for either the 1.7.10 rewrite or the versions after (I'm not sure if anyone has requested these), I had noticed that there are a few engines, rolling stock and items that would look impressive in this already wonderful mod.
locomotives:
- Steam :
LBSCR A1xx terrier (0-6-0
LMS Class 5 (4-6-0)
Pennsylvania T1 Duplex (4-4-4-4)
Southern Pacific "Cab Forward" (4-8-8-2)
-Diesel:
BR class 35 "Hymeck"
BR class 43 "InterCity 125"
EMD E9: available colours light Green (Burlington Northern), Brown (Great Northern (US)), red (ATSF), yellow (Union Pacific), Orange (Southern Pacific) ; Lime (Chicago And Northwestern)
Baldwin DR-12-8-1500-2 "Centipede"
Fairbank Morse H-24-66 "Trainmaster" Available colours: Black (Southern Pacific), Magenta (Canadian Pacific), red (Canadian National), green (Virginian)
GM Aerotrain
rolling stock:
BNSF Nebraska Zephyr and California Zepher; Great Northern Empire Builder; Milwaukee Road Hiawatha (these passenger trains would be contained whole in one entity, somehow)
I want to ask developers one thing - collision boxes. When will rolling stock/trains in this mod have proper collision boxes, like Railcraft does for its things? A player shouldn't have the ability to walk through the train and all other entities shouldn't too. Pushing should be hard, very hard.
While I'm here, I also feel need to thank everyone who was and is involved in keeping this mod alive. This mod is too good to die between versions. And you guys are awesome!
I want to ask developers one thing - collision boxes. When will rolling stock/trains in this mod have proper collision boxes, like Railcraft does for its things? A player shouldn't have the ability to walk through the train and all other entities shouldn't too. Pushing should be hard, very hard.
While I'm here, I also feel need to thank everyone who was and is involved in keeping this mod alive. This mod is too good to die between versions. And you guys are awesome!
If the collision box went around each car on the entire train , it would have a higher probability of colliding with things on turns . Derail ! Example , 2 trains coming from opposite directions , pass each other on a turn
If the collision box went around each car on the entire train , it would have a higher probability of colliding with things on turns . Derail ! Example , 2 trains coming from opposite directions , pass each other on a turn
Well I think that a condition of two cars being connected should prevent that. If two are connected and collide - let them collide with no harm done, maybe even sink a bit into each other. I've seen similar thing in my days of riding ore caravans with Railcraft.
EDIT. Turns. Sorry, I've missed your point entirely. But still, I do not agree. This is absolutely logical, that if one thing that protrudes from the train runs into something stationary, or something that moves in opposite direction - both things will go sideways and riders will have a tough day. Maybe to lighten the consequences, speed limit should be applied for the Derail event to occur. Like, slow moving cars will just stuck in place, with no ability to move forward, only backwards.
I want to ask developers one thing - collision boxes. When will rolling stock/trains in this mod have proper collision boxes, like Railcraft does for its things? A player shouldn't have the ability to walk through the train and all other entities shouldn't too. Pushing should be hard, very hard.
While I'm here, I also feel need to thank everyone who was and is involved in keeping this mod alive. This mod is too good to die between versions. And you guys are awesome!
In the rewrite I have collision boxes similar to the ender-dragon, dynamically moving inline, each box is only 1 block by 1 block, and 2 blocks tall, but I can have more than 80 of them per entity (so, it's a lot more precise).
Meantime in 009 and 010, the collision boxes are kind of buggy because, thanks to old minecraft code, they have to be the same width as length, and centered on the entity, so you'd end up running into blocks and other entities that aren't even in the way, especially on longer trains.
In the rewrite I have collision boxes similar to the ender-dragon, dynamically moving inline, each box is only 1 block by 1 block, and 2 blocks tall, but I can have more than 80 of them per entity (so, it's a lot more precise).
Meantime in 009 and 010, the collision boxes are kind of buggy because, thanks to old minecraft code, they have to be the same width as length, and centered on the entity, so you'd end up running into blocks and other entities that aren't even in the way, especially on longer trains.
Oh my. That must have been a serious pain to code in. I look forward to seeing that in action.
