[Modpack] Display Modpack [display_modpack]

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Naj
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[Modpack] Display Modpack [display_modpack]

by Naj » Wed Nov 11, 2015 13:54

This modpack provides mods with dynamic display. Mods are :

display_lib: A library for adding display entities to nodes;
ontime_clocks: A mod providing clocks which display the ingame time;
signs: A mod providing signs and direction signs displaying text;

Please refer to README.md files for more information and craft recipes :
Display Modpack
Ontime Clocks
Signs
Display Lib
Display Lib API description

License : Code under LGPL, Textures under CC-BY-SA
Font for signs by VanessaE from homedecor/signs_lib

Dependancies : default
Mods from this modpack all depends on display_lib

Download: https://github.com/pyrollo/display_modpack/archive/master.zip
Repository: https://github.com/pyrollo/display_modpack

Where can I play with it ?
Jungle Server (Thanks to Gundul !)

Screenshot:

Clocks :
Image

Signs :
Image
Image

Remarks:
Some more signs should be added (at least a simple basic sing).
I'm open to any modification on textures, craft recipes and so on (I did focused on technic aspect).
I'm looking for other applications of display_lib.
Attachments
screenshot_20151109_112821.png
screenshot_20151109_112821.png (219.35 KiB) Viewed 4714 times
screenshot_20151109_112315.png
screenshot_20151109_112315.png (150.87 KiB) Viewed 4714 times
screenshot_20151111_140421.png
screenshot_20151111_140421.png (196.29 KiB) Viewed 4714 times
Last edited by Naj on Fri Oct 28, 2016 08:26, edited 4 times in total.
 

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Naj
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Re: [Modpack] Display Modpack

by Naj » Wed Nov 11, 2015 13:57

Signs offers a solution avoid signs with too much text (makes it not readable and kind of heavy for texture rendering) : use Posters.

On Posters, only title is displayed but more text can be read by right-clicking on it :

Image

(this is what a user not owning the area will see instead of edit formspec)
Attachments
screenshot_20151109_115142.png
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jp
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Re: [Modpack] Display Modpack

by jp » Wed Nov 11, 2015 14:30

Excellent. From a first look this seems saner and simpler than signs_lib.
 

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Re: [Modpack] Display Modpack

by rubenwardy » Wed Nov 11, 2015 16:11

Does it support digilines? That would be an interesting addition.
 

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Re: [Modpack] Display Modpack

by Naj » Wed Nov 11, 2015 16:37

Hmmm... no :)

I don't know about digiline. That's an interesting idea.
 

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Re: [Modpack] Display Modpack

by mahmutelmas06 » Wed Nov 11, 2015 22:00

You should absolutly extend this mod. Much better then other signs mod.
(your lightblocks mod is also very good)
My Mods:

Beverage
 

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Re: [Modpack] Display Modpack

by Naj » Thu Nov 12, 2015 15:52

Thanks :)

Plans for now are :
- a few more signs (simple ones for example)
- update of display_lib to allow playing with facedir nodes (actually I don't know what to do with that but ideas will come I hope)

No updates on clocks, it's enough for now.
 

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Re: [Modpack] Display Modpack

by mahmutelmas06 » Thu Nov 12, 2015 19:51

My Mods:

Beverage
 

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Re: [Modpack] Display Modpack

by benrob0329 » Thu Nov 12, 2015 23:10

Awesome! I like how there are different kinds of signs and that the text looks like its accually ON the sign! Oh, and the API is really cool to!

Here is my constructive critisism:

1. Default Signs being replaced (like in signs_lib)
2. Colored text on signs
3. Maybe something like those name plates things on peoples desks, that would be cool!
 

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Re: [Modpack] Display Modpack

by Naj » Fri Nov 13, 2015 12:06

Thanks for suggestions !

Tombstones : awesome idea, could be fun also to have a memorial for dead players :) For that, I need to update API to manage facedir nodes.

Hanged signs : Needs also facedir.

Whiteboard ; funny, I was thinking about blackboard. Two things : may need another font (handwritten) and may be a bit two specific. Anyway, A black/white board should be writeable by any player even in protected areas.

Default signs replaced : Yes, that's planed :)

Colored text on signs : This would make things two complicated (have a look to signs_lib), I'd like to keep it simple.

Plate things: can you provide a picture ? I don't catch exactly what it is about :/

I guess I'll split signs in several mods (one generic and several specific).
 

