[Mod] Advanced Trains [advtrains] [1.7.2]

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

by hajo » Sat Mar 11, 2017 16:18

orwell wrote:I am not able to host a server.

It doesn't need to be your own server.
A list of servers running the Advanced Trains-mod would also be useful.
Some of 'my' wiki-pages: Build-a-home - basic-robot - basic-machines - digtron
 

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

by orwell » Sat Mar 11, 2017 20:54

Linuxworks. But it's down at the moment
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Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by v-rob » Sat Mar 11, 2017 20:54

I've noticed a small problem that isn't important, but I think that it should be fixed. On some of the train cars and trains, some of the things have been reflected incorrectly. One of them is the industrial engine's wheels and pipes. The cylinders are inverted so that you see the inside of it. Could you fix that?

Also, I think that the textures should optionally have pixels because it's hard to distinguish any corners otherwise.
 

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

by Cage » Sat Mar 11, 2017 22:39

Can you guys tell me how to install the new train mods so they all work? I have installed them all but only the tranlib shows up in the inventory. Not sure what I am doing wrong.
 

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

by mbb » Sun Mar 12, 2017 09:14

orwell wrote: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?

yes i read them
but can i get your new moddels?
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Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by mbb » Sun Mar 12, 2017 09:24

hajo wrote: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...

there isn allso OPEN BVE trainsim
http://openbve-project.net/
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Re: [Mod] Advanced Trains [advtrains] [1.7]

by orwell » Sun Mar 12, 2017 11:27

1.7
Some changes:
- Redone rail models: they now look better and have MBB's rusty textures.
- Preparations for powerlines
- Some bugfixes
- Update manual and documentation
Next release will come soon and include power lines.
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Re: [Mod] Advanced Trains [advtrains] [1.7]

by mbb » Sun Mar 12, 2017 17:51

i think its verry comlicated to couple trains so i think wagoncoupeling like this would be great:
https://www.youtube.com/watch?v=rBvKqzTkUZA
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Re: [Mod] Advanced Trains [advtrains] [1.7]

by mbb » Mon Mar 13, 2017 15:08

orwell wrote:1.7
Some changes:
- Redone rail models: they now look better and have MBB's rusty textures.
- Preparations for powerlines
- Some bugfixes
- Update manual and documentation
Next release will come soon and include power lines.

cool there are cabels but yust as lines
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[BUG][Mod] Advanced Trains [advtrains] [1.7] [BUG]

by mbb » Mon Mar 13, 2017 16:23

if i am using the naming tool the server is shutting down
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Re: [Mod] Advanced Trains [advtrains] [1.7]

by Andrey01 » Mon Mar 13, 2017 17:15

Orwell, you told what you deleted Tunnel Borer, but i have found undeleted code in the modpack from debugitems.lua:
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
minetest.register_tool("advtrains:tunnelborer",
{
   description = "tunnelborer",
   groups = {cracky=1}, -- key=name, value=rating; rating=1..3.
   inventory_image = "drwho_screwdriver.png",
   wield_image = "drwho_screwdriver.png",
   stack_max = 1,
   range = 7.0,
      
   on_place = function(itemstack, placer, pointed_thing)
   
   end,
   --[[
   ^ Shall place item and return the leftover itemstack
   ^ default: minetest.item_place ]]
   on_use = function(itemstack, user, pointed_thing)
      if pointed_thing.type=="node" then
         for x=-1,1 do
            for y=-1,1 do
               for z=-1,1 do
                  minetest.remove_node(vector.add(pointed_thing.under, {x=x, y=y, z=z}))
               end
            end
         end
      end
   end,
}
)
 

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

by mbb » Mon Mar 13, 2017 17:35

Cage wrote:Can you guys tell me how to install the new train mods so they all work? I have installed them all but only the tranlib shows up in the inventory. Not sure what I am doing wrong.

OK i made the trains
you just have To put them into your advtrains folder and activate Them in your minetest client
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Re: [Mod] Advanced Trains [advtrains] [1.6.7]

by mbb » Mon Mar 13, 2017 17:40

Andrey01 wrote:
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 beser 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,don`t know this a language
and it you wanr to get my latest trains you can go into my trainhub the link is in Orwells first post
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Re: [Mod] Advanced Trains [advtrains] [1.7]

by Cage » Mon Mar 13, 2017 20:47

Thanks mbb I had them in the advtrains folder but not in the main advtrains folder. Now they work great. Thank you very much for setting me straight.
 

