[Server] LinuxWorks Next Generation (Lots of trains)

Re: [Server] LinuxWorks Next Generation (Lots of trains)

Postby Hume2 » Mon Feb 25, 2019 8:02 pm

I post here my little styleguide for building tracks.

If it is possible, place the track on the same level as the default terrain. Don't build any tunnels/ridges/dams/bridges if you don't need to. Also the turns should be as fluent as possible and the tracks don't have to be axis-aligned.

If the track is slightly above the default terrain (less than 4 blocks), put it on a dam. A dam should consist of dirt (or other surface material) and should have a 45-degrees slope on both sides. If the dam needs to be too wide, you can make the slope steeper but then you should reinforce it by building a wall. If the track is too high, make a nice bridge instead.

If the track is slightly bellow the default terrain, make a walley. There should be a 45-degree slope on both sides. If you need to subtract too much material to make the slope, make it steeper but reinforce it by building a wall. If there is a naturally-generated cliff next to the track, you can keep it as is. If the track is too deep, build a tunnel instead. A tunnel should be 4 blocks tall. If there is going to be only one-block thick layer above the tunnel, destroy it and make a ridge as described above.

Use digtrons or worldedit only if you are aware of all side-effects. Also keep in mind that such tools usually don't do all the job, you still need to look at the result and fix the issues.
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Re: [Server] LinuxWorks Next Generation (Lots of trains)

Postby gpcf » Wed Mar 20, 2019 7:51 pm

The new personhood S-Bahn system has opened:
Image
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Re: [Server] LinuxWorks Next Generation (Lots of trains)

Postby yw05 » Fri Mar 22, 2019 12:50 pm

Hi,
I've been playing on this server for some time, but soon I found some problems related to trains:
- The map is a bit outdated, and I wonder if you can make a script that automatically updates it.
- There are more train systems than simply the Spawn Subway, so I hope you can add more maps, such as a long-distance train maps, into the game.
- Some people build their own train line(s) and open them to the public (for exanple, the piet train), so I hope you can add some of these trains to your train maps as well.
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Re: [Server] LinuxWorks Next Generation (Lots of trains)

Postby uwu » Wed Mar 27, 2019 4:47 pm

How did you make the rail tracks form such perfect curves?
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Re: [Server] LinuxWorks Next Generation (Lots of trains)

Postby orwell » Wed Mar 27, 2019 10:36 pm

@yw05:
Yes the maps are outdated.
- The reason why the subway map is so heavily outdated is that gpcf disliked that I removed some intermediate stops from it in order to make it more readable.
- All other maps... The problem with them is that at the moment, the burden of creating maps is at one person, and no one wants to do that.
- No one really has an overview over the whole railway network anymore.
- gpcf and me had been thinking about establishing a server wiki where (besides other things) everyone should publish information about the lines operated by him, to put out at least this aspect

@uwu:
they`re not perfect, but aim towards that. All of those are meshes made in Blender.
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Re: [Server] LinuxWorks Next Generation (Lots of trains)

Postby Nathan.S » Thu Mar 28, 2019 3:11 am

gpcf and orwell,
I'm planning on doing a mod review for the advanced trains mod, but don't have the time to build all sorts of amazing train stuff to use in a single video. Would it be okay if I record some clips of the trains in action on the server to include in the mod review?

Thanks in advance.
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Re: [Server] LinuxWorks Next Generation (Lots of trains)

Postby uwu » Fri Mar 29, 2019 10:33 pm

orwell wrote:@yw05:
@uwu:
they`re not perfect, but aim towards that. All of those are meshes made in Blender.


