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:It requires at least current 0.4.4-dev version of Minetest.
- 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
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.
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:It requires at least current 0.4.4-dev version of Minetest.
- 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
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.
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.
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?
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?
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.
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.
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.
qwrwed wrote:Can you make the cart have the same nodebox as the original version?
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.
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 ?
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.
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.
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
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°.
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