[Mod] Advanced Trains [advtrains] [1.7.2]

843jdc
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Advtrains is installed on Cash's World

by 843jdc » Thu Dec 15, 2016 22:02

I've been watching this mod's forum for a while now. I reached a point where I decided to install this mod on my server. My server seems to attract a lot of young kids and I knew that this mod would be an instant hit with them.

I built a switch yard with 5 tracks and 5 trains that serve a simple loop around a city center. When I announced that I had installed this mod and that there were trains waiting for engineers to drive them, I had a 'traffic jam' of trains within an hour. I fully expected that :)

General Observations:
  • Placing track can be tricky at first. Switches are the worst. These tasks get easier with experience. I've had to redo my track layout a few times for the switch yard. That was expected also. IMHO the tracks need more angles. It has 30, 45, and 60 degree turns. That gives 15 degree difference between 30 and 45, and 45 and 60. With a large 30 degree difference between 0 and 30, and 60 and 90. That makes the tracks look odd.
  • I was driving a train and a player 'clicked' me out of the driver's seat and took control of my train! Maybe I should make a gallows to hang train thiefs >:)
  • The view around the area can be obstructed by the train. I use F7 often to solve this.
  • More than one rider per car would be nice.
  • Trains kill players that get hit by a train. Hmm. I don't know about changing this behavior. Leave as is with no bones generated but inventory items dropped. See next list item.
  • Trains come to an instant stop if they hit something. This hasn't been extensively examined. If a train hits a 'brick wall' in real life, yes it's going to stop. Eventually. But running over a player's bones? Nope. The train should keep right on rolling along. Hmm. Can we have a mangled player bones node added? haha.
  • Controls - Not sure how to do this. Kinda good as is. Maybe add a small button to show help text for controls?
  • Train vanishes if track is dug near the train. I need to look it this more closely to find out exactly what is happening.
  • Can't see the train from very far. This may be caused by something outside of this mod
  • Signs - Oh yes we need signs! xD
  • Should engines have "keys to the cab"? IOW, engine is only usable by the player that placed it and by admins. Make this an option.
  • I've jumped off a moving train and died. I also sometimes didn't take any damage. Jumping off a moving train should cause automatic damage based on train speed. hmm. Same if fly is enabled?
  • Head light for engines

A few comments from the viewpoint of trying to make this mod 'kid-friendly':
  • Trains need whistles! I'm an adult and I want to blow the whistle also xD
  • For various reasons, players often abandon their trains while they are moving. If trains can pass through one another, this won't be too much of a problem. But if not, then having the ability for trains to 'auto-drive' to a certain point or type of block would be very desirable to prevent train-jams.

Steam puffs from the steam engine is a nice effect. Love it.
I am installing mesecons mod soon. I hope to get some automatic switching happening.
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Re: [Mod] Advanced Trains [advtrains] [1.3.1]

by TumeniNodes » Sat Dec 17, 2016 21:39

This is really coming along nicely.... great work!
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Re: Advtrains is installed on Cash's World

by hajo » Sun Dec 18, 2016 10:41

843jdc wrote:[*]Placing track can be tricky at first. Switches are the worst.

Maybe include some schematics for some common rail-constructs ?
(To be used with handle_schematics / worldedit)

[*]players often abandon their trains while they are moving. ..
having the ability for trains to 'auto-drive' to a certain point or type of block

Stop-signals at every station ?
Every 30s a check to see if a driver is onboard, otherwise emergency-brake ?
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Re: Advtrains is installed on Cash's World

by DS-minetest » Sun Dec 18, 2016 11:25

hajo wrote:Every 30s a check to see if a driver is onboard, otherwise emergency-brake ?

let the driver press a button like in real life...
emergency brakes would be needed some time
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Re: Advtrains is installed on Cash's World

by hajo » Sun Dec 18, 2016 13:02

DS-minetest wrote:
hajo wrote:Every 30s a check to see if a driver is onboard, otherwise emergency-brake ?

let the driver press a button like in real life...

That would be too distracting for a game (as opposed to a sim).
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Re: [Mod] Advanced Trains [advtrains] [1.3.1]

by ShadMOrdre » Mon Dec 19, 2016 22:03

orwell,

I wouldn't call myself a 3D or graphics specialist, but I might be able to make some additional models and textures, if you are interested.

How difficult would it be to add additional engines and wagons into the code? Could I just copy paste the relevant sections that register the nodes and crafts, and give them different names/models/textures? My thinking here, is that I could add the tanker and lumber car models to the steam engine type trains, using the code for the brown box car. Also, the opposite could occur, where the box car could be added to the diesel engine type trains, using the code for the tanker car. This would add so much flexibility, while, IMHO, requiring little mod of the actual code.