No, I didn't mean the rail elements but the overall path of the railway on the map.
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Re: [Server] LinuxWorks Next Generation (Lots of trains)

Postby rubenwardy » Sat Mar 30, 2019 1:29 am

Sees server list entry with 6/15 users, attempts to join and:

Image

Once you update to 5.0.0, you can set the max_users to the actual max user number (presumably 6) and then use the register_can_bypass_userlimit callback to let privileged users in over that:

Code: Select all
if minetest.register_can_bypass_userlimit then
   minetest.register_can_bypass_userlimit(function(name, ip)
      local pstat, _ = ctf_stats.player_or_nil(name)
      local actual_max_users = tonumber(minetest.settings:get("max_users")) +
         tonumber(minetest.settings:get("max_extra_users") or "10")
      local req_score = tonumber(minetest.settings:get("userlimit_bypass_required_score") or "10000")
      return pstat and pstat.score > req_score and #minetest.get_connected_players() < actual_max_users
   end)
end
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Re: [Server] LinuxWorks Next Generation (Lots of trains)

Postby gpcf » Sat Mar 30, 2019 9:00 am

@NathanS: yes, as long as no chat is visible.
@rubenwardy: this only happens for new players trying to join.
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Re: [Server] LinuxWorks Next Generation (Lots of trains)

Postby nanepiwo » Sat Mar 30, 2019 5:21 pm

@orwell:

Are you making the maps? I feel like I might want to make a map myself, but it's complicated and will take a long time. It may also be easier with your rail/interlocking mappping script...
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Re: [Server] LinuxWorks Next Generation (Lots of trains)

Postby rubenwardy » Sat Mar 30, 2019 6:00 pm

The rules for this server are very inconsistent and dependent on where you read them.

Whilst I could not see this rule on any signs in game, I was very disappointed to find this in the wiki:

Image

I can't support a server which makes rules as draconian and senseless as this.

The latter one I can understand, as it may be considered annoying to have xXAlexYoutuberXx online all the time.
But I think it would be better to just require them to hide the chat and not be annoying

Also the rule "Freedom of speech is guaranteed, no opinions are disallowed" rule at spawn is worrying to me, sounds like it just gives trolls an onus and justification
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Re: [Server] LinuxWorks Next Generation (Lots of trains)

Postby Nathan.S » Sat Mar 30, 2019 7:07 pm

gpcf wrote:@NathanS: yes, as long as no chat is visible.


Thanks. I'll just record a few clips and let people know the server address so they can explore for themselves.
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Re: [Server] LinuxWorks Next Generation (Lots of trains)

Postby h-v-smacker » Sat Mar 30, 2019 8:25 pm

rubenwardy wrote:Also the rule "Freedom of speech is guaranteed, no opinions are disallowed" rule at spawn is worrying to me, sounds like it just gives trolls an onus and justification


It means "access to the server is not contingent on one's opinions", not "nothing you do with in-game chat can be a reason for limiting said access". Players who abuse the chat system (spam, mindless typing, self-serving profanity) are being addressed as they should be. But nobody has been, is, or will be banned for their opinions and ideas. I understand this idea is not exactly fashionable among the inhabitants of the contemporary UK, but that's how it is.
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Re: [Server] LinuxWorks Next Generation (Lots of trains)

Postby yw05 » Sun Mar 31, 2019 7:19 am

nanepiwo wrote:@orwell:

Are you making the maps?

Yes, orwell makes these maps. You can find them at: https://advtrains.de/linuxworks
nanepiwo wrote:I feel like I might want to make a map myself, but it's complicated and will take a long time. It may also be easier with your rail/interlocking mappping script...

You (usually) don't have to make your own maps. If you build your own train line, you can write about it in the wiki. You can use the train line templates.
rubenwardy wrote:Whilst I could not see this rule on any signs in game, I was very disappointed to find this in the wiki:
Image

I think I saw these rules in Origin before they made the wiki, and the "no screenshot" rule only applies to those with chat.
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Re: [Server] LinuxWorks Next Generation (Lots of trains)

Postby gpcf » Mon Apr 01, 2019 12:00 pm

@rubenwardy: I have clarified the rules on the wiki and will continue to clarify them. The reason why the rules were so harsh was that they were originally posted at origin on signs and they were kept short due to lack of space (note that the wiki is a new feature, it was just added this week). The binding version of the rules will be the one on the wiki.
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