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Re: [Modpack] Display Modpack

by benrob0329 » Sat Nov 14, 2015 01:24

By "plates" I mean the triangular name plaques that sit on peoples desks.
 

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Re: [Modpack] Display Modpack

by Sokomine » Thu Nov 19, 2015 20:53

The signs look very nice. Can the mod be seen in action on a server yet? That's where signs are most needed. The clock is also a nice idea.
A list of my mods can be found here.
 

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Re: [Modpack] Display Modpack

by Naj » Mon Nov 23, 2015 12:35

Not yet and I think it is not a good idea to use them for now, it's a bit too early as many changes have to be made.
 

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Re: [Modpack] Display Modpack

by Naj » Sat Nov 28, 2015 20:01

New version uploaded on github.

Changes :

Display_lib now handles wallmounted and facedir nodes (with rotation restrictions).

Put all font code and texture in new Font_lib mod, allowing to create other mods with fonts.

Split signs mod into signs (general purpose signs) and signs_road (road and street signs).

Added overridden default:sign into signs.

New stele mod that adds stele stones (can be used as tombs or other) :

Image
Attachments
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Re: [Modpack] Display Modpack

by KCoombes » Sun Nov 29, 2015 01:24

+1 for tombstones
 

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Re: [Modpack] Display Modpack

by benrob0329 » Sun Nov 29, 2015 19:40

Yay! I see a spooky graveyard mod in the making...
 

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Re: [Modpack] Display Modpack

by Inocudom » Mon Nov 30, 2015 23:28

Naj, I feel that homdecor could use your coding skills and your creations:
https://forum.minetest.net/viewtopic.php?f=11&t=2041
 

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Re: [Modpack] Display Modpack

by Naj » Tue Dec 01, 2015 11:20

I guess you're right.

Actually I started developping this mod because I found homedecor too heavy and missing modularity (and maybe to much use of meshes, but that's totally subjective).

That's why I did a very simple solution for roofs with roofblocks + Calinou's moreblocks. And created this mod with some simplifications.
 

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Re: [Modpack] Display Modpack

by benrob0329 » Tue Dec 01, 2015 13:33

If you made a modpack, I'd do a YouTube video on it.
 

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Re: [Modpack] Display Modpack

by LazerRay » Mon Dec 07, 2015 16:36

There seems to be a bug in the gravestone part of this mod, I get a cryptic error message from the Nodes.lua file when Minetest loads.

I have no clue how to track this down, the message points to something on line 20 of the code.
 

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Re: [Modpack] Display Modpack

by oleastre » Mon Dec 07, 2015 17:39

@LazerRay , maybe a copy of the error message will help the mod developer to find the problem.

minetest outputs somewhere a debug.txt file that contains all those errors messages. Just copy here the relevant part (Iike 15 lines before and after the error).
 

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Re: [Modpack] Display Modpack

by LazerRay » Mon Dec 14, 2015 16:14

I made a copy of the debug.txt file after Minetest crashed when the gravestones part in the display pack is activated, the code below is all the text from that file.

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

-------------
  Separator 
-------------

Automatically selecting world at [C:\Users\Raymond\Documents\Game Mods\Minetest\minetest-0.4.13\bin\..\worlds\Peaceful Retreat]
[Mod travelnet] Error: Savefile 'C:\Users\Raymond\Documents\Game Mods\Minetest\minetest-0.4.13\bin\..\worlds\Peaceful Retreat/mod_travelnet.data' not found.
[playereffects] playereffects.mt successfully read.
[playereffects] inactive_effects = {
   
