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Re: [Mod] Advanced Trains [advtrains] [1.7.1]

PostPosted: Sun Mar 19, 2017 15:09
by orwell
fireglow wrote:Klugscheiss:
It's bad practice to have the advtrains.zip in the git repo.
GitHub makes it easy for you, users can always download the current repo (master branch) using https://github.com/orwell96/advtrains/a ... master.zip

I know that. But the git repo also includes the assets directory which is not part of the mod, and AFAIK Github doesn't allow to download parts of the repo as zip.
DS-minetest wrote:Suggestion (perhaps bad): Make an advtrains organization (like the minetest organization). Then the user doesn't have to download also every source file. Then just make the asserts thing an extra repository.

I had made a separate assets repo some time ago, but if I remember right, it was disliked. However, using an organization could do the trick

Re: [Mod] Advanced Trains [advtrains] [1.7.1]

PostPosted: Thu Mar 23, 2017 15:12
by mbb
just a small question: when will the next realice be?

Re: [Mod] Advanced Trains [advtrains] [1.7.1]

PostPosted: Thu Mar 23, 2017 16:51
by Hupfi1
Hello Orwell,
can you please make a tutorial how to Lua Automation ATC rail / controller ?
If I understand it, I would use it in the new version of the Karsthafen- Map, which will be released soon.
Thank you


my map: viewtopic.php?f=12&t=14962&hilit=karsthafen

Re: [Mod] Advanced Trains [advtrains] [1.7.1]

PostPosted: Fri Mar 24, 2017 14:02
by orwell
mbb wrote:just a small question: when will the next realice be?

Don't know, but probably next week or so.
EDIT: no maglevs! but power lines.

Re: [Mod] Advanced Trains [advtrains] [1.7.1]

PostPosted: Fri Mar 24, 2017 18:20
by ABJ
Maglev! :)

Re: [Mod] Advanced Trains [advtrains] [1.7.1]

PostPosted: Sat Mar 25, 2017 10:25
by mbb
orwell wrote:Image
This mod adds good-looking, realistic trains to minetest. It introduces rails that make turns of only 30 degrees instead of 90. The trains can be highly automated.

Until now are supported:
- tracks and switches, based on angles of 30(!) degrees
- wagons that drive on these rails and collide with nodes in the environment(they need 3x3x3 space)
-> a steam engine (with smoke(using latest dev)!)
-> a regular green wagon
-> a box wagon
-> a subway train
-> engine and wagon for a passenger train (the 'japanese train')
- coupling /discoupling of wagons/trains
- trains can travel through unloaded map chunks (but I don't recommend you to do so unless you have them automated with ATC, watch the movie 'unstoppable', it is really hard to stop a fast moving train, even with fly/fast)
- head-up display for train speed and nice controls when sitting in locomotive
- signals and bumpers
- switches and signals controllable by mesecons
- wagons have an owner, only this owner can destroy or discouple wagons.
- Automatic train control (ATC) (currently only static commands, but these are powerful enough)
- Automation with LUA code
- API to add custom wagons
- doors on subway train that can be opened
- Amazing railway automation features. For examples search this topic for videos.

Manual:
https://github.com/orwell96/advtrains/b ... manual.pdf
- Use the 'track' item to place tracks. In most cases it will adjust rails in the direction you need them.
- use the trackworker tool (doctor who sonic screwdriver) to rotate tracks(right-click) and to change normal rails into switches(left-click)
- to overcome heights you need the ramped rails, place them and you will understand.
- right-click switches to change direction
- place locomotives or wagons by picking the item and placing it on a track.
- right-click a wagon or locomotive to sit onto it.
- drive two trains together and they will connect by right-clicking that green icon that appears.
- punch the red couple icon between wagons to discouple them
For the syntax of ATC commands see atc_commands.txt

Have fun!

+ Screenshots

Video: https://youtu.be/e1ZrCUz5Vd4
Dependencies: default

Download latest: https://github.com/orwell96/advtrains/r ... trains.zip
(this contains only the files needed to run the mod)
The latest version may contain bugs and should not be used on servers until it has been tested.
Unpack the archive directly into the "mods" directory.
This has changed!

Github: https://github.com/orwell96/advtrains/
License of code: LGPL 2.1
License of media: CC-BY-SA 3.0

Suggested configuration (minetest.conf):
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
active_block_range = 5
active_object_send_range_blocks = 5

With lower values, trains appear out of nothing when they approach.
(I got scared many times when trains suddenly stood in the station on my automated subway map without these settings)

Also check out mbb's trains. Just download, add into the modpack and enable them
https://mbblp.github.io/advanced-trains ... index.html

@orvel can you make this map to download

Re: [Mod] Advanced Trains [advtrains] [1.7.1]

PostPosted: Sat Mar 25, 2017 11:07
by mbb
ABJ wrote:Maglev! :)

yeei maglev

Re: [Mod] Advanced Trains [advtrains] [1.7.1]

PostPosted: Sat Mar 25, 2017 18:34
by Andrey01
Will you add new rains by mbb?

