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Rail placement mechanics - Printable Version

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Rail placement mechanics - Luksor - 11-26-2012

Hi!Wink
Yesterday I was working with funmaker on rail placement mechanics.
We managed to recreate a lot of behaviors from vanilla.

I committed the code in revision 1065.
Please tell us what you think, and if you find any bugs please post it hereTongue


RE: Rail placement mechanics - NiLSPACE - 11-26-2012

trying it now Smile i'm pretty curious if it is better than the plugin Revolucas wroteTongue
Quote:https://forum.cuberite.org/showthread.php?tid=68
EDIT:
something to note:
it doesn't respond to the powered rails and detector rails


RE: Rail placement mechanics - Luksor - 11-26-2012

Powered Rails and Detector Rails aren't completely implemented yet. We'll be working on it.


RE: Rail placement mechanics - xcb567 - 11-26-2012

Normal rail won't turn towards detector or powered rails:
[Image: Qyx0U.png]
Other than that, good job Smile


RE: Rail placement mechanics - xoft - 11-26-2012

So you beat me to it (again). I was looking forward to implementing rails. Still, with all the other stuff I'm doing, it would have taken another year Smile


RE: Rail placement mechanics - NiLSPACE - 11-26-2012

(11-26-2012, 02:36 AM)xcb567 Wrote: Normal rail won't turn towards detector or powered rails:
[Image: Qyx0U.png]
Other than that, good job Smile

thats what i saidTongue they are working on it.


RE: Rail placement mechanics - xoft - 11-26-2012

You may want to set rails as transparent (in BlockID.cpp), so that grass doesn't turn to dirt underneath it (or does that happen in vanilla, too? Haven't noticed.


RE: Rail placement mechanics - NiLSPACE - 11-26-2012

no it doesn't change to dirt in vanilla


RE: Rail placement mechanics - xoft - 11-26-2012

Well then, why don't you fix that? You have always wanted to help, now's your chance Smile This should be pathetically easy Wink


RE: Rail placement mechanics - NiLSPACE - 11-26-2012

here you go Smile