[Mod] StreetsMod [2.0.1] – create modern cities

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

by Inocudom » Tue Nov 25, 2014 17:27

The mesecons api was changed recently, so it would probably be a good idea to update this mod.
The comedic value of my videos is how abysmal they are: https://www.youtube.com/channel/UC5cyeM ... YTfYFlih_A
 

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

by webdesigner97 » Tue Nov 25, 2014 20:40

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.
 

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

by snowflake » Tue Nov 17, 2015 19:24

Hi, i want to know how to set up the traffic lights
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Re: [Mod] StreetsMod [1.5] – create modern cities

by webdesigner97 » Tue Jan 19, 2016 12:07

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!
 

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

by Hybrid Dog » Wed Jan 20, 2016 16:56

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

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

by webdesigner97 » Thu Jan 21, 2016 06:45

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/commons/5/52/Wappoo_Creek_drawbridge.jpg? That sounds difficult, but I might give it a try ^^
 

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

by cheapie » Thu Jan 21, 2016 06:49

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.
 

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

by Hybrid Dog » Thu Jan 21, 2016 18:25

webdesigner97 wrote:Like this one: https://upload.wikimedia.org/wikipedia/commons/5/52/Wappoo_Creek_drawbridge.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, …).

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

by webdesigner97 » Thu Jan 21, 2016 21:02

Hybrid Dog wrote:
webdesigner97 wrote:Like this one: https://upload.wikimedia.org/wikipedia/commons/5/52/Wappoo_Creek_drawbridge.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...
 

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

by cheapie » Thu Jan 21, 2016 21:45

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.
 

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

by twoelk » Thu Jan 21, 2016 23:03

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.
 

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

by webdesigner97 » Fri Jan 22, 2016 07:03

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...
 

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

by Hybrid Dog » Fri Jan 22, 2016 15:32

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

and traffic barriers:
Image

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

by webdesigner97 » Fri Jan 22, 2016 16:40

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.
 

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

by webdesigner97 » Tue Jan 26, 2016 09:45

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...
 

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

by philipbenr » Wed Mar 02, 2016 00:25

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?
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Streetslogo.png
New logo! Yay! The other one looks like garbage.
(785.58 KiB) Not downloaded yet
 

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

by philipbenr » Wed Mar 02, 2016 00:50

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

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

by webdesigner97 » Wed Mar 02, 2016 08:05

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...
 

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

by Arcelmi » Sat Apr 02, 2016 09:50

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

by Hybrid Dog » Sat Apr 02, 2016 19:30

Arcelmi wrote:I've made a traffic barriers model with Blender.
Did l import it correctly?
Image
Attachments
bildfot.png
(43.83 KiB) Not downloaded yet

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

by Arcelmi » Sun Apr 03, 2016 10:38

I've export it incorrect...
I'm going to add the correct file soon.
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Leitplanke.obj.tar.gz
I hope this is the correct file...
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Re: [Mod][RELAUNCH+POLL] StreetsMod [1.5] – create modern ci

by TailsTheFoxDoes MT » Sat Apr 30, 2016 05:00

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!
 

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

by webdesigner97 » Mon May 09, 2016 09:59

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!
 

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