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Re: [Mod] LTC-4000E Traffic Signal Controller [ltc4000e] [gi

Would it be possible to add left and right doghouse signals (and their signs) to the mix of traffic signals you have? (see attached for reference) VanessaE has created the signs (in this mod ) but doghouse signals would require too many nodes to handle all states - by my count, 56 nodes to do both ...
by cheapie
Fri Jun 07, 2019 11:42
 
Forum: WIP Mods
Topic: [Mod] LTC-4000E Traffic Signal Controller [ltc4000e] [git]
Replies: 24
Views: 4333

Re: post your mesecons builds (screenshots)

Since benrob0329 seems to like building elevators that don't use Luacontrollers, here's a 3-stop movestone elevator, with working doors, that doesn't use any Luacontrollers or even the logic gates: https://www.youtube.com/watch?v=FFMTDol5KvE - the video is a bit old and was taken before the actual b...
by cheapie
Mon May 20, 2019 22:25
 
Forum: General Discussion
Topic: post your mesecons builds (screenshots)
Replies: 14
Views: 1781

Re: [Mod] LTC-4000E Traffic Signal Controller [ltc4000e] [gi

What time is "schedule" and how do I can use it?? You put a start and stop hour (using real-life time, not in-game time) in the start and stop time boxes, and then select a "normal mode" that it will run in outside of those times and a "scheduled mode" for it to run in...
by cheapie
Sun May 19, 2019 06:48
 
Forum: WIP Mods
Topic: [Mod] LTC-4000E Traffic Signal Controller [ltc4000e] [git]
Replies: 24
Views: 4333

Re: Post your screenshots!

CD player: https://cheapiesystems.com/media/images/screenshot_20190224_021842.png Of course, thanks to a Luacontroller, the controls all work (firmware here )... ...but you didn't think I'd stop there, did you? Nope, it actually plays CDs too. Video here , but you'll have to turn your volume way up ...
by cheapie
Sun Feb 24, 2019 08:24
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 8959
Views: 1035626

Re: [Mod] LTC-4000E Traffic Signal Controller [ltc4000e] [gi

Hi..what must I select to get a normal green unless a digistuff button is pressed by a pedestrian. Is there a difference using A-C or B-D streets for this? I do not understand anything about traffic control terminology and there seems to be no manual or guide to this. The LTC-4000E usually rests on...
by cheapie
Mon Nov 12, 2018 23:21
 
Forum: WIP Mods
Topic: [Mod] LTC-4000E Traffic Signal Controller [ltc4000e] [git]
Replies: 24
Views: 4333

Re: Post your screenshots!

I'm back! ...and also rather glad to see that most of my traffic lights and stuff seem to still be working: https://cheapiesystems.com/media/images/screenshot_20180810_230005.png I've also been experimenting with more stuff, like good old discrete mesecons logic: https://cheapiesystems.com/media/ima...
by cheapie
Sat Aug 11, 2018 04:07
 
Forum: General Discussion
Topic: Post your screenshots!
Replies: 8959
Views: 1035626

Re: [Mod] LTC-4000E Traffic Signal Controller [ltc4000e] [gi

Here's my setup on the lights/buttons. You can see the white "Walk" signal and the green traffic light ...ah, I think I see the problem. It's been so long since I even used this mod that I forgot how to set that up :P Instead of using "bp" and "dp", try "ap" ...
by cheapie
Tue Aug 08, 2017 06:47
 
Forum: WIP Mods
Topic: [Mod] LTC-4000E Traffic Signal Controller [ltc4000e] [git]
Replies: 24
Views: 4333

Re: [Mod] LTC-4000E Traffic Signal Controller [ltc4000e] [gi

Doesn't seem to be working right - the buttons control the pedestrian signals correctly but the traffic lights (A and C) are wrong - green on walk and always seem to be on. Hardware Setup: Signal Type - streets 1 (VanessaE's Dreambuilder Modpack); Pedestrian Button Type - Normal; both Pedestrian B ...
by cheapie
Mon Aug 07, 2017 21:50
 
Forum: WIP Mods
Topic: [Mod] LTC-4000E Traffic Signal Controller [ltc4000e] [git]
Replies: 24
Views: 4333

Re: [Mod] LTC-4000E Traffic Signal Controller [ltc4000e] [gi

I need some help setting up a middle-of-the-block signaled crosswalk. What must I select to get a normal green unless a digistuff button is pressed by a pedestrian. Is there a difference using A-C or B-D streets for this? I do not understand anything about traffic control terminology and there seem...
by cheapie
Mon Aug 07, 2017 19:55
 
Forum: WIP Mods
Topic: [Mod] LTC-4000E Traffic Signal Controller [ltc4000e] [git]
Replies: 24
Views: 4333

Re: What does -dirty mean next to the version string?

It just means that the source was edited at some point between the time it was downloaded and compiled. Maybe you (or whoever built it) applied an "unofficial" patch. You can generally safely ignore it.
by cheapie
Mon Apr 10, 2017 22:48
 
Forum: General Discussion
Topic: What does -dirty mean next to the version string?
Replies: 2
Views: 235

Re: Colored chat

Fixerol wrote:There is already coloured chat available via CSM mods: https://github.com/cheapie/chat6

Yep, although I think that satisfies a different purpose than what the OP wanted.
by cheapie
Fri Apr 07, 2017 04:53
 
Forum: Feature Discussion
Topic: Colored chat
Replies: 14
Views: 1636

Re: Bug with glass

If you're an "ordinary gamer", then why are you using WorldEdit?
by cheapie
Tue Mar 28, 2017 13:03
 
Forum: Problems
Topic: Bug with glass
Replies: 12
Views: 920

Re: Bug with glass

It would be a pain to replace stairs using WorldEdit. Checking each node for its definition to decide whether param2 should be cleared or not. For simplyness, request a new command to clear param2 for all nodes in the selected area. Maybe even better than that would be the ability to specify param ...
by cheapie
Mon Mar 27, 2017 18:07
 
Forum: Problems
Topic: Bug with glass
Replies: 12
Views: 920

Re: Bug with glass

Sergey wrote:
cheapie wrote:So you want it to zero out param2 in some cases but not others? That seems rather inconsistent to me.

