QWERTY12Me21 wrote:ABJ, what type of keyboard do you use?
[Mod] Abjphabet [abjphabet]
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Re: [Mod] Abjphabet [abjphabet]
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Re: [Mod] Abjphabet [abjphabet]
Where does that go?Builder123 wrote:Code: Select all
letters: a,b,c,d,e,f,g,h,I,j,k,l,m,n,o,p,q,r,s,t,u,v,w,x,y,z
- rubenwardy
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Re: [Mod] Abjphabet [abjphabet]
Keyboards are all different. :(
Mine's like this (not my PIC, though)
Mine's like this (not my PIC, though)
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Re: [Mod] Abjphabet [abjphabet]
Enable letters
- 12Me21
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Re: [Mod] Abjphabet [abjphabet]
OK, so now we need to decide on what symbols to include.
I think A-Z, 0-9, plus simple punctuation like . , ? ! ' - , and also arrows: ↑↓←→
that totals 46.
of course, it's simple to add and remove blocks, but we still would need textures.
EDIT:
OK, I just realized that there's a huge problem... some symbols are not allowed in filenames/node names.
I think A-Z, 0-9, plus simple punctuation like . , ? ! ' - , and also arrows: ↑↓←→
that totals 46.
of course, it's simple to add and remove blocks, but we still would need textures.
EDIT:
OK, I just realized that there's a huge problem... some symbols are not allowed in filenames/node names.
Re: [Mod] Abjphabet [abjphabet]
Use the name for the symbol12Me21 wrote:OK, so now we need to decide on what symbols to include.
I think A-Z, 0-9, plus simple punctuation like . , ? ! ' - , and also arrows: ↑↓←→
that totals 46.
of course, it's simple to add and remove blocks, but we still would need textures.
EDIT:
OK, I just realized that there's a huge problem... some symbols are not allowed in filenames/node names.
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!
A list of my mods can be found here
A list of my mods can be found here
- 12Me21
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Re: [Mod] Abjphabet [abjphabet]
I think i'll just use the ascii numberDon wrote:Use the name for the symbol12Me21 wrote:OK, so now we need to decide on what symbols to include.
I think A-Z, 0-9, plus simple punctuation like . , ? ! ' - , and also arrows: ↑↓←→
that totals 46.
of course, it's simple to add and remove blocks, but we still would need textures.
EDIT:
OK, I just realized that there's a huge problem... some symbols are not allowed in filenames/node names.
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Re: [Mod] Abjphabet [abjphabet]
Try Harder @~#}]{[_-+=)(*&^%$£"!¬`?/.,<>:; ALL
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Re: [Mod] Abjphabet [abjphabet]
Well I can't add everything at once. I'll start with the essentials like full stop, comma, apostrophe, slashes etc
- rubenwardy
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Re: [Mod] Abjphabet [abjphabet]
It wouldn't be that hard to use imagemagick to generate all these letters automatically.
Code: Select all
convert -background white -fill black -font Arial \
-size 32x32 -gravity center \
label:A output.png
- 12Me21
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Re: [Mod] Abjphabet [abjphabet]
I tried converting them to the ascii numbers, but now I think just using the name is actually simpler, though you have to do more work to add new symbols.12Me21 wrote:I think i'll just use the ascii numberDon wrote:Use the name for the symbol12Me21 wrote:OK, so now we need to decide on what symbols to include.
I think A-Z, 0-9, plus simple punctuation like . , ? ! ' - , and also arrows: ↑↓←→
that totals 46.
of course, it's simple to add and remove blocks, but we still would need textures.
EDIT:
OK, I just realized that there's a huge problem... some symbols are not allowed in filenames/node names.
Anyway, I mostly finished the 16x16 textures, they're not perfect but they're pretty good.
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Re: [Mod] Abjphabet [abjphabet]
That looks awesome rubenwardy!! No need to do M$ ;P ing anymore!rubenwardy wrote:It wouldn't be that hard to use imagemagick to generate all these letters automatically.
Code: Select all
convert -background white -fill black -font Arial \ -size 32x32 -gravity center \ label:A output.png
And now I come to think of it, Arial seems a more appropriate font for this kind of job.
