[Mod] StreetsMod [2.0.1] – create modern cities

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Re: [Mod] StreetsMod [1.5] – create modern cities

by webdesigner97 » Sat Oct 04, 2014 19:48

SAMIAMNOT wrote:Looks awesome, will try.

EDIT 1: I did try, and got this error:

14:43:40: ERROR[main]: ========== ERROR FROM LUA ===========
14:43:40: ERROR[main]: Failed to load and run script from
14:43:40: ERROR[main]: E:\Minecraft and da like\minetest-0.4.10-win32\bin\..\mods\peaceful_npc_master\init.lua:
14:43:40: ERROR[main]: ...st-0.4.10-win32\bin\..\mods\peaceful_npc_master\init.lua:6: attempt to concatenate a nil value
14:43:40: ERROR[main]: stack traceback:
14:43:40: ERROR[main]: ...st-0.4.10-win32\bin\..\mods\peaceful_npc_master\init.lua:6: in main chunk
14:43:40: ERROR[main]: ======= END OF ERROR FROM LUA ========
14:43:40: ERROR[main]: Server: Failed to load and run E:\Minecraft and da like\minetest-0.4.10-win32\bin\..\mods\peaceful_npc_master\init.lua
14:43:40: ERROR[main]: ModError: ModError: Failed to load and run E:\Minecraft and da like\minetest-0.4.10-win32\bin\..\mods\peaceful_npc_master\init.lua
14:47:39: ERROR[main]: mod "peaceful_npc_master" has unsatisfied dependencies: "plants_lib"
14:47:40: ERROR[main]: ========== ERROR FROM LUA ===========
14:47:40: ERROR[main]: Failed to load and run script from
14:47:40: ERROR[main]: E:\Minecraft and da like\minetest-0.4.10-win32\bin\..\mods\streetscars_master\init.lua:
14:47:40: ERROR[main]: ...est-0.4.10-win32\bin\..\mods\streetscars_master\init.lua:11: attempt to concatenate a nil value
14:47:40: ERROR[main]: stack traceback:
14:47:40: ERROR[main]: ...est-0.4.10-win32\bin\..\mods\streetscars_master\init.lua:11: in main chunk
14:47:40: ERROR[main]: ======= END OF ERROR FROM LUA ========
14:47:40: ERROR[main]: Server: Failed to load and run E:\Minecraft and da like\minetest-0.4.10-win32\bin\..\mods\streetscars_master\init.lua
14:47:40: ERROR[main]: ModError: ModError: Failed to load and run E:\Minecraft and da like\minetest-0.4.10-win32\bin\..\mods\streetscars_master\init.lua
14:50:14: ERROR[main]: mod "peaceful_npc_master" has unsatisfied dependencies: "plants_lib"
14:50:14: ERROR[main]: ========== ERROR FROM LUA ===========
14:50:14: ERROR[main]: Failed to load and run script from
14:50:14: ERROR[main]: E:\Minecraft and da like\minetest-0.4.10-win32\bin\..\mods\streets_1_5\init.lua:
14:50:14: ERROR[main]: cannot open E:\Minecraft and da like\minetest-0.4.10-win32\bin\..\mods\streets_1_5\init.lua: No such file or directory
14:50:14: ERROR[main]: ======= END OF ERROR FROM LUA ========
14:50:14: ERROR[main]: Server: Failed to load and run E:\Minecraft and da like\minetest-0.4.10-win32\bin\..\mods\streets_1_5\init.lua
14:50:14: ERROR[main]: ModError: ModError: Failed to load and run E:\Minecraft and da like\minetest-0.4.10-win32\bin\..\mods\streets_1_5\init.lua

WHY OH WHY do the best looking mods have errors!?!? Was is something I did?

There are multiple problems in your mod config. Install plants_lib to fix the missing dependencies. Please show me the directory structure of your mods directory, somehting sems wrong there, but I need to see it.
 

