Metrotest | LightMetro sim in Luanti

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Unacceptium_core
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Re: Metrotest | LightMetro sim in Luanti

by Unacceptium_core » Post

nazalassa wrote:
Sun Dec 01, 2024 09:18
In version 3.4, sim_trains makes the world crash on startup if advtrains_livery_tools was not enabled in the world mods. This can be fixed by editing metro/worldmods/sim_trains/redcom_liveries/mod.conf and moving advtrains_livery_designer, advtrains_livery_database from the depends line to the optional_depends line. That's my fault actually, redcom_liveries has the code to handle advtrains_livery_tools not being present, but I nevertheless marked it as a hard dependency.
i remember that i made a comment on CDB about something like this.
Also note that the station at (-31, -19, 565) lacks signalling, esp. it lacks the red concrete block coming from the south, or it is hidden very well.
thanks for noticing! i will check it in a minute, and fix it for the next update.
Apart from that, I really like the map; I like setting up railways with Advtrains, but if I have to build the tracks myself I get bored pretty quickly - track-building is time-consuming. But here the map comes with a lot of tracks already built, which means I could more easily manage to focus on other things. So perhaps if I begin a large-scale project on this map I will be able to finish it.
this was my main goal-theres an actually pointless line (because theres nothing to connect) and other players can modify it to have a reason for the line to exist
(I think I will try to interlock all the track, and then automate the line. Yes, that may not be the intended use of the map, but it could be an interesting project. And then go insane :) but most of the line is still not double-track, so interlocking would not be very interesting or even efficient. Better wait a bit.)
yes, this could be difficult to do as theres a lot of single track parts. i'm gonna focus more on the double tracks for easier automation!
(you should also update sim_trains to the latest version for the new underground rolling stock.)
theres a new one? i will check it out.

EDIT
i fixed the livery issue with adding the livery designer mod, and i also added the sim_trains new version, which has a subway version.
i also added the speed limit 'sign' where you said it was missing. i remember that i wanted to add it lol i just completely forget about it.
Attachments
spawn room interior. the update list will be placed here, where the chests are now.
spawn room interior. the update list will be placed here, where the chests are now.
Screenshot_20241201_173436.jpg (342.13 KiB) Viewed 2393 times
new spawn room - at Gomba VKP station
new spawn room - at Gomba VKP station
Screenshot_20241201_173450.jpg (422.25 KiB) Viewed 2393 times
the speed limit is added with the subway comet as well
the speed limit is added with the subway comet as well
Screenshot_20241201_173236.jpg (702.97 KiB) Viewed 2393 times
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Re: Metrotest | LightMetro sim in Luanti

by Unacceptium_core » Post

Metrotest V3.5 is now available.
size: 195146280B
format: zip
service: Proton Drive
Link: click here
Trailer: click here

IMPORTANT: i can't test the downloading and importing. tell me if you ran into a problem.

i know that a lot of time did pass after the last
update. but a lot of things got changed as well.
i want to spend more time into it now.

<this may be the last update, as there seems to
be no one interested anymore. (3.4 has 1
downloads, probably the dev of sim_trains)>

changes:
--new mods:
-added 'subways' which has 3 different types of
trains. they dont quite fit the railway in any way
but they are wellmade modells.
-added 'sim_trains' with the subway version. it
has a low speed limit so i dont recommend using
it.
-added 'advtrains_info_displays' adds 'destdisp's
to Comet trains. not recommended to use if your
device is low end.
-added MeseJet. it has my PanoJet livery.
-added 'more advtrains slopes' very nice slopes which is longer than 2 or 3 blocks. can be seen in
a few places already.
-added 'jr_e231' a japanese highfloor emu.
-added 'tfl s7 stock' but the offset patch works on
this one
-added 'bonemeal' i will need it for future ground
level scenes
--updated mods:
-tunnelmaker. idk if it is a later version but the
latest so xd.
-advtrains. after upgradig downgradin upgrading
downgrading i finally have the latest version.

--whats changed in the world:
-multiple stations got completely replaced
-multiple sections got renovated and got double
tracks
-updated the placement of multiple speed limit
signs. still a lot of them are misplaced but far less.
-a lot of the tunnels got 'sealed' off from caves.

--what changed in the map:
-the map is added to the zip, it is called
output.bfly
-it got a bit extended
-remade the description, original was worse
-added 'contact' zone- if you got the map only for
some reason you can find me from there
-be aware that bfly has some issues with
importing and exporting. known bugs. the file
got downgraded with the data itself updated.
may break in older or newer versions than 2.2.2.

--some extra:
-i got a new device. its touchscreen isnt so
precise but good enough. it has eabuds in itself!
and is waterproof. if you know which device it is,
then nice bc i have it.
-new MT i mean Luanti client, so building is
better and my performance issues no longer
exist!
A Hungarian Android player | check my Metrotest map

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Re: Metrotest | LightMetro sim in Luanti

by nazalassa » Post

Nice to see there's a new version out! I got somewhat bored this week so I tried to upgrade the track section between (-4531, -7, -2504) and (-5427, -7, -2282) to use double-tracks.

I will upload the map if requested.