}
[playereffects] last_effect_id = 0
[mana] mana.mt successfully read.
22:38:29: WARNING: Undeclared global variable "worldedit" accessed at ...13\bin\..\mods\WorldEdit-1.0\worldedit/manipulations.lua:1
[UnifiedDyes] Loaded!
scaffolding: Loading 'functions.lua'
[stained_glass] Loaded!
[Colored Wood] Loaded!
22:38:31: WARNING: Undeclared global variable "intllib" accessed at ... Mods\Minetest\minetest-0.4.13\bin\..\mods\glow\init.lua:4
compasgps reading bookmarks
compasgps reading settings
Coloured Stone Bricks [colouredstonebricks] has loaded!
[Biome Lib] Loaded
[Poison Ivy] Loaded.
[Mod] Mole Hills [0.0.3] [molehills] Loaded...
[Mod] Ferns Checking horsetail item strings
[Mod] Ferns Checking lady fern item strings
[Mod] Ferns Checking tree fern item strings
[Mod] Ferns [0.2.0] [ferns] Loaded...
[Mod] Cave Stuff [0.0.3] [cavestuff] Loaded...
[OK] Mesecons
22:38:32: WARNING: Assignment to undeclared global "state_name" inside a function at ...minetest-0.4.13\bin\..\mods\mesegates\mesegates\init.lua:128.
Pipeworks loaded!
[Mod] Memorandum [0.1.1] [memorandum] Loaded...
Registered default:fence_wood and signs:sign_post
Registered homedecor:fence_brass and homedecor:fence_brass_with_sign
Registered homedecor:fence_wrought_iron and homedecor:fence_wrought_iron_with_sign
[HomeDecor] Loaded!
[Mod]Inbox Loaded!
[Chains] v1.3
[MESSAGE][GloopTest v0.0.4a] Loading Ore Module Now!
[MESSAGE][GloopTest v0.0.4a] Loading Tools Module Now!
[MESSAGE][GloopTest v0.0.4a] Loading Parts Module Now!
[MESSAGE][GloopTest v0.0.4a] Loading Tech Module Now!
[MESSAGE][GloopTest v0.0.4a] Loading Extragen Module Now!
[MESSAGE][GloopTest v0.0.4a] Loading Compat Module Now!
[MESSAGE][GloopTest v0.0.4a] 6 modules were successfully loaded!
[pureluaentity] Loading DB...
[pureluaentity] Loading DB...
[pureluaentity] Loaded 0 entities.
22:38:33: WARNING: Undeclared global variable "pureluaentity" accessed at ....4.13\bin\..\mods\firearms\firearmslib/pureluaentity.lua:233
2015-12-10 22:38:33: ERROR[main]: ========== ERROR FROM LUA ===========
2015-12-10 22:38:33: ERROR[main]: Failed to load and run script from
2015-12-10 22:38:33: ERROR[main]: C:\Users\Raymond\Documents\Game Mods\Minetest\minetest-0.4.13\bin\..\mods\display_modpack\steles\init.lua:
2015-12-10 22:38:33: ERROR[main]: ...test-0.4.13\bin\..\mods\display_modpack\steles/nodes.lua:20: attempt to index local 'ndef' (a nil value)
2015-12-10 22:38:33: ERROR[main]: stack traceback:
2015-12-10 22:38:33: ERROR[main]:    ...test-0.4.13\bin\..\mods\display_modpack\steles/nodes.lua:20: in main chunk
2015-12-10 22:38:33: ERROR[main]:    [C]: in function 'dofile'
2015-12-10 22:38:33: ERROR[main]:    ...etest-0.4.13\bin\..\mods\display_modpack\steles\init.lua:9: in main chunk
2015-12-10 22:38:33: ERROR[main]: ======= END OF ERROR FROM LUA ========
2015-12-10 22:38:33: ERROR[main]: Server: Failed to load and run C:\Users\Raymond\Documents\Game Mods\Minetest\minetest-0.4.13\bin\..\mods\display_modpack\steles\init.lua
2015-12-10 22:38:33: ERROR[main]: ModError: ModError: Failed to load and run C:\Users\Raymond\Documents\Game Mods\Minetest\minetest-0.4.13\bin\..\mods\display_modpack\steles\init.lua
2015-12-10 22:38:33: ERROR[main]: Error from Lua:
2015-12-10 22:38:33: ERROR[main]: ...test-0.4.13\bin\..\mods\display_modpack\steles/nodes.lua:20: attempt to index local 'ndef' (a nil value)
2015-12-10 22:38:33: ERROR[main]: stack traceback:
2015-12-10 22:38:33: ERROR[main]:    ...test-0.4.13\bin\..\mods\display_modpack\steles/nodes.lua:20: in main chunk
2015-12-10 22:38:33: ERROR[main]:    [C]: in function 'dofile'
2015-12-10 22:38:33: ERROR[main]:    ...etest-0.4.13\bin\..\mods\display_modpack\steles\init.lua:9: in main chunk
2015-12-10 22:38:33: ERROR[main]: Check debug.txt for details.


Also, I'm not sure if its a bug or not, but the text on signs will disappear after a moment, I can still see the popup text when I highlight a sign, but that makes it tricky to see things at a glance in my storage room.
 

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Re: [Modpack] Display Modpack

by Naj » Mon Dec 14, 2015 21:55

Thanks for details !

The error may be due to an already fixed issue. Can you reload version from github and try again ?

