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[Modpack] Display Modpack (Old thread)

Posted: Wed Nov 11, 2015 14:30
by Naj
This original thread had been messed up due to a problem with the forum.

Please refer to the new topic : viewtopic.php?t=19365

Re: [Modpack] Display Modpack

Posted: Wed Nov 11, 2015 16:11
by rubenwardy
Does it support digilines? That would be an interesting addition.

Re: [Modpack] Display Modpack

Posted: Wed Nov 11, 2015 22:00
by mahmutelmas06
You should absolutly extend this mod. Much better then other signs mod.
(your lightblocks mod is also very good)

Re: [Modpack] Display Modpack

Posted: Thu Nov 12, 2015 19:51
by mahmutelmas06

Re: [Modpack] Display Modpack

Posted: Thu Nov 12, 2015 23:10
by benrob0329
Awesome! I like how there are different kinds of signs and that the text looks like its accually ON the sign! Oh, and the API is really cool to!

Here is my constructive critisism:

1. Default Signs being replaced (like in signs_lib)
2. Colored text on signs
3. Maybe something like those name plates things on peoples desks, that would be cool!

Re: [Modpack] Display Modpack

Posted: Sat Nov 14, 2015 01:24
by benrob0329
By "plates" I mean the triangular name plaques that sit on peoples desks.

Re: [Modpack] Display Modpack

Posted: Thu Nov 19, 2015 20:53
by Sokomine
The signs look very nice. Can the mod be seen in action on a server yet? That's where signs are most needed. The clock is also a nice idea.

Re: [Modpack] Display Modpack

Posted: Sun Nov 29, 2015 01:24
by KCoombes
+1 for tombstones

Re: [Modpack] Display Modpack

Posted: Sun Nov 29, 2015 19:40
by benrob0329
Yay! I see a spooky graveyard mod in the making...

Re: [Modpack] Display Modpack

Posted: Mon Nov 30, 2015 23:28
by Inocudom
Naj, I feel that homdecor could use your coding skills and your creations:
viewtopic.php?f=11&t=2041

Re: [Modpack] Display Modpack

Posted: Tue Dec 01, 2015 13:33
by benrob0329
If you made a modpack, I'd do a YouTube video on it.

Re: [Modpack] Display Modpack

Posted: Mon Dec 07, 2015 16:36
by LazerRay
There seems to be a bug in the gravestone part of this mod, I get a cryptic error message from the Nodes.lua file when Minetest loads.

I have no clue how to track this down, the message points to something on line 20 of the code.

Re: [Modpack] Display Modpack

Posted: Mon Dec 07, 2015 17:39
by oleastre
@LazerRay , maybe a copy of the error message will help the mod developer to find the problem.

minetest outputs somewhere a debug.txt file that contains all those errors messages. Just copy here the relevant part (Iike 15 lines before and after the error).

Re: [Modpack] Display Modpack

Posted: Mon Dec 14, 2015 16:14
by LazerRay
I made a copy of the debug.txt file after Minetest crashed when the gravestones part in the display pack is activated, the code below is all the text from that file.

Code: Select all


-------------
  Separator  
-------------

Automatically selecting world at [C:\Users\Raymond\Documents\Game Mods\Minetest\minetest-0.4.13\bin\..\worlds\Peaceful Retreat]
[Mod travelnet] Error: Savefile 'C:\Users\Raymond\Documents\Game Mods\Minetest\minetest-0.4.13\bin\..\worlds\Peaceful Retreat/mod_travelnet.data' not found.
[playereffects] playereffects.mt successfully read.
[playereffects] inactive_effects = {
	
