[Mod] Advanced Trains [advtrains] [1.7.2]

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Re: [Mod] Advanced Trains [advtrains] [1.6.2]

by orwell » Sat Feb 04, 2017 22:55

Using the (still undocumented) background overlaying feature works well. (see top of init.lua and itm_example.png)
I have to look on it.
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Re: [Mod] Advanced Trains [advtrains] [1.6.3]

by orwell » Sun Feb 05, 2017 17:01

1.6.3
Changelog:
- Fixed ATC components not working in some occasions
- Fixed itrainmap
- and more
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Re: [Mod] Advanced Trains [advtrains] [1.6.4]

by orwell » Thu Feb 09, 2017 11:20

1.6.4
- Get on wagon by walking into door
- Reworked damage system
- some performance improvements
- fix Lock Couples checkbox
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Re: [Mod] Advanced Trains [advtrains] [1.6.4]

by v-rob » Thu Feb 09, 2017 15:16

In my opinion, there is something that advanced trains needs. I don't know how hard/easy this would be, but the train cars need wheel sets. I mean like the My Trains Mod. There would be two wheel sets running along the track at a set amount of units apart, and the train car itself would pivot in between them as it goes on turns or slopes. If this is possible, then I think that this could improve the looks of the whole train.

I think the wheel sets should look more like an actual train's ones, and not like plain random wheels.

I would also suggest making slopes walkable, which could make it a slight bit more convenient.
 

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Re: [Mod] Advanced Trains [advtrains] [1.6.4]

by Andrey01 » Thu Feb 09, 2017 18:49

Orwell, will you want to add new trains?
 

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Re: [Mod] Advanced Trains [advtrains] [1.6.4]

by mbb » Fri Feb 10, 2017 13:22

Andrey01 wrote:Orwell, will you want to add new trains?

I made verry mutch 3d moddels for the mod i think orvell or me (if he tell me how i can make the textures) will integrate them
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Re: [Mod] Advanced Trains [advtrains] [1.6.4]

by Mehdi35 » Fri Feb 10, 2017 20:05

Cool
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Re: [Mod] Advanced Trains [advtrains] [1.6.4]

by Andrey01 » Sun Feb 12, 2017 15:27

Orwell, in last version doesn`t have tunnelborer tool.Have you removed it?
 

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Re: [Mod] Advanced Trains [advtrains] [1.6.4]

by DS-minetest » Sun Feb 12, 2017 15:33

@Andrey01: Have you tried the gs_tools mod? It could help you to come over the loose of the tunnelborer tool.
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Re: [Mod] Advanced Trains [advtrains] [1.6.4]

by Andrey01 » Sun Feb 12, 2017 15:46

No, DS-Minetest, i didn`t know it.Really the tool was deleted?
 

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Re: [Mod] Advanced Trains [advtrains] [1.6.4]

by gpcf » Sun Feb 12, 2017 19:36

yes, it was deleted as it's not realistic. Have a look at the digtron mod.
 

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Re: [Mod] Advanced Trains [advtrains] [1.6.4]

by orwell » Sun Feb 12, 2017 22:07

Yes. Reasons:
- it doesn't give you items for dug nodes
- it ignores protection
- it breaks any node without handling any callbacks, even locked chests.
However, its code is still in debugitems.lua
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Re: [Mod] Advanced Trains [advtrains] [1.6.4]

by mbb » Mon Feb 13, 2017 17:05

I like trains....and: minetest, blender, gaming, linux, cats, computers
 

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Re: [Mod] Advanced Trains [advtrains] [1.6.4]

by mbb » Mon Feb 13, 2017 17:18

@orvell how can I make the textures for the models?
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Re: [Mod] Advanced Trains [advtrains] [1.6.4]

by orwell » Mon Feb 13, 2017 21:02

Find and open the blender file for the model (assets folder). Use the one with the newest date. There should be an 'uv image editor' on the left, if not, open one.
By going to edit mode and select faces you can see where on the texture image that face is.
I have exported an image that shows the layout of these faces, when you import that into gimp and compare to blender you can paint the right faces.
The models that you colored with materials in blender have a non-logically-ordered uv map (u-smart uv project) i just used bake to make the textures.
Watch some tutorials about uv mapping and texturing.
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Re: [Mod] Advanced Trains [advtrains] [1.6.4]

by Cage » Tue Feb 14, 2017 02:30

orwell two questions. You can walk and get on the train but how do you get back off without moving the length of the train to get off? Try to get off normally and it puts you back on the train. Train mod is really getting better all the time. Any chance of getting a mine train?
 