So you want glass with glitches? That seems rather inconsistent to me.


The "glitches" are just a non-zero param2, which is what it had before you replaced it.
by cheapie
Sun Mar 26, 2017 03:00
 
Forum: Problems
Topic: Bug with glass
Replies: 12
Views: 920

Re: Bug with glass

WorldEdit replaces the node name *only*, and does not touch param2, metadata, etc. when doing //replace. That way, if you replace some rotated nodes with some others that support rotation, they stay rotated. If you want to clear the param2 value for the selected area, you can use this: //luatransfo...
by cheapie
Sat Mar 25, 2017 20:42
 
Forum: Problems
Topic: Bug with glass
Replies: 12
Views: 920

Re: Bug with glass

WorldEdit replaces the node name *only*, and does not touch param2, metadata, etc. when doing //replace. That way, if you replace some rotated nodes with some others that support rotation, they stay rotated. If you want to clear the param2 value for the selected area, you can use this: //luatransfor...
by cheapie
Sat Mar 25, 2017 08:29
 
Forum: Problems
Topic: Bug with glass
Replies: 12
Views: 920

Re: [Poll] Who plays with Tone Mapping on?

I tried tone mapping... it looks pretty horrible, and I'm not sure what the point of it is intended to be.
by cheapie
Sat Mar 11, 2017 20:13
 
Forum: General Discussion
Topic: [Poll] Who plays with Tone Mapping on?
Replies: 4
Views: 429

Re: Resource help

Here's a "hydraulic something-or-other" sound I made from the "elevator platform", "rusty door 2", and "engine" sounds. I'm not sure how useful it'll be in-game, seeing as it was more or less just me playing around in Audacity. As far as the license is concern...
by cheapie
Thu Mar 09, 2017 01:34
 
Forum: Modding Discussion
Topic: Resource help
Replies: 3
Views: 297

Re: Colored chat

Is this what you're after? https://github.com/cheapie/chatcolors It allows you to specify colors from the CGA color palette, using the same escape codes ("#" followed by a hex digit) as signs_lib: https://raw.githubusercontent.com/VanessaE/dreambuilder_modpack/master/signs_lib/textures/bg_...
by cheapie
Mon Mar 06, 2017 03:52
 
Forum: Feature Discussion
Topic: Colored chat
Replies: 14
Views: 1636

Re: LuaSqlite: maybe useful for server owners?

This doesn't sound at all useful for MT... but I think it'll come in handy for something else I've been working on, so there's that :P
by cheapie
Sat Mar 04, 2017 01:51
 
Forum: Modding Discussion
Topic: LuaSqlite: maybe useful for server owners?
Replies: 5
Views: 369

Re: How I learned to start worrying and hate above-water cit

Addendum: As Minetest isn't multi threaded, AMDs "moar cores" meme doesn't apply. This also goes for HT Intel CPUs too. Did you read first message at all? It is not about AMD or anything, it is about occlusion culling inefficiency. It sounds like we have two issues - broken occlusion cull...
by cheapie
Sat Mar 04, 2017 01:46
 
Forum: General Discussion
Topic: How I learned to start worrying and hate above-water cities
Replies: 16
Views: 1962

Re: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesec

mase wrote:The vertical wire in extrawires connects only a height of 1 block. I'd like to draw wires
vertical as they can be drawn horizontal.


You can use solid mese blocks for that.
by cheapie
Fri Mar 03, 2017 07:34
 
Forum: Mod Releases
Topic: [Mod] Mesecons (= redstone) [GitHub] [minetest-mod-mesecons]
Replies: 1823
Views: 495856

Re: Terrible performance

TumeniNodes wrote:couldn't they try using hardware rendering, rather then openGL?

OpenGL *is* hardware rendering (so is DirectX, if they're on Windows).
by cheapie
Wed Mar 01, 2017 04:40
 
Forum: Problems
Topic: Terrible performance
Replies: 8
Views: 514

Re: Terrible performance

tooplanx wrote:1.86Mhz

...
tooplanx wrote:Mhz

...well, there's your problem.

(assuming you actually mean GHz, the log you posted suggests that maybe your video drivers aren't installed?)
by cheapie
Wed Mar 01, 2017 02:44
 
Forum: Problems
Topic: Terrible performance
Replies: 8
Views: 514

Re: [Mod] Streets+Infrastructure Fork [roads][git]

Looks like you need smartfs too :) I have installed smartfs, but for some reason "infrastructure" disables itself in modpack roads and i have got one problem with concrete, when i want to cut slopes in circular saw they don`t cut althrough in VanessaE`s creative server slopes cut.Maybe do...
by cheapie
Mon Feb 20, 2017 21:03
 
Forum: WIP Mods
Topic: [Mod] Streets+Infrastructure Fork [roads][git]
Replies: 24
Views: 5101
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