[Mod] Advanced Trains [advtrains] [1.7.2]

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Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by Andrey01 » Thu Feb 23, 2017 15:51

I have got error, when i switch from one track to another the train, the train goes in the opposite direction, here the screenshots:

The train is switching from one track to another it
Image

The train is going back
Image

screnshot1.png
Screenshot1
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screenshot2.png
Screenshot2
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Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by Cage » Thu Feb 23, 2017 18:48

Andrey01 looks like you don't have a switch between the two tracks. With the setup you have now the train doesn't see the other track because of the lack of the switcher track. You need to use the track tool to create the switch. Left click where the connecting track needs to go and right click the track until the switch lines up with the two tracks.
 

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Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by ABJ » Thu Feb 23, 2017 18:52

this mod should be removed. it's too minecrafty.
 

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Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by orwell » Thu Feb 23, 2017 21:15

Is this a reference to the knockback thread?
If not, please tell me what makes you think so :)
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Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by fireglow » Thu Feb 23, 2017 21:15

Just ignore him, it's borderline trolling.
 

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Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by orwell » Thu Feb 23, 2017 21:16

Lua is great!
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Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by ABJ » Fri Feb 24, 2017 07:18

No it's sarcasm, for crying out loud :)
 

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Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by Andrey01 » Fri Feb 24, 2017 14:14

ABJ wrote:No it's sarcasm, for crying out loud :)

What is sarcasm?What are you about?
 

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Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by ABJ » Fri Feb 24, 2017 16:50

Saying something while meaning the opposite.
 

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Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by DS-minetest » Sat Feb 25, 2017 11:29

ABJ wrote:Saying something while meaning the opposite.

This is irony.
Do not call me -minetest.
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Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by Andrey01 » Sat Feb 25, 2017 13:30

Possibly will be next version 1.7.0 with new trains and stuffs?I am still wanting for it.
 

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Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by ABJ » Sat Feb 25, 2017 14:01

I had to disable the mod after I got stuck in a train, couldn't operate doors or even move the train.
 

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Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by Andrey01 » Sat Feb 25, 2017 14:04

ABJ wrote:I had to disable the mod after I got stuck in a train, couldn't operate doors or even move the train.

I consider you must read manual untill using the trains
 

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Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by ABJ » Sat Feb 25, 2017 14:16

D99d I read the whole freaking thing I even used the controls correctly and sometime before I was able to open/close doors and move the train but now suddenly I am stuck train won't work.
 

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Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by Andrey01 » Sat Feb 25, 2017 15:03

ABJ wrote:D99d I read the whole freaking thing I even used the controls correctly and sometime before I was able to open/close doors and move the train but now suddenly I am stuck train won't work.

To come out from train you must press Shift+E
 

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Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by ABJ » Sat Feb 25, 2017 15:34

Not true. I just checked.
 

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Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by Andrey01 » Sat Feb 25, 2017 15:44

ABJ wrote:Not true. I just checked.

I don`t know what this is for error, you will ask to Orwell
 

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Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by orwell » Sat Feb 25, 2017 17:41

Sneak and your use key, and hold it down for some time.
Or hold sneak and right-click.
The manual is a bit outdated.
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Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by mbb » Sun Feb 26, 2017 14:51

Andrey01 wrote:Possibly will be next version 1.7.0 with new trains and stuffs?I am still wanting for it.

i made an PR on github when it is merged there is one new train
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Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by mbb » Tue Feb 28, 2017 16:40

i made a first test of traincabels:
Image
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Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by mbb » Tue Feb 28, 2017 16:57

mbb wrote:i made a first test of traincabels:
Image

i want to make them with the tracks api but i don´t understandt it @orwell can you help me with the understanding?
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Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by Andrey01 » Tue Feb 28, 2017 17:55

I consider you should add sounds for opening/closing of doors and also sounds of going
 

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Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by DS-minetest » Tue Feb 28, 2017 20:39

Andrey01 wrote:I consider you should add sounds for opening/closing of doors and also sounds of going

advtrains is really missing sounds but the priority for door sounds are relative low I think. More important would be eg. sounds for break and acceleration.
You could search for good sounds eg. here: http://www.freesound.org/. Perhaps they will be used.
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Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by orwell » Tue Feb 28, 2017 21:34

mbb wrote:
mbb wrote:i made a first test of traincabels:
Image

i want to make them with the tracks api but i don´t understandt it @orwell can you help me with the understanding?

