[Mod] Carts [carts]

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RealBadAngel
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by RealBadAngel » Tue Dec 04, 2012 16:10

mesecons are a must-have for some uses
this is one of them
 

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PilzAdam
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by PilzAdam » Tue Dec 04, 2012 17:58

In the last few days many people complained that I should make the carts mod better.
So I started to rewrite the mod completly from scratch. Here is the result:
https://github.com/PilzAdam/carts/tree/carts_2.0
The features:
  • The carts is not moving on its own, you have to push it
  • Driving on hills is now working; the cart gets accelerated when driving down a hill and decelerated when driving uphill
  • The code is much more lightweight and billions of times faster and cleaner than the old one
  • It transports the player correctly (no lag or something)
  • There are currently no switches or chests or any of the features of the old mod (like mesecon support); Im working on this
It requires at least current 0.4.4-dev version of Minetest.

EDIT: Oh, and its more stable than the old one.
EDIT2: You have to use any tool (like pickaxe) to remove the cart while punhing with hand or nodes pushes the cart.
Last edited by PilzAdam on Tue Dec 04, 2012 18:00, edited 1 time in total.
 

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RAPHAEL
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by RAPHAEL » Tue Dec 04, 2012 21:00

PilzAdam wrote:In the last few days many people complained that I should make the carts mod better.
So I started to rewrite the mod completly from scratch. Here is the result:
https://github.com/PilzAdam/carts/tree/carts_2.0
The features:
  • The carts is not moving on its own, you have to push it
  • Driving on hills is now working; the cart gets accelerated when driving down a hill and decelerated when driving uphill
  • The code is much more lightweight and billions of times faster and cleaner than the old one
  • It transports the player correctly (no lag or something)
  • There are currently no switches or chests or any of the features of the old mod (like mesecon support); Im working on this
It requires at least current 0.4.4-dev version of Minetest.

EDIT: Oh, and its more stable than the old one.
EDIT2: You have to use any tool (like pickaxe) to remove the cart while punhing with hand or nodes pushes the cart.


Sweet! I will surely test this when mesecons support is available. :D
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Menche
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by Menche » Wed Dec 05, 2012 19:24

PilzAdam wrote:In the last few days many people complained that I should make the carts mod better.
So I started to rewrite the mod completly from scratch. Here is the result:
https://github.com/PilzAdam/carts/tree/carts_2.0
The features:
  • The carts is not moving on its own, you have to push it
  • Driving on hills is now working; the cart gets accelerated when driving down a hill and decelerated when driving uphill
  • The code is much more lightweight and billions of times faster and cleaner than the old one
  • It transports the player correctly (no lag or something)
  • There are currently no switches or chests or any of the features of the old mod (like mesecon support); Im working on this
It requires at least current 0.4.4-dev version of Minetest.

EDIT: Oh, and its more stable than the old one.
EDIT2: You have to use any tool (like pickaxe) to remove the cart while punhing with hand or nodes pushes the cart.

Awesome. I tested it; hills are much smoother and more stable. I got it to derail a few times on a really complicated track with lots of hills and turns, but that was really rare.
A bug I could confirm: it gains more momentum than it loses. Make a big 15-20 block high V-shaped track and make a cart run back and forth from a height of about 3; the cart will go higher each time and eventually reach the top.
Last edited by Menche on Wed Dec 05, 2012 19:24, edited 1 time in total.
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by PilzAdam » Wed Dec 05, 2012 20:30

Menche wrote:A bug I could confirm: it gains more momentum than it loses. Make a big 15-20 block high V-shaped track and make a cart run back and forth from a height of about 3; the cart will go higher each time and eventually reach the top.

This is not a bug. Its a gameplay decision I made to allow people moving on long tracks.
 

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by Josh » Thu Dec 06, 2012 02:06

PilzAdam, i downloaded the carts 2.0 that you made. However the crafting recipe will not work, i even tried the giveme
command and the last thing i used was creative mode to get the cart, but still no luck.
I am using the minetest-0.4.4 build with 3d players (that i have compiled on github) I also use linux. Any help?
Last edited by Josh on Thu Dec 06, 2012 02:06, edited 1 time in total.
 

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by PilzAdam » Thu Dec 06, 2012 11:03

Josh wrote:PilzAdam, i downloaded the carts 2.0 that you made. However the crafting recipe will not work, i even tried the giveme
command and the last thing i used was creative mode to get the cart, but still no luck.
I am using the minetest-0.4.4 build with 3d players (that i have compiled on github) I also use linux. Any help?

