[mod] Vehicles [vehicles]

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AnxiousInfusion
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Re: [mod] Vehicles [vehicles]

by AnxiousInfusion » Tue Nov 08, 2016 00:31

Better, maybe placebo. I do realize that it does allow one to drive slowly by tapping 'W'.

Going over the code, I found that nodes registered through vehicles.register_simplenode function have no sound because "sounds = " is missing in front of "default.node_sound_dirt_defaults()".

Also, I tried my hand at a disembarking effect in the form of a lock chirp: https://youtu.be/zB0gNADNkSY

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
      if self.driver and clicker == self.driver then
      object_detach(self, clicker, {x=1, y=0, z=1})
      minetest.sound_play("lock_vehicle",
      {gain = 4, max_hear_distance = 3, loop = false})


Using converted "car lock.mp3" by hawabaz, freesound.org
 

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Re: [mod] Vehicles [vehicles]

by D00Med » Tue Nov 08, 2016 04:41

Nice! I'll add that when I figure out how to lock them :D
I fixed the sound problem.
I tried your suggestion for turning the vehicles, but I noticed that if you look backwards and then start driving, the vehicle suddenly faces the same way. What I think I'll do is make the vehicles follow the players looking direction rather than copy it.
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Re: [mod] Vehicles [vehicles]

by Diamond knight » Thu Nov 10, 2016 23:12

the current explosion is not what i meant, but is is kind of cool

i meant if you hit a block too hard (right now you can drive a car into a steel wall at max speed and the car is ok)
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Re: [mod] Vehicles [vehicles]

by D00Med » Fri Nov 11, 2016 01:44

Yeah that would be messy.
I'd have to make a new collision detection system, but the more code there is for each vehicle, the more lag there will be.
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Re: [mod] Vehicles [vehicles]

by GreenDimond » Fri Nov 11, 2016 16:29

That. Is. AMAZING!!!
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Re: [mod] Vehicles [vehicles]

by GreenDimond » Fri Nov 11, 2016 16:59

So I know you said that the parachute and the wings were unstable, but i still have bugs to report.
Parachute: works fine, until i hit the ground. If i look forward, i can just keep on going....and if I get rid of it, i disappear.
The wings: The model is under the player.....and if i keep placing them while flying, this happens...
Image
Also, if i get off the original, the others keep going and act as if im still on them (when i turn they turn).
Image
Other than that, great mod! +10
Attachments
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screenshot_20161111_085209.png (382.93 KiB) Viewed 4106 times
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Diz mah mods! :D ↑ github.com/minetest/minetest_game/issues/1647#issuecomment-288134572 ↑
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Re: [mod] Vehicles [vehicles]

by D00Med » Fri Nov 11, 2016 20:36

The parachutes are meant to be removed on impact, but I know what you mean, sometimes it doesn't work.
Those wings, are very very very frustrating...
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Re: [mod] Vehicles [vehicles]

by Lejo » Fri Nov 25, 2016 15:45

Can i install the mod but don't use mobs?
Is there a way to disable mob spawning?

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Re: [mod] Vehicles [vehicles]

by DS-minetest » Fri Nov 25, 2016 16:26

what mobs?!
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Re: [mod] Vehicles [vehicles]

by D00Med » Fri Nov 25, 2016 20:34

Yes it works without mobs. I might be removing the mobs dependancy next time I update, since I'm improving the animation. I'm also adding jumping and hovering

edit: Should flying vehicles accelerate the same way that vehicles do?
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Re: [mod] Vehicles [vehicles]

by AnxiousInfusion » Sat Nov 26, 2016 00:50

 

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Re: [mod] Vehicles [vehicles]

by D00Med » Sat Nov 26, 2016 08:05

O.o this mod needs motorbikes. But thankyou, now I know what to do with the jet
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Re: [mod] Vehicles [vehicles]

by Lejo » Sat Nov 26, 2016 08:44

DS-minetest wrote:what mobs?!

Mobs Redo
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Re: [mod] Vehicles [vehicles]

by DS-minetest » Sat Nov 26, 2016 10:12

DS-minetest wrote:what mobs?!

i just didnt see the mob dependence
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Re: [mod] Vehicles [vehicles]

by Andrey01 » Sun Nov 27, 2016 16:47

Hello, DOOMed, have you made new version of mod?You promised what you will add ambulance, fire car, police and other vehicles from my list above
 

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Re: [mod] Vehicles [vehicles]

by TheReaperKing » Sun Nov 27, 2016 17:24

Thanks for all of your hard work on this, my students are loving it!
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Re: [mod] Vehicles [vehicles]

by D00Med » Sun Nov 27, 2016 19:38

Andrey01 wrote:Hello, DOOMed, have you made new version of mod?You promised what you will add ambulance, fire car, police and other vehicles from my list above

Yep, it's getting there. I will try to keep all my promises.
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Re: [mod] Vehicles [vehicles]

by AnxiousInfusion » Mon Nov 28, 2016 00:44

Andrey01 wrote:Hello, DOOMed, have you made new version of mod?You promised what you will add ambulance, fire car, police and other vehicles from my list above


Same, I have been F5'ing the Git page since early November. I cannot wait to deploy a more finished version to my server.
 

