[Mod] Arrow signs [arrow_signs][4.3] [13.09.2016]

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addi
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[Mod] Arrow signs [arrow_signs][4.3] [13.09.2016]

by addi » Wed Oct 10, 2012 15:40

Hi this is my first Mod: arrow signs

this mod simply adds arrow signs to the game

up
down
left
right
Image

suggestions, criticisms and your opinion are welcome!

Features:
  • create a linebreak with "/" or "|" (without "")
  • shared locked signs optional aviable (if you want it install sokomines locks mod)
  • signs are recycleable

+ Sreenshots:

Crafting:
Image
Image


Download:
Version 4.3 (.zip)
older versions

Source code:
https://bitbucket.org/adrido/arrow_signs/

Dependence:
default
locks(optional)

Todo:
all done :-)
for sugestions: leave a reply^^

License
Image
This work is licensed under a Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0) License.
Last edited by addi on Tue Sep 27, 2016 09:10, edited 14 times in total.
 

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by VanessaE » Wed Oct 10, 2012 17:57

3d signs and standalone yard signs have been done already: http://minetest.net/forum/viewtopic.php?id=3289 (which is a fork of http://minetest.net/forum/viewtopic.php?id=2736 )

That aside, I would suggest recipes be made by placing signs back into the craft grid in different orientations:

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
- - -
- S S
- - -
Made from two regular signs, would yield two signs pointing to the right

- - -
S S -
- - -
Yields two pointing left

- - -
- S -
- S -
Yields two pointing down

- S -
- S -
- - -
Yields two pointing up


Also make it recipes such that any sign placed back into the grid gives a regular non-directional sign.
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by addi » Wed Oct 10, 2012 19:03

Hi

that's a good idea.
I had thought of a different recipe
but I think your idea is much better


must i change something in the recipe?
the following produces only wall_left.

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.register_craft({
    output = 'more_signs:wall_right 2',
    recipe = {
        {'', '', ''},
        {'', 'default:sign_wall', 'default:sign_wall'},
        {'', '', ''},
    }
})
minetest.register_craft({
    output = 'more_signs:wall_left 2',
    recipe = {
        {'', '', ''},
        {'default:sign_wall', 'default:sign_wall', ''},
        {'', '', ''},
    }
})
 

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by Topywo » Wed Oct 10, 2012 19:59

addi wrote:must i change something in the recipe?
the following produces only wall_left.


You mean both left and right crafting recipes produce a left sign?
Maybe it helps to flip the .png?
 

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by addi » Thu Oct 11, 2012 14:04

Topywo wrote:
addi wrote:must i change something in the recipe?
the following produces only wall_left.


You mean both left and right crafting recipes produce a left sign?
Maybe it helps to flip the .png?


no i think the crafing engine of minntest is stupid.
I added a other sort of crafting recieps

you just need a sign and a stick
Image
and backwards craft a arrow sign and you'll get a normal sign.
Last edited by addi on Thu Oct 11, 2012 14:04, edited 1 time in total.
 

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by VanessaE » Thu Oct 11, 2012 23:14

Oh right, it never occurred to me that Minetest would interpret left = right in those recipes. Two items side by side is the same wherever they appear in the grid. Still, your recipes are better, since a pointed sign is physically slightly larger than a regular one anyway.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
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by addi » Sun Oct 28, 2012 12:55

i changed the version to 1.0 because 3d- and standalone signs alredy exists

i have changed only one point:

NEW IN VERSION 1.0:

Its now posible to create a linebreak with typing / or | in the inputfield

Example Input:
Spawn /harbour /City

will display:
"Spawn"
"harbour"
"City"
 

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by sfan5 » Sun Jan 27, 2013 11:51

The images don't load
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by addi » Sun Jan 27, 2013 12:10

thanks :)
fixed the problem
 

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by sfan5 » Sun Jan 27, 2013 12:50

Still doesn't work, download also doesn't work
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by addi » Sun Jul 14, 2013 15:46

now version 3.0 is aviable!

fixed bug that players without interact priv can edit the signs
optional shared locked signs! (you must install sokomines locks mod to get that)
 

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by webdesigner97 » Sun Jul 14, 2013 16:27

Why have I never noticed this mod? It's great!
 

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by addi » Sun Jul 14, 2013 16:30

webdesigner97 wrote:Why have I never noticed this mod? It's great!

hmm maybe, because in 3 months its over 1 year old ;-)
 

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by philipbenr » Wed Aug 21, 2013 19:38

where did you get the palm tree? moretrees?
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by Inocudom » Wed Aug 21, 2013 21:31

Will the arrow signs have 3D text on them sometime?
 

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by addi » Thu Aug 22, 2013 04:32

philipbenr wrote:where did you get the palm tree? moretrees?

they was from a old mod caled 4seasons https://forum.minetest.net/viewtopic.php?id=2314
it was realy nice but on multiplayer it was very laggy.
Inocudom wrote:Will the arrow signs have 3D text on them sometime?

