[Mod] StreetsMod [2.0.1] – create modern cities

User avatar
Inocudom
Member
Posts: 3121
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

Re: [Mod] StreetsMod [1.5] – create modern cities

by Inocudom » Post

The mesecons api was changed recently, so it would probably be a good idea to update this mod.

User avatar
webdesigner97
Member
Posts: 1328
Joined: Mon Jul 30, 2012 19:16
GitHub: webD97
IRC: webdesigner97
In-game: webdesigner97
Location: Cologne, Germany
Contact:

Re: [Mod] StreetsMod [1.5] – create modern cities

by webdesigner97 » Post

Inocudom wrote:The mesecons api was changed recently, so it would probably be a good idea to update this mod.
Thanks for telling me :) But I currently don't have any time to work on minetest projects, so I can't do that. But I can accept PRs.

snowflake
Member
Posts: 215
Joined: Mon Nov 16, 2015 16:50

Re: [Mod] StreetsMod [1.5] – create modern cities

by snowflake » Post

Hi, i want to know how to set up the traffic lights

User avatar
heavy gale
Member
Posts: 17
Joined: Fri Mar 14, 2014 18:37
GitHub: heavygale
IRC: heavygale
In-game: Max or heavygale
Location: Germany
Contact:

Re: [Mod] StreetsMod [1.5] – create modern cities

by heavy gale » Post

@snowflake: You should have a look at the wiki: https://github.com/webdesigner97/street ... afficlight

User avatar
webdesigner97
Member
Posts: 1328
Joined: Mon Jul 30, 2012 19:16
GitHub: webD97
IRC: webdesigner97
In-game: webdesigner97
Location: Cologne, Germany
Contact:

Re: [Mod] StreetsMod [1.5] – create modern cities

by webdesigner97 » Post

I'm planning a relaunch of this mod for the next months. Due to my personal life, it might be possible that I need 1-2 months before I can actually start this.
I already have some plans for the relaunch (tidy it up, adapt to latest APIs, etc.), but I really need your help!

It would be great if you could help me prepare this by...
-> ... doing this poll concerning statistics about node usage
-> ... giving feedback concerning the user experience
-> ... posting general thoughts, ideas, critics or whatever comes to your mind

Thank you in advance!

User avatar
Hybrid Dog
Member
Posts: 2828
Joined: Thu Nov 01, 2012 12:46
GitHub: HybridDog

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

by Hybrid Dog » Post

a drawbridge
with steel ropes
and horizontally (vertically is magic in minetest) rotating wheels pulling the ropes
and allow ships to open it via a digiline sent request

railroad gates
with bell sounds

‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪

User avatar
webdesigner97
Member
Posts: 1328
Joined: Mon Jul 30, 2012 19:16
GitHub: webD97
IRC: webdesigner97
In-game: webdesigner97
Location: Cologne, Germany
Contact:

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

by webdesigner97 » Post

Hybrid Dog wrote:a drawbridge
with steel ropes
and horizontally (vertically is magic in minetest) rotating wheels pulling the ropes
and allow ships to open it via a digiline sent request

railroad gates
with bell sounds
Like this one: https://upload.wikimedia.org/wikipedia/ ... bridge.jpg? That sounds difficult, but I might give it a try ^^

User avatar
cheapie
Member
Posts: 316
Joined: Mon May 14, 2012 00:59
GitHub: cheapie
IRC: cheapie
In-game: cheapie

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

by cheapie » Post

Hybrid Dog wrote: railroad gates
with bell sounds
My fork has those, although they are the American style, so they're not likely to make it into the "official" one.

User avatar
Hybrid Dog
Member
Posts: 2828
Joined: Thu Nov 01, 2012 12:46
GitHub: HybridDog

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

by Hybrid Dog » Post

webdesigner97 wrote:Like this one: https://upload.wikimedia.org/wikipedia/ ... bridge.jpg? That sounds difficult, but I might give it a try ^^
thanks
cheapie wrote:My fork has those, although they are the American style, so they're not likely to make it into the "official" one.
l would like to have them in various styles (Germany, China, America, Africa, Russia, …).

‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪

User avatar
webdesigner97
Member
Posts: 1328
Joined: Mon Jul 30, 2012 19:16
GitHub: webD97
IRC: webdesigner97
In-game: webdesigner97
Location: Cologne, Germany
Contact:

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

by webdesigner97 » Post

Hybrid Dog wrote:
webdesigner97 wrote:Like this one: https://upload.wikimedia.org/wikipedia/ ... bridge.jpg? That sounds difficult, but I might give it a try ^^
thanks
cheapie wrote:My fork has those, although they are the American style, so they're not likely to make it into the "official" one.
l would like to have them in various styles (Germany, China, America, Africa, Russia, …).
I still have to think about a way to make every country happy. The fact of having different road-related stuff (markings, signs, trafficlights) makes that quite difficult...

