[Modpack] Display Modpack [1.3] [display_modpack]

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Pyrollo
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[Modpack] Display Modpack [1.3] [display_modpack]

by Pyrollo » Post

A modpack for adding dynamic display on blocks and many mods using this feature.

Image

This modpack provides tree libs for dynamic display and a bunch of mods using them. The libs are :

display_lib: A library for adding display entities to nodes;

font_lib: A library for displaying fonts on entities;

signs_api: A library for the easy creation of signs;

Mods are :

font_metro: A font mod used as default font (includes uppercase, lowercase and accentuated latin letters, usual signs, cyrillic and greek letters)

boards: A mod providing school boards (includes tiny cursive font, a handwriting style font);

ontime_clocks: A mod providing clocks which display the ingame time;

signs: A mod providing signs and direction signs displaying text;

signs_road: A mod providing road signs displaying text;

steles: A mod providing stone steles with text;

Please refer to README.md files for more information and craft recipes :
Display API : README / API
Font API : README / API
Signs API : README (contains API information)
Mods : Ontime Clocks, Signs, Signs Road, Steles

Licenses
Code under LGPL
Textures under CC-BY-SA

Authors
Code : Pierre-Yves Rollo,
Code contributors : gpcf, Muhammad Nur Hidayat Yasuyoshi, fat115, Andrzej Pienkowski, Thomas-S, 12Me21
Fonts : Christian Munk, cyfry77

Dependancies : default
Mods from this modpack all depends on display_lib and some on font_lib

Downloads
Download: https://github.com/pyrollo/display_modp ... master.zip
Browse code : https://github.com/pyrollo/display_modpack

Libraries can be used apart of the modpack :
display_api
font_api
signs_api


Extra fonts
Botic Font: A futuristic style font, upercase, lowercase and accentuated letters.
Old Wizard Font: An old style gothic font, upercase, lowercase and accentuated letters.

Where can I play with it ?
Jungle Server
Linuxworks Next Generation
Pandorabox
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Last edited by Pyrollo on Mon Dec 09, 2019 18:33, edited 14 times in total.
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Re: [Modpack] Display Modpack [display_modpack]

by Pyrollo » Post

The original thread has been messed up. Here is a summary of interesting remarks comming from it and a few answers.
benrob0329 wrote: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!
1. After some tries, I think it is better not replacing it. I'll add a simple wooden sign.
2. The API allows to choose the color of the whole text. But to keep it simple, it won't be possible to color parts of text. The Home Decor / Signs_lib solution is heavy in terms of textures (doubles the number of used textures).
3. I'm not sure with that, but I keep it in mind.
Peppy wrote:The text doesn't seem to survive a /clearobjects command.
No, unfortunately not. After a /clearobjects, you have to punch each sign in the cleared area.
Wuzzy wrote: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?
It would be great to have a on_clearobjects triggered on nodes in concerned area when a /clearobjects is issued.
Codesound wrote: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?
Issue a /clearobjects command in the erased area.
hajo wrote:Placing the clock on glass, it had no hands on the backside.
Clocks, like IRL are one sided.
muhdnurhidayat wrote:UTF support ???
This means we can get signs to display Japanese texts etc??? xD
Yes, as soon as you create corresponding textures. Tools to convert fonts to textures are coming soon.
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Re: [Modpack] Display Modpack [display_modpack] [1.0]

by Pyrollo » Post

A well-liked feature of signs mod, the posters :

Image

Posters only display a title, but when right clicking on it, more text is displayed.
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Re: [Modpack] Display Modpack [display_modpack] [1.0]

by Pyrollo » Post

Version 1.0 released today

Display_modpack has now achieved a good level of maturity and could be deployed on public servers.

It now supports Unicode chars and the default font mod (font_epilepsy based on EpilepsySansBold font) provides:

- Latin : basic, supplement, extended-A (this means various accentuated and language specific letters)
- Greek
- Cyrillic

Tools are provided to create other font mods that can be used to replace provided font. You can adapt font to your server flavor (but fancy pixel fonts providing other than Latin chars are quite rare).
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u18398

Re: [Modpack] Display Modpack [display_modpack] [1.0]

by u18398 » Post

Hi Naj,


me too is a big fan of your posters and your new large banners :)

But after updateing your mod on my server I got a crash when I go to /spawn.
debug tells me this:

