[Mod] Car extension for StreetsMod (ALPHA)[cars]

jacobwellz
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Re: [Mod] Car extension for StreetsMod (ALPHA)[cars]

by jacobwellz » Mon May 19, 2014 18:36

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
 

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Re: [Mod] Car extension for StreetsMod (ALPHA)[cars]

by webdesigner97 » Mon May 19, 2014 19:26

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

I'm runnning this on a quite recent Minetest build for Windows any it works fine. My first guess would be that your Android build is outdated and the mod uses methods it doesn't know. It would be great if you could post some error data from debug.txt (if available on Android).
 

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Re: [Mod] Car extension for StreetsMod (ALPHA)[cars]

by jacobwellz » Mon May 19, 2014 19:30

I don't know where that debug.text is but my android version is 1.4.2 if it helps
 

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Re: [Mod] Car extension for StreetsMod (ALPHA)[cars]

by webdesigner97 » Mon May 19, 2014 19:51

jacobwellz wrote:I don't know where that debug.text is but my android version is 1.4.2 if it helps

I never used an Android build before. Maybe ask a dev where the file is? Can you at least tell me which Minetest version you run?
 

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Re: [Mod] Car extension for StreetsMod (ALPHA)[cars]

by dgm5555 » Tue May 20, 2014 20:45

A few suggestions. You definitely need reverse - if you run into a corner you can't get out again.
Also any chance of renaming it to something other than "cars" which conflicts with an already existing mod. melcar seems like a good name, why not use that?
Finally I know it's not correct physics, but what about enabling it to drive up at least one layer of blocks - the other "cars" mod is able to do this, but slows down the more blocks you climb?
Are your cars going to be robotic so you can see them driving around the streets?
 

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Re: [Mod] Car extension for StreetsMod (ALPHA)[cars]

by webdesigner97 » Tue May 20, 2014 20:59

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.
 

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Re: [Mod] Car extension for StreetsMod (ALPHA)[cars]

by rubenwardy » Wed May 21, 2014 10:13

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.


There are two mods named the same, it loads only one of them. If the other one was in the mod folder, it would only load that one, and not your one which is in a modpack. See Lua API for the load priority.

Tldr: there will be a conflict because of the way mt loads mods.
 

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Re: [Mod] Car extension for StreetsMod (ALPHA)[cars]

by dgm5555 » Wed May 21, 2014 14:31

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).
 

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Re: [Mod] Car extension for StreetsMod (ALPHA)[cars]

by webdesigner97 » Wed May 21, 2014 19:37

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).

I can unserstand this point :) Maybe it's just that I'm too influenced by physics being one of my main courses at school ;)
An alternative to think about would be to offer additional Off-Road vehicles which have a higher stepheight :) What do you think?
 

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Re: [Mod] Car extension for StreetsMod (ALPHA)[cars]

by thetoon » Thu May 22, 2014 07:27

webdesigner97 wrote:An alternative to think about would be to offer additional Off-Road vehicles which have a higher stepheight :) What do you think?


Or maybe increasing stepheight over a given momentum. So that a car could drive up full-height nodes, but only with enough "run up".
 

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Re: [Mod] Car extension for StreetsMod (ALPHA)[cars]

by dgm5555 » Thu May 22, 2014 07:55

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?
 

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Re: [Mod] Car extension for StreetsMod (ALPHA)[cars]

by webdesigner97 » Thu May 22, 2014 10:58

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?

this mod is not much older than other car mods, I just paused development ;)
 

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Re: [Mod] Car extension for StreetsMod (ALPHA)[cars]

by webdesigner97 » Sat May 24, 2014 20:58

Ok, here's another physics update:

- Improved behaviour in liquids (sink slower)
- Don't accelerate on non-solids
- Also decelerate when no driver is inside
- Improved eye offsets in 3rd person mode
 

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Re: [Mod] Car extension for StreetsMod (ALPHA)[cars]

by dgm5555 » Mon May 26, 2014 11:19

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) PS I'm only bringing it up as it took me a while to figure out why a mod wasn't working for exactly that reason.
Last edited by dgm5555 on Mon May 26, 2014 12:31, edited 1 time in total.
 

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Re: [Mod] Car extension for StreetsMod (ALPHA)[cars]

by webdesigner97 » Mon May 26, 2014 11:47

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)

I renamed it to streetscars for now :) But I'm sure it won't be long until it gets included in StreetsMod ;)
 

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Re: [Mod] Car extension for StreetsMod (ALPHA)[cars]

by Brockenflabel » Mon Jul 14, 2014 15:06

I tried installing this mod into Adventuretest but it gave me an error. Maybe it's
not designed to work with Adventuretest ?

Anyways here's the debug;

11:03:12: ERROR[main]: ========== ERROR FROM LUA ===========
11:03:12: ERROR[main]: Failed to load and run script from
11:03:12: ERROR[main]:

C:\EArch\minetest-0.4.10SFANMOD2\bin\..\mods\streetscars\init.lua:
11:03:12: ERROR[main]:

...minetest-0.4.10SFANMOD2\bin\..\mods\streetscars\init.lua:11: attempt to

concatenate a nil value
11:03:12: ERROR[main]: stack traceback:
11:03:12: ERROR[main]:

...minetest-0.4.10SFANMOD2\bin\..\mods\streetscars\init.lua:11: in main

chunk
11:03:12: ERROR[main]: ======= END OF ERROR FROM LUA

========
11:03:12: ERROR[main]: Server: Failed to load and run

C:\EArch\minetest-0.4.10SFANMOD2\bin\..\mods\streetscars\init.lua
11:03:13: ERROR[main]: ModError: ModError: Failed to load and run

