[Mod] Advanced Trains [advtrains] [1.7.2]

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Re: [Mod] Advanced Trains [advtrains] [r. 1.1.1]

by mbb » Wed Jan 18, 2017 15:57

ShadMOrdre wrote:krokoschlange,

python script for blender to export .b3d for minetest.

.b3d blender export

Also, this, Using Blender on the mintest wiki.

Using Blender

but the trains are untextured can you make the textures when it is in a .b3d?
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Re: [Mod] Advanced Trains [advtrains] [r. 1.2]

by mbb » Wed Jan 18, 2017 16:14

orwell wrote:Version 1.2
Changelog:
- internal: changed save format for track database. Needs testing.
- Added detailed steam engine
- Added new subway train wagon (with door animations, but I don't have code for doors yet)
- Made animation for regular steam engine work
- Fix crash when wagons do no longer exist


here is the inv texture for the green lockomotive
Image
ant please intigrate my textures
mbb wrote:i made new railtextures too:
download:
advtrains_dtrack_rail_detector_on.png
advtrains_dtrack_rail_atc.png
advtrains_dtrack_rail.png

mbb wrote:and a new wagon texture
advtrains_wagon.png
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Re: [Mod] Advanced Trains [advtrains] [r. 1.2]

by Andrey01 » Wed Jan 18, 2017 16:23

Orwell, in new version trains don`t have in inventory.Why is it so?
 

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Re: [Mod] Advanced Trains [advtrains] [r. 1.3]

by orwell » Wed Jan 18, 2017 18:11

Version 1.3
EDIT: now online.
Changelog:
- Added door controls, doors on subway train can now be opened
- created a setting whether to show debug messages
- updated manual
- add privilege to remove trains
- fix bugs (see posts below)

mbb, prior to integrating your rail texture I need to change the UV maps of the switches and bumpers, because they look weird due to the lazy way I mapped the UVs, which I didn't do yet. Hang on please.

Andrey, please check if all mods of the modpack are enabled!
(click 'Config' on world selection and re-enable 'advtrains' modpack)
Last edited by orwell on Thu Jan 19, 2017 20:35, edited 1 time in total.
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Re: [Mod] Advanced Trains [advtrains] [r. 1.3]

by mbb » Wed Jan 18, 2017 18:25

how i can open doors
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Re: [Mod] Advanced Trains [advtrains] [r. 1.3]

by gpcf » Wed Jan 18, 2017 22:46

I can't find it either. Btw, nice train models!

Also, I've found out that the server crashes still persist in the newest version.

Edit: I've found the door opening code. It's here: https://github.com/orwell96/advtrains/b ... it.lua#L20
 

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Re: [Mod] Advanced Trains [advtrains] [r. 1.3]

by Cage » Thu Jan 19, 2017 06:45

orwell I down loaded the latest version and found one small bug. The bumper track will only face North. You can change the direction but it will revert back to north with in a few seconds. Also I saw you have a zip file that is suppose to turn off the debug info. I have tried both zip files and still have the debug text showing up. Is there a file or files that I can edit to stop the debug information? I really like the new subway train, and the new locomotive. Great work to you and Mbb!
 

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Re: [Mod] Advanced Trains [advtrains] [r. 1.3]

by mbb » Thu Jan 19, 2017 14:11

made a pixeltexture for the green lockomotive
Image
download:
advtrains_detailed_steam_engine.png
advtrains_detailed_steam_engine.png (95.54 KiB) Viewed 5601 times
Attachments
screenshot_20170119_150736.png
screenshot_20170119_150736.png (1000.12 KiB) Viewed 5601 times
Last edited by mbb on Sun Jan 22, 2017 08:26, edited 1 time in total.
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Re: [Mod] Advanced Trains [advtrains] [r. 1.3]

by orwell » Thu Jan 19, 2017 20:34

Sorry, I forgot to git push.
Up to date now.
Release post updated

Opening doors is with A and D.
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Re: [Mod] Advanced Trains [advtrains] [r. 1.3]

by orwell » Thu Jan 19, 2017 20:38

Cage wrote:orwell I down loaded the latest version and found one small bug. The bumper track will only face North.

That's normal.
Cage wrote:You can change the direction but it will revert back to north with in a few seconds..

Up to 10 seconds, to be exact.
That's not normal. Should be fixed now.
Cage wrote: Also I saw you have a zip file that is suppose to turn off the debug info. I have tried both zip files and still have the debug text showing up.
.

Should also work now.
The setting for this (found in advanced settings/Mods/advtrains/) is off by default.
Cage wrote:I really like the new subway train, and the new locomotive. Great work to you and Mbb!
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Re: [Mod] Advanced Trains [advtrains] [r. 1.3]

by Cage » Thu Jan 19, 2017 20:56

That did the trick. I know you have more important things to do then just work on the trains. Being programmer myself (Not LUA yet but working on it) I understand about forgetting things in updates. This mod is one of the best additions to Minetest. Thank you very much for all your hard work on this mod.
 