Are you sure you installed it correctly?
 

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by Josh » Fri Dec 07, 2012 02:00

PilzAdam wrote:
Josh wrote:PilzAdam, i downloaded the carts 2.0 that you made. However the crafting recipe will not work, i even tried the giveme
command and the last thing i used was creative mode to get the cart, but still no luck.
I am using the minetest-0.4.4 build with 3d players (that i have compiled on github) I also use linux. Any help?

Are you sure you installed it correctly?


Yes, Ounce i downloaded the folder i extracted it, then named it to carts, then i moved it into mods/minetest
 

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by PilzAdam » Fri Dec 07, 2012 17:22

Another major update to the carts 2.0 branch: https://github.com/PilzAdam/carts/commit/d85c46f778922a0abcdc7ff476dcdc4509a4ab2a
It makes the code a lot more stable by recalculating the positions that are passed since the last server step. So it corrects the position if derailed.
It should run fine on servers now, but I havent tested it.
 

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by PilzAdam » Fri Dec 07, 2012 17:30

PilzAdam wrote:Another major update to the carts 2.0 branch: https://github.com/PilzAdam/carts/commit/d85c46f778922a0abcdc7ff476dcdc4509a4ab2a
It makes the code a lot more stable by recalculating the positions that are passed since the last server step. So it corrects the position if derailed.
It should run fine on servers now, but I havent tested it.

Just tested on VanessaE's server and confirmed that it works really good on servers now.
 

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Menche
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by Menche » Fri Dec 07, 2012 18:23

PilzAdam wrote:Another major update to the carts 2.0 branch: https://github.com/PilzAdam/carts/commit/d85c46f778922a0abcdc7ff476dcdc4509a4ab2a
It makes the code a lot more stable by recalculating the positions that are passed since the last server step. So it corrects the position if derailed.
It should run fine on servers now, but I havent tested it.

Did something make the carts go faster, or take corners faster maybe? My roller coaster feels like it's in fast-forward now.
EDIT: Also, at a point where the rails crossed, the carts always went straight, but now they turn a random number of times before going straight.
Last edited by Menche on Fri Dec 07, 2012 18:40, edited 1 time in total.
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by PilzAdam » Fri Dec 07, 2012 18:34

Menche wrote:
PilzAdam wrote:Another major update to the carts 2.0 branch: https://github.com/PilzAdam/carts/commit/d85c46f778922a0abcdc7ff476dcdc4509a4ab2a
It makes the code a lot more stable by recalculating the positions that are passed since the last server step. So it corrects the position if derailed.
It should run fine on servers now, but I havent tested it.

Did something make the carts go faster, or take corners faster maybe? My roller coaster feels like it's in fast-forward now.

The maximum speed was increased.
 

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by PilzAdam » Fri Dec 07, 2012 19:24

And mesecon support done for 2.0 branch.
 

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by PilzAdam » Sat Dec 08, 2012 21:47

Carts 2.0 added to first post.
 

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by qwrwed » Thu Dec 13, 2012 16:27

Can you make the cart have the same nodebox as the original version?
 

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by PilzAdam » Thu Dec 13, 2012 16:36

qwrwed wrote:Can you make the cart have the same nodebox as the original version?

No, because the attachment code of the 3D players is still buggy and the players get smaller if they are attached to an nodebox cart.
 

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by Zeg9 » Thu Dec 13, 2012 16:48

PilzAdam wrote:
qwrwed wrote:Can you make the cart have the same nodebox as the original version?

No, because the attachment code of the 3D players is still buggy and the players get smaller if they are attached to an nodebox cart.

I'm wondering, what about a model ? Would the players scale down too ?
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by PilzAdam » Thu Dec 13, 2012 16:55

Zeg9 wrote:
PilzAdam wrote:
qwrwed wrote:Can you make the cart have the same nodebox as the original version?

No, because the attachment code of the 3D players is still buggy and the players get smaller if they are attached to an nodebox cart.

I'm wondering, what about a model ? Would the players scale down too ?

Models would work. So if anyone would provide a model I will gladly add it.
Also 3 animation frames would be nice: One normal and 2 with pitch 45° and -45°.
 

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by PilzAdam » Thu Dec 13, 2012 18:09

First post updated.
The carts 2.0 branch is now the default master branch. The old mod is now in the old branch.
 

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by PilzAdam » Thu Dec 13, 2012 19:49

Zeg9 made a model for the carts. You can test it in the model branch on GitHub.