User avatar
cheapie
Member
Posts: 316
Joined: Mon May 14, 2012 00:59
GitHub: cheapie
IRC: cheapie
In-game: cheapie

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

by cheapie » Post

webdesigner97 wrote:I still have to think about a way to make every country happy. The fact of having different road-related stuff (markings, signs, trafficlights) makes that quite difficult...
I suppose that's sort of where my fork fits in, since it's drifting towards being more American-style.

twoelk
Member
Posts: 1482
Joined: Fri Apr 19, 2013 16:19
GitHub: twoelk
IRC: twoelk
In-game: twoelk
Location: northern Germany

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

by twoelk » Post

There are some (mostly sign) mods that you might want to check for compatibility or might be abandoned and you might care to include, such as ...

The The DEFINITIVE Road and street sign mod by tbillion does have a nice collection of road signs.
Not to forget Dan Duncombe's old collection of Danger/Hazard Signs
Road markup and signs [urban] by vqrulane seems to cover similar area
The Display Modpack by Naj includes some really nice street name plates.
Custom Signs by Ackirb might not be avaliable anymore

working together with the [Road Paver] Road paving tunnel bore machine mod by tbillion might be usefull.

considering this Education, minetest in the classroom thread you may want to review your mod under the aspect of teaching value and for helping studying traffic related issues.

User avatar
webdesigner97
Member
Posts: 1328
Joined: Mon Jul 30, 2012 19:16
GitHub: webD97
IRC: webdesigner97
In-game: webdesigner97
Location: Cologne, Germany
Contact:

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

by webdesigner97 » Post

twoelk wrote:There are some (mostly sign) mods that you might want to check for compatibility or might be abandoned and you might care to include, such as ...

The The DEFINITIVE Road and street sign mod by tbillion does have a nice collection of road signs.
Not to forget Dan Duncombe's old collection of Danger/Hazard Signs
Road markup and signs [urban] by vqrulane seems to cover similar area
The Display Modpack by Naj includes some really nice street name plates.
Custom Signs by Ackirb might not be avaliable anymore

working together with the [Road Paver] Road paving tunnel bore machine mod by tbillion might be usefull.

considering this Education, minetest in the classroom thread you may want to review your mod under the aspect of teaching value and for helping studying traffic related issues.
Interesting! The sign mods offer some great inspiration for new signs. They just need a redesign to fit into the style of this mod and the game itself. IMHO, their resolution is too high. I decided to redesign the textures in this mod to 16px, maybe 32px for stuff like signs, markings, etc. Also, I'd like to follow the KISS principle for signs by using pictograms, but I need to find out whether this will work well for this mod. The signs still need to be understandable and nice to look at...

User avatar
Hybrid Dog
Member
Posts: 2828
Joined: Thu Nov 01, 2012 12:46
GitHub: HybridDog

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

by Hybrid Dog » Post

Please add German delineators:
https://de.wikipedia.org/wiki/Leitpfosten
Image

and traffic barriers:
Image

‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪

User avatar
webdesigner97
Member
Posts: 1328
Joined: Mon Jul 30, 2012 19:16
GitHub: webD97
IRC: webdesigner97
In-game: webdesigner97
Location: Cologne, Germany
Contact:

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

by webdesigner97 » Post

Hybrid Dog wrote:Please add German delineators:
https://de.wikipedia.org/wiki/Leitpfosten
Image

and traffic barriers:
Image
Both planned :)
The delineator will be redesigned inspired by the german Leitpfosten.
The barriers are also on my list, but I didn't have these pictures. Thx! I'm sure they'll help.

User avatar
webdesigner97
Member
Posts: 1328
Joined: Mon Jul 30, 2012 19:16
GitHub: webD97
IRC: webdesigner97
In-game: webdesigner97
Location: Cologne, Germany
Contact:

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

by webdesigner97 » Post

Some more things I'd like to know:
-> Shall I add the option to translate item names and formspecs (intllib)?
-> Shall I add full support for rubenwardy's Achievements Mod?

Both is included in the current version, but I'm not happy with the way I implemented it...

User avatar
philipbenr
Member
Posts: 1897
Joined: Fri Jun 14, 2013 01:56
GitHub: philipbenr
IRC: philipbenr
In-game: robinspi
Location: United States

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

by philipbenr » Post

If there is to be a relaunch, then I suppose it is only fair that I fix the logo up. XD See file comment for more on that...