Screenshots:
Spoiler
The new platform at (-5427, -7, -2282); the tracks meet after it and there is a siding to reverse. (not shown here)
The new platform at (-5427, -7, -2282); the tracks meet after it and there is a siding to reverse. (not shown here)
end-platforms.png (570.6 KiB) Viewed 686 times
The new platform at (-5000, -7, -2282). (top)
The new platform at (-5000, -7, -2282). (top)
middle-platforms.png (448.84 KiB) Viewed 686 times
Entrance to the undersea tunnel at (-4627, -7, -2286).
Entrance to the undersea tunnel at (-4627, -7, -2286).
undersea.png (620.84 KiB) Viewed 686 times
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Re: [map] metrotest, a metro simulator

by NicoKaiserHello » Post

Unacceptium_core wrote:
Tue Apr 04, 2023 16:41
Some updates happened again! more info on the screenshots:
Are the barriers working and if yes, then how?

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Re: Metrotest | LightMetro sim in Luanti

by NicoKaiserHello » Post

and what are that for trains?

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Re: Metrotest | LightMetro sim in Luanti

by Unacceptium_core » Post

nazalassa wrote:
Sat Apr 12, 2025 13:02
Nice to see there's a new version out! I got somewhat bored this week so I tried to upgrade the track section between (-4531, -7, -2504) and (-5427, -7, -2282) to use double-tracks.

I will upload the map if requested.
thanks!
so, i achieved my goal, people do modify my world and do make their own versions. didnt had any ideas for those sections, so i could check how you did the upgrade there. but i love how your undersea tunnel look! i will include it either one way or another.
NicoKaiserHello wrote:
Sat Apr 12, 2025 14:58
and what are that for trains?
what barriers are working? i dont understandany of your question
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Re: Metrotest | LightMetro sim in Luanti

by NicoKaiserHello » Post

what barriers are working? i dont understandany of your question.
Image
The second picture

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Re: Metrotest | LightMetro sim in Luanti

by Unacceptium_core » Post

NicoKaiserHello wrote:
Mon Apr 14, 2025 05:59
what barriers are working? i dont understandany of your question.
The second picture
i didnt expect anyone to ask that, but they dont work. they are static. i may make them work in the future.
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Re: Metrotest | LightMetro sim in Luanti

by nazalassa » Post

I have doubled some 2 km of tracks in the last few days, which makes for 3 km of continuous double tracks between (-4600, -14, -4690) and (-5427, -7, -2282). I had to expand several stations on the way.

I have uploaded this version of the map here - I placed singleplayer at (-4600, -14, -4690) (beginning of the double track section). I tried to keep a changelog of what I did; you can find it under <metro-world-dir>/CHANGELOG.

(Note about mods: the download comes with the LuaATC textlines mod since I used some, but it is not necessary. LCD font isn't, either. I slightly modified the red comet metro engine so that it can go up to 15 nodes/s.)
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Re: Metrotest | LightMetro sim in Luanti

by NicoKaiserHello » Post

Unacceptium_core wrote:
Mon Apr 14, 2025 11:13
NicoKaiserHello wrote:
Mon Apr 14, 2025 05:59
what barriers are working? i dont understandany of your question.
The second picture
i didnt expect anyone to ask that, but they dont work. they are static. i may make them work in the future.
ok

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Re: Metrotest | LightMetro sim in Luanti

by NicoKaiserHello » Post

I downloaded the mod and i activatet it. Then stand there, that is not a mod. what did i wrong?

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Re: Metrotest | LightMetro sim in Luanti

by NicoKaiserHello » Post

Here is the fail:

Runtime error from mod " in callback handleMainMenuButtons(): "Not a
mod!"
stack traceback:
[C]: in function 'check_mod_configuration'
/app/share/minetest/builtin/mainmenu/dlg_config_world.lua:86: in function
check_mod_configuration'
/app/share/minetest/builtin/mainmenu/dlg_cchfig_world.lua:122: in function
get_formspec'
/app/share/minetest/builtin/fstk/ui.lua:110: in function 'update'
/app/share/minetest/builtin/fstk/ui.lua:154: in function 'handle buttons'
/app/share/minetest/builtin/fstk/ui.lua:195: in function
</app/share/minetest/builtin/fstk/ui.lua:181>

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Re: Metrotest | LightMetro sim in Luanti

by TumeniNodes » Post

NicoKaiserHello wrote:
Tue Apr 15, 2025 10:57
Here is the fail:

Runtime error from mod " in callback handleMainMenuButtons(): "Not a
mod!"
stack traceback:
[C]: in function 'check_mod_configuration'
/app/share/minetest/builtin/mainmenu/dlg_config_world.lua:86: in function
check_mod_configuration'
/app/share/minetest/builtin/mainmenu/dlg_cchfig_world.lua:122: in function
get_formspec'
/app/share/minetest/builtin/fstk/ui.lua:110: in function 'update'
/app/share/minetest/builtin/fstk/ui.lua:154: in function 'handle buttons'
/app/share/minetest/builtin/fstk/ui.lua:195: in function
</app/share/minetest/builtin/fstk/ui.lua:181>
Because this is not a mod, it is a world map,
So you need to move the folder into your 'worlds' folder,
the method for this varies depending on which OS you use
viewtopic.php?t=2622
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Re: Metrotest | LightMetro sim in Luanti

by NicoKaiserHello » Post

oh ok

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Re: Metrotest | LightMetro sim in Luanti

by NicoKaiserHello » Post

but how get i the tools and blocks?

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Re: Metrotest | LightMetro sim in Luanti

by yw05 » Post

NicoKaiserHello wrote:
Fri Apr 18, 2025 08:35
but how get i the tools and blocks?
The mods used by this map is already included in the worldmods directory, so you do not need to download further mods.

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