Metrotest | LightMetro sim in Luanti

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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 13134 times
new spawn room - at Gomba VKP station
new spawn room - at Gomba VKP station
Screenshot_20241201_173450.jpg (422.25 KiB) Viewed 13134 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 13134 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!
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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 11427 times
The new platform at (-5000, -7, -2282). (top)
The new platform at (-5000, -7, -2282). (top)
middle-platforms.png (448.84 KiB) Viewed 11427 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 11427 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
cdb_11a84b7c8582

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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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Re: Metrotest | LightMetro sim in Luanti

by nazalassa » Post

I have doubled another estimated 6k tracks, going up to the "forest stop" at (-3520, 7, -120). This, along with the already-established double tracks (as of map version 3.5), means there are some continuous 12k (or even 13k?) of double tracks (or so) going from (-630, -2, 200) to (-5607, -7, -2240). Round trip time is about 50 minutes with a fast train.

This version of the map can be found here; as usual, changes are in <world-dir>/CHANGELOG. singleplayer is located at the aforementioned "forest stop" and I have updated Advtrains More Slopes to have the new diagonal slopes.
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Re: Metrotest | LightMetro sim in Luanti

by Unacceptium_core » Post

the only problem is i already made a lot of sections double track on my version and i dont want to lose my progress here.

the original concept, i plan to follow, is to have 3 lines on this map; 1 is not new for any of us, 2 is an lrt/suburbahn like line mostly on ground and mostly in suburban environment (will have to work a lot with it), 3 is a mrt line but is very short, with platform doors, long trains and huge platforms.

also, because this topic is getting a lot of attention lately (idk why xd), theres what 3.6 is planned to have in upgrades
-more scenes with double tracks
-more stations with double track
-fix more speed limit signs>because the new tunnels double tracks need i will have to move speed limit signs, and may fix them anyways.
+but because of what mood im in lately, im not really designing the tunnels now, they are just tunnelmaker tunnels xd.

↓↓sneak peek↓↓
Attachments
IMG_20250427_223108.jpg
IMG_20250427_223108.jpg (482.3 KiB) Viewed 10036 times
IMG_20250427_223003.jpg
IMG_20250427_223003.jpg (518.75 KiB) Viewed 10036 times
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Re: Metrotest | LightMetro sim in Luanti

by Blockhead » Post

Reconciling map versions can be hard indeed. Perhaps someone could host a server with Metrotest? It doesn't need to be public, maybe even could have no privs for normal players, just admins, or be a private server. It would be easier to not conflict then.

If not, at least consider tools like WorldEdit schematics to copy from one world to another - but be very wary when using WorldEdit around tracks. Always run /at_sync_ndb straight afterwards and test the tracks.
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Re: Metrotest | LightMetro sim in Luanti

by nazalassa » Post

Blockhead wrote:
Mon Apr 28, 2025 00:36
Reconciling map versions can be hard indeed. Perhaps someone could host a server with Metrotest? It doesn't need to be public, maybe even could have no privs for normal players, just admins, or be a private server. It would be easier to not conflict then.

If not, at least consider tools like WorldEdit schematics to copy from one world to another - but be very wary when using WorldEdit around tracks. Always run /at_sync_ndb straight afterwards and test the tracks.
Still, for the matter of "git merging" two versions of a map: if we have a "base map", and then two subsequents versions of it (say m1 and m2), then we could obtain the set of changes that turn the "base" into m1, and apply it to m2, and it might do the job. I did try a sqldiff | sqlite3 combo on a simple test map and it turned out to work - it only applies to mapchunks though. I will try this with metrotest 3.6 when it will be out; I am not expecting much good results but it may be funny.
Since this is basically equivalent to one big Worldedit manipulation (only more destructive?) we still need to merge the nodedb and the travelnet data. But I think a simple script could do that.
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Re: Metrotest | LightMetro sim in Luanti

by Unacceptium_core » Post

MetroTest v3.6
this version consist mostly of extension,
precisely double tracks, one for one direction.
-a lot of underground scenes got double track,
-the onground forest scene got double track,
-some of these sections are "plain", some of
them are finished in design
-platforms. its just a concrete "panel" of 0.5.
-turn off collision with non-full blocks in AdvTrains settings, new platforms and some sections will make the train get stuck instead.