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Re: [BUG][Mod] Advanced Trains [advtrains] [1.7] [BUG]

by orwell » Mon Mar 13, 2017 22:59

mbb wrote:if i am using the naming tool the server is shutting down

Can't reproduce, please open issue on github.
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Re: [Mod] Advanced Trains [advtrains] [1.7]

by mbb » Tue Mar 14, 2017 15:43

Cage wrote:Thanks mbb I had them in the advtrains folder but not in the main advtrains folder. Now they work great. Thank you very much for setting me straight.

no problem xD
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Re: [Mod] Advanced Trains [advtrains] [1.7]

by Andrey01 » Tue Mar 14, 2017 16:50

mbb wrote:
Andrey01 wrote:
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 beser 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,don`t know this a language
and it you wanr to get my latest trains you can go into my trainhub the link is in Orwells first post

I saw to there, but there are of all the trains only 4 and you have more them (Royal Bavarin Train, Mexican Train, Tunnel Train and other)
 

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Re: [Mod] Advanced Trains [advtrains] [1.7]

by mbb » Tue Mar 14, 2017 17:50

Andrey01 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 beser 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,don`t know this a language[/quote]and it you wanr to get my latest trains you can go into my trainhub the link is in Orwells first post[/quote]
I saw to there, but there are of all the trains only 4 and you have more them (Royal Bavarin Train, Mexican Train, Tunnel Train and other)[/quote]
yes but that are steam trains I cant animatethem
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Re: [Mod] Advanced Trains [advtrains] [1.7.1]

by orwell » Thu Mar 16, 2017 21:10

Security leak fix: atlatc privilege was useless, could be bypassed
Server owners, please update immediately.
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Re: [Mod] Advanced Trains [advtrains] [1.7.1]

by mbb » Sat Mar 18, 2017 10:12

advtrains_wagon_box.png
advtrains_wagon_box.png (33.72 KiB) Viewed 9212 times
orwell wrote:Security leak fix: atlatc privilege was useless, could be bypassed
Server owners, please update immediately.

i made a new texture for the box wagon (with doors)
Image
download texture:
advtrains_wagon_box.png
advtrains_wagon_box.png (33.72 KiB) Viewed 9212 times
Attachments
screenshot_20170318_110404.png
screenshot_20170318_110404.png (555.04 KiB) Viewed 9212 times
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Re: [Mod] Advanced Trains [advtrains] [1.7.1]

by user » Sat Mar 18, 2017 11:07

hi orwell,

very very nice mod!

It is possible to make wagons like the shared chests?
And it is possible to make an "all drop button"?

mfg user
 

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Re: [Mod] Advanced Trains [advtrains] [1.7.1]

by fireglow » Sat Mar 18, 2017 11:09

Hey, a user just used the PC Naming Tool and the server crashed:
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
ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod '' in callback item_OnPlace(): /srv/minetest/world/worldmods/protector/init.lua:282: bad argument #1 to 'get_player_by_name' (string expected, got nil)
ERROR[Main]: stack traceback:
ERROR[Main]:       [C]: in function 'get_player_by_name'
ERROR[Main]:       /srv/minetest/world/worldmods/protector/init.lua:282: in function 'is_protected'
ERROR[Main]:       ...advtrains/advtrains/advtrains_luaautomation/pcnaming.lua:37: in function <...advtrains/advtrains/advtrains_luaautomation/pcnaming.lua:26>

I'm on the latest rev (a091ac2e1da07b442c8f58237667287714adc838).
 

