Thanks for testing it out, and confirming it wasn't something just on my end. So it actually is a height related issue? Sadly I'm not surprised. I hope it's something that's easily fixed, I'd hate to only have deep tunnel subways
Honestly as of the moment none of us have a clue why this happens, however it does not seem to effect vanilla and railcraft rails, so that is an alternative option for the slopes (admittedly not a pretty one).
Although i'd have to wager that whatever is going wrong with this, is probably related to the jumpy pitch rotation of it going up slopes....
But that doesn't really help solve the issue.
The plus side is that the 1.7 rewrite (which has none of these issues) is coming along well, aside from one trig calculation I cant seem to get right... all the necessary stuff for trains is nearly complete.
After that its rolling stock (basically copy-paste of trains), crafters, items, blocks, and rails. Plus side being the trains were the hard part (and kinda still are because my math skills aren't as good as they used to be).
And guessing by the images he sends to the dev group, canitzp's rewrite for 1.11 is coming along well too.
Honestly as of the moment none of us have a clue why this happens, however it does not seem to effect vanilla and railcraft rails, so that is an alternative option for the slopes (admittedly not a pretty one).
Although i'd have to wager that whatever is going wrong with this, is probably related to the jumpy pitch rotation of it going up slopes....
But that doesn't really help solve the issue.
The plus side is that the 1.7 rewrite (which has none of these issues) is coming along well, aside from one trig calculation I cant seem to get right... all the necessary stuff for trains is nearly complete.
After that its rolling stock (basically copy-paste of trains), crafters, items, blocks, and rails. Plus side being the trains were the hard part (and kinda still are because my math skills aren't as good as they used to be).
And guessing by the images he sends to the dev group, canitzp's rewrite for 1.11 is coming along well too.
Thanks for the update. Sadly, if there's a glitch in a game or mod, I tend to find it. Are you saying that the traincraft trains run on vanilla and railcraft rails? That is an option...although I'm still sorting out some other conflicts right now so you may well be done with the update for 1.7.10 before I settle down to actually start playing again with some friends.
Yeah, in 1.7.10 trains and rollingstock can use vanilla rails, or any rails that replicate their functionality (railcraft, ExpandedRails, etc).
I'm honestly not sure why this ability was removed in later versions for 1.6.4....
The Meaning of Life, the Universe, and Everything.
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robthegray
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Member Details
the only problem I have with the mod is that the slots on the track builder don't refill until the first slot is completely empty (which makes the tunnel slot not work very well) and there aren't enough auxiliary slots.
the only problem I have with the mod is that the slots on the track builder don't refill until the first slot is completely empty (which makes the tunnel slot not work very well) and there aren't enough auxiliary slots.
Hey, you know what does this crash? The problem is that I can not ever create in single server, just create, but when I log into a server throws this crash. Have a forge: forge-1.7.10-10.13.4.1614-1.7.10-installer and TrainCraft: Traincraft v4.3.0 (4.3.0_002) Universal for Minecraft 1.7.10
---- Minecraft Crash Report ----
// I feel sad now
java.lang.IndexOutOfBoundsException
at java.nio.Buffer.checkIndex(Buffer.java:540)
at java.nio.DirectIntBufferU.get(DirectIntBufferU.java:253)
at net.minecraft.client.renderer.RenderGlobal.func_72712_a(RenderGlobal.java:350)
at net.minecraft.client.renderer.RenderGlobal.func_72732_a(RenderGlobal.java:294)
at net.minecraft.client.Minecraft.func_71353_a(Minecraft.java:2216)
at net.minecraft.client.Minecraft.func_71403_a(Minecraft.java:2146)
at net.minecraft.client.network.NetHandlerPlayClient.func_147282_a(NetHandlerPlayClient.java:240)
at net.minecraft.network.play.server.S01PacketJoinGame.func_148833_a(SourceFile:70)
