[Mod] Advanced Trains [advtrains] [1.7.2]

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Re: [Mod] Advanced Trains [advtrains] [1.0.2]

by mbb » Fri Sep 30, 2016 13:47

I made a small website for the mod, you can acces it here: https://mbblp.github.io/advanced-trains-website/. You an also clone the github repository: https://github.com/mbblp/advanced-trains-website
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Re: [Mod] Advanced Trains [advtrains] [1.0.2]

by DS-minetest » Fri Sep 30, 2016 18:12

interesting, mbb but is it really needed to have a website?
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Re: [Mod] Advanced Trains [advtrains] [1.0.2]

by mbb » Fri Sep 30, 2016 18:56

DS-minetest wrote:interesting, mbb but is it really needed to have a website?

Yes id needs :-)
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Re: [Mod] Advanced Trains [advtrains] [1.0.2]

by BirgitLachner » Sat Oct 01, 2016 16:33

A poper sound for every action is for my husband important ;-)
 

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Re: [Mod] Advanced Trains [advtrains] [1.0.2]

by Glory! » Thu Oct 06, 2016 03:13

YES! YES! YES! YES! YES! YES! YES!
I wish I could donate $$$ but I go to bed hungry.
Anyways, YES! YES! YES YES! My inner railfan and densha otaku are happy!
Whoever is developing this has won 42 internets from me. I hope we can surpass Minecraft's actually impressive RealTrainMod. I wish I could help with train models but I can't 3d model ;_; Anyways, good luck!
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Re: [Mod] Advanced Trains [advtrains] [1.0.3]

by orwell » Thu Oct 06, 2016 08:00

Japanese train added.
+ some smaller slopes
TODO: sounds, power lines, DB-regio train

If you want to help: say me names of nodes that can/should be placed along tracks but can't be because trains can't pass them. Currently these nodes are signs, but probably there are more to add to the list.
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Re: [Mod] Advanced Trains [advtrains] [1.0.2]

by azekill_DIABLO » Thu Oct 06, 2016 11:41

mbb wrote:I made a small website for the mod, you can acces it here: https://mbblp.github.io/advanced-trains-website/. You an also clone the github repository: https://github.com/mbblp/advanced-trains-website

what a great website you've done! mind to do me one maybe?
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Re: [Mod] Advanced Trains [advtrains] [1.0.3]

by BirgitLachner » Thu Oct 06, 2016 16:04

What kind of soundfiles do you need? Which format? How long?
 

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Re: [Mod] Advanced Trains [advtrains] [1.0.3]

by orwell » Thu Oct 06, 2016 18:57

thx for wanting to contribute.
format: preferably ogg, but never mind, i can convert
what: sounds of driving steam engine/wagon/electric locomotive at 3 or 4 different speeds
how long: 5-10 seconds each, can be less, but should allow looping.
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Re: [Mod] Advanced Trains [advtrains] [1.0.3]

by BirgitLachner » Fri Oct 07, 2016 06:29

I'll have a look at it ;-)
 

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Re: [Mod] Advanced Trains [advtrains] [1.0.3]

by mbb » Fri Oct 07, 2016 14:38

+1.000.000.000.000
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Re: [Mod] Advanced Trains [advtrains] [1.0.3]

by mbb » Fri Oct 07, 2016 17:15

i will look for sounds
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Re: [Mod] Advanced Trains [advtrains] [1.0.3]

by gpcf » Mon Oct 17, 2016 07:22

I have several proposals for this mod. I am willing to help with them when I have some time (I fear I won't have much time for the next few months).

  • Do not make trains craftable. Having trains in your inventory is strange. Rather add a depot to build the trains and they are placed on the tracks automatically
  • Add an inventory to wagons, so trains can carry goods
  • Add a narrow-gauge mine railway with a smaller structure gauge to fit in smaller tunnels. Also: train elevators
  • Make sure only authorized people can move trains, but still allow people to remove trains blocking the way (I don't know how to do this)
  • Trucks that turn in the curves to make the trains more realistic
  • More user-friendly and lighter slopes (>10%)
  • Train collisions may damage buildings (problem: prevent train grief)
  • Automated track builder
  • Shunting locomotive with automatic coupling
  • Scheduled automatic operation and loading/unloading (great for industrialization), wouldn't it be cool to have subways running every 1-2 minutes around the map? Have a look at simutrans or OpenTTD for approaches for this. I think this should be handled by an external program, possibly written in C for maximum efficiency, since it is probably a very CPU-intensive task.
  • Automatic graphing of subway maps
  • Integration with technic mod for Electric trains, so they draw power from HV cables
  • Funicular railway that has 100% or 200% slopes and a counterweight.
  • Turntables
  • Maybe a small fare for subway rides to provide an incentive to operate them?

Tell me what you think of these proposals.
 

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Re: [Mod] Advanced Trains [advtrains] [1.0.3]

by azekill_DIABLO » Mon Oct 17, 2016 11:40

Those are great but would need a gigantic code file. and probably an engine rewrite.

