[Mod] Advanced Trains [advtrains] [1.7.2]

User avatar
mbb
Member
 
Posts: 162
Joined: Sat Jan 17, 2015 17:47
GitHub: mbblp
IRC: mBb
In-game: MBB

Re: [Mod] Advanced Trains [advtrains] [1.6.4]

by mbb » Sat Mar 04, 2017 12:19

mbb wrote:i made a train in the style of the royl bavarian railway (mittenwald)(foundet 1844)
but the wheels and doors arent animated
here is the download link (animated train post here please):
the download link is on page 17 Image
Image
Image

if somebody can animate this lockomotive and wagons I would like it
I like trains....and: minetest, blender, gaming, linux, cats, computers
 

User avatar
Andrey01
Member
 
Posts: 431
Joined: Wed Oct 19, 2016 15:18
In-game: Andrey01

Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by Andrey01 » Sat Mar 04, 2017 14:09

I see the work for new version is going very slowly
 

User avatar
mbb
Member
 
Posts: 162
Joined: Sat Jan 17, 2015 17:47
GitHub: mbblp
IRC: mBb
In-game: MBB

Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by mbb » Sat Mar 04, 2017 17:08

Image

https://mbblp.github.io/advanced-trains-website/trainhub/index.html

here you can download my trains
put them into the modpack and play
have fun!
I like trains....and: minetest, blender, gaming, linux, cats, computers
 

gpcf
Member
 
Posts: 57
Joined: Fri May 27, 2016 10:48
In-game: gabriel

Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by gpcf » Sat Mar 04, 2017 19:01

Cage, have you rotated the tracks using a screwdriver? That could be the problem.
 

Cage
Member
 
Posts: 21
Joined: Mon Oct 24, 2016 21:07

Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by Cage » Sun Mar 05, 2017 04:49

No I used the track tool. It's just a weird problem. Like I said one or two detector rails work fine, just have the problem with four. I use four so that the gates come down and stay down until the train has past. Since you don't see the train until the last moment is the reason I used four detector rails. The weird thing is as long as you are there the tracks work fine. Leave the area and the two will pivot 90 degrees. When that happens the lighting bug in MT starts. You can use map fix to fix the lighting then leave, come back and the lighting bug has re-appeared and the tracks have pivoted once again. The same bug that happened when the detector rails were first implemented. I guess I will have to cut the number down to two max to avoid the problem.
 

User avatar
mbb
Member
 
Posts: 162
Joined: Sat Jan 17, 2015 17:47
GitHub: mbblp
IRC: mBb
In-game: MBB

Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by mbb » Sun Mar 05, 2017 09:33

i have a small problem with textures of my trains
if somebody can help me I would like it
download train:
advtrains_train_1080.zip
(389.61 KiB) Downloaded 189 times

Image
Attachments
screenshot_20170305_103156.png
screenshot_20170305_103156.png (738.71 KiB) Viewed 8689 times
I like trains....and: minetest, blender, gaming, linux, cats, computers
 

User avatar
DS-minetest
Member
 
Posts: 707
Joined: Thu Jun 19, 2014 19:49
GitHub: DS-Minetest
In-game: DS

Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by DS-minetest » Sun Mar 05, 2017 12:25

@mbb: Nice new train! What is the problem, you have?
Do not call me -minetest.
Call me DS or DS-minetest.
I am German, so you don't have to pm me English if you are also German.
The background is a lie.
 

User avatar
mbb
Member
 
Posts: 162
Joined: Sat Jan 17, 2015 17:47
GitHub: mbblp
IRC: mBb
In-game: MBB

Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by mbb » Sun Mar 05, 2017 13:59

DS-minetest wrote:@mbb: Nice new train! What is the problem, you have?

the texture has got dark (*)flgs(*)
I like trains....and: minetest, blender, gaming, linux, cats, computers
 

User avatar
Nathan.S
Member
 
Posts: 679
Joined: Wed Sep 24, 2014 17:47
GitHub: NathanSalapat
IRC: NathanS21
In-game: NathanS21

Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by Nathan.S » Sun Mar 05, 2017 14:36

Are the normals possibly flipped on those faces?
I record Minetest videos, Mod reviews, Modding tutorials, and Lets plays.
Check out my website.
 

User avatar
Andrey01
Member
 
Posts: 431
Joined: Wed Oct 19, 2016 15:18
In-game: Andrey01

Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by Andrey01 » Sun Mar 05, 2017 14:43

Update 1.7.0 Unofficial
1.Added Engine Rail Bus, Engine Transib and Wagon Coal (thanks to mbb for link of downloading of new trains).
2.Added craft for Engine Rail bus, Industrial Trains, Japanese Trains, Engine Transib and Wagon Coal.