Download
.zip, proton drive,200MB

i am looking for what Nazalassa and their map
merging will result, if it does work, then i may continue the merged map instead 3.6.

for some reason i have difficulties on getting the speed limit indicators in proper distances, i want to experiment a table or something out because this is too much effort for speed limit indicators.

edit:butterfly map discontinued, butterfly is getting worse by every update.
Attachments
the platform at Gomba, and the tunnel which is now 2 tracks instead of 1
the platform at Gomba, and the tunnel which is now 2 tracks instead of 1
Screenshot_20250615-121624.png (400.92 KiB) Viewed 6563 times
the very second station and its platform in Gomba direction
the very second station and its platform in Gomba direction
Screenshot_20250615-121410.png (201.08 KiB) Viewed 6563 times
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Re: Metrotest | LightMetro sim in Luanti

by nazalassa » Post

Turns out sqldiff metro-3.5/map.sqlite metro-3.6/map.sqlite | sed 's/^INSERT INTO/INSERT OR REPLACE INTO/' | sqlite3 metro-local does the job of updating the database, but, not the nodedb, travelnet save data, etc. which may thus have issues. Command execution (on my system) took 14 minutes.
Results: merge did not succeed as expected, all the map was overwritten. A more fine-grained merger is needed; I will try some scripts to do it, but that may take a few days.


Also, for new lines, I'd suggest leaving two nodes between parallel tracks instead of one; this makes interlocking of 'X' crossovers easier and adds some extra spacing between trains.
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Re: Metrotest | LightMetro sim in Luanti

by Unacceptium_core » Post

i want to improve a lot esp.about track spacing. will be done as i progress through. but you really tried it, i though this is just a joke or something…
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Re: Metrotest | LightMetro sim in Luanti

by nazalassa » Post

Unacceptium_core wrote:
Tue Jun 24, 2025 16:30
i want to improve a lot esp.about track spacing. will be done as i progress through. but you really tried it, i though this is just a joke or something…
The merger sort of works so I tried it today on the metrotest map.

Code: Select all

Updating 548922 mapblocks...
Operation completed, 166344 nodes changed, took 2822.52784177399 seconds.
Having checked the result, it seems to work very well! Except, of course, for the parts of the map we both modified. I will now have a full run of the line to determine exactly which parts have been impacted.

I will come back when I have this data, then we will have to decide which version of those we keep for the final merge.


-- Upd. --

The only places we both modified (except for very minor glitches such as a misoriented slab etc.) are:
  1. The track section between (-3512, 7, -120) and (-3723, -21, -219) (between the forest stop, and the next underground "mines" stop) which we both built differently. This is the most annoying one.
  2. The track section between (-3744, -21, -631) and (-3742, -21, -1674), in which we had tracks follow the same path but decorated the tunnels differently. May be bit annoying to compare, but what we've done is very similar.
  3. At the end of the tracks I doubled, near (-5417, -7, -2292) until the next stop at (5609, -9, -2237), we both built tracks t link the two stations with double tracks. Both tracks follow a similar path; I would suggest to keep my version because it integrates nicely with the double tracks I built until there, but this is not mandatory. Here are screenshots:
    Spoiler
    In orange: the tracks you have built
    In blue: the tracks I have built
    Uncolored: tracks that were already there
    Section 3 at (-5417, -7, -2292)
    Section 3 at (-5417, -7, -2292)
    sec3-start-color.png (869 KiB) Viewed 6362 times
    Section 3 at (5609, -9, -2237)
    Section 3 at (5609, -9, -2237)
    sec3-arr-color.png (877.13 KiB) Viewed 6362 times
Unfortunately points 1 and 2 are a bit more complicated, so I suggest you have a look at them, both on your version and on my version of the map (mine was uploaded some posts above).
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Re: Metrotest | LightMetro sim in Luanti

by Unacceptium_core » Post

nice! a the section you screenshotted was a very big questionmark for me,i wanted to keep a weird snaking tunnel there but i would like to keep your version here.

i cannot install your map due to android regression i posted an issue about a long time ago(seems like devs will never do anything about it LOL. long story short, when i change anything in the folders of minetest, the game will be unable to read anything including settings.

i know you done a lot of work with the map and no one paid for it,but could you please make some comparison of the said sections?

edit:added link to github issue
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