Code: Select all

2018-01-13 13:48:36: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'signs' in callback luaentity_Activate(): /home/mars/.minetest/mods/display/font_lib/init.lua:333: attempt to index local 'font' (a nil value)
2018-01-13 13:48:36: ERROR[Main]: stack traceback:
2018-01-13 13:48:36: ERROR[Main]: 	/.minetest/mods/display/font_lib/init.lua:333: in function 'on_display_update'
2018-01-13 13:48:36: ERROR[Main]: 	/.minetest/mods/display/display_lib/init.lua:137: in function 'call_node_on_display_update'
2018-01-13 13:48:36: ERROR[Main]: 	/.minetest/mods/display/display_lib/init.lua:154: in function </home/mars/.minetest/mods/display/display_lib/init.lua:151>



Could that be a problem together with the locked signs ?

greetings,

Gundul

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Re: [Modpack] Display Modpack [display_modpack] [1.0]

by Pyrollo » Post

That's because you don't have any font mod. I guess you had another message before like :

Code: Select all

2018-01-13 12:54:55: ERROR[Server]: No font registred, unable to choose a default font.
Enabling font_epilepsy mod should solve that problem.
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u18398

Re: [Modpack] Display Modpack [display_modpack] [1.0]

by u18398 » Post

Pyrollo wrote:That's because you don't have any font mod. I guess you had another message before like :

Code: Select all

2018-01-13 12:54:55: ERROR[Server]: No font registred, unable to choose a default font.
Enabling font_epilepsy mod should solve that problem.

Yes that is true: ERROR[Server]: No font registred, unable to choose a default font.
But what is "font_epilepsy mod" ? Google knows nothing about it and me neither.
Any hint how to download, install and enable this ?


thank you,

Gundul

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Re: [Modpack] Display Modpack [display_modpack] [1.0]

by Pyrollo » Post

font_epilepsy mod is a part of Display_modpack which should come with it when you download it.

But I noticed that on worlds in which I previously enabled Display_modpack, I had to explicitly enable this new mod in order to be able to use the modpack. I did it using the GUI (local tests). But I'm not sure how to do it on server-only installation.

It seems that, in your world.mt, file, you have to add or modify this line :

Code: Select all

load_mod_font_epilepsy = true
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u18398

Re: [Modpack] Display Modpack [display_modpack] [1.0]

by u18398 » Post

Pyrollo wrote:font_epilepsy mod is a part of Display_modpack which should come with it when you download it.

It seems that, in your world.mt, file, you have to add or modify this line :

Code: Select all

load_mod_font_epilepsy = true
Thank you. That did it. I did not recognize before that you added a new mod to your modpack.
New mods are not active by default on my server that is why it crashed.

It is updated now and everythings runs smoothly and all signs and text are fine :)
Last edited by u18398 on Sun Jan 14, 2018 14:20, edited 1 time in total.

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Re: [Modpack] Display Modpack [1.0] [display_modpack]

by BirgitLachner » Post

Hi ...
I still love your signs, the problems I had with the version ... okay, I'll have a look later on it.

But one problem is a bit anoying ... I have sometimes the problem, that the text is not visible or flickering (sometimes visible, sometimes not). If the text is not visible I need to click on the sign (included text is still there) and after "writing" again it is visible.
The flickering looks like the situation where you have surfaces, that are on the same height/position and Minetest is not sure what surface should be visible. But it seems to me, that the visiblity is a bit depending on the speed of the server and the FPS.
May be, the text should be a litte bit more above the sign?

Or is this problem already solved and I need to try to update the Mod?

Anyway ... thanks, Birgit

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Re: [Modpack] Display Modpack [1.0] [display_modpack]

by Pyrollo » Post

Hi,

This may be caused by entity being too close to node surface. I saw that only during development but not while playing. As it is a rendering problem and I guess it may depend on the client.

The space between entity and nodebox is 0.01 node in current version. In display_modpack/signs/common.lua line 161, it's included in 0.499 number :

Code: Select all

		display_entities = {
			["signs:display_text"] = {
					on_display_update = font_lib.on_display_update,
					depth = 0.499 - model.depth,
					size = { x = model.width, y = model.height },
					resolution = { x = 64, y = 64 },
					maxlines = 1,
},
You can try 0.498 or 0.495 if it solves the problem. If so, please tell me. I think I'll put a mod constant to set that once for all.