I'll have to check the code 12Me21 gave me to see where this goes.
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Re: [Mod] Abjphabet [abjphabet]
How did you pull this off?12Me21 wrote: Anyway, I mostly finished the 16x16 textures, they're not perfect but they're pretty good.
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Re: [Mod] Abjphabet [abjphabet]
I've halted development on this mod until I know which way to go. This is getting too exciting to ignore.
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Re: [Mod] Abjphabet [abjphabet]
Ok, here's my current version of the init.lua:
and here are my textures:
https://www.dropbox.com/s/3i92d4a4cychv ... z.zip?dl=0
I haven't done all of them yet, and I will probably make changes to these ones later.
Code: Select all
local characters = {"a","b","c","d","e","f","g","h","i","j","k","l","m","n","o","p","q","r","s","t","u","v","w","x","y","z","1","2","3","4","5","6","7","8","9","0",
--ADD SYMBOLS HERE:
",",
".",
"'",
"?",
"!",
":",
"-",
";",
"(",
")",
"+",
"*",
"/",
"^",
"<",
">"}
local characternodenames={"a","b","c","d","e","f","g","h","i","j","k","l","m","n","o","p","q","r","s","t","u","v","w","x","y","z","1","2","3","4","5","6","7","8","9","0",
--Put the names for your symbols here (in order):
"comma",
"period",
"apostrophe",
"question_mark",
"exclamation_mark",
"colon",
"dash",
"semi_colon",
"left_p",
"right_p",
"plus",
"star",
"slash",
"up",
"left",
"right"}
for i, char in ipairs(characters) do --do this for all characters in the list
minetest.register_node("abjphabet:"..characternodenames[i],{
description = string.upper(char),
tiles = {"abjphabet_"..characternodenames[i]..".png"},
groups = {cracky=3}
})
end
minetest.register_node("abjphabet:machine", {
description = "Letter Machine",
tiles = {"abjphabet_machine.png"},
groups = {cracky=2},
after_place_node = function(pos, placer)
local meta = minetest.env:get_meta(pos)
end,
on_construct = function(pos)
local meta = minetest.env:get_meta(pos)
meta:set_string("formspec","invsize[8,6;]".. --setting up the inventory inside
"field[3.8,.5;1,1;lettername;Letter;]".. --text input
"list[current_name;input;2.5,0.2;1,1;]".. --material input
"list[current_name;output;4.5,0.2;1,1;]".. --letter block output
"list[current_player;main;0,2;8,4;]".. --player's inventory
"button[2.54,-0.25;3,4;name;Paper -> Letter]") --craft button
local inv = meta:get_inventory()
inv:set_size("input", 1)
inv:set_size("output", 1)
end,
on_receive_fields = function(pos, formname, fields, sender)
local meta = minetest.env:get_meta(pos)
local inv = meta:get_inventory()
local inputstack = inv:get_stack("input", 1)
local lettername = fields.lettername
if lettername and (inputstack:get_name()=="default:paper" or minetest.setting_getbool("creative_mode")) then
for i, char in pairs(characters) do
if char == string.lower(lettername) then
local give = {}
give[1] = inv:add_item("output","abjphabet:"..characternodenames[i])
if not minetest.setting_getbool("creative_mode") then
inputstack:take_item()
inv:set_stack("input",1,inputstack)
end
break
end
end
end
end
})
https://www.dropbox.com/s/3i92d4a4cychv ... z.zip?dl=0
I haven't done all of them yet, and I will probably make changes to these ones later.
