[mod] kaeza's/VanessaE's signs library [signs_lib][git]

amadin
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Re: [mod] kaeza's/VanessaE's signs library [signs_lib][git]

by amadin » Thu Sep 15, 2016 05:22

I mean text in signs does not fit in borders with my new textures and i don't know how to fix this. If you like you can add my textures in this mod.
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VanessaE
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Re: [mod] kaeza's/VanessaE's signs library [signs_lib][git]

by VanessaE » Thu Sep 15, 2016 06:08

It's better that you should fix your textures as needed. I won't be adding anything like that to this mod. If the textures don't fit, they're just too big. :-)

EDIT: amadin was talking about aligning and sizing the text entity itself, so that it fits better with his custom sign background textures.
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Re: [mod] kaeza's/VanessaE's signs library [signs_lib][git]

by VanessaE » Thu Sep 15, 2016 11:04

Another update: Inspired by what amadin was asking about, I've added an API feature to let you change the entity's size on a per-node-type basis. Just add text_size = {x=foo, y=bar}, to your node definition. The defaults are x=0.8 and y=0.5.

I've started to document signs_lib's API. Most of what signs_lib does is hard-coded and not really publicly accessible (or at least, not really intended to be used by other mods), but a basic description of it can be found here: http://daconcepts.com/vanessa/hobbies/minetest/signs_usage_guide/signs-usage.html#api

Also a minor API change: in a node definition, defaultcolor is now default_color (to fit better with the other options, not that anyone uses it yet. :-) )
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Re: [mod] kaeza's/VanessaE's signs library [signs_lib][git]

by muhdnurhidayat » Sat Mar 11, 2017 12:34

Is it possible for us to make a supplement mod for signs_lib, where when installed, could help to support certain non-ASCII characters??

This means that, the main signs_lib will only contain what it already contains now, but another mod could act as plugin and add support for those non-ASCII characters like ñ, ä, å, é, þ, ü, ú, í, ó, ö, ø, ð, ß, á, æ, µ, ç, ¿ (the examples I wrote are inside International English (US) keyboard) and others??? Is this thing possible??

Or it is already documented but I missed it??
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Re: [mod] kaeza's/VanessaE's signs library [signs_lib][git]

by Vince » Sun May 07, 2017 15:22

The text of my signs is suddenly sideways:

Image

I have signs placed on the front of a bunch of autocrafters, but the text seems to be facing at a 90 degree angle perpendicular to its sign. If I dig the sign and replace it the problem goes away, but only until I log out and back in again.

The problem only seems to affect signs that face east or west. Signs facing north or south are fine.

This initially happened after I installed the Storage Drawers mod, but it wasn't corrected after disabling the mod, so I think that was just a coincidence. The problem also affects the "icon" on the front of the drawers from this mod.

It seems likely that it's something I did. Could Drawers have made a change that persisted even after disabling the mod?

This is happening on a personal single player server. I have the following mods installed and enabled:
+ Spoiler


How do I troubleshoot this problem?
 

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Re: [mod] kaeza's/VanessaE's signs library [signs_lib][git]

by VanessaE » Tue Oct 09, 2018 12:51

Update: I've added arrow symbols to the font. You can get them by writing a caret and 1 to 8 for narrow arrows, or caret plus "a" to "g" for wide ones. ^1 and ^a point up, ^2/^b point up and right, ^3/^c point right, and so on, going clockwise. Should work on all sign types, and colors work, too.

There's no escape char for ^, but used in any manner other than the above will print it (and whatever follows it) directly, so one isn't really needed.

This feature has been added to both fonts in my street signs mod, also.
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Re: [mod] kaeza's/VanessaE's signs library [signs_lib][git]

by VanessaE » Wed Sep 11, 2019 17:18

Big update!

I finally got around to rebuilding this mod onto the new API in street_signs, which itself started out as a fork of signs_lib from some time back, wherein I stripped-down the code into just some basic features, then built some new stuff on top of it.

Any sign can now use a 15 or 31 px font (set in the node def), at any reasonable visual scale, height/width, number of lines, etc.

You will most likely NEED basic_signs if you're upgrading an existing setup, otherwise you'll end up with lots of undefined nodes. That's because I've split most signs off into that mod, which of course depends on this one; only the default minetest_game wood and steel signs remain in this mod. The wall/yard/ceiling function for wooden signs has been rewritten and moved there, too.

One of the effects of the rewrite is that this mod can now put almost any wall sign onto almost any kind of posts/fences (even mese lampposts), as with most signs in my street_signs mod (it's an idea I got from the Streets modpack), without there needing to be one unique node for every possible combination of sign and post. Mods can add their fences/posts to its "allowed" list, if needed (the code tries to detect most kinds of suitable fences, poles, posts, etc).

All signs affected by these changes are similar to what they've always been, for continuity. The main difference is that they all use a 15px font now, with a slightly larger scale, and the positions of some have changed slightly.

In the update process, I dropped the old @KEYWORD feature (but it could be re-added if it turns out to be needed), and most of the old cruft like | for line breaks.

I also created new wood and steel sign textures, derived from HDX.

See standard_signs.lua for examples of how the new API is used.

The "standard" text sizing/position/etc. variables are all at the top of api.lua.

As a result of these rewrites/updates, you may find some mods that used signs_lib will no longer work unless they too have been updated (the needed changes are minimal). Of my mods, only Home Decor, Coloredwood, Gloopblocks, and of course Street Signs were affected (I've already made the required changes, users need only update their mods).

Minor caveats to the upgrade:
1. You may find lots of undefined outdated text entities (because they were renamed). Just do /regen_signs to clean up the mess. This command removes all entities within a sign's node space, then regenerates the one text entity each needs. This command should also be useful for situations where the engine incorrectly sets an entity's rotation on reload. Requires server privilege, and only affects nodes in group:sign (and which even need an entity at all, of course).
2. When opening the formspec of an old sign, you may get a "dummy" image warning which you can ignore. This is a harmless, one-time artifact that happens as the sign's formspec is updated (to reference the new background image filename).

(and a few more bugfixes in signs_lib, basic_signs, and street_signs were made over the day or so since this message was posted)
You might like some of my stuff: Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (64-512px)
 

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