[Modpack] Display Modpack [1.0] [display_modpack]

totya
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Re: [Modpack] Display Modpack [1.0] [display_modpack]

by totya » Thu Sep 20, 2018 15:21

Pyrollo wrote:
totya wrote:Otherwise, the screwdriver works incorrectly, this doesn't flip the table on the cube


I remember now, you have to shift-right-click-screwdriver in order to change sign direction.

I just added a simple wooden sign :)


Thank you, but something wrong with it:

Code: Select all
2018-09-20 17:15:52: WARNING[Main]: Irrlicht: PNG warning: iCCP: known incorrect sRGB profile
2018-09-20 17:15:52: WARNING[Main]: Irrlicht: PNG warning: Interlace handling should be turned on when using png_read_image
2018-09-20 17:15:53: ERROR[Main]: generateImage(): Could not load image "signs_wooden.png" while building texture; Creating a dummy image
2018-09-20 17:15:53: ERROR[Main]: generateImage(): Could not load image "signs_wooden.png" while building texture; Creating a dummy image
2018-09-20 17:15:54: ACTION[Server]: singleplayer [127.0.0.1] joins game.
2018-09-20 17:15:54: ACTION[Server]: singleplayer joins game. List of players: singleplayer
2018-09-20 17:15:55: WARNING[Server]: Assignment to undeclared global "diff" inside a function at ...k\minetest-0.4.17.1-win64\bin\..\mods\hud_clock\init.lua:104.
2018-09-20 17:16:38: ERROR[Main]: generateImage(): Could not load image "signs_wooden_direction_inventory.png" while building texture; Creating a dummy image
2018-09-20 17:16:38: ERROR[Main]: generateImage(): Could not load image "signs_wooden_direction_inventory.png" while building texture; Creating a dummy image


I downloaded from here.
 

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Pyrollo
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totya
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Re: [Modpack] Display Modpack [1.0] [display_modpack]

by totya » Thu Sep 20, 2018 19:25

Pyrollo wrote:Ooops, forgot some files. Fixed, you can try again.


Nothing changed on github...
 

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12Me21
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Re: [Modpack] Display Modpack [1.0] [display_modpack]

by 12Me21 » Thu Sep 20, 2018 20:31

Could you add a link to download display_lib separately?
 

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Re: [Modpack] Display Modpack [1.0] [display_modpack]

by joe7575 » Thu Sep 20, 2018 21:21

12Me21 wrote:Could you add a link to download display_lib separately?

This would be great. A display_lib with all dependencies (font lib, fonts) as standalone mod and a stable API.
Because I currently kicked out the Display mod pack from my TechPack mod due to (ongoing) changes in the API.
Sent from my Commodore 64. My Mods: TechPack, Hyperloop, Tower Crane, Lumberjack, Iron Age, Entrance.
 

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Re: [Modpack] Display Modpack [1.0] [display_modpack]

by Pyrollo » Fri Sep 21, 2018 08:44

That was not a good day :) Additions are now online.

That's a good idea to have libs separately from modpack. Actually, display api has not changed for a while. Font API has been rewritten a few weeks ago and, hopefully, wont change for a while (no change planned).
 

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Re: [Modpack] Display Modpack [1.0] [display_modpack]

by joe7575 » Fri Sep 21, 2018 21:06

But you should really keep the API simple and stable. Otherwise, if two mods depend on different versions of your lib, which are not compatible, we will have a problem.

And I am not sure if the object oriented approach of your font lib is a good idea. I'm afraid many modders could be overwhelmed...
Sent from my Commodore 64. My Mods: TechPack, Hyperloop, Tower Crane, Lumberjack, Iron Age, Entrance.
 

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Re: [Modpack] Display Modpack [1.0] [display_modpack]

by Pyrollo » Fri Sep 21, 2018 21:20

joe7575 wrote:But you should really keep the API simple and stable. Otherwise, if two mods depend on different versions of your lib, which are not compatible, we will have a problem.

