[Mod] Advanced Trains [advtrains] [1.7.2]

hajo
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Re: [Mod] Advanced Trains [advtrains] [1.3.0]

by hajo » Sun Dec 04, 2016 02:28

orwell wrote:Done. And the manual got fixed and updated!

Nice, thanks!

Currently, I'm having a look at mg_villages, worldedit, handle-schematics, etc.
The mod mg_villages can create villages of several types all over the map,
and that would give 'natural' points to connect with a rail-network.

So I was wondering if this has already been done ("TrainsWorld" ?),
but that would need at least some railroad-related buildings,
like station, freight-terminal, train-depot, water-tower,
repair-workshop, street/railroad-crossings, etc.

I can imagine the mexican steamtrain and most 'medieval' villages
would look good together as-is.
But a 'real' wild-west-themed set of villages would need some more
buildings like saloon, bank, staples, stores, sheriff's office/jail etc.
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Re: [Mod] Advanced Trains [advtrains] [1.3.0]

by hiperpobla » Sun Dec 04, 2016 20:12

When the train accelerates to over the 3rd-speed I die quickly.
It is a problem of use? It's a bug?

Thanks,
 

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Re: [Mod] Advanced Trains [advtrains] [1.3.0]

by casio33 » Sun Dec 04, 2016 20:39

Hi Orwell,
I like your Mod very much but I have a problem: I can't go off the train. I placed some tracks and the steam engine and got on the train by right-clicking it. Now I can't go off. Yesterday I somehow managed to leave the train but still the velocity bar was shown and wasd moved the train. What am I doing wrong?
 

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Re: [Mod] Advanced Trains [advtrains] [1.3.0]

by orwell » Sun Dec 04, 2016 21:59

Known bug. Use sneak+use, this works! I don't know what's going wrong there, but it seems to work with the left driving stand.
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Re: [Mod] Advanced Trains [advtrains] [1.3.0]

by orwell » Sun Dec 04, 2016 22:01

hiperpobla wrote:When the train accelerates to over the 3rd-speed I die quickly.
It is a problem of use? It's a bug?

Thanks,

Looks like lag. Minetest can't keep up with moving the player and the player happens to be overrun by the wagon immediately following the one you are sitting on.
EDIT: does not work.
You can disable damage by opening init.lua and change the line
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
dofile(advtrains.modpath.."/damage.lua")

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
--dofile(advtrains.modpath.."/damage.lua")

Will fix.
(I don't recognize such bugs since I play without damage most time, all my trains worlds are creative mode)
Last edited by orwell on Mon Dec 05, 2016 20:29, edited 1 time in total.
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Re: [Mod] Advanced Trains [advtrains] [1.3.0]

by hiperpobla » Sun Dec 04, 2016 22:05

casio33 wrote:Hi Orwell,
I like your Mod very much but I have a problem: I can't go off the train. I placed some tracks and the steam engine and got on the train by right-clicking it. Now I can't go off. Yesterday I somehow managed to leave the train but still the velocity bar was shown and wasd moved the train. What am I doing wrong?


Use Ctrl + E to exit the train. It works for me.
 

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Re: [Mod] Advanced Trains [advtrains] [1.3.0]

by orwell » Sun Dec 04, 2016 22:21

That bug has been fixed now. Download again.
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Re: [Mod] Advanced Trains [advtrains] [1.3.0]

by hiperpobla » Sun Dec 04, 2016 22:25

orwell wrote:
hiperpobla wrote:When the train accelerates to over the 3rd-speed I die quickly.
It is a problem of use? It's a bug?

Thanks,

Looks like lag. Minetest can't keep up with moving the player and the player happens to be overrun by the wagon immediately following the one you are sitting on.
You can disable damage by opening init.lua and change the line
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
dofile(advtrains.modpath.."/damage.lua")

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
--dofile(advtrains.modpath.."/damage.lua")

Will fix.
(I don't recognize such bugs since I play without damage most time, all my trains worlds are creative mode)


Error:

