[Mod] Advanced Trains [advtrains] [1.7.2]

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Re: [Mod] Advanced Trains [advtrains] [1.0]

by TailsTheFoxDoes MT » Mon Sep 05, 2016 00:22

orwell wrote:No time ATM... When I'm done with mbb's models (great work, thanks very much), I will make tram rails that integrate into all infrastructure mods out there.
Edit: Dowenload xD

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Re: [Mod] Advanced Trains [advtrains] [1.0]

by mbb » Mon Sep 05, 2016 05:22

DS-minetest wrote:@mbb: O_O where do you get the time? (animation tutorial)


until yesterday I had free because of my holiday

i need 1h for a big lokomotive and 30min for a small one
Last edited by mbb on Mon Sep 05, 2016 08:09, edited 1 time in total.
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Re: [Mod] Advanced Trains [advtrains] [1.0]

by mbb » Mon Sep 05, 2016 07:41

new locomotive is ready

+ Spoiler


DOWNLOAD:http://b1.ge.tt/gett/3l1Bl3e2/dampflock5.blend?index=0&user=user-RxS7V3PZ2WwnCXI9x708Fz5ctUcyvRv5FWMv1-&referrer=user-RxS7V3PZ2WwnCXI9x708Fz5ctUcyvRv5FWMv1-&download=

here are aome of my locomotives

+ Spoiler




and look at this:
+ Spoiler
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ranger.png
ranger.png (92.9 KiB) Viewed 4364 times
all my locs.png
all my locs.png (178.7 KiB) Viewed 4364 times
dampflock 5.png
dampflock 5.png (104.7 KiB) Viewed 4364 times
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Re: [Mod] Advanced Trains [advtrains] [1.0]

by MineYoshi » Wed Sep 07, 2016 01:26

+100 For those trains!
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Re: [Mod] Advanced Trains [advtrains] [1.0]

by CrazyDaisy » Wed Sep 07, 2016 03:38

Tried this mod out as I love trains, but so far I am disappointed sadly. There are no crafting recipes it seems so have to use /giveme. As well, the textures are messed up I assume. Screenshot attached. Maybe I'm missing something.

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Screenshot_2016-09-06_23-35-40.png
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Re: [Mod] Advanced Trains [advtrains] [1.0]

by azekill_DIABLO » Wed Sep 07, 2016 09:58

ok the textures are hidous but soon they will have crafts and nice textures!
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Re: [Mod] Advanced Trains [advtrains] [1.0]

by orwell » Thu Sep 08, 2016 08:10

As of now, it only makes sense in creative mode.
As i said, there's still a lot to do...
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Re: [Mod] Advanced Trains [advtrains] [1.0]

by azekill_DIABLO » Thu Sep 08, 2016 16:51

orwell wrote:As of now, it only makes sense in creative mode.
As i said, there's still a lot to do...
Please keep in mind that I'm making this mod volunteerly and don't get paid, and I have not so much time at the moment.


i could elp you for textur
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Re: [Mod] Advanced Trains [advtrains] [1.0]

by CrazyDaisy » Thu Sep 08, 2016 21:37

orwell wrote:As of now, it only makes sense in creative mode.
As i said, there's still a lot to do...
Please keep in mind that I'm making this mod volunteerly and don't get paid, and I have not so much time at the moment.


I totally understand not getting paid. I routinely do things for others without getting paid and sometimes life has to take priority. I appreciate the mod thus far, but reported the texture issue as it seemed maybe to be a bug. Still not sure if it's a bug or currently that is how it is.
 

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Re: [Mod] Advanced Trains [advtrains] [1.0]

by mbb » Fri Sep 09, 2016 14:05

i made better textures:Image
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Re: [Mod] Advanced Trains [advtrains] [1.0]

by azekill_DIABLO » Fri Sep 09, 2016 16:06

+100000
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Re: [Mod] Advanced Trains [advtrains] [1.0]

by Nathan.S » Fri Sep 09, 2016 20:18

Very nice work on those new textures.
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Re: [Mod] Advanced Trains [advtrains] [1.0]

by TumeniNodes » Sat Sep 10, 2016 15:37

mbb, you have some amazing talent. Thank you for sharing it... I have loved steam trains since I was a child... I wish they were still as common today, don't care if they deplete the ozone :D
I am patiently waiting and very hopeful to see this mod and these trains to be a polished, finished product.... It would be cool if puffs of smoke would come from the stacks as the steam trains moved along.
I love watching this entire mod as it progresses
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Re: [Mod] Advanced Trains [advtrains] [1.0]

by DS-minetest » Sat Sep 10, 2016 17:37

TumeniNodes wrote:It would be cool if puffs of smoke would come from the stacks as the steam trains moved along.

