[Modpack] Display Modpack (Old thread)

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Naj
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[Modpack] Display Modpack (Old thread)

by Naj » Post

This original thread had been messed up due to a problem with the forum.

Please refer to the new topic : viewtopic.php?t=19365
Last edited by Naj on Tue Jan 09, 2018 13:17, edited 2 times in total.

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Re: [Modpack] Display Modpack

by rubenwardy » Post

Does it support digilines? That would be an interesting addition.
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Re: [Modpack] Display Modpack

by mahmutelmas06 » Post

You should absolutly extend this mod. Much better then other signs mod.
(your lightblocks mod is also very good)
My Mods:

Beverage

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Re: [Modpack] Display Modpack

by mahmutelmas06 » Post

My Mods:

Beverage

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Re: [Modpack] Display Modpack

by benrob0329 » Post

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!

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Re: [Modpack] Display Modpack

by benrob0329 » Post

By "plates" I mean the triangular name plaques that sit on peoples desks.

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Re: [Modpack] Display Modpack

by Sokomine » Post

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.
A list of my mods can be found here.

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Re: [Modpack] Display Modpack

by KCoombes » Post

+1 for tombstones

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Re: [Modpack] Display Modpack

by benrob0329 » Post

Yay! I see a spooky graveyard mod in the making...

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Re: [Modpack] Display Modpack

by Inocudom » Post

Naj, I feel that homdecor could use your coding skills and your creations:
viewtopic.php?f=11&t=2041

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Re: [Modpack] Display Modpack

by benrob0329 » Post

If you made a modpack, I'd do a YouTube video on it.

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LazerRay
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Re: [Modpack] Display Modpack

by LazerRay » Post

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.

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Re: [Modpack] Display Modpack

by oleastre » Post

@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).

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Re: [Modpack] Display Modpack

by LazerRay » Post

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.

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Re: [Modpack] Display Modpack

by LazerRay » Post

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.

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Re: [Modpack] Display Modpack

by benrob0329 » Post

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?

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Re: [Modpack] Display Modpack

by pinkysnow » Post

nice clocks, i did one long ago but didnt know how to set the entity then so never worked right :)

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Re: [Modpack] Display Modpack [display_modpack]

by Peppy » Post

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 !

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Re: [Modpack] Display Modpack [display_modpack]

by Wuzzy » Post

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

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Re: [Modpack] Display Modpack [display_modpack]

by Peppy » Post

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 ?

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Re: [Modpack] Display Modpack [display_modpack]

by linushsao » Post

awesome.
1)Server:Mars World
2).address:139.59.238.211:30016
3).manual(in processing):http://tinyurl.com/jyjkrgl
4).for my(admin's) role in all my servers,i'll be as the earth/water/fire/wind. i maintain that system,but not manage/touch players directly in game,not own the crafts on planet. i just keep watching the worlds.
5).TODO-List

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Re: [Modpack] Display Modpack [display_modpack]

by Wuzzy » Post

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?

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Re: [Modpack] Display Modpack [display_modpack]

by mnh48 » Post

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??

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Re: [Modpack] Display Modpack [display_modpack]

by Codesound » Post

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

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Re: [Modpack] Display Modpack [display_modpack]

by mnh48 » Post

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

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