loremed wrote:when i open world it says "failed to load and run /usr/share/.../minetest_game/mods/PilzAdam-carts-70cc4f4"
I have linux
Krock wrote:loremed wrote:when i open world it says "failed to load and run /usr/share/.../minetest_game/mods/PilzAdam-carts-70cc4f4"
I have linux
https://forum.minetest.net/viewtopic.php?id=1379
The example in the wiki is EXACTLY your problem. Wow.
Blame the minetest engine, not his mod. I don't think there is any way of fixing that atm.Kilarin wrote:I updated to the latest version of minetest minetest_201404130050-0~2687~ubuntu12.04.1_i386
And I have been using carts a LOT since then. Building a huge track. I have not had a single case of my cart dropping through the rail since I upgraded minetest. I HAVE had a very few mysterious stops. Not many considering the hundreds of tracks I've had the cart going over and the number of times I've tested it. I did have ONE mysterious reversal
Evergreen wrote:]Blame the minetest engine, not his mod.
dgm5555 wrote:I'm using minetest 0.4.9, carts 0.4.
Finally, would it be possible to have carts start up a bit more slowly when they're created (equivalent to inertia). Its sometimes a bit tricky to create a cart then catch it as it moves out of range very quickly. All my rails are powered, but I found it was even worse when trying to punch it then leap on, and a bit much for my 7year old to coordinate.
Thanks, David
Kilarin wrote:However, I was having lag problems, in certain regions my drawtime would shoot up to around 200 and everything became very jittery. Other regions it was fine. SO, I decided to turn of shaders. And boy did that fix my drawtime problems! Much better.
PilzAdam wrote:Wait, did you experince lag or performance issues?
Kilarin wrote:PilzAdam wrote:Wait, did you experince lag or performance issues?
Sorry, careless vocabulary on my part. It was single player so not lag, performance issues. In certain regions on the surface of my world my drawtime would skyrocket up to around 200 and the screen would update slowly and jerkily. But the cart had enough umph from the power rails to make it to the next one. Then I turned shaders off and my performance issues greatly improved, and now my cart can't make it between the power rails in many spots.
NOT a bug, just an interesting (and unexpected, for me) side effect of how the cart mod handles acceleration and deceleration.
PilzAdam wrote: I would expect it to be the other way round, though (i.e. you don't get enough speed when the server gets slow).
PilzAdam wrote:It only handles acceleration rails that the cart is on when the on_step() function is called,
Inocudom wrote:Kilarin, even if PilzAdam does not accept the changes, I would recommend that your present your work to the developers of Freeminer, a fork of Minetest. The reason I am saying this is because that fork appears to have PilzAdam's carts mod in it's base game.
dgm5555 wrote:Awesome upgrade. It seems to sort out all the glitches (eg suddenly reversing), and I love your controls!
dgm5555 wrote:However I'm just curious why you didn't fork the original carts mod.
While riding, pressing JUMP will lock the users view to the view of the cart, so that when the cart turns, the users view will turn along with it.
dgm5555 wrote:I'd go for option 2,
dgm5555 wrote:if you wanted to go for option 4, cant you make the old carts an alias of your new carts, then you could disable the old mod, but carts/rails/etc would still be recognised and wouldn't have problems with compatibility. I thought that's what minetest.register_alias was for?
dgm5555 wrote:How do you get rid of the carts. Punch doesn't seem to work.
hoodedice wrote:Your solution is the most simple, and effective one I have found.
Kilarin wrote: the values returned from get_look_yaw are offset by +1/2 pi from the values put in to set_look_yaw. VERY strange.
Calinou wrote:I may add this in Carbone.
Calinou wrote:Does this fix the infinite loop bug? https://github.com/PilzAdam/carts/issues/14
if cart_func.v3:equal(velocity, {x=0, y=0, z=0}) then
if cart_func.v3:equal(velocity, {x=0, y=0, z=0}) and not cart_func:is_rail(p) then
dgm5555 wrote:By the way, would it be difficult to be able to R click on a piece of track and have a cart automatically generated and you in it and similarly destroyed when you get off it. Really just for convenience, sometimes it's a pain to track down a cart in the inventory or it's at the other end of the track just when you want it. Maybe a 'creative mode only' option.
Kilarin wrote:problem was that the calc_rail_direction has code that fires when the cart stops that checks to see if the cart has moved above or below the rail and places it back on the rail. it does this by checking for a rail above or below the current position, and if it finds it, calling calc_rail_direction recursively on the new position. In the scenario you built above, there is a rail directly above the rail that the cart stops on. So the recursion moves up to the top rail, then finds the bottom rail and calls itself recursively again there, then finds the top rail again, and the process repeats until you run out of memory.
Did a simple fix over lunch. Solution is:
in function cart:calc_rail_direction(pos, vel)
change the following line from:Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
- Code: Select all
if cart_func.v3:equal(velocity, {x=0, y=0, z=0}) then
to:Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
- Code: Select all
if cart_func.v3:equal(velocity, {x=0, y=0, z=0}) and not cart_func:is_rail(p) then
Now none of the recursive "Move the cart on the rail if above or under it" logic ever fires if the cart is currently ON a rail. And even if the cart is not on the rail, the recursion ceases as soon as a rail is found.
The cart does reverse now, but I tested with the original code and apparently the cart always reverses if it hits a dead end rail that is a power rail.
This has been updated in my fork of carts https://github.com/Kilarin/carts/archive/master.zip, so download the latest version and the infinite loop will not happen again.
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