Text on signs should not disappear, it may be a bug. Can you tell which mods are you using and how much time approximatively before text disappears (is it minutes or hours) ?
 

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Re: [Modpack] Display Modpack

by LazerRay » Mon Dec 14, 2015 22:28

I will be testing the updated version of the display pack soon, as for the sign text bug it disappears in about a minute or so.

I do run quite a few mods hopefully there isn't a conflict with them since that will be a lot to sort through.

Most of my Mod List:

Display Modpack
Flight Mod Pack (Only the wings enabled on it)
Beverages
MyDoors
MyMulch
3D Torches
Watercan
Plantlife Modpack
Color Machine
Glow Modpack
Home Decor Modpack
Bags
Bridge Tool
Compass GPS
Carts
Gloop Test
Pipeworks
Mesecons
More Trees
More Blocks
MyMillwork
Industrial Lights
3D Armor
Sea Life
World Edit
Simple Skin Selector
Scaffolding
Travelnet
Firearms

There are more, it would be tricky to list them all

Update 12/15/15: Just tested the most recent version of the Display Modpack and it doesn't crash with the gravestones enabled, as for the disappearing text bug, its about 6 seconds after adding/changing the text on a sign and when this happens I see something relating to Biome_lib triggering a mod needed for both Plantlife and More Trees to work.
 

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Re: [Modpack] Display Modpack

by benrob0329 » Mon Dec 21, 2015 01:43

Do you think that you might be able to make it so that signs look like they are connected to the fences and walls from xconnected?
 

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Re: [Modpack] Display Modpack

by pinkysnow » Mon Dec 21, 2015 04:42

nice clocks, i did one long ago but didnt know how to set the entity then so never worked right :)
 

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Re: [Modpack] Display Modpack

by Naj » Fri Aug 26, 2016 07:48

Modpack updated :

- Relicensed modpack to LGPL after having read the interresting topic about licenses here.

- New model for wooden direction signs

- Prevents from overriding default sign if homedecor present (this caused existing defaut signs texts to disapear).

- Switch direction of direction signs on right click (Screwdriver is not working anymore on wallmounted nodes).
 

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Re: [Modpack] Display Modpack [display_modpack]

by Peppy » Sun Nov 06, 2016 07:54

hello, first post here !

Thanks al lot for this mod, those blue street signs are very cool and the posters are very useful too.

Still, I have some problems with them :
- é,è,à,â are not displayed.
- The text doesn't seem to survive a /clearobjects command.

Hope you that you will be able to fix that in a future update.

Thanks for the work !
 

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Re: [Modpack] Display Modpack [display_modpack]

by Wuzzy » Tue Nov 08, 2016 13:44

Please check the dependencies of your mods.
“default” is not a mandatory dependency.
If you don't use anything from the default mod (items, player model, sound template functions, the “default” table, etc.) in Minetest Game, don't add it as dependency. I am pretty sure font_lib does not actually depend on default. I haven't checked the other mods.

If you only use default for crafting recipes, you can make the dependency on default optional by adding this idiom:
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.get_modpath("default") then
-- add default-dependant code (e.g. crafting recipes using items from default) here
end


Edit: Clock nodes screw up badly when placed on the ground. They look like full nodes, or the clock hands are projecting FROM the clock face, etc.


Edit 2: The APIs seem useful. I added Font Lib and Display Lib to http://dev.minetest.net/Mod_interoperability
I'm creating MineClone 2, a Minecraft clone for Minetest.
I made the Help modpack, adding in-game help to Minetest.
 

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Re: [Modpack] Display Modpack [display_modpack]

by Naj » Mon Nov 21, 2016 14:49

Hi, thanks for the feedbacks :)

Accentuated letters
Adding them would increase the number of textures (one texture per letter). I'm not sure this is good. Anyway, it is just a matter of creating texture IIRC.

Clear objects
You are right. In home decor sign lib, this is solved by adding an abm that recreates the entity each X seconds. Not quite satisfied with this solution. Have to find out how to handle that.

On floor clock
I missed this one... Due to use of entities for display, it is impossible to display on an horizontal plane. So I have to add something to prevent from creating such clocks.

Defauld dependancy
I've been used to add systematically default dependancy to have the mod loaded after default (I guess it is mandatory for sign mod to override default sign).
I though adding "default" to all mods was not a problem (there is always a default mod I guess) and avoided many side effects I've seen on other mods.
Last edited by Naj on Sun Dec 25, 2016 17:25, edited 3 times in total.
 

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