Additional engines/locomotives could be added using the same models, with different textures, of which, I will certainly assist.

I'm certainly willing to help where possible, as this mod is ADDICTING!!! Oh, yeah, and my 5 year old likes it too.

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Re: [Mod] Advanced Trains [advtrains] [1.3.1]

by orwell » Tue Dec 20, 2016 11:15

Yes, it's that simple. I need to document the api.
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Re: [Mod] Advanced Trains [advtrains] [1.3.1]

by ShadMOrdre » Fri Dec 23, 2016 07:37

orwell,

As promised, here is a zip file that includes a steam engine model, a tender model, and a couple of simple color 64x64 textures. Not sure if the models will actually look correct or measure correct for MT, but this is a first, and a learning experience. All help, pointers, constructive advise, ..... is welcome. Also, I will gladly make any corrections to dimensions and such.

All are my own creations, and are hereby licensed as Public Domain herein forthright and forever, or WTF, whichever is the most FREE.

The models were created in the Opensimulator software, exported to DAE, imported to/exported from Blender as an .obj, changing all the geometries from objects to groups. Material files are included for the models, using the 64x64 textures. Textures were created using The GIMP.

My limited knowledge of Blender stops me here. Can someone convert these into the .b3d format and generate a UV texture map?

Shad MOrdre
Attachments
TRAIN_MODELS.zip
Zip file includes Steam_Engine.obj/.mtl Steam_Tender.obj/.mtl and Black, LtBlue, Green, LtGrey, Grey, DkGrey .png 64x64 textures.
(95 KiB) Downloaded 87 times
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Re: [Mod] Advanced Trains [advtrains] [1.3.1]

by orwell » Fri Dec 23, 2016 20:44

OK, thank you ShadMOrdre and merry christmas all of you.
I will probably have not much time for this over christmas. In the new year I will push a couple of changes, mostly mod-internal, but with some new stuff (and a proper api documentation :) ). Then I will have time to integrate all your contributions.
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Re: [Mod] Advanced Trains [advtrains] [1.3.1]

by MinisterFarrigut » Fri Dec 23, 2016 23:15

Hellooo...I have downloaded your trains mod multiple times. The only thing that comes up is the minecart mod...no actual trains....could I have some help?
 

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Re: [Mod] Advanced Trains [advtrains] [1.3.1]

by ShadMOrdre » Sat Dec 24, 2016 00:35

Minister,

What version of Minetest are you using, and on what platform? As long as the mod is enabled for the world, it should just work.

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Re: [Mod] Advanced Trains [advtrains] [1.3.1]

by DS-minetest » Sat Dec 24, 2016 11:33

MinisterFarrigut wrote:Hellooo...I have downloaded your trains mod multiple times. The only thing that comes up is the minecart mod...no actual trains....could I have some help?

did you put the mod into the mods folder?
and did you configure the world and enable the mod?
and did it say anything in chat?
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Re: [Mod] Advanced Trains [advtrains] [1.3.1]

by orwell » Sun Dec 25, 2016 09:39

Does your "mods" folder contain these files:
init.lua, couple.lua, wagons.lua...
Then you haven't installed it properly.
Create a directory "advtrains" inside "mods".
Extract the ZIP into the "advtrains" directory.
Start minetest, select world, configure, activate "advtrains".
Try creative mode and look if you see stuff.
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Re: [Mod] Advanced Trains [advtrains] [1.3.1]

by MinisterFarrigut » Sun Dec 25, 2016 14:09

Thanks for the users who replied above. To orwell, that is what I usually do with a mod. I copy it to the mods folder, rename it and such, and activate it. But creative or survival, I do not see anything resembling a train. I use the latest version, I downloaded it in May. I have created the directories and all that. It's not a terribly big deal, I'd just like to see some trains.
 

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Re: [Mod] Advanced Trains [advtrains] [1.3.1]

by Nathan.S » Sun Dec 25, 2016 14:14

Check your debug file, it will probably contain the answer to why the trains aren't showing. Well the error anyway, and then we can help you figure out how to fix it.
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Re: [Mod] Advanced Trains [advtrains] [1.3.1]

by MinisterFarrigut » Sun Dec 25, 2016 14:26

I will get on it soon. Im trying to actually run a rail line through my world so I can get to an ocean liner Im building. Have no idea why I said that, but...yeah. The minecart mod doesn't want to cooperate either. Sometimes I can get out of the cart!XD
 

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Re: [Mod] Advanced Trains [advtrains] [1.3.1]

by DS-minetest » Sun Dec 25, 2016 19:01

MinisterFarrigut wrote:I use the latest version, I downloaded it in May.

the latest version of what?
both, minetest and advtrains were further developed and released since May
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Re: [Mod] Advanced Trains [advtrains] [1.3.1]

by gpcf » Sun Dec 25, 2016 22:33

Advtrains works with 0.4.14, except for a couple of minor bugs, that shouldn't be the problem.
 