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Re: [Mod] StreetsMod [1.5] – create modern cities

by webdesigner97 » Sat Oct 04, 2014 19:49

bjrohan wrote:Hi Webdesinger97,

I am using, and really liking this mod. I have a request for 3 new blocks. You have asphalt blocks with a solid white line in the middle of the block. Would you mind adding another block that has a solid white 90 degree line in the middle if the block, that way it can correctly connect 2 intersecting roads? The 2nd block would be one that has a white line in a diagonal direction (one white, one yellow). This block would allow for a "curve" in a street. I suppose this is in conjunction with the post above, with adding a white cross

Thank you!

I might add this in a future version, but I can't tell when this will be. I'm too busy in RL right now...
 

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Re: [Mod] StreetsMod [1.5] – create modern cities

by SAMIAMNOT » Sat Oct 04, 2014 22:54

Sorry. The other errors were due to the fact that I installed plants lib incorrectly. Here's my structure:
>Minetest-win32
>>bin
>>mods
>>>weather
>>>plantlife
>>>streets
>>>cars
>>>crafting
>>games
>>>RPi
>>>minetest
>>>minimal
>>>Overcraft Origins

I only listed folders that I placed files in..
If i remember right bin contains the other files but then again i dunno... wil check next weekend.
I test mines.
 

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Re: [Mod] StreetsMod [1.5] – create modern cities

by webdesigner97 » Sun Oct 05, 2014 07:38

SAMIAMNOT wrote:Sorry. The other errors were due to the fact that I installed plants lib incorrectly. Here's my structure:
>Minetest-win32
>>bin
>>mods
>>>weather
>>>plantlife
>>>streets
>>>cars
>>>crafting
>>games
>>>RPi
>>>minetest
>>>minimal
>>>Overcraft Origins

I only listed folders that I placed files in..
If i remember right bin contains the other files but then again i dunno... wil check next weekend.

I have a very small idea what your problem might be.... The mod directory should look like this:

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
mods
--streets
-----streetsmod
-----streetsblablabla
--otherMod
--yetAnotherMod


But according to the error message it seems to look like this:

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
mods
--streets_1_5
-----streets
--------streetsmod
--------streetsblablabla
--otherMod
--yetAnotherMod


And PLEASE, rename streetscars_master to cars :)
 

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Re: [Mod] StreetsMod [1.5] – create modern cities

by SAMIAMNOT » Sun Oct 05, 2014 19:15

Okay. I renamed it to streets already.
I test mines.
 

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Re: [Mod] StreetsMod [1.5] – create modern cities

by ExeterDad » Sun Oct 12, 2014 03:15

Playing around with some nodes I made that make diagonal roads.
Image
Now I can make more scenic roads that follow the terrain more closely. Fun!
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Re: [Mod] StreetsMod [1.5] – create modern cities

by webdesigner97 » Sun Oct 12, 2014 07:51

45° nodes are a thing I thought about several times, but I never decided to add that, because I didn't know what to do with the other half od the node that isn't covered by asphalt. How did you solve that? Did you just add grass there?
 

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Re: [Mod] StreetsMod [1.5] – create modern cities

by RHR » Sun Oct 12, 2014 08:26

@webdesigner97: You could create a super thin 45° asphalt node or just a texture (is probably better than many thin nodeboxes), which could be built on the ground like a carpet. This would be independent from the ground node (grass, dirt, sand, ...)
 

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Re: [Mod] StreetsMod [1.5] – create modern cities

by ExeterDad » Sun Oct 12, 2014 10:40

webdesigner97 wrote:45° nodes are a thing I thought about several times, but I never decided to add that, because I didn't know what to do with the other half od the node that isn't covered by asphalt. How did you solve that? Did you just add grass there?


As I should be rushing to ready myself for work, I can't take the time for a screenshot. But if you look closely at the second inventory item in the hotbar above you can see a tiny half grass half asphalt block.
I originally wanted to overlay a half asphalt and paint stripe over a default_grass texture so the grass would be dynamic and match whatever texture pack was in use. But it didn't work. default_grass that comes by default is 16px and doesn't upscale to match the 64px of the asphalt so the textures wouldn't mix. Maybe someday it can be fixed upstream.
Also trying to get 22.5 degree nodes figured out for a softer curve. But getting that seamless from block to block it hurting my brain :D
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Re: [Mod] StreetsMod [1.5] – create modern cities

by Sokomine » Thu Oct 16, 2014 01:35

ExeterDad wrote:Playing around with some nodes I made that make diagonal roads.