}
[playereffects] last_effect_id = 0
[mana] mana.mt successfully read.
22:38:29: WARNING: Undeclared global variable "worldedit" accessed at ...13\bin\..\mods\WorldEdit-1.0\worldedit/manipulations.lua:1
[UnifiedDyes] Loaded!
scaffolding: Loading 'functions.lua'
[stained_glass] Loaded!
[Colored Wood] Loaded!
22:38:31: WARNING: Undeclared global variable "intllib" accessed at ... Mods\Minetest\minetest-0.4.13\bin\..\mods\glow\init.lua:4
compasgps reading bookmarks
compasgps reading settings
Coloured Stone Bricks [colouredstonebricks] has loaded!
[Biome Lib] Loaded
[Poison Ivy] Loaded.
[Mod] Mole Hills [0.0.3] [molehills] Loaded...
[Mod] Ferns Checking horsetail item strings
[Mod] Ferns Checking lady fern item strings
[Mod] Ferns Checking tree fern item strings
[Mod] Ferns [0.2.0] [ferns] Loaded...
[Mod] Cave Stuff [0.0.3] [cavestuff] Loaded...
[OK] Mesecons
22:38:32: WARNING: Assignment to undeclared global "state_name" inside a function at ...minetest-0.4.13\bin\..\mods\mesegates\mesegates\init.lua:128.
Pipeworks loaded!
[Mod] Memorandum [0.1.1] [memorandum] Loaded...
Registered default:fence_wood and signs:sign_post
Registered homedecor:fence_brass and homedecor:fence_brass_with_sign
Registered homedecor:fence_wrought_iron and homedecor:fence_wrought_iron_with_sign
[HomeDecor] Loaded!
[Mod]Inbox Loaded!
[Chains] v1.3
[MESSAGE][GloopTest v0.0.4a] Loading Ore Module Now!
[MESSAGE][GloopTest v0.0.4a] Loading Tools Module Now!
[MESSAGE][GloopTest v0.0.4a] Loading Parts Module Now!
[MESSAGE][GloopTest v0.0.4a] Loading Tech Module Now!
[MESSAGE][GloopTest v0.0.4a] Loading Extragen Module Now!
[MESSAGE][GloopTest v0.0.4a] Loading Compat Module Now!
[MESSAGE][GloopTest v0.0.4a] 6 modules were successfully loaded!
[pureluaentity] Loading DB...
[pureluaentity] Loading DB...
[pureluaentity] Loaded 0 entities.
22:38:33: WARNING: Undeclared global variable "pureluaentity" accessed at ....4.13\bin\..\mods\firearms\firearmslib/pureluaentity.lua:233
2015-12-10 22:38:33: ERROR[main]: ========== ERROR FROM LUA ===========
2015-12-10 22:38:33: ERROR[main]: Failed to load and run script from 
2015-12-10 22:38:33: ERROR[main]: C:\Users\Raymond\Documents\Game Mods\Minetest\minetest-0.4.13\bin\..\mods\display_modpack\steles\init.lua:
2015-12-10 22:38:33: ERROR[main]: ...test-0.4.13\bin\..\mods\display_modpack\steles/nodes.lua:20: attempt to index local 'ndef' (a nil value)
2015-12-10 22:38:33: ERROR[main]: stack traceback:
2015-12-10 22:38:33: ERROR[main]: 	...test-0.4.13\bin\..\mods\display_modpack\steles/nodes.lua:20: in main chunk
2015-12-10 22:38:33: ERROR[main]: 	[C]: in function 'dofile'
2015-12-10 22:38:33: ERROR[main]: 	...etest-0.4.13\bin\..\mods\display_modpack\steles\init.lua:9: in main chunk
2015-12-10 22:38:33: ERROR[main]: ======= END OF ERROR FROM LUA ========
2015-12-10 22:38:33: ERROR[main]: Server: Failed to load and run C:\Users\Raymond\Documents\Game Mods\Minetest\minetest-0.4.13\bin\..\mods\display_modpack\steles\init.lua
2015-12-10 22:38:33: ERROR[main]: ModError: ModError: Failed to load and run C:\Users\Raymond\Documents\Game Mods\Minetest\minetest-0.4.13\bin\..\mods\display_modpack\steles\init.lua
2015-12-10 22:38:33: ERROR[main]: Error from Lua:
2015-12-10 22:38:33: ERROR[main]: ...test-0.4.13\bin\..\mods\display_modpack\steles/nodes.lua:20: attempt to index local 'ndef' (a nil value)
2015-12-10 22:38:33: ERROR[main]: stack traceback:
2015-12-10 22:38:33: ERROR[main]: 	...test-0.4.13\bin\..\mods\display_modpack\steles/nodes.lua:20: in main chunk
2015-12-10 22:38:33: ERROR[main]: 	[C]: in function 'dofile'
2015-12-10 22:38:33: ERROR[main]: 	...etest-0.4.13\bin\..\mods\display_modpack\steles\init.lua:9: in main chunk
2015-12-10 22:38:33: ERROR[main]: Check debug.txt for details.
Also, I'm not sure if its a bug or not, but the text on signs will disappear after a moment, I can still see the popup text when I highlight a sign, but that makes it tricky to see things at a glance in my storage room.

Re: [Modpack] Display Modpack

Posted: Mon Dec 14, 2015 22:28
by LazerRay
I will be testing the updated version of the display pack soon, as for the sign text bug it disappears in about a minute or so.

I do run quite a few mods hopefully there isn't a conflict with them since that will be a lot to sort through.