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Re: [Mod] Advanced Trains [advtrains] [1.6.4]

by mbb » Tue Feb 14, 2017 08:27

orwell wrote:Find and open the blender file for the model (assets folder). Use the one with the newest date. There should be an 'uv image editor' on the left, if not, open one.
By going to edit mode and select faces you can see where on the texture image that face is.
I have exported an image that shows the layout of these faces, when you import that into gimp and compare to blender you can paint the right faces.
The models that you colored with materials in blender have a non-logically-ordered uv map (u-smart uv project) i just used bake to make the textures.
Watch some tutorials about uv mapping and texturing.

thank you
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Re: [Mod] Advanced Trains [advtrains] [1.6.4]

by ABJ » Wed Feb 15, 2017 12:00

ABJ wrote:they can cross over 1 block gaps in the track
 

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Re: [Mod] Advanced Trains [advtrains] [1.6.5]

by orwell » Wed Feb 15, 2017 18:49

I won't fix this 'feature' in near future since some early automations still use it to pass wrong switches.
However 1.6.5 Bugfix
Just that crash #34
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Re: [Mod] Advanced Trains [advtrains] [1.6.4]

by mbb » Thu Feb 16, 2017 16:39

i made a train in the style of the royl bavarian railway (mittenwald)(foundet 1844)
but the wheels and doors arent animated
here is the download link (animated train post here please):
royal_bavarian_railway.zip
(822.92 KiB) Downloaded 91 times

Image
Image
Image
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Re: [Mod] Advanced Trains [advtrains] [1.6.4]

by fireglow » Sun Feb 19, 2017 08:56

MBB: That looks awesome! We need that in the mod! :)
 

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Re: [Mod] Advanced Trains [advtrains] [1.6.4]

by fireglow » Sun Feb 19, 2017 08:59

We've discovered an issue with the mod:
The overwrites in advtrains/advtrains_luaautomation/p_mesecon_iface.lua cause
a) two switches to appear in creative inventory (not a biggie),
b) all switches cannot hold their state any more. After about 2-10 seconds, they switch back to their old state.
I first posted in the mesecons thread here, but as it turns out, it's an issue with advtrains.
 

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Re: [Mod] Advanced Trains [advtrains] [1.6.4]

by DS-minetest » Sun Feb 19, 2017 09:21

In README.txt is written:
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
## Mesecon Switch
The Mesecon switch can be switched using LuaAutomation. Note that this is not possible on levers, only the full-node 'Switch' block.
"on" - the switch is switched on
"off" - the switch is switched off
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Re: [Mod] Advanced Trains [advtrains] [1.6.4]

by fireglow » Sun Feb 19, 2017 15:24

Encountered a show-stopping bug:
A player experimented with the atc stuff, now the server crashes on startup:
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
ERROR[Main]: ServerError: AsyncErr: environment_Step: Runtime error from mod 'advtrains' in callback environment_Step(): ...st/world/worldmods/advtrains/advtrains/advtrains/atc.lua:43: attempt to concatenate field 'command' (a nil value)
ERROR[Main]: stack traceback:
ERROR[Main]:       ...st/world/worldmods/advtrains/advtrains/advtrains/atc.lua:43: in function 'send_command'
ERROR[Main]:       ...st/world/worldmods/advtrains/advtrains/advtrains/atc.lua:141: in function 'on_train_enter'
ERROR[Main]:       ...world/worldmods/advtrains/advtrains/advtrains/tracks.lua:437: in function 'call_enter_callback'
ERROR[Main]:       ...world/worldmods/advtrains/advtrains/advtrains/tracks.lua:417: in function 'enter_node'
ERROR[Main]:       ...d/worldmods/advtrains/advtrains/advtrains/trainlogic.lua:367: in function 'train_step_a'
ERROR[Main]:       ...d/worldmods/advtrains/advtrains/advtrains/trainlogic.lua:75: in function <...d/worldmods/advtrains/advtrains/advtrains/trainlogic.lua:42>
ERROR[Main]:       ...ervers/0.4.15-gf17c9c45/bin/../builtin/game/register.lua:412: in function <...ervers/0.4.15-gf17c9c45/bin/../builtin/game/register.lua:392>
 