Finally after watching a bit, thos could be added. Some animation and node/entities could help us alot, as the abm.
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Re: [Mod] Advanced Trains [advtrains] [1.0.3]

by DS-minetest » Mon Oct 17, 2016 11:56

@gpcf: i like your ideas.
the first point reminds me of simutrans
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Re: [Mod] Advanced Trains [advtrains] [1.0.3]

by orwell » Mon Oct 17, 2016 18:54

  • Do not make trains craftable. Having trains in your inventory is strange. Rather add a depot to build the trains and they are placed on the tracks automatically:
    not this way, but as soon as you place a wagon, you can't get its contents back, this should be realistic enough for the moment.
  • Add a narrow-gauge mine railway with a smaller structure gauge to fit in smaller tunnels.
    gimme models, i could revive the old 45 degree rails
  • Also: train elevators
    later
  • Make sure only authorized people can move trains, but still allow people to remove trains blocking the way (I don't know how to do this):
    EDIT: now implemented, todo: limit access to seats
  • Trucks that turn in the curves to make the trains more realistic
    if i had models (and maybe textures)... would not be a big deal to rewrite the code...
    In general, if someone could model the inside of wagons (seats, proper windows a.s.o) that would really help
  • More user-friendly and lighter slopes (>10%)
    33% should be enough for the moment. I know that the current turns are way too narrow, but we need to make some compromises to the node grid. minecraft's real-trains mod does this entirely with entities (i think) which is not good and would require a reimplementation from scratch.
  • Train collisions may damage buildings (problem: prevent train grief)
    later
  • Automated track builder
    would be good, later, but before the other later stuff
  • Shunting locomotive with automatic coupling
    maybe
  • Scheduled automatic operation and loading/unloading (great for industrialization), wouldn't it be cool to have subways running every 1-2 minutes around the map? Have a look at simutrans or OpenTTD for approaches for this. I think this should be handled by an external program, possibly written in C for maximum efficiency, since it is probably a very CPU-intensive task:
    I plan to add some automatic train control (ATC) rails which can command trains. (only electric ones of course). with digilines and some forceload anchors you could build such a subway system.
  • Automatic graphing of subway maps
    a bit offtopic, not in this mod. maybe a separate one...
  • Integration with technic mod for Electric trains, so they draw power from HV cables:
    later
  • Funicular railway that has 100% or 200% slopes and a counterweight:
    when i have models for them
  • Turntables
    see elevators
  • Maybe a small fare for subway rides to provide an incentive to operate them?
    better build a ticket system with digilines. but if it's wanted, later.

    adding some of my ideas / todos:
  • detector rails
  • ATC (a big fish)
  • Power lines
  • DB Regio
Last edited by orwell on Mon Nov 07, 2016 16:52, edited 3 times in total.
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Re: [Mod] Advanced Trains [advtrains] [1.0.3]

by jordan4ibanez » Mon Oct 17, 2016 20:22

What a beautiful mod
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Re: [Mod] Advanced Trains [advtrains] [1.0.3]

by azekill_DIABLO » Mon Oct 17, 2016 20:27

jordan4ibanez wrote:What a beautiful mod

and how wonderous is the code!
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Re: [Mod] Advanced Trains [advtrains] [1.0.3]

by orwell » Tue Oct 18, 2016 17:33

azekill_DIABLO wrote:
jordan4ibanez wrote:What a beautiful mod

and how wonderous is the code!

is this sarcasm?

Nathan S. did an animation for the engine, but i can't figure out how to get this info into minetest...
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Re: [Mod] Advanced Trains [advtrains] [1.0.3]

by DS-minetest » Tue Oct 18, 2016 17:55

orwell wrote:Nathan S. did an animation for the engine, but i can't figure out how to get this info into minetest...

you have to use set_animation (api)
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Re: [Mod] Advanced Trains [advtrains] [1.0.3]

by orwell » Wed Oct 19, 2016 06:24

I mean how to properly Export it from Blender... Set_animation does not seem to work
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Re: [Mod] Advanced Trains [advtrains] [1.0.3]

by ph8jPf9M » Wed Oct 19, 2016 09:51

did you try to export it in B3D https://github.com/alrusdi/blender-b3d-exporter
 

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Re: [Mod] Advanced Trains [advtrains] [1.0.3]

by orwell » Wed Oct 19, 2016 13:22

Yes, b3d (again), still does not work. seems like the animation data is not included in the B3D file. Does anyone know a way to check if the animation arrives in Minetest?
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Re: [Mod] Advanced Trains [advtrains] [1.0.3]

by DS-minetest » Wed Oct 19, 2016 13:30

well, to me it works with b3d do you use the minetest version?
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Re: [Mod] Advanced Trains [advtrains] [1.0.3]

by azekill_DIABLO » Wed Oct 19, 2016 14:25

orwell wrote:
azekill_DIABLO wrote:and how wonderous is the code!

is this sarcasm?

No! it's really great!
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Re: [Mod] Advanced Trains [advtrains] [1.0.3]

by DS-minetest » Wed Oct 19, 2016 15:06

if wonderous is great
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Re: [Mod] Advanced Trains [advtrains] [1.0.3]

by azekill_DIABLO » Wed Oct 19, 2016 15:32

and wounderous
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Re: [Mod] Advanced Trains [advtrains] [1.0.3]

by orwell » Wed Oct 19, 2016 17:25

I wonder if 'wonderous' is actually an english word. It's such a wonderful word.
TooManyWondersException
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Re: [Mod] Advanced Trains [advtrains] [1.0.3]

by azekill_DIABLO » Thu Oct 20, 2016 09:14

wonderful is english, but probably comes a bit from america.
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Re: [Mod] Advanced Trains [advtrains] [1.0.3]

by orwell » Thu Oct 20, 2016 11:31

azekill_DIABLO wrote:wonderful is english, but probably comes a bit from america.

we were talking about wonderous, weren't we?
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