In Steles, it's in display_modpack/steles/nodes.lua, line 62:

Code: Select all

				["steles:text"] = {
						on_display_update = font_lib.on_display_update,
						depth = -2/16-0.001, height = 2/16,
						size = { x = 14/16, y = 12/16 },
						resolution = { x = 11, y = 5 },
						maxlines = 3,
				},
I have to put that 0.001 shift in a mod level variable so it can be adjusted.

Anyway, you should update your version :)
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Re: [Modpack] Display Modpack [1.0] [display_modpack]

by BirgitLachner » Post

Thanks für you information. I'll test that and tell hwo succesfull it was.

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Re: [Modpack] Display Modpack [1.0] [display_modpack]

by Pyrollo » Post

Added a new variable to centralize entity spacing in display_lib/init.lua :

Code: Select all

display_lib.entity_spacing = 0.002
You can now adjust it if you have text blinking problems. Higher values makes text further from node surface and small values may cause display problems (actually, did not noticed any problem with 0.001).
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Re: [Modpack] Display Modpack [1.0] [display_modpack]

by BirgitLachner » Post

Hi ... now I had some time to test it. I changed to 0.005 and that seems to be okay. No flickering any more. Thanks!

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Re: [Modpack] Display Modpack [1.0] [display_modpack]

by Pyrollo » Post

BirgitLachner wrote:Hi ... now I had some time to test it. I changed to 0.005 and that seems to be okay. No flickering any more. Thanks!
Thanks ! I'll keep this value.

Have you tried with lower values ? (lower values are better for the impression of text being ON node surface)
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Re: [Modpack] Display Modpack [1.0] [display_modpack]

by BirgitLachner » Post

No, I did not test another value ... I was a bit too lazy to restart it once again ;-) . Some of the street signs had still problems. But after clicking on them they were all right.

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Re: [Modpack] Display Modpack [1.0] [display_modpack]

by Pyrollo » Post

Oh yes, in order to make the distance change effective, you need to update the entity (by punching on sign).

(Depending on which version, last version today should not need anymore punch on signs to update them)
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Re: [Modpack] Display Modpack [1.0] [display_modpack]

by GamingAssociation39 » Post

Can the poster be done using something custom from in game like a pixel art editor?
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Re: [Modpack] Display Modpack [1.0] [display_modpack]

by Pyrollo » Post

GamingAssociation39 wrote:Can the poster be done using something custom from in game like a pixel art editor?
What do you mean ? Something like free drawing on posters ?

Interesting idea, and technically feasible. I'm wondering what would be gui interface like.
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Re: [Modpack] Display Modpack [1.0] [display_modpack]

by Pyrollo » Post

New version released, and new boards mod added :

Image

Don't forget to reactivate mods after update (particularly font mods).
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Re: [Modpack] Display Modpack [1.0] [display_modpack]

by totya » Post

Hi!

Thanks for this mod, these tables are very informative. :) But I have a problem, I see only the RIGHT direction versions of tables between in my craftable items (Unified Inventory mod), and I don't see the LEFT direction tables.

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Re: [Modpack] Display Modpack [1.0] [display_modpack]

by Pyrollo » Post

Hello the right direction sign automatically becomes a left direction sign according to the way you place it.

You can also use a screwdriver to change orientation.
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Re: [Modpack] Display Modpack [1.0] [display_modpack]

by totya » Post

Pyrollo wrote:Hello the right direction sign automatically becomes a left direction sign according to the way you place it.

You can also use a screwdriver to change orientation.
Indeed, thank you, if I put to the table on the left side of cube, the result is the left direction table :)

Otherwise, the screwdriver works incorrectly, this doesn't flip the table on the cube, see pictures:

Image
Image
Image
Image

Edit: I really need the simple wooden sign (without direction), letters on the table directly (not as minetest built-in sign table).

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Re: [Modpack] Display Modpack [1.0] [display_modpack]

by Pyrollo » Post

Oh ! thanks for that information, it should not work this way.

Ok, I'll fix that and add the simple sign :)
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Re: [Modpack] Display Modpack [1.0] [display_modpack]

by Pyrollo » Post

totya wrote:Otherwise, the screwdriver works incorrectly, this doesn't flip the table on the cube
I remember now, you have to shift-right-click-screwdriver in order to change sign direction.

I just added a simple wooden sign :)
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