[Modpack] Display Modpack [display_modpack]

Peppy
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Re: [Modpack] Display Modpack [display_modpack]

by Peppy » Tue Nov 22, 2016 00:33

Writing without accents often leads to quiproquos in French ;)

Should it be possible to add accentuated letters as a component of the modpack, so one can choose whether to activate it or not ?
 

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linushsao
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Re: [Modpack] Display Modpack [display_modpack]

by linushsao » Tue Nov 29, 2016 15:38

awesome.
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Naj
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Re: [Modpack] Display Modpack [display_modpack]

by Naj » Sun Dec 25, 2016 17:16

Modpack updated :

- Fixed incorrect dependencies
- Fixed groups and black sign drop item (some signs where harder to dig than others)
- Fixed mesh model for right direction signs
- New Green direction signs in signs_road
 

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Naj
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Re: [Modpack] Display Modpack [display_modpack]

by Naj » Sun Dec 25, 2016 17:24

I tried to find a solution about the /clearobjects command. It removes all entities, including those used to display text.

A solution could be to have an ABM on nodes and check for existing entity, but I'm not satisfied with that. It would be much better to detect entity being removed but there does not seem to have any callback for that.

Anyone for an idea about that ?
 

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Wuzzy
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Re: [Modpack] Display Modpack [display_modpack]

by Wuzzy » Sun Dec 25, 2016 20:51

Maybe Minetest shouldn't provide a /clearobjects command to begin with. I suppose many other mods can be easily broken when using this.
Alternatively, Minetest should provide a means to “defend” against /cleanobjects.

So yeah, I think this is a Minetest problem which should be fixed in Minetest. What do you think?
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Naj
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Re: [Modpack] Display Modpack [display_modpack]

by Naj » Mon Dec 26, 2016 08:34

I think a simple "on_destroy" entity callback would permit to handle this problem.

If no other solution I'll put an ABM :/
 

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Naj
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Re: [Modpack] Display Modpack [display_modpack]

by Naj » Mon Dec 26, 2016 08:35

Other update :

font_lib now handles accentuated letters.

I did not draw all A0 to FF chars, still missing a few ones but it's ok for now I guess.
 

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muhdnurhidayat
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Re: [Modpack] Display Modpack [display_modpack]

by muhdnurhidayat » Wed Mar 01, 2017 09:54

What did this code actually do?
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if minetest.get_modpath("homedecor") then
    print ("["..minetest.get_current_modname().."] homedecor mod is present, not overriding default:sign.")
else
-- Override default sign


I don't think homedecor mod overrides default sign, instead it is signs_lib mod that once inside homedecor modpack (but it's not inside homedecor mod itself afaik, unless it was inside the homedecor mod itself in even earlier version??) but it is now separated from the homedecor modpack...

signs_lib even have its own forum thread, as it is separated from homedecor modpack...

some people might install signs_lib without installing homedecor mod pack, or homedecor mod as they're separated now, and signs_lib did not depends on homedecor, will that code stilll usable??
I'm (slowly) translating mods with intllib and Minetest to Malay without a laptop. I play Minetest on 2GB RAM Android 5.1 phone with external keyboard & mouse. I speak Malay, Mandarin, English and Japanese.
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Naj
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Re: [Modpack] Display Modpack [display_modpack]

by Naj » Thu Mar 02, 2017 17:16

Hi :)

I guess this code is a bit outdated.

Anyway in a future version I'll remove any overriding of default sign. I think it's better.
 

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