3D text????
uhm how schuld i do that?
Dose Irrlicht support 3d?
and dose Minetest support it?

or do i understand you wrong?
can you describe more precisely what do you mean please?
 

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by Inocudom » Thu Aug 22, 2013 05:06

addi wrote:
philipbenr wrote:where did you get the palm tree? moretrees?

they was from a old mod caled 4seasons https://forum.minetest.net/viewtopic.php?id=2314
it was realy nice but on multiplayer it was very laggy.
Inocudom wrote:Will the arrow signs have 3D text on them sometime?

3D text????
uhm how schuld i do that?
Dose Irrlicht support 3d?
and dose Minetest support it?

or do i understand you wrong?
can you describe more precisely what do you mean please?


Will text be displayed on the directional signs like it is with the signs of the homedecor mod?
Last edited by Inocudom on Thu Aug 22, 2013 05:06, edited 1 time in total.
 

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by addi » Sun Jan 05, 2014 07:09

small update:
merged the changes made by Jat15:
fbf8066 - Solution for satisfy all mods for sign_wall
d9da4eb - Generate bug with homedecor sign


@Incudom this may belongs in a seperate mod, but it will be a huge work,because the nodeboxes etc. must be generated
maybe ill do it later...
 

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Re: [Mod] Arrow signs [arrow_signs][4.0] [14.08.2014]

by addi » Thu Aug 14, 2014 14:04

Big Update

mostly done by Jat15. thanks :-)

Features:

  • signs now in 3d!
  • one sign for each direction (see Howto)
  • compatible with minetest 0.4.10
  • saved 3 textures!
  • easier to use
  • more space in inventory
  • old signs converted and rotated automatical into the new one

HOW TO place signs


its just easy.
  1. craft the sign using a stick and a normal sign.
  2. place it on a node. it will mounted at the node you are pointing on, and will show into the direction in that you are looking :-)
  3. thats all :-)

DOWNLOAD:

https://bitbucket.org/adrido/arrow_signs/downloads/
Git repo:
https://bitbucket.org/adrido/arrow_signs/overview
 

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Re: [Mod] Arrow signs [arrow_signs][4.1] [13.03.2015]

by addi » Fri Mar 13, 2015 14:23

Update
version 4.1
Fix craft (group) with modpack homedecor (thanks to Jat15)
tidy up code a bit
fixed shared locked signs were able to edit by everybody
fixed uninitialized global variable...

Download:
version 4.1 [13.03.2015]

Source Code:
https://bitbucket.org/adrido/arrow_signs/src
 

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Re: [Mod] Arrow signs [arrow_signs][4.1] [13.03.2015]

by 12Me21 » Fri Mar 13, 2015 15:05

Are the signs able to be edited by anyone in claimed areas?
this would actually be a good thing, since if someone built something new, they can write it on the sign, and not have to ask the owner.
this should either be kept/added, or maybe make another type of sign that can be edited by anyone with interact.
 

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Re: [Mod] Arrow signs [arrow_signs][4.1] [13.03.2015]

by addi » Fri Mar 13, 2015 20:17

12Me21 wrote:Are the signs able to be edited by anyone in claimed areas?
this would actually be a good thing, since if someone built something new, they can write it on the sign, and not have to ask the owner.
this should either be kept/added, or maybe make another type of sign that can be edited by anyone with interact.

the normal arrow sign can be edited by everyone with the interact priv.

if you install Sokomines locks mod a new type of signs is added, wich is locked, but the owner can share it with other people.
in the sign, just write /add playername and then the player "playername" can also access it.
 

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Re: [Mod] Arrow signs [arrow_signs][4.1] [13.03.2015]

by Krock » Fri Mar 13, 2015 20:25

addi wrote:the normal arrow sign can be edited by everyone with the interact priv.

if you install Sokomines locks mod a new type of signs is added, wich is locked, but the owner can share it with other people.
in the sign, just write /add playername and then the player "playername" can also access it.

I would like to see a code like
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
if minetest.is_protected(pos, player_name) then
   return
end

because right now, those signs are just like a paper with a pen next to it. "Hey, write on me please."
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Re: [Mod] Arrow signs [arrow_signs][4.1] [13.03.2015]

by addi » Sun Apr 26, 2015 10:04

Krock wrote:
addi wrote:the normal arrow sign can be edited by everyone with the interact priv.

if you install Sokomines locks mod a new type of signs is added, wich is locked, but the owner can share it with other people.
in the sign, just write /add playername and then the player "playername" can also access it.

I would like to see a code like
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
if minetest.is_protected(pos, player_name) then
   return
end

because right now, those signs are just like a paper with a pen next to it. "Hey, write on me please."

I updated the mod. It checks now for protection.

also the linebreak is optimized and does no longer show white spaces before the newline.
download version 4.2
 

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Re: [Mod] Arrow signs [arrow_signs][4.2] [26.04.2015]

by ParaklataChotou » Wed Aug 31, 2016 23:12

Thank you so much. I needed signs for my server and you've solved my problem. Thank you.
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Re: [Mod] Arrow signs [arrow_signs][4.2] [26.04.2015]

by addi » Thu Sep 01, 2016 09:39

Thanks. Some time ago I updated the mod, but did not announce it here.