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Re: [Mod] Advanced Trains [advtrains] [1.6.4]

by orwell » Sun Feb 19, 2017 19:21

fireglow wrote:We've discovered an issue with the mod:
The overwrites in advtrains/advtrains_luaautomation/p_mesecon_iface.lua cause
a) two switches to appear in creative inventory (not a biggie),
b) all switches cannot hold their state any more. After about 2-10 seconds, they switch back to their old state.
I first posted in the mesecons thread here, but as it turns out, it's an issue with advtrains.

That should not happen, I will open an issue and look at it
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Re: [Mod] Advanced Trains [advtrains] [1.6.4]

by orwell » Sun Feb 19, 2017 19:31

fireglow wrote:Encountered a show-stopping bug:
A player experimented with the atc stuff, now the server crashes on startup:
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
ERROR[Main]: ServerError: AsyncErr: environment_Step: Runtime error from mod 'advtrains' in callback environment_Step(): ...st/world/worldmods/advtrains/advtrains/advtrains/atc.lua:43: attempt to concatenate field 'command' (a nil value)
ERROR[Main]: stack traceback:
ERROR[Main]:       ...st/world/worldmods/advtrains/advtrains/advtrains/atc.lua:43: in function 'send_command'
ERROR[Main]:       ...st/world/worldmods/advtrains/advtrains/advtrains/atc.lua:141: in function 'on_train_enter'
ERROR[Main]:       ...world/worldmods/advtrains/advtrains/advtrains/tracks.lua:437: in function 'call_enter_callback'
ERROR[Main]:       ...world/worldmods/advtrains/advtrains/advtrains/tracks.lua:417: in function 'enter_node'
ERROR[Main]:       ...d/worldmods/advtrains/advtrains/advtrains/trainlogic.lua:367: in function 'train_step_a'
ERROR[Main]:       ...d/worldmods/advtrains/advtrains/advtrains/trainlogic.lua:75: in function <...d/worldmods/advtrains/advtrains/advtrains/trainlogic.lua:42>
ERROR[Main]:       ...ervers/0.4.15-gf17c9c45/bin/../builtin/game/register.lua:412: in function <...ervers/0.4.15-gf17c9c45/bin/../builtin/game/register.lua:392>


Error in a debug output. Outcomment atc.lua line 43 (add -- to line start).will fix this in new version
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Re: [Mod] Advanced Trains [advtrains] [1.6.6]

by orwell » Mon Feb 20, 2017 10:36

1.6.6
- fixed warning about playersbypts
- fixed crash above
- fixed mesecon switch operation
- correct dependency for luaautomation on mesecon_switch instead of mesecon.
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Re: [Mod] Advanced Trains [advtrains] [1.6.6]

by fireglow » Mon Feb 20, 2017 10:42

orwell: Thanks for the fixes, everything works as expected now :-)
 

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Re: [Mod] Advanced Trains [advtrains] [1.6.6]

by Andrey01 » Mon Feb 20, 2017 16:40

I am suggesting to add the space into train can would be go there or will sit in seats and still will to do into of train lighting
 

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

by orwell » Tue Feb 21, 2017 10:42

1.6.7
Fixed getting on by walking in on high platforms
Fixed collisions
Fixed placing rails on non-solid nodes
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