Rail placement mechanics - Printable Version +- Cuberite Forum (https://forum.cuberite.org) +-- Forum: Cuberite (https://forum.cuberite.org/forum-4.html) +--- Forum: Development (https://forum.cuberite.org/forum-13.html) +--- Thread: Rail placement mechanics (/thread-635.html) Pages:
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Rail placement mechanics - Luksor - 11-26-2012 Hi! 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 here RE: Rail placement mechanics - NiLSPACE - 11-26-2012 trying it now i'm pretty curious if it is better than the plugin Revolucas wrote Quote:https://forum.cuberite.org/showthread.php?tid=68EDIT: 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: Other than that, good job 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 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: thats what i said 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 This should be pathetically easy RE: Rail placement mechanics - NiLSPACE - 11-26-2012 here you go |