at net.minecraft.network.play.server.S01PacketJoinGame.func_148833_a(SourceFile:13)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:2061)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:973)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:898)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at java.nio.Buffer.checkIndex(Buffer.java:540)
at java.nio.DirectIntBufferU.get(DirectIntBufferU.java:253)
at net.minecraft.client.renderer.RenderGlobal.func_72712_a(RenderGlobal.java:350)
at net.minecraft.client.renderer.RenderGlobal.func_72732_a(RenderGlobal.java:294)
at net.minecraft.client.Minecraft.func_71353_a(Minecraft.java:2216)
at net.minecraft.client.Minecraft.func_71403_a(Minecraft.java:2146)
at net.minecraft.client.network.NetHandlerPlayClient.func_147282_a(NetHandlerPlayClient.java:240)
at net.minecraft.network.play.server.S01PacketJoinGame.func_148833_a(SourceFile:70)
at net.minecraft.network.play.server.S01PacketJoinGame.func_148833_a(SourceFile:13)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)
-- Affected level --
Details:
Level name: MpServer
All players: 0 total; []
Chunk stats: MultiplayerChunkCache: 0, 0
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (8,64,8), Chunk: (at 8,4,8 in 0,0; contains blocks 0,0,0 to 15,255,15), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 0 game time, 0 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
Forced entities: 0 total; []
Retry entities: 0 total; []
Server brand: ~~ERROR~~ NullPointerException: null
Server type: Integrated singleplayer server
Stacktrace:
at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:373)
at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2444)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:927)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 116800672 bytes (111 MB) / 403918848 bytes (385 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 12, tallocated: 94
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1614 4 mods loaded, 4 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJAAAA mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAAAA FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1614-1.7.10.jar)
UCHIJAAAA Forge{10.13.4.1614} [Minecraft Forge] (forge-1.7.10-10.13.4.1614-1.7.10.jar)
UCHIJAAAA tc{4.3.0_002} [Traincraft] (TrainCraft-4.3.0_002.jar)
GL info: ' Vendor: 'NVIDIA Corporation' Version: '4.5.0 NVIDIA 347.25' Renderer: 'GeForce GTX 960/PCIe/SSE2'
Launched Version: 1.7.10-Forge10.13.4.1614-1.7.10
LWJGL: 2.9.1
OpenGL: GeForce GTX 960/PCIe/SSE2 GL version 4.5.0 NVIDIA 347.25, NVIDIA Corporation
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
Taken from the top of this page:
load it up in 1.8+ and change render distance to 16 or less. Alternatively, install optifine.
This is not any mod's (even forge) fault, this can happen when switching from any 1.8+ version to a pre-1.8 version.
Seriously, do you guys EVER try searching a problem before complaining to mod authors (even though the problem is vanilla MC)?
I downloaded the 005 version yesterday. I was happy to see that the train stays together even when the chuck is unloaded and reloaded but a few other bugs turned up.
1. When pushing a train of 6 freight cars at higher speeds, the cars slowly merge into each other until one of them merges into the engine and stops it, causing the steam locomotive sounds to stop and the only way to move is to destroy the car that slid over the engine.
2. When coupling freight cars, they will shoot off after the third is coupled and they are bumped and go until they derail on a curve. This is avoided if the cars are coupled to a locomotive or coupled to cars attached to the locomotive.
3 After logging off and on again, the error comes up that the attached cars have lost their link and they have uncoupled and merged into each other again.
1. is a weird issue due to the collisions, by all means it should have been in every other release because the related code is exactly the same as other releases. This only effects certain trains/rollingstock though, mostly the adler and its rollingstock which I fixed today. But because it's it's not all of them, we need to find out what ones cause the issue and fix them individually before we make another release, so reports on the ones doing this will be very helpful.
2. related to 1.
3. also related to 1.
