[Modpack] Display Modpack (Old thread)

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Codesound
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Re: [Modpack] Display Modpack [display_modpack]

by Codesound » Post

muhdnurhidayat wrote:
Codesound wrote: [...]
all is replaced but the watch's hands remained, and I did not want to erase them...
[...]
do you actually mean you want to erase instead of not want to erase the clock hands??

if you want to erase them then you need to select that region in worldedit and do //clearobjects
Sorry, You're right! I did not explain it well...
I can not delete them.....

R

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Re: [Modpack] Display Modpack [display_modpack]

by Byakuren » Post

Naj wrote: Defauld dependancy
I've been used to add systematically default dependancy to have the mod loaded after default (I guess it is mandatory for sign mod to override default sign).
I though adding "default" to all mods was not a problem (there is always a default mod I guess) and avoided many side effects I've seen on other mods.
If you make it an optional dependency it will still load after default, and you won't need default enabled to run it.
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Re: [Modpack] Display Modpack [display_modpack]

by hajo » Post

Naj wrote: On floor clock
Due to use of entities for display, it is impossible to display on an horizontal plane.
So I have to add something to prevent from creating such clocks.
I tried to put an analog clock on a wall into a hole for a window (no glass),
hoping to get a clock that could be read both from inside and outside the house.

But that clock aligned horizontally, to the bottom of the window.

And placing the clock on glass, it had no hands on the backside.

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Codesound
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Re: [Modpack] Display Modpack [display_modpack]

by Codesound » Post

Hi,

thanks for your reply.... Yesterday I find the solution for this tiny problem:

I write in the chat

Code: Select all

/clearobjects


and the clock hands vanish....
viewtopic.php?f=6&t=993

Thanks a lot for all...

R

u18398

Re: [Modpack] Display Modpack [display_modpack]

by u18398 » Post

cool, I will try to update tomorrow.

All other things like clocks and stuff work like before ?

greetz

Gundul


p.s. lol many ways to Lagoon City :D

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Re: [Modpack] Display Modpack [display_modpack]

by v-rob » Post

Could you make double sided street signs like this?

Image

It would be a good addition.
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Re: [Modpack] Display Modpack [display_modpack]

by christoferlevich » Post

I didn't read the three pages of this post, but is anyone else having an issue where they need to punch a sign (because its blank) to make the text show up? Its driving me nuts. Have signs always been like this and I missed it somehow or is it an issue I'm having?
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jas
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Re: [Modpack] Display Modpack [display_modpack]

by jas » Post

Nope, what version of minetest are you running? (Something's seemed to of happened where stale nodes may need punching?)

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Re: [Modpack] Display Modpack [display_modpack]

by christoferlevich » Post

0.4.16

update - I reviewed my mods folder and found I had removed signs_lib somewhere along the way. Reinstalled and though the signs that were 'stale' still are, once punched, they seem to retain their info as expected. As is often the case, it appears I have found another bug... that I created myself. LOL. I hope reader's down the road might see my posts and not make the same errors.
everything can be a learning experience...

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Re: [Modpack] Display Modpack [display_modpack]

by christoferlevich » Post

Its seems signs_lib isn't compatible with display mod pack. Disappointing and a lot of work to go around removing and replacing signs... but I did it. I'll update this thread if the sign text starts disappearing again.
everything can be a learning experience...

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Re: [Modpack] Display Modpack [display_modpack]

by SonosFuer » Post

So just a content suggestion, I would like to see larger clocks. Either a craftable wall clock that takes up a 2x2 area or maybe you can place 4 clocks in a grid and they merge. I really want to put a clock on my town hall that you can see from down the street.
Working on a content database for minetest mods, servers, and etc Check it out and give me feedback at viewtopic.php?f=14&t=18137

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Re: [Modpack] Display Modpack [display_modpack]

by gpcf » Post

There is a signs_lib-compatible version of display_modpack available from here: https://git.gpcf.eu/?p=display_modpack.git;a=summary

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Re: [Modpack] Display Modpack [display_modpack]

by gpcf » Post

Pull request is there, it also makes the signs non-blocking for compatibility with advtrains.

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Re: [Modpack] Display Modpack [display_modpack]

by Shara » Post

And here I was thinking this mod long-abandoned! My own version has probably been edited so much that I don't dare update to use any changes now, but I've been using (most of) this modpack on my server for a long time. Nice to see you do more with it. Players have always loved the posters. :)

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Re: [Modpack] Display Modpack [display_modpack]

by Shara » Post

I know I changed something so it wouldn't create problems with signs_lib. I think I was getting issues with unknown items floating in space due to a problem between the two mods, but based on my own server news posts that was over a year ago, so I don't really remember too well.

Otherwise, I know I removed some nodes and probably adjusted some textures a little, but I don't think there's anything that would be helpful.

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Re: [Modpack] Display Modpack [display_modpack]

by mnh48 » Post

UTF support ???
This means we can get signs to display Japanese texts etc??? xD

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Deadlock
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Re: [Modpack] Display Modpack [display_modpack]

by Deadlock » Post

I like this mod and i would like to use it in a mod of mine.

Could i get an exmple of how to
place a sign on the map and set it's text
from within another mod?

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Deadlock
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Re: [Modpack] Display Modpack [display_modpack]

by Deadlock » Post

thank you, Naj.
but i phrased my question wrong,
i don't want to add a new type of sign to the game.
i want to place one of your signs (e.g. the white road sign) on the map.
So i use minetest.place_node to place it,
but i'm lost on how to put the text on this placed signs.

Happy Hollidays, btw.

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Deadlock
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Re: [Modpack] Display Modpack [display_modpack]

by Deadlock » Post

thank you very much, Naj.
that helps a lot.
i'll report back, when i have implemented that.

and i don't think this really needs to be exposed as a function, it is a quite rare demand, i think.
but maybe put a little note about that in the readme, to give people a hint if they really need it.

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Re: [Modpack] Display Modpack [display_modpack]

by Deadlock » Post

great,
thank you, Naj.

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Re: [Modpack] Display Modpack [display_modpack]

by BirgitLachner » Post

Oh man ... I used the new version, and now every sign is an unknown block ... Text is sometimes still visible but for example the blue is unknown. In the inventory the the "old" signs that I picked up are unknown, but there are new ones.

The most bad thing is, that I can't remove the old, unknown sign. I tried really a lot!!! Nothing helps!

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Re: [Modpack] Display Modpack [display_modpack]

by BirgitLachner » Post

double posting

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Re: [Modpack] Display Modpack [display_modpack]

by BirgitLachner » Post

Fortunately I had the old version on my local PC and with it it was still working again.

In ReadMe I found the date 2017-08-26.

I think that every sign become unknown. But I do now use all of them.

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