Ok, will do thatqwrwed wrote:How aboutTo make 4 (it would be odd if it was more expensive than the streetlamp)?Code: Select all
default:torch default:fence
[Mod] StreetsMod [2.0.1] – create modern cities
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Update to 1.4.3. Fixed a double craft recipe reported by qwrwed!
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for interactive ones, diglines are the easiest way.
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It's a digiline which you can find in the mod digilines.Paderman wrote:What's the name of blue cable and where is it to find? I can't find this item in list :-(webdesigner97 wrote:http://im.bilderkiste.org/6138640353622/yt.PNG
I have mp_streets.
THX
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Thank youwebdesigner97 wrote:It's a digiline [...]
Code for Luacontroller:
Code: Select all
if pin.d then
digiline_send("traffic","green")
else
digiline_send("traffic","red")
end
Trafficlight works now
Last edited by Paderman on Sun Jan 12, 2014 15:48, edited 1 time in total.
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Ah, the video is not in best quality. I can do a new one with maybe some more content in some weeks on my new PCPaderman wrote:Thank youwebdesigner97 wrote:It's a digiline [...]
Code for Luacontroller:Note: in the video could not recognize the comma correctly, there is a comma, not a dot.Code: Select all
if pin.d then digiline_send("traffic","green") else digiline_send("traffic","red") end
Trafficlight works now
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OK, my graphic card is to bad for recording :-(webdesigner97 wrote:Ah, the video is not in best quality. I can do a new one with maybe some more content in some weeks on my new PC
I have a ATI Radeon HD 5450 with connected via DVI and a resolution of 1920x1080...
Question: How can I make for switching a crossing traffic lights that has a realistic circuit delay?
Green to red = fast
Red to green = slow
Last edited by Paderman on Mon Jan 13, 2014 01:55, edited 1 time in total.
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Eine tolle Mod aber ich kann Laternen nur im Kreativmodus abbauen.
Das andere war eine falsche Übersetzung von mir.Hier die von Bing:
A great MOD but I can remove lanterns in the creative mode only.
Das andere war eine falsche Übersetzung von mir.Hier die von Bing:
A great MOD but I can remove lanterns in the creative mode only.
Last edited by LPBewertungen on Tue Feb 18, 2014 08:01, edited 1 time in total.
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what do you mean?LPBewertungen wrote:It's a cool Mod but I can't rebuild the streetlamps.
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You should be able to remove them. I believe you need at least a steel pick.LPBewertungen wrote:A great MOD but I can remove lanterns in the creative mode only.
If you are talking about that there is no output after you have mined the streetlamp, it was a bug and was fixed here so you might need to download a newer version of the mod.
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Re: [Mod] Create modern cities: StreetsMod [1.5][UPDATE]
After quite a long time, I can finally release a new version of Streets :) The biggest change was made to the trafficlight, which is much more flexible now, but there are also some smaller additions and bugfixes. Have fun!
Oh, and I updated the main post to make it look nicer :)
Changelog:
1.4.3 -> 1.5
Big changes
Add some awards
New trafficlight nodebox
Better trafficlight coding
On minetest_next, use fancy formspec design
Add a big pole for trafficlights
Smaller changes
Infotext for signs (@crazyR14)
Bugfix with construction fence (@CraigyDavi)
Move textures into one directory (streets/streetsmod/textures)
Add german trabslation (@webdesigner97, @Xanthin)
Add hotfix submod
Download:
GitHub Download page
Oh, and I updated the main post to make it look nicer :)
Changelog:
1.4.3 -> 1.5
Big changes
Add some awards
New trafficlight nodebox
Better trafficlight coding
On minetest_next, use fancy formspec design
Add a big pole for trafficlights
Smaller changes
Infotext for signs (@crazyR14)
Bugfix with construction fence (@CraigyDavi)
Move textures into one directory (streets/streetsmod/textures)
Add german trabslation (@webdesigner97, @Xanthin)
Add hotfix submod
Download:
GitHub Download page
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Re: [Mod] Create modern cities: StreetsMod [1.5][UPDATE]
Hello,
I have this error :
23:20:51: ERROR[main]: ========== ERROR FROM LUA ===========
23:20:51: ERROR[main]: Failed to load and run script from
23:20:51: ERROR[main]: L:\minetest-0.4.9-x64-dev20140517\bin\..\mods\streets-1.5\streetsmod\init.lua:
23:20:51: ERROR[main]: cannot open L:\minetest-0.4.9-x64-dev20140517\bin\..\mods\streets-1.5\streetsmod/libs/smartfs/smartfs.lua: No such file or directory
23:20:51: ERROR[main]: stack traceback:
23:20:51: ERROR[main]: [C]: in function 'dofile'
23:20:51: ERROR[main]: ...-dev20140517\bin\..\mods\streets-1.5\streetsmod\init.lua:44: in main chunk
23:20:51: ERROR[main]: ======= END OF ERROR FROM LUA ========
23:20:51: ERROR[main]: Server: Failed to load and run L:\minetest-0.4.9-x64-dev20140517\bin\..\mods\streets-1.5\streetsmod\init.lua
23:20:51: ERROR[main]: ModError: ModError: Failed to load and run L:\minetest-0.4.9-x64-dev20140517\bin\..\mods\streets-1.5\streetsmod\init.lua