Hello, I'm using traincraft v4.2.1 (4.2.1_011) for MC 1.6.4 and wondering why the default minecarts (ie: tnt cart,hopper cart, etc) aren't compatible on the new track / rails that comes with the mod. I've also tried traincraft v4.3.0 (4.3.0_002) for MC 1.7.10 and the vanilla carts aren't compatible with the new rail either. Was this something overlooked or is it a vanilla thing where they can't be compatible or would it be possibly changed / fixed in the newer builds of traincraft?
Hello, I'm using traincraft v4.2.1 (4.2.1_011) for MC 1.6.4 and wondering why the default minecarts (ie: tnt cart,hopper cart, etc) aren't compatible on the new track / rails that comes with the mod. I've also tried traincraft v4.3.0 (4.3.0_002) for MC 1.7.10 and the vanilla carts aren't compatible with the new rail either. Was this something overlooked or is it a vanilla thing where they can't be compatible or would it be possibly changed / fixed in the newer builds of traincraft?
1. is a weird issue due to the collisions, by all means it should have been in every other release because the related code is exactly the same as other releases. This only effects certain trains/rollingstock though, mostly the adler and its rollingstock which I fixed today. But because it's it's not all of them, we need to find out what ones cause the issue and fix them individually before we make another release, so reports on the ones doing this will be very helpful.
2. related to 1.
3. also related to 1.
Thanks for your fast reply. Here is the train that I use and that the problems have shown up on. The odd thing is that I didn't have problems 2 and 3 on the previous releases.
Hello, I'm using traincraft v4.2.1 (4.2.1_011) for MC 1.6.4 and wondering why the default minecarts (ie: tnt cart,hopper cart, etc) aren't compatible on the new track / rails that comes with the mod. I've also tried traincraft v4.3.0 (4.3.0_002) for MC 1.7.10 and the vanilla carts aren't compatible with the new rail either. Was this something overlooked or is it a vanilla thing where they can't be compatible or would it be possibly changed / fixed in the newer builds of traincraft?
Thanks all keep up the great work,
This is an issue with traincraft in general, due to the non-standard design of the rails in Traincraft, only Traincraft trains and rollingstock will work on them. This will be dealt with in the upcoming rewrite for 1.7.10 (and maybe in the rewrite for 1.11 but I'm unsure).
We can't really fix them in 1.6.4 or the 1.7.10 port without taking out the entire rail system and remaking it, so we're just leaving it for the rewrites since we have to do it there anyway.
Thanks
for your fast reply. Here is the train that I use and that the problems
have shown up on. The odd thing is that I didn't have problems 2 and 3
on the previous releases.
Thank you
Okay, well I went over this again, and I need to ask, are you pushing or pulling the carts? Because I can't replicate the other known glitch but they do merge when I try to push the carts.
The pushing glitch has been around since 1.6.2 if not earlier than that, it's related to using 'simulated' hitboxes, rather than using actual hitboxes. This glitch was one of the larger reasons for a rewrite because replacing the 'simulated' hitboxes with actual ones requires rewriting most of the code for rollingstock, and likely by association, trains.
Okay, well I went over this again, and I need to ask, are you pushing or pulling the carts? Because I can't replicate the other known glitch but they do merge when I try to push the carts.
The pushing glitch has been around since 1.6.2 if not earlier than that, it's related to using 'simulated' hitboxes, rather than using actual hitboxes. This glitch was one of the larger reasons for a rewrite because replacing the 'simulated' hitboxes with actual ones requires rewriting most of the code for rollingstock, and likely by association, trains.
Yes, the problem shows up when pushing the train. There are no problems when pulling. The odd thing is that I didn't have the pushing problem with this train in previous releases.
Thank you
unfortunately this is related to our hitbox system, if it has ever worked since 1.6.2, it was a fluke, it will be dealt with in the rewrites but as much as all of us would like, theres nothing I can do for it in the port.
Thanks for the detailed error log though, that would help a lot normally.
