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# Display Modpack 
Version 1.2.1

This modpack provides mods with dynamic display. Mods are :

- **[display_api](https://github.com/pyrollo/display_modpack/tree/master/display_api)**: A library for adding display entities to nodes;
- **[font_api](https://github.com/pyrollo/display_modpack/tree/master/font_api)**: A library for displaying fonts on entities;
- **[signs_api](https://github.com/pyrollo/display_modpack/tree/master/signs_api)**: A library for the easy creation of signs;
- **[font_metro](https://github.com/pyrollo/display_modpack/tree/master/font_metro)**: A font mod used as default font (includes uppercase, lowercase and accentuated latin letters, usual signs, cyrillic and greek letters)

- **[boards](https://github.com/pyrollo/display_modpack/tree/master/boards)**: A mod providing school boards (includes *tiny cursive font*, a handwriting style font);
- **[ontime_clocks](https://github.com/pyrollo/display_modpack/tree/master/ontime_clocks)**: A mod providing clocks which display the ingame time;
- **[signs](https://github.com/pyrollo/display_modpack/tree/master/signs)**: A mod providing signs and direction signs displaying text;
- **[signs_road](https://github.com/pyrollo/display_modpack/tree/master/signs_road)**: A mod providing road signs displaying text;
- **[steles](https://github.com/pyrollo/display_modpack/tree/master/steles)**: A mod providing stone steles with text;

For more information, see the [forum topic](https://forum.minetest.net/viewtopic.php?t=19365) at the Minetest forums.

![Presentation image of Display_Modpack](screenshot.png)

## Extra fonts

*Metro* and *Tiny Cursive* fonts are provided in **Display Modpack** (in **font_metro** and **boards** mods) but you can add more fonts by installing font mods. Be aware that each font mod comes with numerous textures. This can result in slowing media downloading and/or client display.

Extra font mods can be found here: 
 * [OldWizard](https://github.com/pyrollo/font_oldwizard): An old style gothic font.
 * [Botic](https://github.com/pyrollo/font_botic): A scifi style font.

## Changelog

### 2018-11-01 (Version 1.2.1)

- Now font can be chosen per sign / stele

### 2018-11-01 (Version 1.2)

- Labels and woodend signs added.

- Fallback mechanism for missing chars (For example: "é" --> "e" --> "E").

- Several bug fixes by 12Me21 and naturefreshmilk.

### 2018-07-16 (Version 1.1.1)

- Boards mod added.

- Bug fix in default font chosing when multiple font registered. 

### 2018-07-13 (Version 1.1.0)

- Font API rework introducing Font class.

- Replaced default Epilepsy Font by Metro Font for licensing purposes,

- Rework of all nodes displaying text accordingly to the Font API rework.

As font_epilepsy mod has been replaced by font_metro mod, **don't forget to activate font_metro mod after updating** or you won't have any text displayed.

### 2018-05-30 (Version 1.0.1)

Mostly bug fixes :

- Fix steles orientation when placing

- Update entity on mapblock load

- Use default formspec style

- Fix ndef nill value in steles mod when technics not installed

- Seperate signs API from signs définitions

- Allow a greater offset between display and block

### 2018-01-13 (Version 1.0)

- Switch to Epilepsy font by KREATIVE SOFTWARE

- Add settings "default_font"

- Add horizontal alignment

- Add tool for creating font textures from .ttf font files

- Fix UTF 8 to Unicode decoding 

- Updated forum thread link in README.md

### 2017-12-19

This change is a preparation to merge Andrzej Pieńkowski fork (apienk) : new font and support of UTF chars.

- Font\_lib support for multiple fonts (nothing yet visible in mods) ;

- Font\_lib support for Unicode characters (limited to Unicode Plane 0: 0000-FFFF, see [Wikipedia](https://en.wikipedia.org/wiki/Unicode)) ; 

- New "default" font with original textures from Vanessa Ezekowitz (VanessaE) ;

### 2017-12-10

- Compatibility of signs mod with signs_lib (thanks to gpcf) ;

- Added large banner in road signs (thanks to gpcf) ;

### 2017-08-26

- Changed signs from wallmounted to facedir to improve textures and make it possible to use screwdriver. 
**IMPORTANT** : Map will be updated to change to new nodes but inventory items will turn into "Unknown items" and have to be re-crafted.