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Re: [Mod] Abjphabet [abjphabet]
I'm beginning to understand something NOW (YAY!). Thanks for the additional comments. Someday I might be you :D.12Me21 wrote:Ok, here's my current version of the init.lua:
and here are my textures:Code: Select all
local characters = {"a","b","c","d","e","f","g","h","i","j","k","l","m","n","o","p","q","r","s","t","u","v","w","x","y","z","1","2","3","4","5","6","7","8","9","0", --ADD SYMBOLS HERE: ",", ".", "'", "?", "!", ":", "-", ";", "(", ")", "+", "*", "/", "^", "<", ">"} local characternodenames={"a","b","c","d","e","f","g","h","i","j","k","l","m","n","o","p","q","r","s","t","u","v","w","x","y","z","1","2","3","4","5","6","7","8","9","0", --Put the names for your symbols here (in order): "comma", "period", "apostrophe", "question_mark", "exclamation_mark", "colon", "dash", "semi_colon", "left_p", "right_p", "plus", "star", "slash", "up", "left", "right"} for i, char in ipairs(characters) do --do this for all characters in the list minetest.register_node("abjphabet:"..characternodenames[i],{ description = string.upper(char), tiles = {"abjphabet_"..characternodenames[i]..".png"}, groups = {cracky=3} }) end minetest.register_node("abjphabet:machine", { description = "Letter Machine", tiles = {"abjphabet_machine.png"}, groups = {cracky=2}, after_place_node = function(pos, placer) local meta = minetest.env:get_meta(pos) end, on_construct = function(pos) local meta = minetest.env:get_meta(pos) meta:set_string("formspec","invsize[8,6;]".. --setting up the inventory inside "field[3.8,.5;1,1;lettername;Letter;]".. --text input "list[current_name;input;2.5,0.2;1,1;]".. --material input "list[current_name;output;4.5,0.2;1,1;]".. --letter block output "list[current_player;main;0,2;8,4;]".. --player's inventory "button[2.54,-0.25;3,4;name;Paper -> Letter]") --craft button local inv = meta:get_inventory() inv:set_size("input", 1) inv:set_size("output", 1) end, on_receive_fields = function(pos, formname, fields, sender) local meta = minetest.env:get_meta(pos) local inv = meta:get_inventory() local inputstack = inv:get_stack("input", 1) local lettername = fields.lettername if lettername and (inputstack:get_name()=="default:paper" or minetest.setting_getbool("creative_mode")) then for i, char in pairs(characters) do if char == string.lower(lettername) then local give = {} give[1] = inv:add_item("output","abjphabet:"..characternodenames[i]) if not minetest.setting_getbool("creative_mode") then inputstack:take_item() inv:set_stack("input",1,inputstack) end break end end end end })
https://www.dropbox.com/s/3i92d4a4cychv ... z.zip?dl=0
I haven't done all of them yet, and I will probably make changes to these ones later.
Noob question: Are those ends and break commands required?
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Re: [Mod] Abjphabet [abjphabet]
i have an idea for your machine, you could use input nodes / blocks to get these symbol-blocks.
the first would be a "base" block, for example this could be a clay block.
you could even add the possibility to use colored base blocks (background color), but only a few 2 - 3
you could mix the clay block with a white dye to get a white base-block, then add 2 more color variations of the base-block, then you can make these blocks in 3 different colors (uncolored not used as base-block then)
the other input could be some dyes to get the colors to write on the block.
here you could use 3 - 5 different colors and you can get some variations in colors.
the machine could use 2 base blocks and multiple (3 or 4) dyes to get 2 output blocks and you could use a "selection-field" for all supported symbol-blocks (like in color machine)
the first would be a "base" block, for example this could be a clay block.
you could even add the possibility to use colored base blocks (background color), but only a few 2 - 3
you could mix the clay block with a white dye to get a white base-block, then add 2 more color variations of the base-block, then you can make these blocks in 3 different colors (uncolored not used as base-block then)
the other input could be some dyes to get the colors to write on the block.
here you could use 3 - 5 different colors and you can get some variations in colors.