As for the state of the 1.7.10 rewrite, most of the train code is working but it's not all there quite yet, I'll give y'all a look into what is and isn't so good right now.
the bad:
- Acceleration was intended to use a bell curve method to calculate the speed, but there's a lot of issues with that, and for some odd reason the train keeps fusing into the ground and that messes up my testing. This won't stop me, but it is slowing me.
- I haven't started on animations yet, I need to get all the actual motion stuff working first.
- Train randomly tends to spazz around one corner in a square path, not sure why but its only cosmetic which means its a render derp.
- The GUI is a mess but that's all just positioning math. Speaking of I have yet to start on the HUD as well, the core is there but none of the actual parts are, plus side is most of that is copy-paste from the GUI.
- I have not even started on linking trains and rollingstock or rollingstock at all for that matter.
- The fuel handler is rather incomplete, but most of what is necessary for general expansion for other fuels than steam is there.
- Render currently only supports .java models.
- Tracks will not be in the first release of the rewrite (those are a monster of their own that I will have to deal with in the second release).
- Chunkloading hasin't been started yet, need to get the movement stuff and rollingstock working right first.
the good:
- A new (optional) feature: Client only dynamic lighting, which is working smoothly, it's a little basic, but the effect is about what you would expect. I figured I should try and throw something special and uncommon into the rewrite to try and make up for how mediocre the port has gone.
- Adding new trains is very simple, put in the graphic, sounds, and texture(s), copy-paste a couple classes, change a few numbers, and add it to the registry, much simpler than the old traincraft, and I may even find ways to simplify it more as time goes on.
- New classifications of trains (sorta), the fuel handler is built to manage fuels for more kinds of trains than you can shake a stick at, everything from good ol steam to maglev, hydro electric, and even nuclear trains, and it can be expanded as time goes on with generally little effort, although at first we will only have the trains from TC.
- Better code documentation, I wanna try and leave enough documentation in the code that rookies can understand it at least mostly.
- The render system is far more open ended, while nothing is set in stone yet, it is very likely we will support flans models alongside .java models.
- Multiple hitboxes are setup and working well, it uses a system similar to the ender dragon.
- Rollingstock will re-use a lot of code from trains, that means multiple bogies for better rotation, multiple hitboxes for less wonky collision, and less code I have to write when that stage comes.
- I'm doing everything I can to be sure the code is as efficient as I can make it, I want this to run smoothly on low-end computers, and I want to have as few and small packets as possible for the users with data caps and slow internet.
A notice to anyone who wants to help:
Art isn't really going to be an issue since much will get re-used from Traincraft, new models for trains are welcome but we won't be able to add them until after the first release.
However hands on deck for code is always nice, a word of warning though is that much of the code, in one way or another, will relate to trigonometry.
canitzp is heading a rewrite for 1.11, he doesn't see point in supporting older versions of minecraft.
My rewrite is intended for 1.7.10 and since canitzp was dropping 1.10, I have intentions for a 1.9.2 release as well (which should work fine on 1.10 as well) after the features have been ironed out for 1.7.10.
canitzp is heading a rewrite for 1.11, he doesn't see point in supporting older versions of minecraft.
My rewrite is intended for 1.7.10 and since canitzp was dropping 1.10, I have intentions for a 1.9.2 release as well (which should work fine on 1.10 as well) after the features have been ironed out for 1.7.10.
Well, thats a shame, But good luck with your 1.9.2 rewrite! Hope it works for 1.10.
Oh my god I keep forgetting about doing that... My pardon, folks.
Figured it was time for a change.
Honestly as of the moment none of us have a clue why this happens, however it does not seem to effect vanilla and railcraft rails, so that is an alternative option for the slopes (admittedly not a pretty one).
Although i'd have to wager that whatever is going wrong with this, is probably related to the jumpy pitch rotation of it going up slopes....
But that doesn't really help solve the issue.
The plus side is that the 1.7 rewrite (which has none of these issues) is coming along well, aside from one trig calculation I cant seem to get right... all the necessary stuff for trains is nearly complete.