Download
https://github.com/Andrey2470T/Advanced-Trains-Redo.git
 

User avatar
mbb
Member
 
Posts: 162
Joined: Sat Jan 17, 2015 17:47
GitHub: mbblp
IRC: mBb
In-game: MBB

Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by mbb » Sun Mar 05, 2017 15:43

Andrey01 wrote:Update 1.7.0 Unofficial
1.Added Engine Rail Bus, Engine Transib and Wagon Coal (thanks to mbb for link of downloading of new trains).
2.Added craft for Engine Rail bus, Industrial Trains, Japanese Trains, Engine Transib and Wagon Coal.

Download
https://github.com/Andrey2470T/Advanced-Trains-Redo.git

lol you used my trains?
I actually made the website to download the trains but I dot think they have to be in the mod
but you can do what you like to do xD
have fun
thanks for making the crafting recepy!
I like trains....and: minetest, blender, gaming, linux, cats, computers
 

User avatar
Andrey01
Member
 
Posts: 431
Joined: Wed Oct 19, 2016 15:18
In-game: Andrey01

Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by Andrey01 » Sun Mar 05, 2017 15:52

Yes, only won`t forget to gather files "locale", "models" and "textures" in one folder "advtrains".
 

User avatar
mbb
Member
 
Posts: 162
Joined: Sat Jan 17, 2015 17:47
GitHub: mbblp
IRC: mBb
In-game: MBB

Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by mbb » Sun Mar 05, 2017 16:00

Andrey01 wrote:Yes, only won`t forget to gather files "locale", "models" and "textures" in one folder "advtrains".

ok
I like trains....and: minetest, blender, gaming, linux, cats, computers
 

User avatar
Andrey01
Member
 
Posts: 431
Joined: Wed Oct 19, 2016 15:18
In-game: Andrey01

Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by Andrey01 » Sun Mar 05, 2017 16:05

Added train 1080.See in GitHub
 

User avatar
mbb
Member
 
Posts: 162
Joined: Sat Jan 17, 2015 17:47
GitHub: mbblp
IRC: mBb
In-game: MBB

Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by mbb » Sun Mar 05, 2017 16:06

Andrey01 wrote:Added train 1080.See in GitHub

You are fast xD
I like trains....and: minetest, blender, gaming, linux, cats, computers
 

User avatar
Andrey01
Member
 
Posts: 431
Joined: Wed Oct 19, 2016 15:18
In-game: Andrey01

Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by Andrey01 » Sun Mar 05, 2017 16:10

mbb wrote:
Andrey01 wrote:Added train 1080.See in GitHub

You are fast xD

Only later i will add inventory image for this train
 

User avatar
mbb
Member
 
Posts: 162
Joined: Sat Jan 17, 2015 17:47
GitHub: mbblp
IRC: mBb
In-game: MBB

Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by mbb » Sun Mar 05, 2017 17:08

Andrey01 wrote:
mbb wrote:
Andrey01 wrote:Added train 1080.See in GitHub

You are fast xD

Only later i will add inventory image for this train

there is a image!
I like trains....and: minetest, blender, gaming, linux, cats, computers
 

User avatar
mbb
Member
 
Posts: 162
Joined: Sat Jan 17, 2015 17:47
GitHub: mbblp
IRC: mBb
In-game: MBB

Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by mbb » Sun Mar 05, 2017 17:26

new train in the trainhub
I like trains....and: minetest, blender, gaming, linux, cats, computers
 

ABJ
Member
 
Posts: 2344
Joined: Sun Jan 18, 2015 13:02
GitHub: ABJ-MV
In-game: ABJ

Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by ABJ » Sun Mar 05, 2017 18:00

Andrey sucks at speaking English but rocks at getting things done! :-D
 

gpcf
Member
 
Posts: 57
Joined: Fri May 27, 2016 10:48
In-game: gabriel

Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by gpcf » Sun Mar 05, 2017 20:32

I think that instead of making a modpack with tons of trains, someone should write a script to download them. I could do it, but it would probably not run on Windows, as I don't have access to any Windows machines.
 

User avatar
Andrey01
Member
 
Posts: 431
Joined: Wed Oct 19, 2016 15:18
In-game: Andrey01

Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by Andrey01 » Mon Mar 06, 2017 15:28

ABJ wrote:Andrey sucks at speaking English but rocks at getting things done! :-D

I don`t understand you, you will write few exacter
 

User avatar
Andrey01
Member
 
Posts: 431
Joined: Wed Oct 19, 2016 15:18
In-game: Andrey01

Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by Andrey01 » Mon Mar 06, 2017 15:30

mbb wrote:new train in the trainhub

Where is trainhub?
 