@Zeg9
Can you turn the animation in the correct way and also add the third frame for the flipped pitch? It would be also nice if the cart would move a bit up in the pitch frames, so that you cant see the rails at the bottom of the cart.
 

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by VanessaE » Thu Dec 13, 2012 19:59

PilzAdam: -1 for that - rails should not be hidden by the body of the cart. If anything, the cart should appear to sit right on top of the rails via a set of wheels.
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by Doc » Thu Dec 13, 2012 21:41

I agree.

Bug:
The cart seems to glitch out (goes infinitely in the direction it was going, even through blocks) if the track it is on changes while it is moving.. Chunk loading stopped working and saving the world failed...
Last edited by Doc on Thu Dec 13, 2012 21:53, edited 1 time in total.
 

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by jordan4ibanez » Thu Dec 13, 2012 22:31

PilzAdam wrote:Zeg9 made a model for the carts. You can test it in the model branch on GitHub.

@Zeg9
Can you turn the animation in the correct way and also add the third frame for the flipped pitch? It would be also nice if the cart would move a bit up in the pitch frames, so that you cant see the rails at the bottom of the cart.

that works really nice, the cart is sideways when it goes up the rails though, anyways nice work, you should make it so you can link carts together!
If you can think it, you can make it.
 

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by jojoa1997 » Thu Dec 13, 2012 23:19

Having a booster rail would be nice. My villages that are connected by rail rods are now longer to get to with me having to get out and push, get out and push, get out and push.
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by VanessaE » Fri Dec 14, 2012 00:04

Place mesecons torches or power plants next to the rails about every 10 nodes or so. Each will give the cart a small boost. Run a length of wire along the rails and give it power and it'll give the cart a large boost.
You might like some of my stuff:
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by Zeg9 » Fri Dec 14, 2012 06:23

Here is a model that works fine with "slope" rails:
http://ompldr.org/vZ29ycQ
Although it doesn't work when going down, it works great going up
Also, I've moved it a bit up in the "rotated" frames.
What do you mean by "add the third frame for the flipped pitch" ?

EDIT: ompldr shows it as a text file, just save it as .x
EDIT2: try this init.lua http://ompldr.org/vZ29ydg
Animation works with carts going down too
Last edited by Zeg9 on Fri Dec 14, 2012 11:21, edited 1 time in total.
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).
 

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by jojoa1997 » Fri Dec 14, 2012 10:48

VanessaE wrote:Place mesecons torches or power plants next to the rails about every 10 nodes or so. Each will give the cart a small boost. Run a length of wire along the rails and give it power and it'll give the cart a large boost.

I crashed my server. Mile long boosters this morning.
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by PilzAdam » Fri Dec 14, 2012 11:29

Zeg9 wrote:Here is a model that works fine with "slope" rails:
http://ompldr.org/vZ29ycQ
Although it doesn't work when going down, it works great going up
Also, I've moved it a bit up in the "rotated" frames.
What do you mean by "add the third frame for the flipped pitch" ?

EDIT: ompldr shows it as a text file, just save it as .x
EDIT2: try this init.lua http://ompldr.org/vZ29ydg
Animation works with carts going down too

I dont want to change the yaw when moving downhill because the player faces in the wrong direction in this case.
Just add a third frame that is exactly like the second frame but flipped horizontal by 180°.
 

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by Zeg9 » Fri Dec 14, 2012 12:01

PilzAdam wrote:
Zeg9 wrote:Here is a model that works fine with "slope" rails:
http://ompldr.org/vZ29ycQ
Although it doesn't work when going down, it works great going up
Also, I've moved it a bit up in the "rotated" frames.
What do you mean by "add the third frame for the flipped pitch" ?

EDIT: ompldr shows it as a text file, just save it as .x
EDIT2: try this init.lua http://ompldr.org/vZ29ydg
Animation works with carts going down too

I dont want to change the yaw when moving downhill because the player faces in the wrong direction in this case.
Just add a third frame that is exactly like the second frame but flipped horizontal by 180°.


Yeah, sorry. I actually added a third frame but blender wouldn't export it... I forgot to change the animation "size"
I'll send a model working with normal init.lua soon

EDIT: It seems the problem wasn't that... I'll try to fix the model as soon as possible ...
Last edited by Zeg9 on Fri Dec 14, 2012 12:02, edited 1 time in total.
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).
 

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by Zeg9 » Fri Dec 14, 2012 12:11

New model:
http://pastebin.sabayon.org/pasties/store/11564/cart.x
Should work without modifying init.lua
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).
 

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