After that its rolling stock (basically copy-paste of trains), crafters, items, blocks, and rails. Plus side being the trains were the hard part (and kinda still are because my math skills aren't as good as they used to be).
And guessing by the images he sends to the dev group, canitzp's rewrite for 1.11 is coming along well too.
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
Thanks for the update. Sadly, if there's a glitch in a game or mod, I tend to find it. Are you saying that the traincraft trains run on vanilla and railcraft rails? That is an option...although I'm still sorting out some other conflicts right now so you may well be done with the update for 1.7.10 before I settle down to actually start playing again with some friends.
Yeah, in 1.7.10 trains and rollingstock can use vanilla rails, or any rails that replicate their functionality (railcraft, ExpandedRails, etc).
I'm honestly not sure why this ability was removed in later versions for 1.6.4....
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
the only problem I have with the mod is that the slots on the track builder don't refill until the first slot is completely empty (which makes the tunnel slot not work very well) and there aren't enough auxiliary slots.
This is fixed in our upcoming release.
Taken from the top of this page:
load it up in 1.8+ and change render distance to 16 or less. Alternatively, install optifine.
This is not any mod's (even forge) fault, this can happen when switching from any 1.8+ version to a pre-1.8 version.
Seriously, do you guys EVER try searching a problem before complaining to mod authors (even though the problem is vanilla MC)?
Creator of Metroid Cubed 3, a Metroid-themed mod! Become a donator today!
I downloaded the 005 version yesterday. I was happy to see that the train stays together even when the chuck is unloaded and reloaded but a few other bugs turned up.
1. When pushing a train of 6 freight cars at higher speeds, the cars slowly merge into each other until one of them merges into the engine and stops it, causing the steam locomotive sounds to stop and the only way to move is to destroy the car that slid over the engine.
2. When coupling freight cars, they will shoot off after the third is coupled and they are bumped and go until they derail on a curve. This is avoided if the cars are coupled to a locomotive or coupled to cars attached to the locomotive.
3 After logging off and on again, the error comes up that the attached cars have lost their link and they have uncoupled and merged into each other again.
Otherwise thank you and keep up the great work!
1. is a weird issue due to the collisions, by all means it should have been in every other release because the related code is exactly the same as other releases. This only effects certain trains/rollingstock though, mostly the adler and its rollingstock which I fixed today. But because it's it's not all of them, we need to find out what ones cause the issue and fix them individually before we make another release, so reports on the ones doing this will be very helpful.
2. related to 1.
3. also related to 1.
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
Hello, I'm using traincraft v4.2.1 (4.2.1_011) for MC 1.6.4 and wondering why the default minecarts (ie: tnt cart,hopper cart, etc) aren't compatible on the new track / rails that comes with the mod. I've also tried traincraft v4.3.0 (4.3.0_002) for MC 1.7.10 and the vanilla carts aren't compatible with the new rail either. Was this something overlooked or is it a vanilla thing where they can't be compatible or would it be possibly changed / fixed in the newer builds of traincraft?
Thanks all keep up the great work,
try the TC minecart
Thanks for your fast reply. Here is the train that I use and that the problems have shown up on. The odd thing is that I didn't have problems 2 and 3 on the previous releases.
Thank you
This is an issue with traincraft in general, due to the non-standard design of the rails in Traincraft, only Traincraft trains and rollingstock will work on them. This will be dealt with in the upcoming rewrite for 1.7.10 (and maybe in the rewrite for 1.11 but I'm unsure).
We can't really fix them in 1.6.4 or the 1.7.10 port without taking out the entire rail system and remaking it, so we're just leaving it for the rewrites since we have to do it there anyway.
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
Okay, well I went over this again, and I need to ask, are you pushing or pulling the carts? Because I can't replicate the other known glitch but they do merge when I try to push the carts.
