Replaces textures of all nodes with their names.
Cache
Toggle texttext_cache_enabled
, cache is disabled by default.
Cache requires an insecure environment.
Textures are cached in the mod's folder.
To clear the texture cache run /texttext_clear
.
This requires the server
priv (operator).
If you plan to run Text Text on a server, it is reccomended to enable cache.
Without it [png
is used, which has a larger network impact.
Config
To change the name format see option texttext_name_format
.
You may use:
- The full techical name.
- The techincal name, excluding modname.
- The short description / user-facing name. [BROKEN]
- The full description. [BROKEN]
Good!
I like it and the idea, good job!
Cute tech demo. Previous version took ages to load, but that is now fixed!
This mod makes the world a lot more literal.
Long node names are hard to read though; the mod should use line breaks.
This mod slowed loading the game a lot. This was fixed and I can recommend it now.
Part of my earlier critcism is still relevant and there was a conversation, so my previous review can be read below. Note that I have since put the mod
tga_encoder
on ContentDB, which makes it trivial to generate textures for Minetest <5.5.This mod does exactly what the description says.
However, it contains three technical flaws:
First, textures are regenerated every time a world is loaded. This is wasteful and not necessary. This is probably what makes it very slow. Second, textures are given via the texture modifier [png. This is wasteful and does not degrade gracefully in older versions. Third, textures are generated as RGBA, even though they are simple monochrome bitmaps.
Here is how I would fix those:
First, write the textures to the filesystem instead of using the [png texture modifier. Second, generate the text textures only if they do not exist on the filesystem yet. Third, use TGA as the file format (~20 bytes header, dump pixels, write footer).
This should result in a mod that is much faster and also compatible with older Minetest versions.