Most of my Mod List:

Display Modpack
Flight Mod Pack (Only the wings enabled on it)
Beverages
MyDoors
MyMulch
3D Torches
Watercan
Plantlife Modpack
Color Machine
Glow Modpack
Home Decor Modpack
Bags
Bridge Tool
Compass GPS
Carts
Gloop Test
Pipeworks
Mesecons
More Trees
More Blocks
MyMillwork
Industrial Lights
3D Armor
Sea Life
World Edit
Simple Skin Selector
Scaffolding
Travelnet
Firearms

There are more, it would be tricky to list them all

Update 12/15/15: Just tested the most recent version of the Display Modpack and it doesn't crash with the gravestones enabled, as for the disappearing text bug, its about 6 seconds after adding/changing the text on a sign and when this happens I see something relating to Biome_lib triggering a mod needed for both Plantlife and More Trees to work.

Re: [Modpack] Display Modpack

Posted: Mon Dec 21, 2015 01:43
by benrob0329
Do you think that you might be able to make it so that signs look like they are connected to the fences and walls from xconnected?

Re: [Modpack] Display Modpack

Posted: Mon Dec 21, 2015 04:42
by pinkysnow
nice clocks, i did one long ago but didnt know how to set the entity then so never worked right :)

Re: [Modpack] Display Modpack [display_modpack]

Posted: Sun Nov 06, 2016 07:54
by Peppy
hello, first post here !

Thanks al lot for this mod, those blue street signs are very cool and the posters are very useful too.

Still, I have some problems with them :
- é,è,à,â are not displayed.
- The text doesn't seem to survive a /clearobjects command.

Hope you that you will be able to fix that in a future update.

Thanks for the work !

Re: [Modpack] Display Modpack [display_modpack]

Posted: Tue Nov 08, 2016 13:44
by Wuzzy
Please check the dependencies of your mods.
“default” is not a mandatory dependency.
If you don't use anything from the default mod (items, player model, sound template functions, the “default” table, etc.) in Minetest Game, don't add it as dependency. I am pretty sure font_lib does not actually depend on default. I haven't checked the other mods.

If you only use default for crafting recipes, you can make the dependency on default optional by adding this idiom:

Code: Select all

if minetest.get_modpath("default") then
-- add default-dependant code (e.g. crafting recipes using items from default) here
end
Edit: Clock nodes screw up badly when placed on the ground. They look like full nodes, or the clock hands are projecting FROM the clock face, etc.


Edit 2: The APIs seem useful. I added Font Lib and Display Lib to http://dev.minetest.net/Mod_interoperability

Re: [Modpack] Display Modpack [display_modpack]

Posted: Tue Nov 22, 2016 00:33
by Peppy
Writing without accents often leads to quiproquos in French ;)

Should it be possible to add accentuated letters as a component of the modpack, so one can choose whether to activate it or not ?

Re: [Modpack] Display Modpack [display_modpack]

Posted: Tue Nov 29, 2016 15:38
by linushsao
awesome.

Re: [Modpack] Display Modpack [display_modpack]

Posted: Sun Dec 25, 2016 20:51
by Wuzzy
Maybe Minetest shouldn't provide a /clearobjects command to begin with. I suppose many other mods can be easily broken when using this.
Alternatively, Minetest should provide a means to “defend” against /cleanobjects.

So yeah, I think this is a Minetest problem which should be fixed in Minetest. What do you think?

Re: [Modpack] Display Modpack [display_modpack]

Posted: Wed Mar 01, 2017 09:54
by mnh48
What did this code actually do?

Code: Select all

if minetest.get_modpath("homedecor") then
    print ("["..minetest.get_current_modname().."] homedecor mod is present, not overriding default:sign.")
else
-- Override default sign
I don't think homedecor mod overrides default sign, instead it is signs_lib mod that once inside homedecor modpack (but it's not inside homedecor mod itself afaik, unless it was inside the homedecor mod itself in even earlier version??) but it is now separated from the homedecor modpack...

signs_lib even have its own forum thread, as it is separated from homedecor modpack...

some people might install signs_lib without installing homedecor mod pack, or homedecor mod as they're separated now, and signs_lib did not depends on homedecor, will that code stilll usable??

Re: [Modpack] Display Modpack [display_modpack]

Posted: Mon Jul 03, 2017 07:11
by Codesound
Hi,

thanks for this mod...

I duplicate one floor of one house, and for some reason, i replace it with air (using worldedit):

all is replaced but the watch's hands remained, and I did not want to erase them...

what can I do?

Image

Thanks again,

R

Re: [Modpack] Display Modpack [display_modpack]

Posted: Mon Jul 03, 2017 13:41
by mnh48
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