C:\EArch\minetest-0.4.10SFANMOD2\bin\..\mods\streetscars\init.lua
 

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Re: [Mod] Car extension for StreetsMod (ALPHA)[cars]

by Krock » Mon Jul 14, 2014 15:26

Brockenflabel wrote:C:\EArch\minetest-0.4.10SFANMOD2\bin\..\mods\streetscars\init.lua:

rename the folder to "cars"
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Re: [Mod] Car extension for StreetsMod (ALPHA)[cars]

by webdesigner97 » Mon Jul 14, 2014 15:33

Krock wrote:
Brockenflabel wrote:C:\EArch\minetest-0.4.10SFANMOD2\bin\..\mods\streetscars\init.lua:

rename the folder to "cars"

Correct :)
 

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Re: [Mod] Car extension for StreetsMod (ALPHA)[cars]

by Brockenflabel » Tue Jul 15, 2014 16:35

Thanks, it ran without error.....but now how do I craft it? There is nothing
in the readme about crafting recipes?

Thanks.
 

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Re: [Mod] Car extension for StreetsMod (ALPHA)[cars]

by webdesigner97 » Tue Jul 15, 2014 16:38

Brockenflabel wrote:Thanks, it ran without error.....but now how do I craft it? There is nothing
in the readme about crafting recipes?

Thanks.

There is no craft yet, you have to use creative mode to spawn a car. Please also note that there's no reverse gear yet.
 

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Re: [Mod] Car extension for StreetsMod (ALPHA)[cars]

by Brockenflabel » Tue Jul 15, 2014 20:15

How do I do that?
So I type spawn car into server commands?
 

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Re: [Mod] Car extension for StreetsMod (ALPHA)[cars]

by webdesigner97 » Tue Jul 15, 2014 21:03

Brockenflabel wrote:How do I do that?
So I type spawn car into server commands?

There should be an item in the creative inventory. It looks like a car ;)
 

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Re: [Mod] Car extension for StreetsMod (ALPHA)[cars]

by SAMIAMNOT » Fri Sep 12, 2014 01:17

Looks awesome. Will try.
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Re: [Mod] Car extension for StreetsMod (ALPHA)[cars]

by balthazariv » Fri Sep 12, 2014 22:34

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.
 

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Re: [Mod] Car extension for StreetsMod (ALPHA)[cars]

by SAMIAMNOT » Sat Sep 13, 2014 18:54

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.
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Re: [Mod] Car extension for StreetsMod (ALPHA)[cars]

by Krock » Sat Sep 13, 2014 19:01

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.
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Re: [Mod] Car extension for StreetsMod (ALPHA)[cars]

by webdesigner97 » Sat Sep 13, 2014 19:47

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.

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.
 

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Re: [Mod] Car extension for StreetsMod (ALPHA)[cars]

by SAMIAMNOT » Sat Sep 13, 2014 23:32

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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Re: [Mod] Car extension for StreetsMod (ALPHA)[cars]

by Krock » Sun Sep 14, 2014 07:03

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.


It's easy to fix this problem, I had the bug too and solved it with codes like this one:
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
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()
end
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Re: [Mod] Car extension for StreetsMod (ALPHA)[cars]

by SAMIAMNOT » Wed Sep 17, 2014 18:49

SAMIAMNOT 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


Okay, here's my error:

14:43:40: ERROR[main]: ========== ERROR FROM LUA ===========
14:43:40: ERROR[main]: Failed to load and run script from
14:43:40: ERROR[main]: E:\Minecraft and da like\minetest-0.4.10-win32\bin\..\mods\peaceful_npc_master\init.lua:
14:43:40: ERROR[main]: ...st-0.4.10-win32\bin\..\mods\peaceful_npc_master\init.lua:6: attempt to concatenate a nil value
14:43:40: ERROR[main]: stack traceback:
14:43:40: ERROR[main]: ...st-0.4.10-win32\bin\..\mods\peaceful_npc_master\init.lua:6: in main chunk
14:43:40: ERROR[main]: ======= END OF ERROR FROM LUA ========
14:43:40: ERROR[main]: Server: Failed to load and run E:\Minecraft and da like\minetest-0.4.10-win32\bin\..\mods\peaceful_npc_master\init.lua
14:43:40: ERROR[main]: ModError: ModError: Failed to load and run E:\Minecraft and da like\minetest-0.4.10-win32\bin\..\mods\peaceful_npc_master\init.lua
14:47:39: ERROR[main]: mod "peaceful_npc_master" has unsatisfied dependencies: "plants_lib"
14:47:40: ERROR[main]: ========== ERROR FROM LUA ===========
14:47:40: ERROR[main]: Failed to load and run script from
14:47:40: ERROR[main]: E:\Minecraft and da like\minetest-0.4.10-win32\bin\..\mods\streetscars_master\init.lua:
14:47:40: ERROR[main]: ...est-0.4.10-win32\bin\..\mods\streetscars_master\init.lua:11: attempt to concatenate a nil value
14:47:40: ERROR[main]: stack traceback:
14:47:40: ERROR[main]: ...est-0.4.10-win32\bin\..\mods\streetscars_master\init.lua:11: in main chunk
14:47:40: ERROR[main]: ======= END OF ERROR FROM LUA ========
14:47:40: ERROR[main]: Server: Failed to load and run E:\Minecraft and da like\minetest-0.4.10-win32\bin\..\mods\streetscars_master\init.lua
14:47:40: ERROR[main]: ModError: ModError: Failed to load and run E:\Minecraft and da like\minetest-0.4.10-win32\bin\..\mods\streetscars_master\init.lua

Is it something I did?
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