Of course.
Nice models. However I thought of implementing the power lines by adding a line mesh to the rail models and just make the texture transparent when lines are not wanted. But masts are still required.
Can you put the models you made into the assets directory in the repo and PR?

BTW good news, when I do this, I can remap the UVs as well, so your rail texture looks good on switches :)
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Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by ABJ » Wed Mar 01, 2017 07:16

You would of course need to add resource-consumption to the trains as well, for these power-lines in a survival context.

BTW this is one of the best MT mods ever.
 

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Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by mbb » Wed Mar 01, 2017 16:02

orwell wrote:
mbb wrote:
mbb wrote:i made a first test of traincabels:
Image

i want to make them with the tracks api but i don´t understandt it @orwell can you help me with the understanding?

Of course.
Nice models. However I thought of implementing the power lines by adding a line mesh to the rail models and just make the texture transparent when lines are not wanted. But masts are still required.
Can you put the models you made into the assets directory in the repo and PR?

BTW good news, when I do this, I can remap the UVs as well, so your rail texture looks good on switches :)

here is the mod i made:
cabels.zip
(11.87 KiB) Downloaded 100 times

cabels.blend.zip
(220.79 KiB) Downloaded 73 times
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Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by Andrey01 » Wed Mar 01, 2017 18:21

Of course.
Nice models. However I thought of implementing the power lines by adding a line mesh to the rail models and just make the texture transparent when lines are not wanted. But masts are still required.
Can you put the models you made into the assets directory in the repo and PR?

BTW good news, when I do this, I can remap the UVs as well, so your rail texture looks good on switches :)[/quote]
here is the mod i made:
cabels.zip

cabels.blend.zip
[/quote]
This is looks like rails of trams or electric trains
 

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Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by gbl08ma » Wed Mar 01, 2017 19:33

DS-minetest wrote:
Andrey01 wrote:I consider you should add sounds for opening/closing of doors and also sounds of going

advtrains is really missing sounds but the priority for door sounds are relative low I think. More important would be eg. sounds for break and acceleration.
You could search for good sounds eg. here: http://www.freesound.org/. Perhaps they will be used.


I have thought a bit about that, but my conclusion was that it would quickly become annoying - especially because it'd be the same sound (or the same few sounds) repeated countless times. Unlike e.g. block digging sounds, acceleration and braking sounds are a few seconds long, making the repetition more annoying. Whether the sounds are environment recordings or synthesized sounds wouldn't make much difference in terms of annoyance, I think. Unless there are extremely "soft-sounding" trains out there that I do not know about...

Anyway, for your listening displeasure (you have been warned), some subway sounds:
https://tny.im/dl/ml/ts/ml_dooropening.ogg (not very interesting: just a series of clicks...)
https://tny.im/dl/ml/ts/ml_doorclosing.ogg - these beeps are the reason all this was recorded in the first place, one of my many side projects involves developing an app capable of spatial orientation using sound cues and other things, in places without GPS reception. But Fast Fourier Transforms don't work as well as I hoped and the project has been put on hold indefinitely. Perhaps I'll need to try a different approach, more similar to how Shazam recognizes tracks. I also have a wide assortment of subway bells and chimes, but the copyright situation on these is less clear - even though it's still environment sounds.

Train acceleration and breaking, as heard inside the train:
https://tny.im/dl/ml/ts/ml_traindepart_in.ogg
https://tny.im/dl/ml/ts/ml_trainarrive_in.ogg

...and as heard on the platform:
https://tny.im/dl/ml/ts/ml_traindepart_out.ogg
https://tny.im/dl/ml/ts/ml_trainarrive_out.ogg
 

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Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by Cage » Fri Mar 03, 2017 21:27

Orwell seems an old bug is back. If I set up four detector tacks the two end tracks will pivot 90 degrees after the train rolls over them. When that happens the lighting bug in MT appears. If I remove the detector tracks the lighting bug does not come back.

Pivots here Pivots here
=====X===============X============X==============X======
= Regular track
X Detector track

I have never used four detector tracks before so I never would of seen that problem. I use the detector tracks to operate train gates at road crossings.
 

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Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by orwell » Sat Mar 04, 2017 09:51

So, detector rails rotate after a train rolls over them? I have no idea...
Lighting bugs are a concern of the engine, I can't do much about it...
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