The pushing glitch has been around since 1.6.2 if not earlier than that, it's related to using 'simulated' hitboxes, rather than using actual hitboxes. This glitch was one of the larger reasons for a rewrite because replacing the 'simulated' hitboxes with actual ones requires rewriting most of the code for rollingstock, and likely by association, 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
Yes, the problem shows up when pushing the train. There are no problems when pulling. The odd thing is that I didn't have the pushing problem with this train in previous releases.
Thank you
unfortunately this is related to our hitbox system, if it has ever worked since 1.6.2, it was a fluke, it will be dealt with in the rewrites but as much as all of us would like, theres nothing I can do for it in the port.
Thanks for the detailed error log though, that would help a lot normally.
As for the state of the 1.7.10 rewrite, most of the train code is working but it's not all there quite yet, I'll give y'all a look into what is and isn't so good right now.
the bad:
- Acceleration was intended to use a bell curve method to calculate the speed, but there's a lot of issues with that, and for some odd reason the train keeps fusing into the ground and that messes up my testing. This won't stop me, but it is slowing me.
- I haven't started on animations yet, I need to get all the actual motion stuff working first.
- Train randomly tends to spazz around one corner in a square path, not sure why but its only cosmetic which means its a render derp.
- The GUI is a mess but that's all just positioning math. Speaking of I have yet to start on the HUD as well, the core is there but none of the actual parts are, plus side is most of that is copy-paste from the GUI.
- I have not even started on linking trains and rollingstock or rollingstock at all for that matter.
- The fuel handler is rather incomplete, but most of what is necessary for general expansion for other fuels than steam is there.
- Render currently only supports .java models.
- Tracks will not be in the first release of the rewrite (those are a monster of their own that I will have to deal with in the second release).
- Chunkloading hasin't been started yet, need to get the movement stuff and rollingstock working right first.
the good:
- A new (optional) feature: Client only dynamic lighting, which is working smoothly, it's a little basic, but the effect is about what you would expect. I figured I should try and throw something special and uncommon into the rewrite to try and make up for how mediocre the port has gone.
- Adding new trains is very simple, put in the graphic, sounds, and texture(s), copy-paste a couple classes, change a few numbers, and add it to the registry, much simpler than the old traincraft, and I may even find ways to simplify it more as time goes on.
- New classifications of trains (sorta), the fuel handler is built to manage fuels for more kinds of trains than you can shake a stick at, everything from good ol steam to maglev, hydro electric, and even nuclear trains, and it can be expanded as time goes on with generally little effort, although at first we will only have the trains from TC.
- Better code documentation, I wanna try and leave enough documentation in the code that rookies can understand it at least mostly.
- The render system is far more open ended, while nothing is set in stone yet, it is very likely we will support flans models alongside .java models.
- Multiple hitboxes are setup and working well, it uses a system similar to the ender dragon.
- Rollingstock will re-use a lot of code from trains, that means multiple bogies for better rotation, multiple hitboxes for less wonky collision, and less code I have to write when that stage comes.
- I'm doing everything I can to be sure the code is as efficient as I can make it, I want this to run smoothly on low-end computers, and I want to have as few and small packets as possible for the users with data caps and slow internet.
A notice to anyone who wants to help:
Art isn't really going to be an issue since much will get re-used from Traincraft, new models for trains are welcome but we won't be able to add them until after the first release.
However hands on deck for code is always nice, a word of warning though is that much of the code, in one way or another, will relate to trigonometry.
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
Will there still be a 1.10 update to this mod?
canitzp is heading a rewrite for 1.11, he doesn't see point in supporting older versions of minecraft.
My rewrite is intended for 1.7.10 and since canitzp was dropping 1.10, I have intentions for a 1.9.2 release as well (which should work fine on 1.10 as well) after the features have been ironed out for 1.7.10.
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
Well, thats a shame, But good luck with your 1.9.2 rewrite! Hope it works for 1.10.
Any chance the 005 update sorted the issue with the inclines not working at high Y values?