And I am not sure if the object oriented approach of your font lib is a good idea. I'm afraid many modders could be overwhelmed...


I hope this one is the definitive version of the API. The object oriented approach was the most appropriate in my point of view. Anyway, it's mostly internal stuff and should be necessary to use only in very particular cases.

I have started to split display modpack into mod repositories. But, if I use submodules in Display Modpack, Github does not include them in the downloadable zip file :( Does anyone have any idea how to easily have a repository per module and a repository for the modpack including them ?
 

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Re: [Modpack] Display Modpack [1.0] [display_modpack]

by BuckarooBanzay » Mon Oct 29, 2018 12:36

Hi Pyrollo
Your modpack is awesome! I like to label all kind of things with it :D
I have a mod/lua related question to it:
In my jumpdrive-mod i'm moving chunks of blocks and entities to another position in the world.
Somehow the signs and everything entity-related seems to convert to unknown entities after each jump.
Do you know a way to move existing signs with entities attached to them?
 

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Re: [Modpack] Display Modpack [1.0] [display_modpack]

by Pyrollo » Mon Oct 29, 2018 12:55

BuckarooBanzay wrote:Hi Pyrollo
Your modpack is awesome! I like to label all kind of things with it :D
I have a mod/lua related question to it:
In my jumpdrive-mod i'm moving chunks of blocks and entities to another position in the world.
Somehow the signs and everything entity-related seems to convert to unknown entities after each jump.
Do you know a way to move existing signs with entities attached to them?


Thanks :)
Mmm... that's very interresting.

So, I guess you have to refresh entities. Once moved, if you hit a sign (wich is supposed to do a refresh), is the text displayed correctly again ? If it is, then it is just a matter of calling the right method after move.
 

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Re: [Modpack] Display Modpack [1.0] [display_modpack]

by Pyrollo » Thu Nov 01, 2018 17:14

Label your stuff !

Added small and medium labels. Small labels that can hold up to 3 chars for numbering your stuff.

Also added some wooden signs.

Image
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display_modpack_labels.png
(311.28 KiB) Not downloaded yet
 

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Re: [Modpack] Display Modpack [1.0] [display_modpack]

by Pyrollo » Sun Nov 11, 2018 12:00

What about some old style writings ?
Image

You can already use OldWizard font as the default font_api font. I'm developing something to be able to choose font per sign.
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Re: [Modpack] Display Modpack [1.0] [display_modpack]

by BuckarooBanzay » Mon Nov 12, 2018 06:33

Pyrollo wrote:You can already use OldWizard font as the default font_api font. I'm developing something to be able to choose font per sign.


I'm glad to hear that, old-style font, future-font and default font would be a nice addition :)
 

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Re: [Modpack] Display Modpack [1.0] [display_modpack]

by BuckarooBanzay » Mon Nov 12, 2018 12:49

Pyrollo wrote:
BuckarooBanzay wrote:Hi Pyrollo
Your modpack is awesome! I like to label all kind of things with it :D
I have a mod/lua related question to it:
In my jumpdrive-mod i'm moving chunks of blocks and entities to another position in the world.
Somehow the signs and everything entity-related seems to convert to unknown entities after each jump.
Do you know a way to move existing signs with entities attached to them?


Thanks :)
Mmm... that's very interresting.

So, I guess you have to refresh entities. Once moved, if you hit a sign (wich is supposed to do a refresh), is the text displayed correctly again ? If it is, then it is just a matter of calling the right method after move.


Thanks for the pointers, i finally got it to work with the jumpdrive:

The left-behind entities are discarded, and on the new position all nodes with group display_modpack_node are called with:
display_api.update_entities(pos) (https://github.com/pyrollo/display_modp ... t.lua#L133)
Relevant source-code: https://github.com/thomasrudin-mt/jumpd ... /signs.lua

Works good in my few tests i did, i hope i did not miss anything.
Thanks again for this awesome modpack...
 

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