In the rewrite I have collision boxes similar to the ender-dragon, dynamically moving inline, each box is only 1 block by 1 block, and 2 blocks tall, but I can have more than 80 of them per entity (so, it's a lot more precise).
Meantime in 009 and 010, the collision boxes are kind of buggy because, thanks to old minecraft code, they have to be the same width as length, and centered on the entity, so you'd end up running into blocks and other entities that aren't even in the way, especially on longer trains.
Well, that is a good news to me anyway! Thank you for your work on this!
What are your estimates on the release of a 1.7.10 version that will have good collision boxes?
Oh my. That must have been a serious pain to code in. I look forward to seeing that in action.
Honestly it was easier to code than it was to learn, this stuff is not documented at all in the 1.7 code.
Also you can already get builds of the 1.7.10 rewrite alpha and see it in action, right now (see my reply to overjay right below this).
Well, that is a good news to me anyway! Thank you for your work on this!
What are your estimates on the release of a 1.7.10 version that will have good collision boxes?
Sometime this winter probably, there's a lot of stuff to cover. But 010 releases the end of this month and we've made a bunch of improvements to it, there's even new content, so you probably won't want to overlook it.
However, I make some rare releases of the new code that will be used for the 1.7/1.9 rewrite in my TiM repository, none of which are stable currently, but you can build it yourself to get the latest which is stable (finally). I also keep builds pre-made on my patreon for anyone who doesn't want to deal with the hassle of compiling and/or wants to send me some support (the link is on my blog).
Sometime this winter probably, there's a lot of stuff to cover. But 010 releases the end of this month and we've made a bunch of improvements to it, there's even new content, so you probably won't want to overlook it.
However, I make some rare releases of the new code that will be used for the 1.7/1.9 rewrite in my TiM repository, none of which are stable currently, but you can build it yourself to get the latest which is stable (finally). I also keep builds pre-made on my patreon for anyone who doesn't want to deal with the hassle of compiling and/or wants to send me some support (the link is on my blog).
I will wait for you to release. I don't know anything about coding, compilation and so on However, I might start learning some programming language this year to find a better job
The Meaning of Life, the Universe, and Everything.
Join Date:
12/25/2013
Posts:
52
Member Details
Can anyone tell me roughly how much memory I would need to run a small-to-medium-ish size server (~50 slots?) with Traincraft and one or two other mods? Before I start making concrete plans for a server I would need to know how much it would cost, and in order to do that I would need to figure out how much memory I'd need.
Quantonelli, please read first before you try to ask your question again, when it already has been answered (see my quote).
"Soon" is not a definite time, it's something subjective.
I just asked for more information about releasing 1.11.2 version. Your answer is not relevant
"Soon" is not a definite time, it's something subjective.
I just asked for more information about releasing 1.11.2 version. Your answer is not relevant
Pretty sure 1.11 will not come before they do 1.9/1.10 first anyway.
Yes please
for either the 1.7.10 rewrite or the versions after (I'm not sure if anyone has requested these), I had noticed that there are a few engines, rolling stock and items that would look impressive in this already wonderful mod.
locomotives:
- Steam :
LBSCR A1xx terrier (0-6-0
LMS Class 5 (4-6-0)
Pennsylvania T1 Duplex (4-4-4-4)
Southern Pacific "Cab Forward" (4-8-8-2)
-Diesel:
BR class 35 "Hymeck"
BR class 43 "InterCity 125"
EMD E9: available colours light Green (Burlington Northern), Brown (Great Northern (US)), red (ATSF), yellow (Union Pacific), Orange (Southern Pacific) ; Lime (Chicago And Northwestern)
Baldwin DR-12-8-1500-2 "Centipede"
Fairbank Morse H-24-66 "Trainmaster" Available colours: Black (Southern Pacific), Magenta (Canadian Pacific), red (Canadian National), green (Virginian)
GM Aerotrain
rolling stock:
BNSF Nebraska Zephyr and California Zepher; Great Northern Empire Builder; Milwaukee Road Hiawatha (these passenger trains would be contained whole in one entity, somehow)
various Maintenance of Way vehicles https://en.wikipedia.org/wiki/Category:Maintenance_of_way_equipment
LMS Suburban coaches
items:
Wigwag signal crossing
UK Semaphore signals (of all variants)
UK Colour light signals
I definetly want UK semaphore and led lights
also class 43 is a great option for rewrite but I don't know about other trains.