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Re: [Mod] Advanced Trains [advtrains] [1.7.1]

by ABJ » Sat Mar 18, 2017 11:37

orwell, can you make a simpletrains mod as well? That runs on normal rails? We could have steam wagons that burn things similarly to the furnace, chest carts, player carts, and the like? It would be really appreciated as it would probably find a place on more servers as well as maybe even get in the default game? You seem to be a very good modder, that's why I ask. :)
 

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Re: [Mod] Advanced Trains [advtrains] [1.7.1]

by orwell » Sat Mar 18, 2017 21:13

fireglow wrote:Hey, a user just used the PC Naming Tool and the server crashed:
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
ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod '' in callback item_OnPlace(): /srv/minetest/world/worldmods/protector/init.lua:282: bad argument #1 to 'get_player_by_name' (string expected, got nil)
ERROR[Main]: stack traceback:
ERROR[Main]:       [C]: in function 'get_player_by_name'
ERROR[Main]:       /srv/minetest/world/worldmods/protector/init.lua:282: in function 'is_protected'
ERROR[Main]:       ...advtrains/advtrains/advtrains_luaautomation/pcnaming.lua:37: in function <...advtrains/advtrains/advtrains_luaautomation/pcnaming.lua:26>

I'm on the latest rev (a091ac2e1da07b442c8f58237667287714adc838).

OK, the problem lies primarily in the protector mod. It can't handle playername to be nil in is_protected. Normally, protection mods should deal with this. However, I will resolve why the player name is not passed to the function.
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Re: [Mod] Advanced Trains [advtrains] [1.7.1]

by orwell » Sat Mar 18, 2017 21:14

ABJ wrote:orwell, can you make a simpletrains mod as well? That runs on normal rails? We could have steam wagons that burn things similarly to the furnace, chest carts, player carts, and the like? It would be really appreciated as it would probably find a place on more servers as well as maybe even get in the default game? You seem to be a very good modder, that's why I ask. :)

Someone made a mod that allows to link carts, so that they form a simple train. That would be better-suited for your purpose, I think.
There's a YT video, sth. like 'minetest cart linking'
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Re: [Mod] Advanced Trains [advtrains] [1.7.1]

by orwell » Sat Mar 18, 2017 21:16

user wrote:hi orwell,

very very nice mod!

It is possible to make wagons like the shared chests?
And it is possible to make an "all drop button"?

mfg user

All drop? I don't know what you mean.
The box wagon has a large inventory, as well as the wood wagon and the tank wagon.
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Re: [Mod] Advanced Trains [advtrains] [1.7.1]

by mbb » Sun Mar 19, 2017 08:57

fireglow wrote:Hey, a user just used the PC Naming Tool and the server crashed:
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
ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod '' in callback item_OnPlace(): /srv/minetest/world/worldmods/protector/init.lua:282: bad argument #1 to 'get_player_by_name' (string expected, got nil)
ERROR[Main]: stack traceback:
ERROR[Main]:       [C]: in function 'get_player_by_name'
ERROR[Main]:       /srv/minetest/world/worldmods/protector/init.lua:282: in function 'is_protected'
ERROR[Main]:       ...advtrains/advtrains/advtrains_luaautomation/pcnaming.lua:37: in function <...advtrains/advtrains/advtrains_luaautomation/pcnaming.lua:26>

I'm on the latest rev (a091ac2e1da07b442c8f58237667287714adc838).

I WAS THE USER :-(
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Re: [Mod] Advanced Trains [advtrains] [1.7.1]

by mbb » Sun Mar 19, 2017 09:05

orwell wrote:
user wrote:hi orwell,

very very nice mod!

It is possible to make wagons like the shared chests?
And it is possible to make an "all drop button"?

mfg user

All drop? I don't know what you mean.
The box wagon has a large inventory, as well as the wood wagon and the tank wagon.

I and user (and fireglow) are playing on fireglows server user asked me the thing with the chests
I said that he can post this in sheforum and when he is there he could post my idea with the dropp all button too.
so, I have a trainstation on fireglows server and I set hoppers under the rails .
the button could dropp all items of the boxwagonś inventorry
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Re: [Mod] Advanced Trains [advtrains] [1.7.1]

by fireglow » Sun Mar 19, 2017 12:13

Klugscheiss:
It's bad practice to have the advtrains.zip in the git repo.
GitHub makes it easy for you, users can always download the current repo (master branch) using https://github.com/orwell96/advtrains/a ... master.zip
 

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Re: [Mod] Advanced Trains [advtrains] [1.7.1]

by DS-minetest » Sun Mar 19, 2017 13:49

Suggestion (perhaps bad): Make an advtrains organization (like the minetest organization). Then the user doesn't have to download also every source file. Then just make the asserts thing an extra repository.
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