Image

What think you all?
Attachments
New logo! Yay! The other one looks like garbage.
New logo! Yay! The other one looks like garbage.
Streetslogo.png (785.58 KiB) Viewed 1090 times

User avatar
benrob0329
Member
Posts: 1341
Joined: Thu Aug 06, 2015 22:39
GitHub: Benrob0329
IRC: benrob0329
In-game: benrob03
Location: Michigan
Contact:

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

by benrob0329 » Post

Looks good!

User avatar
philipbenr
Member
Posts: 1897
Joined: Fri Jun 14, 2013 01:56
GitHub: philipbenr
IRC: philipbenr
In-game: robinspi
Location: United States

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

by philipbenr » Post

Thnx. Not very good job IMHO, but I am under a lot of stress right now.

User avatar
webdesigner97
Member
Posts: 1328
Joined: Mon Jul 30, 2012 19:16
GitHub: webD97
IRC: webdesigner97
In-game: webdesigner97
Location: Cologne, Germany
Contact:

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

by webdesigner97 » Post

philipbenr wrote:Thnx. Not very good job IMHO, but I am under a lot of stress right now.
Nice idea! :)
But you'll need to swap the background image later on because I'm working on a new texture style. People were asking for 16px textures...

Arcelmi
Member
Posts: 68
Joined: Mon Dec 28, 2015 16:24
GitHub: Arcelmi
IRC: Arcelmi
In-game: Arcelmi
Location: Germany

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

by Arcelmi » Post

I've made a traffic barriers model with Blender.
The file is in one of the next posts.
Last edited by Arcelmi on Tue May 10, 2016 18:38, edited 1 time in total.
I don't speak very good English... | My mods

I've got a signature!

User avatar
Hybrid Dog
Member
Posts: 2828
Joined: Thu Nov 01, 2012 12:46
GitHub: HybridDog

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

by Hybrid Dog » Post

Arcelmi wrote:I've made a traffic barriers model with Blender.
Did l import it correctly?
Image
Attachments
bildfot.png
bildfot.png (43.83 KiB) Viewed 1090 times

‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪‮
‮‪

Arcelmi
Member
Posts: 68
Joined: Mon Dec 28, 2015 16:24
GitHub: Arcelmi
IRC: Arcelmi
In-game: Arcelmi
Location: Germany

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

by Arcelmi » Post

I've export it incorrect...
I'm going to add the correct file soon.
Attachments
Leitplanke.obj.tar.gz
I hope this is the correct file...
(29.92 KiB) Downloaded 177 times
I don't speak very good English... | My mods

I've got a signature!

User avatar
TailsTheFoxDoes MT
Member
Posts: 415
Joined: Mon Jan 18, 2016 20:50
In-game: TailsTheFox
Location: Mobius

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

by TailsTheFoxDoes MT » Post

I can't code. But i could probably make textures. As long as the textures don't have transparent parts, because i don't have game maker any more. And i can only do it on weekends!!

I didn't work much on this skin, but i can make WAAAAYYY!!! better ones!!!:
Teletron(fixed)
So if you need skins, im at your service as long as no transperency is needed!!! And i can do blocks. :)
I'm the TailsTMM of minetest, in other words, i rock.
BRAAAAAZZZZAAAA!!!!!!!!!!!!!!!!!!!!!!!!!!!
BTW it means TailsTheMeseMinecart, but that isn't my name, it's just a way of saying that i basically do the same thing Dantdm does but i do it with minetest And you problably can't see the invisible ink.
My mods:
My first mod:tails_boss

Mob_pack now has voice acting! Do you want YOUR VOICE included? Look in my posts for the thread!

User avatar
webdesigner97
Member
Posts: 1328
Joined: Mon Jul 30, 2012 19:16
GitHub: webD97
IRC: webdesigner97
In-game: webdesigner97
Location: Cologne, Germany
Contact:

Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

by webdesigner97 » Post

I'm currently working on the new version for this mod and the development is making some good progress.
The ToDo-list is very long, it already has 4 pages for the asphalt and roadworks related nodes. It does not contain accessories, signs, trafficlights and the new features yet, so in the end, it will become much larger...

The next release will be a major release, so the version number will rise to 2.0.x. I started from scratch to finally make the mod easier to maintain. The old versions were hard to maintain and adding new features was more like a puzzle than real coding, so StreetsMod 2.0 gets a modular structure and an API that makes it easier to add content. Also, it might be important to notice that there won't be support for maps created with the 0.x or 1.x lines of this mod, so the new release will only work for new maps. This step was necessary because I had to get rid of the chaos of aliases introduced in the 1.x series.

I'm pretty sure that the development will still take 2-3 months... Until then, have fun with the current version of StreetsMod: 1.5!

Post Reply

Who is online

Users browsing this forum: Ahrefs [Bot] and 20 guests