New features:
  • Signs fit to the new default sign. Thanks to Hectic.
    For the case someone does not like the new texture, here is the old one, just put it into your favourite texture pack
  • Bugfix: placing in creative mode
  • Bugfix: correct handling of protected areas
  • Improved and simplified sign placing
  • New: Steel sign
 

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Re: [Mod] Arrow signs [arrow_signs][4.2] [26.04.2015]

by Wuzzy » Mon Sep 05, 2016 21:12

Thank you for updating this mod for new versions. I thought this mod is outdated because of the old screenshots in the first post. :-(
This mod is still one of my favourite mods, it is very useful for finding my way in complex cave systems. :-)

I like that you now use facedir to determine sign rotation. But I think using the screwdriver on an arrow sign is very WTF. Luckliy, the screwdriver mod has an API for custom rotation handling. I suggest to simplify sign rotation: Leftclick should rotate sign clockwise while keeping it attached to the wall it is sticking to. Shift+rightclick (with screwdriver) should be ignored.

Another suggestion: Add nodes to group “attached_node” like the original signs so it will drop as an item when it is not attached to a wall anymore.

The formspec should be fixed. It says “Hint: Use / or | to create a”. The text is just cut off. To create newlines? Using special characters for newlines is an ugly hack IMO, it would be simpler to just make your own formspec with a textarea widget because it supports multiple lines.

Final suggestions: Change item icon to a left or right-pointing sign; it would be more pleasant to look at IMO. ;-) And rename “Arrow sign” to “Wooden Arror Sign” or something like that.
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Re: [Mod] Arrow signs [arrow_signs][4.2] [26.04.2015]

by addi » Tue Sep 06, 2016 07:51

Wuzzy wrote:Thank you for updating this mod for new versions. I thought this mod is outdated because of the old screenshots in the first post. :-(
This mod is still one of my favourite mods, it is very useful for finding my way in complex cave systems. :-)

Thanks, no this mod was not outdated. I may replace the screenshots whith newer one thanks for pointing this out. Luckily due its simplicity this mod does not require much maintenance and wont date out as fast as other mods.
Wuzzy wrote:I like that you now use facedir to determine sign rotation. But I think using the screwdriver on an arrow sign is very WTF. Luckliy, the screwdriver mod has an API for custom rotation handling. I suggest to simplify sign rotation: Leftclick should rotate sign clockwise while keeping it attached to the wall it is sticking to. Shift+rightclick (with screwdriver) should be ignored.

Uhm the facedir feature is part of this mod since about 1,5 Years :/ . Rotating using screwdriver is realy odd, probably because the whole facedir stuff is realy odd. Ill have a look if I can find a logic behind the rotation and try to implement better rotation with screwdriver, thanks for your suggestion.
Wuzzy wrote:Another suggestion: Add nodes to group “attached_node” like the original signs so it will drop as an item when it is not attached to a wall anymore.

I already tried to apply that feature, but I had no success due limitation of the mintest api. It seems attached_node only works correctly for drawtype=wallmounted, for all other draw types it drops if there is air under it. I thought about using register on_dig to manually implement the drop feature, but it would be laggy since it have to check at each dig if there is a sign nearby.
Wuzzy wrote:The formspec should be fixed. It says “Hint: Use / or | to create a”. The text is just cut off. To create newlines? Using special characters for newlines is an ugly hack IMO, it would be simpler to just make your own formspec with a textarea widget because it supports multiple lines.

Thats odd. I tested it with a resolution of 800x600 and the text fit well. do you use a bigger font size or a different font?
As you maybe know this mod origins in ages where was no textarea available. But I have to say that the textarea implementation is not realy great in minetest. (overflow does not display scrollbars) and I would also wish it would support something like html textarea where you could specify cols and rows.
But I always thought about changing to textarea, but did not change it because of the old nodes, which are still using the old input, it would require a abm/lbm to update it. and it was too much work up to now.
Wuzzy wrote:Final suggestions: Change item icon to a left or right-pointing sign; it would be more pleasant to look at IMO. ;-)
I think [rotate:90 should do this, ill implement it asap.
Wuzzy wrote: And rename “Arrow sign” to “Wooden Arror Sign” or something like that.
Im not shure about this. if I change description, I should also change the node name, which would end up with another alias. Also If a player is seaching for wood in creative, UI, or craft guide, he probably will not search for a arrow sign.

Thanks for your suggestions, ill add it to my to-do list and implement some if possible.
 

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Re: [Mod] Arrow signs [arrow_signs][4.3] [13.09.2016]

by echosa » Thu Dec 29, 2016 01:40

Is there a way to move the text that's displayed when you look at a sign? It's currently in the upper-left, but I'd like to customize that.
 

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Re: [Mod] Arrow signs [arrow_signs][4.3] [13.09.2016]

by Wuzzy » Thu Dec 29, 2016 04:55

No.
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