Looks very fine. Roads are hard to do in a cubic world.

RHR wrote:@webdesigner97: You could create a super thin 45° asphalt node or just a texture (is probably better than many thin nodeboxes), which could be built on the ground like a carpet. This would be independent from the ground node (grass, dirt, sand, ...)

Sounds like a good idea. Might require some testing though in order to get a well-working drawtype.

ExeterDad wrote:Also trying to get 22.5 degree nodes figured out for a softer curve. But getting that seamless from block to block it hurting my brain :D

Yes, that's the trouble with that. It is even worse with railways.
A list of my mods can be found here.
 

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Re: [Mod] StreetsMod [1.5] – create modern cities

by Inocudom » Tue Nov 25, 2014 17:27

The mesecons api was changed recently, so it would probably be a good idea to update this mod.
 

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Re: [Mod] StreetsMod [1.5] – create modern cities

by webdesigner97 » Tue Nov 25, 2014 20:40

Inocudom wrote:The mesecons api was changed recently, so it would probably be a good idea to update this mod.

Thanks for telling me :) But I currently don't have any time to work on minetest projects, so I can't do that. But I can accept PRs.
 

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Re: [Mod] StreetsMod [1.5] – create modern cities

by snowflake » Tue Nov 17, 2015 19:24

Hi, i want to know how to set up the traffic lights
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Re: [Mod] StreetsMod [1.5] – create modern cities

by heavy gale » Wed Nov 18, 2015 13:23

@snowflake: You should have a look at the wiki: https://github.com/webdesigner97/street ... afficlight
 

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Re: [Mod] StreetsMod [1.5] – create modern cities

by webdesigner97 » Tue Jan 19, 2016 12:07

I'm planning a relaunch of this mod for the next months. Due to my personal life, it might be possible that I need 1-2 months before I can actually start this.
I already have some plans for the relaunch (tidy it up, adapt to latest APIs, etc.), but I really need your help!

It would be great if you could help me prepare this by...
-> ... doing this poll concerning statistics about node usage
-> ... giving feedback concerning the user experience
-> ... posting general thoughts, ideas, critics or whatever comes to your mind

Thank you in advance!
 

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Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

by Hybrid Dog » Wed Jan 20, 2016 16:56

a drawbridge
with steel ropes
and horizontally (vertically is magic in minetest) rotating wheels pulling the ropes
and allow ships to open it via a digiline sent request

railroad gates
with bell sounds
 

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Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

by webdesigner97 » Thu Jan 21, 2016 06:45

Hybrid Dog wrote:a drawbridge
with steel ropes
and horizontally (vertically is magic in minetest) rotating wheels pulling the ropes
and allow ships to open it via a digiline sent request

railroad gates
with bell sounds

Like this one: https://upload.wikimedia.org/wikipedia/commons/5/52/Wappoo_Creek_drawbridge.jpg? That sounds difficult, but I might give it a try ^^
 

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Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

by cheapie » Thu Jan 21, 2016 06:49

Hybrid Dog wrote:railroad gates
with bell sounds


My fork has those, although they are the American style, so they're not likely to make it into the "official" one.
 

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Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

by Hybrid Dog » Thu Jan 21, 2016 18:25

webdesigner97 wrote:Like this one: https://upload.wikimedia.org/wikipedia/commons/5/52/Wappoo_Creek_drawbridge.jpg? That sounds difficult, but I might give it a try ^^

thanks

cheapie wrote:My fork has those, although they are the American style, so they're not likely to make it into the "official" one.

l would like to have them in various styles (Germany, China, America, Africa, Russia, …).
 

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Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

by webdesigner97 » Thu Jan 21, 2016 21:02

Hybrid Dog wrote:
webdesigner97 wrote:Like this one: https://upload.wikimedia.org/wikipedia/commons/5/52/Wappoo_Creek_drawbridge.jpg? That sounds difficult, but I might give it a try ^^

thanks

cheapie wrote:My fork has those, although they are the American style, so they're not likely to make it into the "official" one.

l would like to have them in various styles (Germany, China, America, Africa, Russia, …).