2016-12-04 23:22:53: WARNING[Server]: Undeclared global variable "staticdata_table" accessed at /usr/share/games/minetest/mods/advtrains/wagons.lua:76
2016-12-04 23:22:53: ERROR[Main]: ServerError: Runtime error from mod 'advtrains' in callback environment_Step(): /usr/share/games/minetest/mods/advtrains/wagons.lua:419: attempt to ind
ex field 'player_to_wagon_mapping' (a nil value)
2016-12-04 23:22:53: ERROR[Main]: stack traceback:
2016-12-04 23:22:53: ERROR[Main]: /usr/share/games/minetest/mods/advtrains/wagons.lua:419: in function 'get_on'
2016-12-04 23:22:53: ERROR[Main]: /usr/share/games/minetest/mods/advtrains/wagons.lua:510: in function 'reattach_all'
2016-12-04 23:22:53: ERROR[Main]: /usr/share/games/minetest/mods/advtrains/wagons.lua:126: in function 'func'
2016-12-04 23:22:53: ERROR[Main]: /usr/share/games/minetest/builtin/game/misc.lua:34: in function </usr/share/games/minetest/builtin/game/misc.lua:11>
2016-12-04 23:22:53: ERROR[Main]: /usr/share/games/minetest/builtin/game/register.lua:369: in function </usr/share/games/minetest/builtin/game/register.lua:349>
 

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Re: [Mod] Advanced Trains [advtrains] [1.3.0]

by Christian9 » Mon Dec 05, 2016 00:17

Industrial thinks you are still in it after leaving it if you choose right.


EDIT:Did not see casio's post
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Re: [Mod] Advanced Trains [advtrains] [1.3.0]

by orwell » Mon Dec 05, 2016 20:28

Christian9 wrote:Industrial thinks you are still in it after leaving it if you choose right.
EDIT:Did not see casio's post

This has been fixed.
Can someone please try if the damage problem still appears with the latest version? I can't reproduce it.
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Re: [Mod] Advanced Trains [advtrains] [1.3.0]

by casio33 » Tue Dec 06, 2016 15:26

orwell wrote:That bug has been fixed now. Download again.


Thanks, it's working now.
 

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Re: [Mod] Advanced Trains [advtrains] [1.3.0]

by hiperpobla » Tue Dec 06, 2016 16:47

orwell wrote:
Christian9 wrote:Can someone please try if the damage problem still appears with the latest version? I can't reproduce it.


The damage problem is solved. Works perfect!!!!! Thanks.
 

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Re: [Mod] Advanced Trains [advtrains] [1.3.0]

by DS-minetest » Tue Dec 06, 2016 18:10

that didnt write Christian9
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Re: [Mod] Advanced Trains [advtrains] [1.3.0]

by casio33 » Tue Dec 06, 2016 20:09

Now there's the next problem: I can't couple waggons - there is no green entity :( And the train is driving into the waggon, it doesn't stop in front of it.
 

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Re: [Mod] Advanced Trains [advtrains] [1.3.0]

by orwell » Wed Dec 07, 2016 13:34

casio33 wrote:Now there's the next problem: I can't couple waggons - there is no green entity :(

Industrial train? Yes, under some circumstances it does not couple. Workaround: pull wagons around with the japanese train engine.
casio33 wrote:And the train is driving into the waggon, it doesn't stop in front of it.

The collision of trains is not fun to code. The current collision implementation is already the third one written from scratch. The behavior you mentioned should not happen, but when 2 wagons stood at the same place a single time there are bugs.
EDIT: sometimes it works again when you wait about 1 minute, every minute everything cleans up and repairs itself if sth's broken.
Last edited by orwell on Thu Dec 08, 2016 21:21, edited 1 time in total.
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Re: [Mod] Advanced Trains [advtrains] [1.3.0]

by Andrey01 » Wed Dec 07, 2016 17:06

Orwell, i found not any "green icon" in my inventory and that`s why i don`t understand how to use all trains.First two wagons connect between themselves and next wagons don`t connect
 

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Re: [Mod] Advanced Trains [advtrains] [1.3.0]

by orwell » Thu Dec 08, 2016 21:17

No, not in inventory, it appears between the two wagons you want to couple. If it's not there, try to move the engine around (a bit forward and then backward until it stops itself because of collision). This may not work with the industrial engine, but however you can couple the japanese engine to it.
Also keep in mind that ATM you can't couple any steam-related wagons/engines to electric or subway trains and the other way round, and subways do not couple to electric trains. I will remove this limitation in a future version, now it is needed for the maximum speed a train can drive.
train types:
steam: steam engine, box wagon, passenger wagon (max 10m/s)
subway: subway (max 15 m/s)
electric: japanese and industrial wagons/engines. (max 20 m/s)
No wagon couples when placed, it may look like this but is not. Better place wagons with >2 nodes space between them and then use an engine to connect them all. It's not that difficult.
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Re: [Mod] Advanced Trains [advtrains] [1.3.0]

by ShadMOrdre » Fri Dec 09, 2016 23:29

orwell,

great mod! can't stop making tracks. my five year old, who has Thomas and BRIO, LOVES them.

was thinking, this could easily be modified to create roads for cars.