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Re: [Mod] Advanced Trains [advtrains] [1.3.1]

by DS-minetest » Mon Dec 26, 2016 09:46

gpcf wrote:Advtrains works with 0.4.14, except for a couple of minor bugs, that shouldn't be the problem.

i know, but s/he said "the latest version", i just wondered what was meant
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Re: [Mod] Advanced Trains [advtrains] [1.3.1]

by MinisterFarrigut » Mon Dec 26, 2016 16:22

Yeah sorry bout that. I downloaded Minetest in May, and so far as I know, that was the latest update. I think. A few weeks after that I downloaded the advtrains mod and the minecart mod. I dunno.
 

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Re: [Mod] Advanced Trains [advtrains] [1.3.1]

by Nathan.S » Mon Dec 26, 2016 16:28

I would download a new copy of advanced trains, there have been a lot of updates to it.
A new version of Minetest did just release on the 22nd of this month, so you might want to update that as well.
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Re: [Mod] Advanced Trains [advtrains] [1.3.1]

by orwell » Mon Dec 26, 2016 17:20

orwell wrote:Extract the ZIP into the "advtrains" directory.

That differs!
Nathan.S wrote:I would download a new copy of advanced trains, there have been a lot of updates to it.
A new version of Minetest did just release on the 22nd of this month, so you might want to update that as well.

There are some changes on their way, but they are not finished yet.
Will be kind of a new year's update.
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Re: [Mod] Advanced Trains [advtrains] [1.3.1]

by MinisterFarrigut » Mon Dec 26, 2016 17:37

I think I downloaded on the 22. XD. Im not sure. I love trains and seeing them and ships in Minetest would be amazing.
 

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Re: [Mod] Advanced Trains [advtrains] [1.3.1]

by Andrey01 » Sun Jan 01, 2017 16:14

Hello, Orwell, i`ve read your manual and i understand what to do now.But when i connected Japanese Engine with Japanese Wagon and i started to drive them engine was disconnecting and driving one.I also watched Celeron55`s video about it and he could connect whole train!Why is it so?
 

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Re: [Mod] Advanced Trains [advtrains] [1.3.1]

by orwell » Mon Jan 02, 2017 12:10

Happy new year everyone. I am still rewriting parts of the mod to fix bugs.
- splitting up core and trains into separate mods
- make coupling work on all occasions
- performance improvements
- fix discouple entities not disappearing
- mod API documentation
New features coming in a near future version (possibly not the next release, but soon):
- Automatic train control system (both mesecon/digiline interfaceable and persistent in unloaded chunks, detailed explanation/documentation follows) to finally build automated subway systems
- limit seat access to players
- new wagons
- detailed steam train wagon (with seats inside)
Andrey01, I don't know what you're doing wrong. Did you right-click the couple? It should have become red.

EDIT: you can track the dev status in branch v2.0-dev.
Last edited by orwell on Mon Jan 02, 2017 19:10, edited 1 time in total.
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Re: [Mod] Advanced Trains [advtrains] [1.3.1]

by DS-minetest » Mon Jan 02, 2017 13:25

nice!
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Re: [Mod] Advanced Trains [advtrains] [1.3.1]

by orwell » Wed Jan 04, 2017 11:06

ATC system implemented.
I need to resolve issues with the zip, so no release for now. however you can download the v2.0-dev branch from github.
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Re: [Mod] Advanced Trains [advtrains] [r. 1.0]

by orwell » Wed Jan 04, 2017 20:44

Released as 1.0
New version counting to comply with http://semver.org
Also some stuff fixed.
Next release (1.1) will include some wagon enhancements and maybe new wagons.
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Re: [Mod] Advanced Trains [advtrains] [r. 1.0]

by casio33 » Thu Jan 05, 2017 12:12

Hi Orwell,

could you renew the download link for the manual? Thanks.
 

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Re: [Mod] Advanced Trains [advtrains] [r. 1.0]

by orwell » Fri Jan 06, 2017 07:22

casio33 wrote:Hi Orwell,

could you renew the download link for the manual? Thanks.

Done
But it's not up to date.
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