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Re: [mod] Vehicles [vehicles]

by D00Med » Mon Nov 28, 2016 22:53

Update:
>added assault suit, geep, police car, and ambulance
>rockets and bullets are faster
>rockets have a smoke trail
>bullets are now a 3d model
>cars are slower in reverse
>Animation fixed for differrent vehicles
>added jumping/hovering
>merged object_fly and object_fly_2
>bullet spawn height can be set
>fixed eye offset

I will be adding more vehicles, but making the models and textures is very time consuming(eg: nearly 9 hours for the assault suit).
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Re: [mod] Vehicles [vehicles]

by Christian9 » Tue Nov 29, 2016 00:43

I Cant place any of them
"I dreamed of becoming a scientist, in general, and a paleontologist, in particular, ever since the Tyrannosaurus skeleton awed and scared me" - Steven Jay Gould

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Re: [mod] Vehicles [vehicles]

by D00Med » Tue Nov 29, 2016 01:09

That is odd, what happens?
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Re: [mod] Vehicles [vehicles]

by DS-minetest » Tue Nov 29, 2016 14:11

@Christian9: do you use the newest minetest-dev?

i really like the assault suit, its beautiful
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Re: [mod] Vehicles [vehicles]

by Andrey01 » Tue Nov 29, 2016 15:32

D00Med wrote:Update:
>added assault suit, geep, police car, and ambulance
>rockets and bullets are faster
>rockets have a smoke trail
>bullets are now a 3d model
>cars are slower in reverse
>Animation fixed for differrent vehicles
>added jumping/hovering
>merged object_fly and object_fly_2
>bullet spawn height can be set
>fixed eye offset

I will be adding more vehicles, but making the models and textures is very time consuming(eg: nearly 9 hours for the assault suit).

Nice update!I like it!
 

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Re: [mod] Vehicles [vehicles]

by AnxiousInfusion » Wed Nov 30, 2016 05:17

I really like the headlights on/off concept on the Fewawi. Maybe that effect could be used for all cars as lights on when a vehicle is occupied and lights off when parked?
 

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Re: [mod] Vehicles [vehicles]

by D00Med » Wed Nov 30, 2016 05:23

That's a nice idea. I did consider it, but having separate textures for lights on/off seemed a bit over the top to me.
Still, I'll add it to some of the vehicles.
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Re: [mod] Vehicles [vehicles]

by Lejo » Wed Nov 30, 2016 07:04

If I use a Parachute I get this Error:
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
2016-11-30 08:07:31: ACTION[Server]: singleplayer uses vehicles:backpack, pointing at [nothing]
2016-11-30 08:07:32: ERROR[Main]: ServerError: Lua: Runtime error from mod 'vehicles' in callback item_OnUse(): /home/user/.minetest/mods/vehicles/api.lua:60: attempt to index local 'eye_offset' (a nil value)
2016-11-30 08:07:32: ERROR[Main]: stack traceback:
2016-11-30 08:07:32: ERROR[Main]:    /home/user/.minetest/mods/vehicles/api.lua:60: in function 'object_attach'
2016-11-30 08:07:32: ERROR[Main]:    /home/user/.minetest/mods/vehicles/init.lua:1682: in function </home/user/.minetest/mods/vehicles/init.lua:1673>
2016-11-30 08:07:32: ACTION[Server]: singleplayer leaves game. List of players:

and
If I shot fast with a Assault Site on a vehicle the vehicle drops 2 times!


Maybe you can add Warships, which is as strong as the Assault Site.
Can you add unbreakable Blocks.
Very Nice Mod.

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Re: [mod] Vehicles [vehicles]

by D00Med » Wed Nov 30, 2016 19:52

It's fixed.
Yes that is a problem I can't seem to avoid with any kind of bullet/missile/etc.
That would be cool. Why unbreakable blocks? thankyou
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Re: [mod] Vehicles [vehicles]

by Lejo » Wed Nov 30, 2016 20:01

I want to use this Mod on my Minigameserver Subgames for all!
And there I need unbreakable Blocks for a to make a area!
If I don't have unbreakable Blocks I have to set in minetest.conf:
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
vehicles_nodes = false

And that is boring.
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Re: [mod] Vehicles [vehicles]

by D00Med » Wed Nov 30, 2016 20:58

And you can't use a protector mod?
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Re: [mod] Vehicles [vehicles]

by benrob0329 » Thu Dec 01, 2016 05:05

I made a review of your mod: https://www.youtube.com/watch?v=pyHfFx1UdnE
 

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