Re: [Mod] Advanced Trains [advtrains] [1.7.1]

PostPosted: Sat Mar 25, 2017 21:39
by orwell
I will not include more trains in the modpack, but keep this handled like mobs redo instead: a core mod plus some basic trains included, and then individual extension packs that users can download, such as mbb's trainhub or your trains.
When I do the next release, I will clarify this in the forum post. Meanwhile, you and mbb, please post your trains (and only your trains, including neither the 'advtrains' core nor any of the trains already included in the advtrains core pack) as modpacks on the WIP mods forum and get them moved into Mod Releases, I will redirect users there in many ways.
The advantage is that you can do changes and additions independent from me.
I can't upload the map in the video for reasons I don't want to explain. I might create another demo map.

Re: [Mod] Advanced Trains [advtrains] [1.7.1]

PostPosted: Sun Mar 26, 2017 00:33
by fireglow
We've encountered a crash when a player without the atcatl priv open and then closes the advtrains_luaautiomation:dtrack_st window.
According to the users, the crash happens on them closing the window with ESC.

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
2017-03-26 00:24:02: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod '' in callback node_on_receive_fields(): ...advtrains/advtrains/advtrains_luaautomation/atc_rail.lua:89: attempt to index a nil value
2017-03-26 00:24:02: ERROR[Main]: stack traceback:
2017-03-26 00:24:02: ERROR[Main]:       ...advtrains/advtrains/advtrains_luaautomation/atc_rail.lua:89: in function  ...advtrains/advtrains/advtrains_luaautomation/atc_rail.lua:83>

Re: [Mod] Advanced Trains [advtrains] [1.7.1]

PostPosted: Mon Mar 27, 2017 17:03
by Andrey01
orwell wrote:I will not include more trains in the modpack, but keep this handled like mobs redo instead: a core mod plus some basic trains included, and then individual extension packs that users can download, such as mbb's trainhub or your trains.
When I do the next release, I will clarify this in the forum post. Meanwhile, you and mbb, please post your trains (and only your trains, including neither the 'advtrains' core nor any of the trains already included in the advtrains core pack) as modpacks on the WIP mods forum and get them moved into Mod Releases, I will redirect users there in many ways.
The advantage is that you can do changes and additions independent from me.
I can't upload the map in the video for reasons I don't want to explain. I might create another demo map.

I compile mbb`s trains in one modpack to would can download all trains just, that`s why i do these builds.
My trains i will ever add maybe, but at the moment i don`t can much make my models in Blender and that`s why i am learning gradually

Re: [Mod] Advanced Trains [advtrains] [1.7.1]

PostPosted: Mon Mar 27, 2017 21:43
by orwell
fireglow wrote:We've encountered a crash when a player without the atcatl priv open and then closes the advtrains_luaautiomation:dtrack_st window.
According to the users, the crash happens on them closing the window with ESC.

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
2017-03-26 00:24:02: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod '' in callback node_on_receive_fields(): ...advtrains/advtrains/advtrains_luaautomation/atc_rail.lua:89: attempt to index a nil value
2017-03-26 00:24:02: ERROR[Main]: stack traceback:
2017-03-26 00:24:02: ERROR[Main]:       ...advtrains/advtrains/advtrains_luaautomation/atc_rail.lua:89: in function  ...advtrains/advtrains/advtrains_luaautomation/atc_rail.lua:83>

This only happens when the rail is uninitialized, means it was placed but no one ever opened the formspec. You can avoid the crash by just right-clicking each new luaautomation rail at least once after placed

Re: [Mod] Advanced Trains [advtrains] [1.7.2]

PostPosted: Thu Mar 30, 2017 20:20
by orwell
1.7.2
fix stuff regarding protection
add basic suppport for train displays

Re: [Mod] Advanced Trains [advtrains] [1.7.2]

PostPosted: Fri Mar 31, 2017 17:01
by ABJ
I think you should add support for different rails. So we could have monorail and maglev.

Re: [Mod] Advanced Trains [advtrains] [1.7.2]

PostPosted: Fri Mar 31, 2017 21:44
by orwell
There is support. There is just no one who wants to create such rails, because it is sophisticated like hell...
Maybe some day...

Re: [Mod] Advanced Trains [advtrains] [1.7.2]

PostPosted: Sat Apr 01, 2017 08:03
by ABJ
Anyway it could be made simpler?

Re: [Mod] Advanced Trains [advtrains] [1.7.2]

PostPosted: Sat Apr 01, 2017 21:14
by orwell
It's very simple: Just create models for
- straight rails in 4 rotations(0°, 30°, 45°, 60°)
- curved rails in 4 rotations(0°, 30°, 45°, 60°)
- left switches in 4 rotations(0°, 30°, 45°, 60°) and in either st and cr state
- right switches in 4 rotations(0°, 30°, 45°, 60°) and in either st and cr state
=24 models in total
- some slopes, how you want them

and then send them to me, I can do the rest. That's all, isn't it simple?
The 60° rails are in most(not all) cases mirrors of other rails
How the layout should be, just look in assets/blender/gleis/rail_redo.blend

Re: [Mod] Advanced Trains [advtrains] [1.7.2]

PostPosted: Sun Apr 02, 2017 08:38
by ABJ
smbdy mk mglv