Thanks
I have this error :
23:20:51: ERROR[main]: ========== ERROR FROM LUA ===========
23:20:51: ERROR[main]: Failed to load and run script from
23:20:51: ERROR[main]: L:\minetest-0.4.9-x64-dev20140517\bin\..\mods\streets-1.5\streetsmod\init.lua:
23:20:51: ERROR[main]: cannot open L:\minetest-0.4.9-x64-dev20140517\bin\..\mods\streets-1.5\streetsmod/libs/smartfs/smartfs.lua: No such file or directory
23:20:51: ERROR[main]: stack traceback:
23:20:51: ERROR[main]: [C]: in function 'dofile'
23:20:51: ERROR[main]: ...-dev20140517\bin\..\mods\streets-1.5\streetsmod\init.lua:44: in main chunk
23:20:51: ERROR[main]: ======= END OF ERROR FROM LUA ========
23:20:51: ERROR[main]: Server: Failed to load and run L:\minetest-0.4.9-x64-dev20140517\bin\..\mods\streets-1.5\streetsmod\init.lua
23:20:51: ERROR[main]: ModError: ModError: Failed to load and run L:\minetest-0.4.9-x64-dev20140517\bin\..\mods\streets-1.5\streetsmod\init.lua
Thanks
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Re: [Mod] Create modern cities: StreetsMod [1.5][UPDATE]
Those submodules in Git are annoying... They aren't added by default to the downloads, so I have to add them manually. And that's what I didn't do. I'll update the package.balthazariv wrote:Hello,
I have this error :
23:20:51: ERROR[main]: ========== ERROR FROM LUA ===========
23:20:51: ERROR[main]: Failed to load and run script from
23:20:51: ERROR[main]: L:\minetest-0.4.9-x64-dev20140517\bin\..\mods\streets-1.5\streetsmod\init.lua:
23:20:51: ERROR[main]: cannot open L:\minetest-0.4.9-x64-dev20140517\bin\..\mods\streets-1.5\streetsmod/libs/smartfs/smartfs.lua: No such file or directory
23:20:51: ERROR[main]: stack traceback:
23:20:51: ERROR[main]: [C]: in function 'dofile'
23:20:51: ERROR[main]: ...-dev20140517\bin\..\mods\streets-1.5\streetsmod\init.lua:44: in main chunk
23:20:51: ERROR[main]: ======= END OF ERROR FROM LUA ========
23:20:51: ERROR[main]: Server: Failed to load and run L:\minetest-0.4.9-x64-dev20140517\bin\..\mods\streets-1.5\streetsmod\init.lua
23:20:51: ERROR[main]: ModError: ModError: Failed to load and run L:\minetest-0.4.9-x64-dev20140517\bin\..\mods\streets-1.5\streetsmod\init.lua
Thanks
Edit: done
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Re: [Mod] Create modern cities: StreetsMod [1.5][UPDATE]
Important notice
Everyone who clones the repo, pls note that it uses submodules, so pls run
Everyone who clones the repo, pls note that it uses submodules, so pls run
Code: Select all
git clone --recursive https://github.com/webdesigner97/streets.git
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Re: [Mod] Create modern cities: StreetsMod [1.5][UPDATE]
Thanks,
It's now correct.
It's now correct.
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Re: [Mod] Create modern cities: StreetsMod [1.5][UPDATE]
cheapie suggested using signs_lib as a soft-depend (add signs_lib? with the question mark to whichever of your sub-mods' depends.txt is appropriate) and using it to provide traffic/street signs on your traffic lights' posts. In response, kaeza used his usual kickass skillz and added full multicolor text support to signs_lib, so that we don't have to keep hard-coded fonts in different colors.
kaeza says signs_lib will copy the node def when it creates the sign-on-post version of the node, so it shouldn't interfere with digilines compatibility. I believe all you have to do is supply a suitable nodebox model basically showing a sign on the post. I'm not entirely sure, as he wrote this code. :-)
I'd suggest making the actual sign's texture green with white edges and recommend to users of your mod that they write the text in white, at least that's how such signage is done here anyway. I guess in your locale, webd, it's black on yellow, so maybe offer both color schemes. ;-)
With the current version of signs_lib, as folks surely will see in the homedecor thread, one would get white text by writing the white color code, #f, immediately in front of the text on the sign, e.g. "#f Exit 1, Minetest Heights ---> " or similar.
kaeza says signs_lib will copy the node def when it creates the sign-on-post version of the node, so it shouldn't interfere with digilines compatibility. I believe all you have to do is supply a suitable nodebox model basically showing a sign on the post. I'm not entirely sure, as he wrote this code. :-)
I'd suggest making the actual sign's texture green with white edges and recommend to users of your mod that they write the text in white, at least that's how such signage is done here anyway. I guess in your locale, webd, it's black on yellow, so maybe offer both color schemes. ;-)
With the current version of signs_lib, as folks surely will see in the homedecor thread, one would get white text by writing the white color code, #f, immediately in front of the text on the sign, e.g. "#f Exit 1, Minetest Heights ---> " or similar.
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Re: [Mod] Create modern cities: StreetsMod [1.5][UPDATE]
I was just thinking that if you make "T" pieces for the poles, not only will it allow more complex arrangements of lights, but it will also allow streetlights to be placed on top of traffic light poles (common here) and signs would visually attach to them.
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