I still have to think about a way to make every country happy. The fact of having different road-related stuff (markings, signs, trafficlights) makes that quite difficult...
 

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Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

by cheapie » Thu Jan 21, 2016 21:45

webdesigner97 wrote:I still have to think about a way to make every country happy. The fact of having different road-related stuff (markings, signs, trafficlights) makes that quite difficult...


I suppose that's sort of where my fork fits in, since it's drifting towards being more American-style.
 

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Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

by twoelk » Thu Jan 21, 2016 23:03

There are some (mostly sign) mods that you might want to check for compatibility or might be abandoned and you might care to include, such as ...

The The DEFINITIVE Road and street sign mod by tbillion does have a nice collection of road signs.
Not to forget Dan Duncombe's old collection of Danger/Hazard Signs
Road markup and signs [urban] by vqrulane seems to cover similar area
The Display Modpack by Naj includes some really nice street name plates.
Custom Signs by Ackirb might not be avaliable anymore

working together with the [Road Paver] Road paving tunnel bore machine mod by tbillion might be usefull.

considering this Education, minetest in the classroom thread you may want to review your mod under the aspect of teaching value and for helping studying traffic related issues.
 

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Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

by webdesigner97 » Fri Jan 22, 2016 07:03

twoelk wrote:There are some (mostly sign) mods that you might want to check for compatibility or might be abandoned and you might care to include, such as ...

The The DEFINITIVE Road and street sign mod by tbillion does have a nice collection of road signs.
Not to forget Dan Duncombe's old collection of Danger/Hazard Signs
Road markup and signs [urban] by vqrulane seems to cover similar area
The Display Modpack by Naj includes some really nice street name plates.
Custom Signs by Ackirb might not be avaliable anymore

working together with the [Road Paver] Road paving tunnel bore machine mod by tbillion might be usefull.

considering this Education, minetest in the classroom thread you may want to review your mod under the aspect of teaching value and for helping studying traffic related issues.

Interesting! The sign mods offer some great inspiration for new signs. They just need a redesign to fit into the style of this mod and the game itself. IMHO, their resolution is too high. I decided to redesign the textures in this mod to 16px, maybe 32px for stuff like signs, markings, etc. Also, I'd like to follow the KISS principle for signs by using pictograms, but I need to find out whether this will work well for this mod. The signs still need to be understandable and nice to look at...
 

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Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

by Hybrid Dog » Fri Jan 22, 2016 15:32

Please add German delineators:
https://de.wikipedia.org/wiki/Leitpfosten
Image

and traffic barriers:
Image
 

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Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

by webdesigner97 » Fri Jan 22, 2016 16:40

Hybrid Dog wrote:Please add German delineators:
https://de.wikipedia.org/wiki/Leitpfosten
Image

and traffic barriers:
Image

Both planned :)
The delineator will be redesigned inspired by the german Leitpfosten.
The barriers are also on my list, but I didn't have these pictures. Thx! I'm sure they'll help.
 

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Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

by webdesigner97 » Tue Jan 26, 2016 09:45

Some more things I'd like to know:
-> Shall I add the option to translate item names and formspecs (intllib)?
-> Shall I add full support for rubenwardy's Achievements Mod?

Both is included in the current version, but I'm not happy with the way I implemented it...
 

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Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

by philipbenr » Wed Mar 02, 2016 00:25

If there is to be a relaunch, then I suppose it is only fair that I fix the logo up. XD See file comment for more on that...

Image

What think you all?
Attachments
Streetslogo.png
New logo! Yay! The other one looks like garbage.
Streetslogo.png (785.58 KiB) Viewed 4510 times
 

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Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

by benrob0329 » Wed Mar 02, 2016 00:47

Looks good!
 

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Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

by philipbenr » Wed Mar 02, 2016 00:50

Thnx. Not very good job IMHO, but I am under a lot of stress right now.
 

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Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

by webdesigner97 » Wed Mar 02, 2016 08:05

philipbenr wrote:Thnx. Not very good job IMHO, but I am under a lot of stress right now.

Nice idea! :)
But you'll need to swap the background image later on because I'm working on a new texture style. People were asking for 16px textures...
 

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