[Mod] Signs Redo [1.0] [signs]
-
- Member
- Posts: 323
- Joined: Sat Apr 06, 2013 11:58
- GitHub: MoNTE48
- In-game: MoNTE48
- Location: Internet
[Mod] Signs Redo [1.0] [signs]
Signs Redo
Description:
Lightweight wooden signs with text display and automatic formatting.
Features:
1) Very lightweight, designed with the idea of highly loaded servers
2) Display the written text. Even after /clearobjects!
3) Simple and easy to read font.
2) Automatic centering and text wrapping.
4) Nice appearance.
5) Two types: floor and wall.
Compatible with Minetest 0.4+ and 5.0+.
License:
Source code: LGPLv3+
Textures: CC-BY-SA 4.0
Download: https://github.com/MultiCraft-Community ... master.zip
Github: https://github.com/MultiCraft-Community/signs
Last edited by MoNTE48 on Mon Mar 16, 2020 12:51, edited 1 time in total.
Re: [Mod] Signs Redo [1.0] [signs]
Thanks, really!
I always missed a simple sign mod as in Minecraft. In fact I had it in my TODO list of mods to create.
I always missed a simple sign mod as in Minecraft. In fact I had it in my TODO list of mods to create.
- FreeGamers
- Member
- Posts: 650
- Joined: Sat May 25, 2019 00:15
- GitHub: is proprietary I use NotABug
- Location: United States
- Contact:
Re: [Mod] Signs Redo [1.0] [signs]
I really like the simplicity of this one. Other signs mods are very bloated and contain many HUD elements, colors, and unnecessary features. I feel like this a much better approach. Thank you!
FreeGamers.org has moved to MeseCraft.net | FreeGamers on this forum is now MeseCraft
-
- Member
- Posts: 323
- Joined: Sat Apr 06, 2013 11:58
- GitHub: MoNTE48
- In-game: MoNTE48
- Location: Internet
Re: [Mod] Signs Redo [1.0] [signs]
Thanks. In the future I will release additional submods for other languages. It can be used if necessary.
However, even now all non-Latin text will be shown in infotext when selecting sign.
However, even now all non-Latin text will be shown in infotext when selecting sign.
Re: [Mod] Signs Redo [1.0] [signs]
I've made a spanish version (mod translated too).
More chars: Ñ, ñ, ¿, ¡, €
No accents. Cos I do not know to introduce them on a input box even.
Download
Ps: Monte48 Simply I've changed a function
More chars: Ñ, ñ, ¿, ¡, €
No accents. Cos I do not know to introduce them on a input box even.
Download
Ps: Monte48 Simply I've changed a function
Code: Select all
local function generate_sign_line_texture(str, texture, row)
local leftover = floor((20 - #str) * 16 / 2) or 0
local i = 1
for char in string.gmatch(str, ".[\128-\191]*") do
local char_byte_1 = char:byte(1)
local char_byte_2 = char:byte(2)
if char_byte_2 then
char_byte_1 = char_byte_2
end
if char_byte_1 then
texture = texture .. ":" .. (i - 1) * 16 + leftover .. ","
.. row * 20 .. "=signs_" .. char_byte_1 .. ".png"
end
i = i + 1
if i == 20 then
break
end
end
return texture
end
-
- Member
- Posts: 323
- Joined: Sat Apr 06, 2013 11:58
- GitHub: MoNTE48
- In-game: MoNTE48
- Location: Internet
Re: [Mod] Signs Redo [1.0] [signs]
Did you know you can do PR on github? :)
---
Edit: The essence of 95% of the mods on this forum in one screenshot.
---
Edit: The essence of 95% of the mods on this forum in one screenshot.
- Attachments
-
- cyrillic.png (997.03 KiB) Viewed 1460 times
Re: [Mod] Signs Redo [1.0] [signs]
It is impossible it belongs to my game.MoNTE48 wrote:Did you know you can do PR on github? :)
---
Edit: The essence of 95% of the mods on this forum in one screenshot.
My solution is for latin based languages: english, spanish, french, german, italian...
-
- Member
- Posts: 323
- Joined: Sat Apr 06, 2013 11:58
- GitHub: MoNTE48
- In-game: MoNTE48
- Location: Internet
Re: [Mod] Signs Redo [1.0] [signs]
Writing code without exception is bad practice.
Update:
1) automatic centering of the text,
2) transliteration for the Latin alphabet and Cyrillic alphabet,
3) minor improvements.
Update:
1) automatic centering of the text,
2) transliteration for the Latin alphabet and Cyrillic alphabet,
3) minor improvements.
-
- Member
- Posts: 323
- Joined: Sat Apr 06, 2013 11:58
- GitHub: MoNTE48
- In-game: MoNTE48
- Location: Internet
Re: [Mod] Signs Redo [1.0] [signs]
Update:
1) Removing an entity if the sign is missing
(a bug rarely happened when the text remained after digging the sign).