regarding the issue with getting off a train: when getting on the train, press [enter] at the formspec window that pops up. You can then right-click exit the train. If you press [esc], or any other method of exiting that formspec window, you cannot exit the train, and will have to use "sneak"+e.

hope that helps

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Re: [Mod] Advanced Trains [advtrains] [1.3.0]

by Andrey01 » Sat Dec 10, 2016 15:10

orwell wrote:No, not in inventory, it appears between the two wagons you want to couple. If it's not there, try to move the engine around (a bit forward and then backward until it stops itself because of collision). This may not work with the industrial engine, but however you can couple the japanese engine to it.
Also keep in mind that ATM you can't couple any steam-related wagons/engines to electric or subway trains and the other way round, and subways do not couple to electric trains. I will remove this limitation in a future version, now it is needed for the maximum speed a train can drive.
train types:
steam: steam engine, box wagon, passenger wagon (max 10m/s)
subway: subway (max 15 m/s)
electric: japanese and industrial wagons/engines. (max 20 m/s)
No wagon couples when placed, it may look like this but is not. Better place wagons with >2 nodes space between them and then use an engine to connect them all. It's not that difficult.

Thanks, i will try so to do
 

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Re: [Mod] Advanced Trains [advtrains] [1.3.0]

by celeron55 » Sat Dec 10, 2016 21:44

Here's a rather silly video I happened to make about this: https://www.youtube.com/watch?v=yFn6VX_8VCM

It's basically a timelapse of me trying to use this mod, including all mishaps and entanglements.

Keep up the good work; I can't even imagine how painful it has been to make something even this functional with the current modding API.
 

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Re: [Mod] Advanced Trains [advtrains] [1.3.0]

by Andrey01 » Sun Dec 11, 2016 15:11

celeron55 wrote:Here's a rather silly video I happened to make about this: https://www.youtube.com/watch?v=yFn6VX_8VCM

It's basically a timelapse of me trying to use this mod, including all mishaps and entanglements.

Keep up the good work; I can't even imagine how painful it has been to make something even this functional with the current modding API.

Nice video!Now i`ve understood as i must connect all wagons,I will try so to do
 

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Re: [Mod] Advanced Trains [advtrains] [1.3.0]

by orwell » Sun Dec 11, 2016 16:06

Comments on the video:
- Thanks for making a video, that's cool.
- The switch did not work because it was adjusted at 'straight' but you came from the side. The train couldn't pass the switch. Right-click on the switch (without holding any tool) to change the switch direction.

Ah the collision detection. It's really hard to write something that detects collisions and that works...
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Re: [Mod] Advanced Trains [advtrains] [1.3.0]

by krokoschlange » Sun Dec 11, 2016 17:15

nice mod!
and btw 7777 views
 

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Re: [Mod] Advanced Trains [advtrains] [1.3.0]

by DS-minetest » Sun Dec 11, 2016 18:19

wow, c55s pc is good and what honor, that he replied here and spent so much time playing with the mod
krokoschlange wrote:and btw 7777 views

minetest also had 777 issues today hm
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Re: [Mod] Advanced Trains [advtrains] [1.3.1]

by orwell » Tue Dec 13, 2016 18:34

Update
Introduced intelligent slope placing just by using the "Track slope" item this way:
_ = ground level; # = 1 level higher. 2D from above:
_ _ _ #
^ right click with slope here
_ _ #
^ or here
_ _ #
_ _ _
_ _ _
^ or here to place diagonal slope
when facing in the wanted direction.
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Re: [Mod] Advanced Trains [advtrains] [1.3.1]

by gpcf » Wed Dec 14, 2016 06:56

Sounds great! I'll have a look at it when I have time. If it doesn't have any major bugs, I'll roll out the new version at my server.
 

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Re: [Mod] Advanced Trains [advtrains] [1.3.1]

by DS-minetest » Wed Dec 14, 2016 15:10

nice update
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Re: [Mod] Advanced Trains [advtrains] [1.3.1]

by Andrey01 » Wed Dec 14, 2016 17:33

1.Will come new update with trains?
2.I can`t connect wagons themselves, when i move by Japanese Locomotive it goes between other next wagon and that`s why wagons don`t connect.Maybe is that unfinished yet with trains?
 

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Re: [Mod] Advanced Trains [advtrains] [1.3.1]

by orwell » Wed Dec 14, 2016 22:59

It's a bit buggy.
New trains probably after new year
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Re: [Mod] Advanced Trains [advtrains] [1.3.1]

by Andrey01 » Thu Dec 15, 2016 16:32

How to understand with that error?
 

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