the machine could use 2 base blocks and multiple (3 or 4) dyes to get 2 output blocks and you could use a "selection-field" for all supported symbol-blocks (like in color machine)
My game (not minetest): http://forum.freegamedev.net/viewtopic.php?f=22&t=6800
my mods: gold_and_gem, meseconductors
a penguin throws an apple through a window
sometimes i change my "forum location" via user control panel
my mods: gold_and_gem, meseconductors
a penguin throws an apple through a window
sometimes i change my "forum location" via user control panel
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Re: [Mod] Abjphabet [abjphabet]
I've finally summed up enough energy to start texturing the machine :)
Re: [Mod] Abjphabet [abjphabet]
Code: Select all
local characters = {"a","b","c","d","e","f","g","h","i","j","k","l","m","n","o","p","q","r","s","t","u","v","w","x","y","z","1","2","3","4","5","6","7","8","9","0"}
for _, name in ipairs(characters) do --do this for all characters in the list
if tonumber(name) ~= nil then --if it's a number
local desc = "Number "..name
else --if it's a letter
local desc = "Letter "..string.upper(name) --make the letter uppercase in the description
end
minetest.register_node("abjphabet:"..name, {
description = desc,
tiles = {"abjphabet_"..name..".png"},
groups = {cracky=3}
})
end
minetest.register_node("abjphabet:machine", {
description = "Letter Machine",
tiles = {"abjphabet_machine.png"},
paramtype = "light",
groups = {cracky=2},
after_place_node = function(pos, placer)
local meta = minetest.env:get_meta(pos)
end,
on_construct = function(pos)
local meta = minetest.env:get_meta(pos)
meta:set_string("formspec", "invsize[8,6;]"..
"field[3.8,.5;1,1;lettername;Letter;]"..
"list[current_name;input;2.5,0.2;1,1;]"..
"list[current_name;output;4.5,0.2;1,1;]"..
"list[current_player;main;0,2;8,4;]"..
"button[2.54,-0.25;3,4;name;Paper -> Letter]")
local inv = meta:get_inventory()
inv:set_size("input", 1)
inv:set_size("output", 1)
end,
on_receive_fields = function(pos, formname, fields, sender)
local meta = minetest.env:get_meta(pos)
local inv = meta:get_inventory()
local inputstack = inv:get_stack("input", 1)
if fields.lettername ~= nil and inputstack:get_name()=="default:paper" then
for _,v in pairs(characters) do
if v == fields.lettername then
local give = {}
give[1] = inv:add_item("output","abjphabet:"..fields.lettername)
inputstack:take_item()
inv:set_stack("input",1,inputstack)
break
end
end
end
end
})
Last edited by ShadowNinja on Mon Apr 13, 2015 16:35, edited 1 time in total.
Reason: Add code tags
Reason: Add code tags
builder123: death -- you can set up shops now..
death: ????? Builder think your drunk?????
death: ????? Builder think your drunk?????
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Re: [Mod] Abjphabet [abjphabet]
ANNOUNCEMENT!!!
Development of this mod has been moved to this awesome modpack at viewtopic.php?f=9&t=11890.
It includes this mod and many awesome others as well, with many many more even more awesome mods planned for the future! It's REALLY worth checking out!! It's even more complete than this mod, with textures for the letter machine, and crafting too! Do check it out! I promise you it'll be awesome :)
--ABJ
Development of this mod has been moved to this awesome modpack at viewtopic.php?f=9&t=11890.
It includes this mod and many awesome others as well, with many many more even more awesome mods planned for the future! It's REALLY worth checking out!! It's even more complete than this mod, with textures for the letter machine, and crafting too! Do check it out! I promise you it'll be awesome :)
--ABJ
- ExeterDad
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Re: [Mod] Abjphabet [abjphabet]
Sounds "awesome."
:P
:P
HOMETOWN -Our little server. Keep the HOMETOWN chatter @ http://hometownserver.com - Our server map: http://media.hometownserver.com
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Re: [Mod] Abjphabet [abjphabet]
LOL hahahahaha your sooooooo funny Exeter:Dad
- ExeterDad
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Re: [Mod] Abjphabet [abjphabet]
HOMETOWN -Our little server. Keep the HOMETOWN chatter @ http://hometownserver.com - Our server map: http://media.hometownserver.com
Re: [Mod] Abjphabet [abjphabet]
Are we living our dream?ExeterDad wrote:lol https://youtu.be/StTqXEQ2l-Y
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!
A list of my mods can be found here
A list of my mods can be found here
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Re: [Mod] Abjphabet [abjphabet]
No We're de-topicing a MineKansen train.
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