[Mod] Advanced Trains [advtrains] [2.0.1 TSS]

Re: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]

Postby orwell » Sun Feb 24, 2019 8:14 pm

Hey, that looks really nice!
BTW: there is a script to map all tracks laid in a world as SVG. Also on git.bananach.space/advtrains_netmapper, usage instructions in main.lua
I know that gpcf was working on a similar feature to be integrated into this netmapper
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Re: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]

Postby h-v-smacker » Sun Mar 10, 2019 1:37 am

Why is it not always possible to open the signal's formspec? Granted, I did a mess rearranging segments, but still — I got a signal that only gives an error message "Signal signal at (...) - Unknown route set. Route is being cancelled" and then nothing. I cannot even unlink it from the tcb. I managed to remove it eventually (physical signal), but the tcb for the track in that coordinate still shows a button "Signalling", which again produces that message... Shouldn't route settings be accessible at all times? Or else how to fix that...

Speaking of which, I gather TCBs are tied to their physical coordinates. Can there be some way arranged to "nuke" a tcb at a given location? Like, destroy all the data associated with it?
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Re: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]

Postby thomasthespacefox » Mon Mar 11, 2019 7:05 am

orwell:
A few cosmetic issues i ran into in minetest v5:
1: the player is visibly stuck through the roofs of cars & locomotives in 3rd person view.
2: The smoke effect in steam locomotives doesn't rotate with the locomotive's entity.

+ Spoiler


Other than that, wonderful mod, and i love the new station stop rails. much easier to make automated train lines now. :)
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Re: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]

Postby orwell » Mon Mar 11, 2019 10:46 pm

@smacker: I have already noticed this bug, but thanks. I'll try to fix it asap.
@thomas: oh no, they've broken the particle spawners again...
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Re: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]

Postby thomasthespacefox » Tue Mar 12, 2019 12:24 am

Well the train map command is broken... i tried opening a map within that station in the screenshot with those visual bugs, and...

Code: Select all
ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'advtrains_itrainmap' in callback on_chat_message(): ...est-5/bin/../mods/advtrains/advtrains_itrainmap/init.lua:55: attempt to index field 'detector' (a nil value)
stack traceback:
    ...est-5/bin/../mods/advtrains/advtrains_itrainmap/init.lua:55: in function 'create_map_form'
    ...est-5/bin/../mods/advtrains/advtrains_itrainmap/init.lua:116: in function 'func'
    /root/minetest-5/bin/../builtin/game/chatcommands.lua:30: in function </root/minetest-5/bin/../builtin/game/chatcommands.lua:9>
    /root/minetest-5/bin/../builtin/game/register.lua:419: in function </root/minetest-5/bin/../builtin/game/register.lua:399>


i rarely ever use that command to begin with, but i figured id post this. do note that just at the part of the station where the trains enter/exit, there are 2 detector rails. For refrence, this is in the version on the content Database in minetest v5

Edit: also, the steam train's chuffing sound never fades in the distance, only stops when they reach the next stop...
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Re: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]

Postby thomasthespacefox » Tue Mar 12, 2019 12:33 am

I will say this much: building train lines in v5's new Carpathian mapgen is WAY too much fun. :)
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Re: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]

Postby dogMine » Mon Mar 25, 2019 7:08 pm

Image
redemar.jpg

is it possible to restart a train with mesecon? otherwise how? I would like to start them all at the same time.
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Re: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]

Postby orwell » Mon Mar 25, 2019 9:20 pm

Not with mesecons.
I originally planned mesecons integration for the ATC tracks. However, a major drawback of mesecons is that it doesn't work in unloaded terrain, making automatic systems with Mesecons impossible. This is the reason I dropped this and created the Lua-Atc system.
You can use this: (maybe read advtrains_luaautomation/readme.txt first...)
First, create an "environment" with /env_create (else it won't work)
For each train, put a LuaATC rail with this code:
Code: Select all
if event.train then
  atc_send("B0") -- this makes the train stop when it passes over the rail first
elseif event.ext_int then
  atc_send("S8") -- starts the train when an "external interrupt" is received
end

then use an operation panel to trigger the departure
- Name the atc rails with the Passive component naming tool (red sonic screwdriver)
- code:
Code: Select all
interrupt_pos("nameofatc1", "")
interrupt_pos("nameofatc2", "")
a.s.o.

Hope this helps...
Impressive screenshot btw...
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Re: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]

Postby h-v-smacker » Tue Mar 26, 2019 6:00 am

orwell wrote:Not with mesecons.
I originally planned mesecons integration for the ATC tracks. However, a major drawback of mesecons is that it doesn't work in unloaded terrain, making automatic systems with Mesecons impossible. This is the reason I dropped this and created the Lua-Atc system.