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Re: [Mod] Advanced Trains [advtrains] [r. 1.3]

by gpcf » Sun Jan 22, 2017 09:28

I've got updates from the server instability. I get a lot of messages that last_pos and prev are not available. Could this be it?
 

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Re: [Mod] Advanced Trains [advtrains] [r. 1.3]

by orwell » Mon Jan 23, 2017 07:46

This means that there are trains in unloaded places on the map, and in this area no information on rails is known.
These warnings go away once you fly to every place a train could be ( or just tp to the positions the log tells you), they should not cause crashes.
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Re: [Mod] Advanced Trains [advtrains] [r. 1.3]

by Andrey01 » Tue Jan 24, 2017 13:11

Hi, Orwell, you should add service trains that will be clean rails by water and other trains that will be build railway and dig tunnel.I think it will be is good idea
 

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Re: [Mod] Advanced Trains [advtrains] [r. 1.3]

by mbb » Tue Jan 24, 2017 13:58

Andrey01 wrote:Hi, Orwell, you should add service trains that will be clean rails by water and other trains that will be build railway and dig tunnel.I think it will be is good idea

i can make the 3d model
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Re: [Mod] Advanced Trains [advtrains] [r. 1.3]

by Andrey01 » Tue Jan 24, 2017 14:45

mbb wrote:
Andrey01 wrote:Hi, Orwell, you should add service trains that will be clean rails by water and other trains that will be build railway and dig tunnel.I think it will be is good idea

i can make the 3d model

Nice!Thank you!
I have still idea:to do tram, mbb!
 

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Re: [Mod] Advanced Trains [advtrains] [r. 1.3]

by mbb » Tue Jan 24, 2017 14:56

Image
Attachments
tunnel.png
tunnel.png (85.07 KiB) Viewed 5601 times
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Re: [Mod] Advanced Trains [advtrains] [r. 1.3]

by Andrey01 » Tue Jan 24, 2017 15:03

Is it tunnel train?
 

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Re: [Mod] Advanced Trains [advtrains] [r. 1.3]

by mbb » Tue Jan 24, 2017 15:13

yes
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Re: [Mod] Advanced Trains [advtrains] [r. 1.3]

by Andrey01 » Tue Jan 24, 2017 15:17

Don`t he have wheels under his?
 

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Re: [Mod] Advanced Trains [advtrains] [r. 1.3]

by mbb » Tue Jan 24, 2017 16:01

no not yet
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Re: [Mod] Advanced Trains [advtrains] [r. 1.4]

by orwell » Tue Jan 24, 2017 19:47

Version 1.4
- German translation
- New models for Japanese train
(sorry, not yours mbb, they contained too much mess and I found that I am faster when I cut the door and windows in myself. please add window panes next time, so I can add glass texture.)
- Fix crash

-> please translate to your language!
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Re: [Mod] Advanced Trains [advtrains] [r. 1.4]

by gpcf » Tue Jan 24, 2017 22:03

This mod may trigger a weird bug, that was actually fixed a couple of days ago (see https://github.com/minetest/minetest/issues/4067 and viewtopic.php?f=6&t=16483). A temporary fix is just raising max_objects_per_block to 200 or so. Let's see if that works.
 

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Re: [Mod] Advanced Trains [advtrains] [r. 1.4]

by orwell » Wed Jan 25, 2017 11:22

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Re: [Mod] Advanced Trains [advtrains] [r. 1.4]

by Andrey01 » Wed Jan 25, 2017 15:06

Orwell, will you add tunnel train is done by mbb?(p.14, 22th post)
 

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Re: [Mod] Advanced Trains [advtrains] [r. 1.4]

by mbb » Wed Jan 25, 2017 17:37

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Re: [Mod] Advanced Trains [advtrains] [r. 1.4]

by orwell » Wed Jan 25, 2017 20:50

I will, but later.
First:
- seating system rewrite (done, but not pushed yet)
- wagon properties -> limit seat access
- LUA ATC (as separate mod inside modpack)
Then:
- proper framework for that tunnel mining train as well as a snow pusher.
- many many models. If you have models and want them, maybe figure out how the API works (api_doc.txt) and add them yourself (publish separately or PR on GitHub), so that I don't have all work.
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Re: [Mod] Advanced Trains [advtrains] [r. 1.4]

by mbb » Fri Jan 27, 2017 10:51

orwell wrote:- many many models. If you have models and want them, maybe figure out how the API works (api_doc.txt) and add them yourself (publish separately or PR on GitHub), so that I don't have all work.

I would but my problem are the textures how i can create textures witch work for the models?
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Re: [Mod] Advanced Trains [advtrains] [r. 1.4]

by mbb » Sat Jan 28, 2017 12:26

server with advtrains mod :
alpha.firc.de
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Re: [Mod] Advanced Trains [advtrains] [r. 1.4]

by Andrey01 » Sat Jan 28, 2017 16:34

mbb wrote:server with advtrains mod :
alpha.firc.de

What is port of that server?
 

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