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Maps and Games.

PostPosted: Sun Apr 01, 2012 16:39
by bgsmithjr
Can you put a mod in your game folder?

PostPosted: Sun Apr 01, 2012 17:12
by Jordach
Yes you can.

PostPosted: Sun Apr 01, 2012 18:22
by bgsmithjr
Sorry, I meant map.

PostPosted: Sun Apr 01, 2012 18:43
by Jordach
Oh, map, you can't.

PostPosted: Sun Apr 01, 2012 18:45
by bgsmithjr
I don't like that a 'game' is just which mods your using and privs. That really isn't worth any update or compiling, just the sound is all I would want from that. It has more sounds than the 03/26/2012

PostPosted: Sun Apr 01, 2012 19:13
by Roflo
Stuff in your "games" folder can be used without compiling...
.. it's LUA stuff, textures, and sounds.

I expect that soon enough Mobs will be in there too, so one "game" may work very differently than another.

Take for instance a steampunk "game": you change textures, sounds, mobs, and some functional things (like machines, zeppelins, and stuff); and you got something quite different than vanilla minetest.

Some texture packs (such as Tron) could potentially become different games altogether.

PostPosted: Sun Apr 01, 2012 19:46
by bgsmithjr
basically right now just mods and privs, like i said...textures will be in /minetest/textures.

PostPosted: Sun Apr 01, 2012 22:07
by Roflo
Maybe I should have mentioned that I'm using the latest git build (right now I have: bee1adc651677fa98717901a5e8dac437c7f3383). Yeah, I compiled this today.

c55 decided to split the git repo into 2 (see http://c55.me/blog/?p=1001).
And as far as I can tell, the textures are now under minetest/games/game_name/module_name/textures/

Right now, game "minimal" has different textures than game "minetest_game".

PostPosted: Sun Apr 01, 2012 22:41
by bgsmithjr
Oh yeah, there was this post about it, he said he plans to put them into /minetest/textures/base/packname that is why the directory is there, then you point to it in minetest.conf. the texture in the games folder are the textures that come with the mods, changing your texture pack doesn't change your mod textures. Default is a mod with textures in it. It just so happens to be all of them. So in a game, all you can change is mod and privs.

PostPosted: Tue Apr 17, 2012 21:43
by neonfuz
Jordach wrote:Oh, map, you can't.

ok, you should check your facts before you post stuff like this, because you can put mods in worlds/<worldname>/worldmods, then the mods are per world

PostPosted: Wed Apr 18, 2012 16:27
by kddekadenz
neonfuz wrote:
Jordach wrote:Oh, map, you can't.

ok, you should check your facts before you post stuff like this, because you can put mods in worlds/<worldname>/worldmods, then the mods are per world


Support placing a minetest game inside $world/game for easy creation of custom adventure maps

PostPosted: Wed Apr 18, 2012 17:26
by redcrab
By analogy ... you may consider
"game" as engine subclass
"world" as engine "instance" of a "game" subclass
and the "minetestserver" process as a singleton "world" runtime instance

then even it is allowed ... I should advice to not mix game and world ... no map in game ... nor no mod in map... but linked by definition (world.mt file in worlds subsubfolder ..)

... I wanna be a serial world spawner .. :D