Hello, everyone!
I want to ask developers one thing - collision boxes. When will rolling stock/trains in this mod have proper collision boxes, like Railcraft does for its things? A player shouldn't have the ability to walk through the train and all other entities shouldn't too. Pushing should be hard, very hard.
While I'm here, I also feel need to thank everyone who was and is involved in keeping this mod alive. This mod is too good to die between versions. And you guys are awesome!
If the collision box went around each car on the entire train , it would have a higher probability of colliding with things on turns . Derail ! Example , 2 trains coming from opposite directions , pass each other on a turn
Well I think that a condition of two cars being connected should prevent that. If two are connected and collide - let them collide with no harm done, maybe even sink a bit into each other. I've seen similar thing in my days of riding ore caravans with Railcraft.
EDIT. Turns. Sorry, I've missed your point entirely. But still, I do not agree. This is absolutely logical, that if one thing that protrudes from the train runs into something stationary, or something that moves in opposite direction - both things will go sideways and riders will have a tough day. Maybe to lighten the consequences, speed limit should be applied for the Derail event to occur. Like, slow moving cars will just stuck in place, with no ability to move forward, only backwards.
In the rewrite I have collision boxes similar to the ender-dragon, dynamically moving inline, each box is only 1 block by 1 block, and 2 blocks tall, but I can have more than 80 of them per entity (so, it's a lot more precise).
Meantime in 009 and 010, the collision boxes are kind of buggy because, thanks to old minecraft code, they have to be the same width as length, and centered on the entity, so you'd end up running into blocks and other entities that aren't even in the way, especially on longer trains.
Traincraft and TiM official links:
Source code - Traincraft 1.7.10 port
Source code - My 1.7+ Traincraft rewrite & Trains In Motion
Public Traincraft discord chat (we're always hanging around here, text & voice, no download needed to join)
Traincraft official download via curse
Some news about 1.11.2 version?
Oh my. That must have been a serious pain to code in. I look forward to seeing that in action.
Figured it was time for a change.
Well, that is a good news to me anyway! Thank you for your work on this!
What are your estimates on the release of a 1.7.10 version that will have good collision boxes?
We recently had a new member who wanted to help contribute code to get it working, so it may be revived from it's stasis soon.
Honestly it was easier to code than it was to learn, this stuff is not documented at all in the 1.7 code.
Also you can already get builds of the 1.7.10 rewrite alpha and see it in action, right now (see my reply to overjay right below this).
Sometime this winter probably, there's a lot of stuff to cover. But 010 releases the end of this month and we've made a bunch of improvements to it, there's even new content, so you probably won't want to overlook it.
However, I make some rare releases of the new code that will be used for the 1.7/1.9 rewrite in my TiM repository, none of which are stable currently, but you can build it yourself to get the latest which is stable (finally). I also keep builds pre-made on my patreon for anyone who doesn't want to deal with the hassle of compiling and/or wants to send me some support (the link is on my blog).
Traincraft and TiM official links:
Source code - Traincraft 1.7.10 port
Source code - My 1.7+ Traincraft rewrite & Trains In Motion
Public Traincraft discord chat (we're always hanging around here, text & voice, no download needed to join)
Traincraft official download via curse
I will wait for you to release. I don't know anything about coding, compilation and so on However, I might start learning some programming language this year to find a better job
looks like end of the month is not comming yet
Can anyone tell me roughly how much memory I would need to run a small-to-medium-ish size server (~50 slots?) with Traincraft and one or two other mods? Before I start making concrete plans for a server I would need to know how much it would cost, and in order to do that I would need to figure out how much memory I'd need.
When can we see something about 1.11.2 version?
"Soon" is not a definite time, it's something subjective.
I just asked for more information about releasing 1.11.2 version. Your answer is not relevant
Pretty sure 1.11 will not come before they do 1.9/1.10 first anyway.
Also the 010 for this month will be delayed due to the Hurricane.
That model looks great!