[mod] Vehicles [vehicles]

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Re: [mod] Vehicles [vehicles]

by D00Med » Fri Feb 03, 2017 00:44

Update: I've added lightcycles. They will place a barrier when 'sneak' is pressed and can destroy the lightcycle of the opposite colour.
Vehicles now have the capability to remove or place nodes (or place nodes when 'sneak' is pressed).
Nodes that destroy the vehicles can also be set.
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Re: [mod] Vehicles [vehicles]

by GreenDimond » Fri Feb 03, 2017 04:47

Maybe add a helicopter.
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Re: [mod] Vehicles [vehicles]

by D00Med » Fri Feb 03, 2017 08:51

Yeah that'd be cool! thanks for the suggestion
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Re: [mod] Vehicles [vehicles]

by D00Med » Fri Feb 03, 2017 09:56

Ok, done :D
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Re: [mod] Vehicles [vehicles]

by zaoqi » Sat Feb 04, 2017 14:43

在第一视角不能从直升机上下来
Can't get out of the helicopter at the first sight
 

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Re: [mod] Vehicles [vehicles]

by D00Med » Sat Feb 04, 2017 20:07

When did you try the mod? I fixed this last night, works fine for me now.
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Re: [mod] Vehicles [vehicles]

by zaoqi » Sun Feb 05, 2017 15:12

just now
 

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Re: [mod] Vehicles [vehicles]

by D00Med » Sun Feb 05, 2017 20:33

It's really awkward to fix :S I'll keep trying though
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Re: [mod] Vehicles [vehicles]

by D00Med » Mon Feb 06, 2017 07:39

update: I've changed the tank models and added desert tanks.
I also added another car, the fourd(I know there are already plenty of cars but I couldn't resist).
Image
The vehicles now turn a little more smoothly too.

Aside from the updates, I've made a template for wheels and tank tracks, so I can make new vehicles more quickly.
If anyone is interested in having these let me know.
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Re: [mod] Vehicles [vehicles]

by zaoqi » Mon Feb 06, 2017 08:36

这个mod太大了,可以改成modpack
The mod is too big, can be converted into modpack
 

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Re: [mod] Vehicles [vehicles]

by D00Med » Mon Feb 06, 2017 10:07

Is it really though? I might separate the api only.
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Re: [mod] Vehicles [vehicles]

by D00Med » Mon Feb 06, 2017 10:21

Is it really though? I might separate the api only.
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Re: [mod] Vehicles [vehicles]

by zaoqi » Mon Feb 06, 2017 13:25

ImageImage
 

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Re: [mod] Vehicles [vehicles]

by DS-minetest » Mon Feb 06, 2017 13:28

These models look really nice!
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Re: [mod] Vehicles [vehicles]

by D00Med » Mon Feb 06, 2017 20:56

@zaoqi: I'm a doofus, I thought you meant the other helicopter.
@DS-minetest: Thankyou
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Re: [mod] Vehicles [vehicles]

by BBmine » Tue Feb 07, 2017 04:44

This is a great mod! Why did you call the car "Fourd" instead of "Ford"? Is that to keep from violating copyright stuff?
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Re: [mod] Vehicles [vehicles]

by D00Med » Tue Feb 07, 2017 05:43

mostly it was just to be silly. All the cars have misspelled names.
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Re: [mod] Vehicles [vehicles]

by zaoqi » Tue Feb 07, 2017 12:53

子弹和导弹对坦克的伤害一样
Bullets and missiles do the same damage to tanks
 

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Re: [mod] Vehicles [vehicles]

by zaoqi » Tue Feb 07, 2017 12:56

The missile exploded near the tank:200->193
The missile hit the tank:200->199
 

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Re: [mod] Vehicles [vehicles]

by Diamond knight » Tue Feb 07, 2017 15:09

missiles need to do more damage on direct hit to mobs (i am using mobs_redo api and hit a mob and directly and it lived when it had only 20 max health)
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Re: [mod] Vehicles [vehicles]

by TheReaperKing » Tue Feb 07, 2017 17:58

Since the API update aka the newest update we are experiencing server crashes. Thank you!
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Re: [mod] Vehicles [vehicles]

by D00Med » Tue Feb 07, 2017 20:41

Ok, thankyou all for this.
I will definitely improve the damage from bullets and missiles.
@TheReaperKing: What sort of crashes?
Edit: try the bullets missiles now
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Re: [mod] Vehicles [vehicles]

by Andrey01 » Tue Feb 28, 2017 18:07

DOOMed, you promised to me you will add lorries, tractors, buses, trolleybuses, trams.When will you want to add it?
 

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Re: [mod] Vehicles [vehicles]

by D00Med » Tue Feb 28, 2017 20:35

Yes and I haven't forgotten. I had a bit of trouble with the tractor, blender keeps crashing when I try to texture it.
Anyway, I have had a lot of personal stuff lately, so it's been a little tricky to find time for minetest.
I will keep up to my promises though, it just might take a little while. Maybe sometime this month or next.
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Re: [mod] Vehicles [vehicles]

by D00Med » Wed Mar 08, 2017 08:16

The tractor is done :D
It can destroy wheat(stage 5 only), but you will still need to pick up the seeds and wheat.
Also, nodes destroyed by vehicles will now be dropped.
Image

Edit: also vehicle sounds are now only played to the driver, with the exception of the ambulance which (I hope) plays sound at it's position.
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Re: [mod] Vehicles [vehicles]

by toby109tt » Wed Mar 08, 2017 11:44

D00Med wrote:The tractor is done :D
It can destroy wheat(stage 5 only), but you will still need to pick up the seeds and wheat.
Also, nodes destroyed by vehicles will now be dropped.
Image

Edit: also vehicle sounds are now only played to the driver, with the exception of the ambulance which (I hope) plays sound at it's position.


Oh waw that's a pretty impressive model!
Nice work :)
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Re: [mod] Vehicles [vehicles]

by azekill_DIABLO » Wed Mar 08, 2017 15:36

this is the best tractor i've ever seen!
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Re: [mod] Vehicles [vehicles]

by D00Med » Wed Mar 08, 2017 20:36

Thanks guys :D
I fixed it so that it destroys the last stage of wheat instead of the fifth.
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Re: [mod] Vehicles [vehicles]

by D00Med » Fri Mar 24, 2017 10:14

Small update:
I've added braking (used by the cars), and fixed some problems with turning.
The vehicles should turn more smoothly now.
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Re: [mod] Vehicles [vehicles]

by Onyx » Mon Mar 27, 2017 17:31

Hi all,

I really like this mod but since the last update, the vehicles are quite difficult to drive because of the stiffness of the steering, however, I appreciate the deceleration which is more effective than before.
Maybe you should just try an intermediate value on steering?
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