[Mod] Signs [2] [signs]

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xyz
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[Mod] Signs [2] [signs]

by xyz » Thu Aug 09, 2012 09:38

Image
Just wooden signs. No conflicts with default mod.

Code license: WTFPL
Textures license: font: 04b-03 (about link, which states that "you may use them as you like"); signs texture is based on default_wood.png from minetest_game
Dependencies: default

Download

Notice: There can be some texture glitches (and now I don't know a way to fix it). Re-logging in game helps (sometimes).
^ forget it, fixed long time ago

Changelog:
  • 1 — initial release
  • 2 — added yard signs (screenshot), slightly tuned textures
 

cornernote
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by cornernote » Thu Aug 09, 2012 11:02

+1 going to have a play now!
 

Belgac
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by Belgac » Thu Aug 09, 2012 12:26

nice idea, i'll give it a try.
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RandomBot
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by RandomBot » Thu Aug 09, 2012 12:27

well it would look better if the sign texture had the same pixel dimensions that the font have.
but +1 from me too :D
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by sfan5 » Thu Aug 09, 2012 13:03

Looks awesome!
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by mauvebic » Thu Aug 09, 2012 13:34

I changed default_wood to to clay but this is what i got:
Image
Image

it flickers like that when the camera moves, like most other signlike nodes, though this is a nodebox, so i dont understand why its happening here :-/
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xyz
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by xyz » Thu Aug 09, 2012 14:24

mauvebic wrote:I changed default_wood to to clay but this is what i got:
it flickers like that when the camera moves, like most other signlike nodes, though this is a nodebox, so i dont understand why its happening here :-/

Try quiting & entering game again, that should help.
 

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by TheLoLMan » Thu Aug 09, 2012 14:43

GOOD
 

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by pagliaccio » Thu Aug 09, 2012 15:00

good, i wait a fix for install
 

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by SegFault22 » Thu Aug 09, 2012 21:13

awesome! now we do not have to worry about stuff around the sign being too bright and making it hard to see the text, because the text is actually on the sign.
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by Josh » Fri Aug 10, 2012 03:16

+3! Cool job xyz! i hope this get's added in the default game. Much better than the default signs. i installed it & it's cool!
 

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xyz
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by xyz » Fri Aug 10, 2012 11:06

Version 2 released.
 

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by Cooper » Fri Aug 10, 2012 13:58

Cool
TACOS!!!!!!!!!!!!!!!!!!!!!!!!!
 

cornernote
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by cornernote » Sat Aug 11, 2012 08:05

my text seems to disappear sometimes (maybe when someone joins). Relogging doesn't help. The text is still in the form. Only way to fix is to pickup and re-place the sign, and then write the text again.
 

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xyz
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by xyz » Sat Aug 11, 2012 10:39

cornernote wrote:my text seems to disappear sometimes (maybe when someone joins). Relogging doesn't help. The text is still in the form. Only way to fix is to pickup and re-place the sign, and then write the text again.

Can you report more information? What mods are you using? It seems that entity that displays the text disappeared, but I don't know a case in which that should happen.
 

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by PilzAdam » Sat Aug 11, 2012 10:48

xyz wrote:
cornernote wrote:my text seems to disappear sometimes (maybe when someone joins). Relogging doesn't help. The text is still in the form. Only way to fix is to pickup and re-place the sign, and then write the text again.

Can you report more information? What mods are you using? It seems that entity that displays the text disappeared, but I don't know a case in which that should happen.

Maybe its because he moved away and the engine deactivates the entity. When its actiavated again all variable that are stored are deletet. You can save the variables by creating this method:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
get_staticdata = function(self)

The return value will be given to
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
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on_activate = function(self, staticdata)

as "staticdata". Its only a string so you should use
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
minetest.serialize(table)
and
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
minetest.deserialize(string)
 

cornernote
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by cornernote » Sat Aug 11, 2012 10:49

It reappeared on its own. I have a lot of mods and some custom things too. I'll try to isolate it with less mods.
 

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xyz
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by xyz » Sat Aug 11, 2012 11:07

PilzAdam wrote:Maybe its because he moved away and the engine deactivates the entity. When its actiavated again all variable that are stored are deletet. You can save the variables by creating this method:...

I don't store any variables in entities and this mod already have correct (I hope) on_activate.
 

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by cHyper » Sat Aug 11, 2012 13:27

same as in minecraft... awesome mod !!!
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by jpenguin » Mon Aug 13, 2012 17:17

Great~ The texture thing is annoying, but really nice mod
 

cornernote
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by cornernote » Tue Aug 14, 2012 00:22

It's still not displaying the text sometimes. Is there a way that I can punch/dig/kick/spit it so that it re-renders? To read my signs i have to right click them to see the entered text.

Here are the mods I am running:
https://github.com/cornernote/minetest-cornernote_game
Last edited by cornernote on Tue Aug 14, 2012 00:23, edited 1 time in total.
 

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by rubenwardy » Tue Aug 14, 2012 09:16

nice job! i was thinking about doing this but you got here first!
 

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by Inocudom » Tue Jan 01, 2013 23:45

Are there any plans to update this mod for the present builds of minetest? This mod has a few issues with the text messages on the signs. Sometimes, objects and even other messages get stuck to them. Other times, the messages will not show up. If it helps, Zegatron's Server uses this mod.
 

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by 0gb.us » Wed Jan 02, 2013 01:36

Inocudom wrote:Are there any plans to update this mod for the present builds of minetest? This mod has a few issues with the text messages on the signs. Sometimes, objects and even other messages get stuck to them. Other times, the messages will not show up. If it helps, Zegatron's Server uses this mod.


Does it? Zeg9 told me he uses PilzAdam's signs plugin, not this one.
 

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by Inocudom » Wed Jan 02, 2013 02:03

I see. If that is the case, then it is PilzAdam's version of this that I have seen those bugs with.
 

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by BrunoMine » Sat Jul 06, 2013 21:17

what is the crafting of it? I want this mod replace the standard plate minetest.

This showed mod errors. already posted a topic about this type of mod. In version 0.4.7
Last edited by BrunoMine on Sun Jul 07, 2013 03:39, edited 1 time in total.
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by kaeza » Sun Jul 07, 2013 08:49

brunob.santos wrote:what is the crafting of it? I want this mod replace the standard plate minetest.

This showed mod errors. already posted a topic about this type of mod. In version 0.4.7

Homedecor already provides this functionality (and more).

It is crafted like normal signs.
Last edited by kaeza on Sun Jul 07, 2013 08:49, edited 1 time in total.
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by Johnyknowhow » Thu Nov 21, 2013 22:57

oh cool! now i dont have to use HomeDecor for this!
I lost interest in Minetest for a couple of years and... I am still not really paying much attention. I rarely browse these forums anymore but it's nice to see old faces.

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by Inocudom » Thu Nov 21, 2013 23:56

Homedecor's signs are superior. What is wrong with using homedecor anyway?
 

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Re: [Mod] Signs [2] [signs]

by snowflake » Tue Nov 17, 2015 18:59

Hi,

i got a question

is this the sign which shows the words written without pointing it and is it default.
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