jacobwellz wrote:OK I'll give you more info im on android tablet (Acer iconier b1) and it works but when its loading media it turns off mine test (world craft) I don't know what the problem is I renamed it to cars still not working. Is that enough info? And I got the streets mod too
jacobwellz wrote:I don't know where that debug.text is but my android version is 1.4.2 if it helps
webdesigner97 wrote:About reverse: Planned :)
About renaming: Nah, just rename it to whatever you like. There won't be any naming conflicts because the car and its spawner are in "streets" namespace. When this gets added to my StreetsMod, it'll have a unique name.
About jumping: Cars don't jump, but this one has a stepheight which allows going up at least slabs.
webdesigner97 wrote:About jumping: Cars don't jump, but this one has a stepheight which allows going up at least slabs.
dgm5555 wrote:webdesigner97 wrote:About jumping: Cars don't jump, but this one has a stepheight which allows going up at least slabs.
The problem with only going up slabs (= half height nodes) is the entire world consists of nodes, so the car can't go anywhere unless you create a road. I'd normally expect my 'real' car to drive up a slope in a field, but these one's can't do the minetest equivalent which makes them pretty useless. Only a suggestion, but I think it will severely inhibit the uptake of your mod if you get too hung up on 'physics' (after all minetest physics isn't real either).
webdesigner97 wrote:An alternative to think about would be to offer additional Off-Road vehicles which have a higher stepheight :) What do you think?
webdesigner97 wrote:An alternative to think about would be to offer additional Off-Road vehicles which have a higher stepheight :) What do you think?
thetoon wrote:Or maybe increasing stepheight over a given momentum. So that a car could drive up full-height nodes, but only with enough "run up".
dgm5555 wrote:webdesigner97 wrote:An alternative to think about would be to offer additional Off-Road vehicles which have a higher stepheight :) What do you think?
I agree with this too - you'd never take a ferrari off-roading, but a landrover would happily go up a 35deg incline. You pick your car for your planned usage.thetoon wrote:Or maybe increasing stepheight over a given momentum. So that a car could drive up full-height nodes, but only with enough "run up".
This is the system used on one of the other cars mods (which I thought was a reasonable compromise) - the cars get slower the more nodes they go up and eventually can't climb any more. So if there are too many nodes steps close together (effectively a steeper incline) you'll lose too much momentum and stop. However I'm starting to wonder what the defining difference between the other mods and this one are going to be. Why did you choose not to just fork one of them and create some new meshes, and make your tweaks based on that code?
rubenwardy wrote:About renaming: Nah, just rename it to whatever you like. There won't be any naming conflicts because the car and its spawner are in "streets" namespace. When this gets added to my StreetsMod, it'll have a unique name.
dgm5555 wrote:rubenwardy wrote:About renaming: Nah, just rename it to whatever you like. There won't be any naming conflicts because the car and its spawner are in "streets" namespace. When this gets added to my StreetsMod, it'll have a unique name.
I finally remembered the location of the no-duplicate-name directive: http://dev.minetest.net/Mod_name_conflicts If you keep the same name as another pre-existing mod, at the very least you will increase your likelyhood of users getting confused, at worst significant conflict (as I noted above)
Brockenflabel wrote:C:\EArch\minetest-0.4.10SFANMOD2\bin\..\mods\streetscars\init.lua:
Krock wrote:Brockenflabel wrote:C:\EArch\minetest-0.4.10SFANMOD2\bin\..\mods\streetscars\init.lua:
rename the folder to "cars"
Brockenflabel wrote:Thanks, it ran without error.....but now how do I craft it? There is nothing
in the readme about crafting recipes?
Thanks.
Brockenflabel wrote:How do I do that?
So I type spawn car into server commands?
SAMIAMNOT wrote:Hmm. I tried to run it but got some sort of error, saying the file init.lua could not be run. Does anybody have a fix for this? I had the same issue with Peaceful NPCs mod.
balthazariv wrote:Hello,
When you are in the car, your character does not appear.
When you destroy the car being in, the hud bar with inventory disappears and remains only the velocity Message.
You must recreate a car to review the hud bar with inventory appear.
I didn't find the reverse gear of the car.
Thank you for all your work.
Krock wrote:SAMIAMNOT wrote:Hmm. I tried to run it but got some sort of error, saying the file init.lua could not be run. Does anybody have a fix for this? I had the same issue with Peaceful NPCs mod.
It would be helpful if you would post the error message.
webdesigner97 wrote:Hello! Yes, invisible player models seem to be a known engine bug. The car-destroying-issue hasn't been discovered yet, thanks for reporting :) And the reverse gear hasn't been implemented yet. Sadly, the development is paused because I don't have the time to work on it.
function mymodentity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
default.player_attached[self.driver] = nil
-- self.driver is the player name of the driver
local player = minetest.get_player_by_name(self.driver)
if player then
player:set_detach()
end
self.object:remove()
endSAMIAMNOT wrote:Krock wrote:SAMIAMNOT wrote:Hmm. I tried to run it but got some sort of error, saying the file init.lua could not be run. Does anybody have a fix for this? I had the same issue with Peaceful NPCs mod.
It would be helpful if you would post the error message.
Okay, will do. I've been busy pulling my hair out over a peice of Python code so ;P
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