Maps and Games.

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bgsmithjr
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Maps and Games.

by bgsmithjr » Sun Apr 01, 2012 16:39

Can you put a mod in your game folder?
 

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Jordach
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by Jordach » Sun Apr 01, 2012 17:12

Yes you can.

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bgsmithjr
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by bgsmithjr » Sun Apr 01, 2012 18:22

Sorry, I meant map.
 

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by Jordach » Sun Apr 01, 2012 18:43

Oh, map, you can't.

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by bgsmithjr » Sun Apr 01, 2012 18:45

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
 

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by Roflo » Sun Apr 01, 2012 19:13

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.
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by bgsmithjr » Sun Apr 01, 2012 19:46

basically right now just mods and privs, like i said...textures will be in /minetest/textures.
Last edited by bgsmithjr on Sun Apr 01, 2012 19:47, edited 1 time in total.
 

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by Roflo » Sun Apr 01, 2012 22:07

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".
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by bgsmithjr » Sun Apr 01, 2012 22:41

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.
Last edited by bgsmithjr on Sun Apr 01, 2012 22:42, edited 1 time in total.
 

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by neonfuz » Tue Apr 17, 2012 21:43

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
 

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by kddekadenz » Wed Apr 18, 2012 16:27

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
 

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by redcrab » Wed Apr 18, 2012 17:26

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
Last edited by redcrab on Wed Apr 18, 2012 17:30, edited 1 time in total.
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