User avatar
Andrey01
Member
 
Posts: 431
Joined: Wed Oct 19, 2016 15:18
In-game: Andrey01

Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by Andrey01 » Mon Mar 06, 2017 16:12

Added BBOE_1080 Train, DB_160 Train and cabels.See in my github
 

ABJ
Member
 
Posts: 2344
Joined: Sun Jan 18, 2015 13:02
GitHub: ABJ-MV
In-game: ABJ

Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by ABJ » Mon Mar 06, 2017 16:35

I mean even though Andrey is bad at speaking English, he is good at getting things done.
 

User avatar
Andrey01
Member
 
Posts: 431
Joined: Wed Oct 19, 2016 15:18
In-game: Andrey01

Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by Andrey01 » Wed Mar 08, 2017 14:29

Tell me please how to delete unnecessary files in GitHub?I have to replace "init.lua" and "cabels.lua" on new files.
 

User avatar
orwell
Member
 
Posts: 467
Joined: Wed Jun 24, 2015 18:45
GitHub: orwell96
In-game: orwell

Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by orwell » Wed Mar 08, 2017 22:52

Spent 5 hours redoing the rail models, but ran into a problem with the slopes and multiple textures for a mesh (see modding questions thread).
If I can resolve it tomorrow, there's still some work to be done to get the powerlines to work, then I will release a new version. This new version then includes mbb's rail textures.
Andrey, wenn du deutsch kannst schreib mir mal ne PM. Ich werde demnächst mbb's Stromleitungsmasten einbauen und greife dabei auch auf deine cabels.lua zurück (ich gehe davon aus dass du da nichts dagegen hast). Dann kannst du die bei dir rausnehmen und deine zusätzlichen Züge als separates Modpack vertreiben, damit du nicht ständig synchronisieren musst wenn ich advtrains update.
Ich finde es besser wenn nur einige wenige züge im Kern selbst enthalten sind. Euch (also der Community) steht es dann frei weitere dazuzubasteln (dazu habe ich ja eine API, um Waggons zu definieren), und ich verlinke die dann im Forumpost.
Lua is great!
List of my mods
I like singing. I like dancing. I like ... niyummm...
 

User avatar
Andrey01
Member
 
Posts: 431
Joined: Wed Oct 19, 2016 15:18
In-game: Andrey01

Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by Andrey01 » Thu Mar 09, 2017 16:36

orwell wrote:Andrey, wenn du deutsch kannst schreib mir mal ne PM. Ich werde demnächst mbb's Stromleitungsmasten einbauen und greife dabei auch auf deine cabels.lua zurück (ich gehe davon aus dass du da nichts dagegen hast). Dann kannst du die bei dir rausnehmen und deine zusätzlichen Züge als separates Modpack vertreiben, damit du nicht ständig synchronisieren musst wenn ich advtrains update.
Ich finde es besser wenn nur einige wenige züge im Kern selbst enthalten sind. Euch (also der Community) steht es dann frei weitere dazuzubasteln (dazu habe ich ja eine API, um Waggons zu definieren), und ich verlinke die dann im Forumpost.

You will write it English, i don`t know this a language
 

User avatar
orwell
Member
 
Posts: 467
Joined: Wed Jun 24, 2015 18:45
GitHub: orwell96
In-game: orwell

Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by orwell » Thu Mar 09, 2017 21:04

Ok, schade.
I have redone the rail models, they have the power lines integrated now. For the masts, I will use mbb's model and some code from the cabels.lua you wrote. I think that's ok for you.
I don't want many different types of trains in the core modpack, but rather let the community (you) do more trains and publish them as separate mods. Users can then download what they want. I will link to all community-made trains in the forum post.
BTW, I could update the website. Or I just change the link to mbb's github version. mbb, do you want to update the website / should I link to your version?
Also, @mbb, did you read the message I wrote to your PR?
Lua is great!
List of my mods
I like singing. I like dancing. I like ... niyummm...
 

hajo
Member
 
Posts: 262
Joined: Thu Oct 13, 2016 10:45

Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by hajo » Fri Mar 10, 2017 18:24

How about setting up a trains-server, as a demo ("TrainsWorld") ?
That could be made quite small (think "Lummerland" :)

Or do some layout like a model-railroad, e.g. from rail3d
or jbss, or LokSim3d ...

Maybe as an offline-pack, e.g. modpack + map.sql + basic config,
with some tracks already built between 2-3 villages,
all as one download, ready to unpack and run...
Some of 'my' wiki-pages: Build-a-home - basic-robot - basic-machines - digtron
 

User avatar
orwell
Member
 
Posts: 467
Joined: Wed Jun 24, 2015 18:45
GitHub: orwell96
In-game: orwell

Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by orwell » Fri Mar 10, 2017 20:39

I am not able to host a server.
A demo world?! maybe...
Lua is great!
List of my mods
I like singing. I like dancing. I like ... niyummm...
 

PreviousNext

Return to Mod Releases

Who is online

Users browsing this forum: Bing [Bot] and 15 guests

cron