with this PR it would be easy
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Re: [Mod] Advanced Trains [advtrains] [1.0]

by TumeniNodes » Sat Sep 10, 2016 17:50

DS-minetest wrote:
TumeniNodes wrote:It would be cool if puffs of smoke would come from the stacks as the steam trains moved along.

with this PR it would be easy


very cool
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Re: [Mod] Advanced Trains [advtrains] [1.0]

by mbb » Mon Sep 12, 2016 14:55

advtrains_wagon.png
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advtrains_newlocomotive.png
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Re: [Mod] Advanced Trains [advtrains] [1.0]

by orwell » Mon Sep 12, 2016 19:09

I've done some stuff:
- adding bumpers
- using mbb's new textures
- fixing dropped items
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Re: [Mod] Advanced Trains [advtrains] [1.0]

by orwell » Tue Sep 13, 2016 12:49

- added some signals
- MESECONS!!!
(switches and signals)
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Re: [Mod] Advanced Trains [advtrains] [1.0.1]

by azekill_DIABLO » Wed Sep 14, 2016 11:32

this is wondefully trully awesome
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Re: [Mod] Advanced Trains [advtrains] [1.0.1]

by mbb » Wed Sep 14, 2016 13:26

the models are my work
Last edited by mbb on Fri Sep 30, 2016 16:43, edited 1 time in total.
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Re: [Mod] Advanced Trains [advtrains] [1.0.1]

by Nathan.S » Wed Sep 14, 2016 13:31

Wow, jut wow, looking really great.
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Re: [Mod] Advanced Trains [advtrains] [1.0.1]

by lordfingle » Thu Sep 15, 2016 10:12

Just tested this. What an amazing mod!!!. I am very impressed.
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Re: [Mod] Advanced Trains [advtrains] [1.0.1]

by DoyleChris » Sat Sep 17, 2016 00:36

I have downloaded the latest off of github but i cant make turns switchs or signals. Just Straight track and the Cars.
 

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Re: [Mod] Advanced Trains [advtrains] [1.0.1]

by orwell » Sat Sep 17, 2016 07:27

DoyleChris wrote:I have downloaded the latest off of github but i cant make turns switchs or signals. Just Straight track and the Cars.

Hang on for two hours, I will add the missing crafting recipes.
EDIT: More crafting recipes and a complete manual included
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Re: [Mod] Advanced Trains [advtrains] [1.0.1]

by DoyleChris » Mon Sep 19, 2016 15:57

I took a look at the manual. And i have 1 request and 1 question.
Q1. How do you make the signals work. Do they need mesecons to detect train.

R1. Is there a way to make a curve more scematric. Example, that t can make 1/2 of turn then use the same distance and amount of track to finish.
 

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Re: [Mod] Advanced Trains [advtrains] [1.0.1]

by orwell » Mon Sep 19, 2016 18:08

DoyleChris wrote:Q1. How do you make the signals work. Do they need mesecons to detect train.

The signals do not detect trains. You can either make them green or red by right-clicking or with mesecons(power=green, no power=red).
Detector rails are coming soon(TM).

DoyleChris wrote:R1. Is there a way to make a curve more scematric. Example, that t can make 1/2 of turn then use the same distance and amount of track to finish.

Excuse me, I don't know what you mean.
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Re: [Mod] Advanced Trains [advtrains] [1.0.2]

by orwell » Thu Sep 29, 2016 06:49

New features:
- Vertical rails come in a 45 degree variant
- wagons don't give you a wagon item back when you destroy them, but just some steel.
(this is to keep the concept, else it would end like the boats: you place it, you drive it, you destroy it...)
- only the owner (the one that placed the wagon) can destroy or discouple it
- fixes regarding velocity/acceleration of wagons
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Re: [Mod] Advanced Trains [advtrains] [1.0.2]

by ManElevation » Thu Sep 29, 2016 13:37

nice
im going to test this on my server and if i like it ill keep it on the server
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Re: [Mod] Advanced Trains [advtrains] [1.0.2]

by mbb » Thu Sep 29, 2016 15:15

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

by orwell » Thu Sep 29, 2016 20:50

mbb wrote:Image

maybe I get an use for that...
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