner97
Member
 
Posts: 1325
Joined: Mon Jul 30, 2012 19:16
Location: Bergisch Gladbach, Germany
GitHub: webD97
IRC: webdesigner97
In-game: webdesigner97

by webdesigner97 » Mon Mar 03, 2014 08:58

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 ^^
 

User avatar
PilzAdam
Member
 
Posts: 4026
Joined: Fri Jul 20, 2012 16:19
Location: Germany
GitHub: PilzAdam
IRC: PilzAdam

by PilzAdam » Mon Mar 03, 2014 11:27

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..

^
 

User avatar
Krock
Developer
 
Posts: 4229
Joined: Thu Oct 03, 2013 07:48
Location: Switzerland
GitHub: SmallJoker

by Krock » Mon Mar 03, 2014 16:15

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
>> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>
 

User avatar
Ragnarok
Member
 
Posts: 214
Joined: Thu Mar 22, 2012 12:56
Location: Poland

by Ragnarok » Mon Mar 03, 2014 22:27

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
 

User avatar
philipbenr
Member
 
Posts: 1688
Joined: Fri Jun 14, 2013 01:56
Location: United States
GitHub: philipbenr
IRC: philipbenr
In-game: robinspi

by philipbenr » Tue Mar 04, 2014 00:11

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. :)
“Would it save you a lot of time if I just gave up and went mad now?”

“I'd far rather be happy than right any day.”

“What, are you, crazy?" "It's a possibility I haven't ruled out yet"
 

User avatar
paramat
Developer
 
Posts: 3371
Joined: Sun Oct 28, 2012 00:05
Location: UK
GitHub: paramat
IRC: paramat

by paramat » Tue Mar 04, 2014 00:39

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.
https://forum.minetest.net/viewtopic.php?id=7967
 

User avatar
Ragnarok
Member
 
Posts: 214
Joined: Thu Mar 22, 2012 12:56
Location: Poland

by Ragnarok » Wed Mar 05, 2014 19:31

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 ;)
 

User avatar
Ragnarok
Member
 
Posts: 214
Joined: Thu Mar 22, 2012 12:56
Location: Poland

by Ragnarok » Mon Mar 10, 2014 13:42

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

1704626
Member
 
Posts: 87
Joined: Thu Jan 02, 2014 22:52
Location: mushroom biome

by 1704626 » Tue Mar 18, 2014 02:11

HOW DO U USE THIS MOD
Just Call Me Numbers
 

User avatar
paramat
Developer
 
Posts: 3371
Joined: Sun Oct 28, 2012 00:05
Location: UK
GitHub: paramat
IRC: paramat

by paramat » Tue Mar 18, 2014 03:16

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

User avatar
Topywo
Member
 
Posts: 1724
Joined: Fri May 18, 2012 20:27

by Topywo » Tue Mar 18, 2014 09:24

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.
 

User avatar
Topywo
Member
 
Posts: 1724
Joined: Fri May 18, 2012 20:27

by Topywo » Tue Mar 18, 2014 09:31

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.
 

User avatar
Enke
Member
 
Posts: 469
Joined: Fri Nov 15, 2013 02:56
Location: The internet
GitHub: NANOsoldierEnke
IRC: Enke
In-game: Enke

by Enke » Wed Mar 19, 2014 00:20

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
ExtraVars for Red Eclipse

<Anarchid> my turn was still the most awesome, yielding all the cripples, two captured paranormals, and death rate of about 30%
<ORCACommander> Anarchid: you need to work harder
<ORCACommander> I am hereby putting you under review until you can increase the casualty rate
 

Next

Return to WIP Mods



Who is online

Users browsing this forum: No registered users and 4 guests