2) Do not break checking after deleting the first entity when digging sign
(a bug very rarely happened when LBM restored sign entity faster than will load the existing. As a result, we had 2 entities for 1 sign).
1) Removing an entity if the sign is missing
(a bug rarely happened when the text remained after digging the sign).
2) Do not break checking after deleting the first entity when digging sign
(a bug very rarely happened when LBM restored sign entity faster than will load the existing. As a result, we had 2 entities for 1 sign).
Re: [Mod] Signs Redo [1.0] [signs]
With the last version I have issues: 'ñ' is converted to 'n', 'ç' to 'c'...
Edit: Oh, it is cause the slugify.
Edit: Oh, it is cause the slugify.
-
- Member
- Posts: 323
- Joined: Sat Apr 06, 2013 11:58
- GitHub: MoNTE48
- In-game: MoNTE48
- Location: Internet
Re: [Mod] Signs Redo [1.0] [signs]
I consider this a necessary measure. Each additional letter is +2 texture (uppercase+lowercase). As a result, about 300+ textures are needed to fully support all major languages.
Original text is always displayed as `infotext`!
While there is no better way to visually display the text, I want to keep this mod compact and lightweight.
For advanced Signs with support for fonts, images and other things, the best and time-tested solutions have long existed.
While my version is about 23 kb (code and textures)
Original text is always displayed as `infotext`!
While there is no better way to visually display the text, I want to keep this mod compact and lightweight.
For advanced Signs with support for fonts, images and other things, the best and time-tested solutions have long existed.
While my version is about 23 kb (code and textures)
- Pyrollo
- Developer
- Posts: 385
- Joined: Mon Jan 08, 2018 15:14
- GitHub: pyrollo
- In-game: Naj
- Location: Paris
Re: [Mod] Signs Redo [1.0] [signs]
Something quite light that can be done : translate accentuated letters to simple letters. This would work for most latin languages.
EDIT: Sorry, that is already done :)
EDIT: Sorry, that is already done :)
[ Display Modpack ] - [ Digiterms ] - [ Crater MG ] - [ LATE ]
Re: [Mod] Signs Redo [1.0] [signs]
I understand.MoNTE48 wrote:I consider this a necessary measure. Each additional letter is +2 texture (uppercase+lowercase). As a result, about 300+ textures are needed to fully support all major languages.
Original text is always displayed as `infotext`!
While there is no better way to visually display the text, I want to keep this mod compact and lightweight.
For advanced Signs with support for fonts, images and other things, the best and time-tested solutions have long existed.
While my version is about 23 kb (code and textures)
So I did a spanish specific version for better readibility in this language.
-
- Member
- Posts: 323
- Joined: Sat Apr 06, 2013 11:58
- GitHub: MoNTE48
- In-game: MoNTE48
- Location: Internet
Re: [Mod] Signs Redo [1.0] [signs]
Update!
* Do not break punctuation marks with the word.
* Save the texture of the entity in the meta data to quickly restore when reloaded. The mod has become even more lightweight for servers.
* Other fixes and optimizations.
---
If someone thinks that the mod needs localization of formspec or some other function, I will be glad to know about it :)
* Do not break punctuation marks with the word.
* Save the texture of the entity in the meta data to quickly restore when reloaded. The mod has become even more lightweight for servers.
* Other fixes and optimizations.
---
If someone thinks that the mod needs localization of formspec or some other function, I will be glad to know about it :)
Last edited by MoNTE48 on Thu Apr 02, 2020 05:47, edited 1 time in total.
Re: [Mod] Signs Redo [1.0] [signs]
Yes, please, enclose into a "S()"MoNTE48 wrote:Update!
* Do not break punctuation marks with the word.
* Save the texture of the essence in the meta block to quickly restore when reloaded. The mod has become even more lightweight for servers.
* Other fixes and optimizations.
---
If someone thinks that the mod needs localization of formspec or some other function, I will be glad to know about it :)
- FreeGamers
- Member
- Posts: 650
- Joined: Sat May 25, 2019 00:15
- GitHub: is proprietary I use NotABug
- Location: United States
- Contact:
Re: [Mod] Signs Redo [1.0] [signs]
I really enjoy how lightweight this one is compared to the other signs api's. I'm compared mods for this functionality now, and this seems like the one to go with :)
FreeGamers.org has moved to MeseCraft.net | FreeGamers on this forum is now MeseCraft
-
- Member
- Posts: 323
- Joined: Sat Apr 06, 2013 11:58
- GitHub: MoNTE48
- In-game: MoNTE48
- Location: Internet
Re: [Mod] Signs Redo [1.0] [signs]
This mod has received several small but important updates from the MultiCraft upstream.
And I would really like the mod to be moved to the Mod Releases section...
And I would really like the mod to be moved to the Mod Releases section...
Who is online
Users browsing this forum: No registered users and 25 guests