Traffic signals, roads and cycleways mod

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minetesting
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Traffic signals, roads and cycleways mod

by minetesting » Sat Jun 02, 2012 00:25

hi I'm looking for suggestion to add to a traffic signals mod.

here are the ones I've already, in glorious 16x16 super HD:

Image

download:

http://ubuntuone.com/0I7iFZaPIcb20ylNjjzrMj

here are the references (/giveme trafficsigns: ...)


the roads:

road
road_single
road_double
cycleway

the yellow signs
danger
front_yellow
right_yellow
left_yellow

the other signs:

danger_triangle
dead_end
front_left
front_right
front_blue
left_blue
right_blue
forbidden
no_way
priority_loss
railway_crossing
roundabout
stop
info_blue
hospital
parking
cyclepath


-----------------------
thank you
Last edited by minetesting on Tue Jun 05, 2012 17:35, edited 1 time in total.
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sfan5
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by sfan5 » Sat Jun 02, 2012 07:46

Nice!
Mods: Mesecons | WorldEdit | Nuke
Minetest builds for Windows (32-bit & 64-bit)
 

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minetesting
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by minetesting » Sun Jun 03, 2012 00:17

thank you my good sir
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mauvebic
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by mauvebic » Sun Jun 03, 2012 13:44

look in madblocks' deprecated.lua there's a working traffic light you could use :-)
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minetesting
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by minetesting » Sun Jun 03, 2012 23:30

ooooo fancy. thanks, i will look into it
Last edited by minetesting on Sun Jun 03, 2012 23:31, edited 1 time in total.
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LolManKuba
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by LolManKuba » Mon Jun 04, 2012 00:26

I like your textures minetesting
 

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minetesting
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by minetesting » Mon Jun 04, 2012 11:05

i am using the default textures so im assuming you're referring to the ones i made. thanks!
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by LolManKuba » Mon Jun 04, 2012 11:08

Yes I am
 

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by LolManKuba » Mon Jun 04, 2012 11:08

Now all we need are minecarts that you can stop yourself or just cars
 

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minetesting
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by minetesting » Mon Jun 04, 2012 13:40

new screenshot! just made raillike roads, in two kinds of stripe

Image

EDIT: also, a bit of highway

Image
Last edited by minetesting on Mon Jun 04, 2012 16:30, edited 1 time in total.
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Linxx
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by Linxx » Mon Jun 04, 2012 15:01

nice now the cities are going to look modernish
minetesting wrote:new screenshot! just made raillike roads, in two kinds of stripe
Image
 

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by minetesting » Mon Jun 04, 2012 15:05

Linxx wrote:nice now the cities are going to look modernish


thanks!
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Stef
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by Stef » Mon Jun 04, 2012 15:43

DOWNLOAD???
Sorry for my crappy english, im dutch :D
 

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by Calinou » Mon Jun 04, 2012 15:43

Y U NO USE F12 FOR SCREENSHOTS?
Or at least, why do you take a screenshot of your whole desktop?
 

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Stef
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by Stef » Mon Jun 04, 2012 16:26

sorry it won't work with my latest 0.4 version
Sorry for my crappy english, im dutch :D
 

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Topywo
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by Topywo » Mon Jun 04, 2012 16:42

For what it's worth, the debug.txt, it "Failed to load and run script" (latest version)

18:34:09: ERROR[main]: ...1a9-copy1/bin/../mods/minetest/trafficsigns/init.lua:19: attempt to index global 'default' (a nil value)
18:34:09: ERROR[main]: stack traceback:
18:34:09: ERROR[main]: ...1a9-copy1/bin/../mods/minetest/trafficsigns/init.lua:19: in main chunk

I can't help you with this...
 

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by celeron55 » Mon Jun 04, 2012 19:51

The problem is that you have a file called "depends" in it, instead of "depends.txt". Thus, sometimes the default mod doesn't get loaded before it.
 

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by minetesting » Mon Jun 04, 2012 20:24

celeron55 wrote:The problem is that you have a file called "depends" in it, instead of "depends.txt". Thus, sometimes the default mod doesn't get loaded before it.


thank you, i hadnt noticed that it wasnt .txt
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by minetesting » Tue Jun 05, 2012 16:42

just added cycleways and their respective sign
screenshot:
Image


i am now working on trying to integrate the signal crafting with darkroses's 5x5 crafting table mod, it's the only way i see fit to craft them. if anyone's got any ideas they are pretty welcome

Thank you
Last edited by minetesting on Tue Jun 05, 2012 17:34, edited 1 time in total.
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Stef
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by Stef » Tue Jun 05, 2012 16:59

it won't still working
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minetesting
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by minetesting » Tue Jun 05, 2012 17:25

Stef wrote:it won't still working


i have just finished uploading a working version. check if the dependencies file ends in ' .txt ' , i have changed it but it's worth checking.
are you using the 0.4dev-20120603 version?
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Stef
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by Stef » Tue Jun 05, 2012 17:32

yes the latest version
can't find download is broken?
Last edited by Stef on Tue Jun 05, 2012 17:34, edited 1 time in total.
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minetesting
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by minetesting » Tue Jun 05, 2012 17:35

ask about the cakes
 

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Stef
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by Stef » Tue Jun 05, 2012 17:37

thanks its working =D
Sorry for my crappy english, im dutch :D
 

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by minetesting » Tue Jun 05, 2012 17:40

Stef wrote:thanks its working =D


you're welcome, hope you like it
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Stef
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by Stef » Tue Jun 05, 2012 17:42

yes very much make some more mods pleas. Can someone make a natural disaster mod?
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by Topywo » Tue Jun 05, 2012 17:52

Nice work!

Ideas:
For the cyclepath you might want to use dessert sand and/or dessert rock. There is not much use for them now.

For the roads gravel/coal/cobble and for the stripes clay (block)/sand/sandstone?

Be creative with dry shrub, for example as part of the signs :-P Still don't know why I bother to take some dry shrub in games...
 

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by minetesting » Tue Jun 05, 2012 18:32

yeah , those are good ideas, thanks!
i had thougt the same thing about the desert stone and the sandstone, as they are currently not very used in recipes, will try to figure something out of the shrubs but the general guidelines is that the pavements should be 'cheap' as there is nedessary to have lots ofthem to make anything meaningful, and i didn't want to use steel for the signs as they would end up being 'expensive'
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by InfinityProject » Tue Jun 05, 2012 18:41

Very nice mod minetesting! I can finally make a gigantic world with cities connected to each other instead of remembering coordinates!
 

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by minetesting » Tue Jun 05, 2012 20:12

thanks!
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