But then how do my "timetable clocks" work? They use lua controllers that are woken up by a signal from a detector rail, and they clearly track the detection events even when nobody is around. I also tried using the same principle to operate a [geographically] remote switch, and it worked, but in that case I couldn't be entirely sure the area was "unloaded" properly after I moved away.
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Re: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]

Postby dogMine » Tue Mar 26, 2019 8:10 am

Thank you Orwell, but I can not rename the ATC rails with the red screwdriver, just the switches, right click I fall on the code window. I have this error:
WARNING[Server]: [advtrains]LuaAutomation ATC interface rail at (988,2,1021) : LUA Error: (load):3: '<name>' expected near '<eof>'
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Re: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]

Postby orwell » Tue Mar 26, 2019 9:25 am

oh, yes, use Shift+right-click. I forgot to say that...
and... on the code error: Did you really insert that code I posted? I don`t see the syntax error in there...
I can`t try this atm...
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Re: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]

Postby dogMine » Tue Mar 26, 2019 9:54 am

I'm on mac osx, and it does not work shift + click right, is there another way to rename them.
I'm ironed on 0.4.16
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Re: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]

Postby orwell » Tue Mar 26, 2019 7:44 pm

It's the sneak key, whatever your sneak key is, i suppose...
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Re: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]

Postby dogMine » Wed Mar 27, 2019 3:49 pm

it does not work Shift + right-click on the atc rails, I tried all the keys
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Re: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]

Postby gpcf » Wed Mar 27, 2019 6:10 pm

btw, where do the french trains come from?
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Re: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]

Postby dogMine » Wed Mar 27, 2019 6:25 pm

I tried to do with blender, with texture found on the internet (royalty free ??). Not terrible, and not interior trains, but if you want them give me your email address in MP.

you can see them on server "mt.dogmine.fr" when I am connected not 24/24.
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Re: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]

Postby Parnikkapore » Fri Mar 29, 2019 4:52 am

Hi Orwell, What's the recommendation for building reverse-based end stations (like in most pre-TSS LinuxWorks subways)? It looks like the only TSS config that works is no routes going through the station. (Also, I'm using the new station rails.)

------------------/---------------------------------- B
--|--------------/----------------------------------- A
(A -> |(station) -> B)
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Re: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]

Postby rubenwardy » Sat Mar 30, 2019 6:16 pm

Tried this out on Linux works yesterday, very impressive!

I liked how the trains arrived periodically and were driven automatically. From reading the wiki, it looks like a train is represented by two things - a pure Lua train which moves around a pure Lua network, and then the actual wagon entities created from that. This means that you don't need all the map loaded for the trains to run. Is this correct?

This would be exactly what I wanted to see here: viewtopic.php?f=47&t=21455

Do you have an IRC channel?
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Re: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]

Postby yw05 » Sun Mar 31, 2019 8:00 am

Hi,
The trains are designed very well, but I always have the feeling that the wagons are too short. In the city that I live in, there are different types of subway wagons, and one of them is 19.98m long and 2.8m wide. Therefore, I hope you can add some longer wagons.
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Re: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]

Postby micheal65536 » Sun Mar 31, 2019 4:19 pm

dogMine wrote:Image

Those french trains look awesome, did you make those yourself? Are they available for download anywhere?
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Re: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]

Postby dogMine » Sun Mar 31, 2019 7:06 pm

micheal65536 wrote:
dogMine wrote:

Those french trains look awesome, did you make those yourself? Are they available for download anywhere?

Thank you, I made them with "Blender", they are not finished, but if you want them anyway, give me your email address in MP.
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Re: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]

Postby orwell » Mon Apr 01, 2019 10:15 am

rubenwardy wrote:From reading the wiki, it looks like a train is represented by two things - a pure Lua train which moves around a pure Lua network, and then the actual wagon entities created from that. This means that you don't need all the map loaded for the trains to run. Is this correct?

This would be exactly what I wanted to see here: viewtopic.php?f=47&t=2145

Exactly. In fact, wagons also have a "pure lua" counterpart. There's no important information saved in the entities.

I'm not that frequently online on IRC (sometimes on freenode as orwell96_mt), and there's no channel.
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Re: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]

Postby dogMine » Sat Apr 06, 2019 4:52 pm

- On the last 2 versions of the mod, interlocking problems, collision of trains, trains change lanes nearby, I can not solve, I handed the old mod.
- it does not work Shift + right-click on the ATCrails, I tried all the keys
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Re: [Mod] Advanced Trains [advtrains] [2.0.1 TSS]

Postby Zachary » Sun Apr 07, 2019 3:07 am

Can you change the download link please? The one on ContentDB takes too long to download and respond, and I can't download on the GIT Repository.
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