Growing watermelons, cactii et al.

hurufu
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Growing watermelons, cactii et al.

by hurufu » Sat Dec 24, 2011 20:32

Some time ago I've forked main branch to add growing watermelons (and other funny stuff that are not in this repo). Since that time few other mods with the same functionality appeared. Question is: should I rewrite my old one in Lua? Is somebody interested in it?

Also I've diversified cactii shapes that mapgen produces (I hate those boring vertical sticks).

One minus is that I've made all of this for 0.2 version. Have the architecture changed a lot during this time? Is there an elegant internal game clock in it?

In future I would like to implement the Wireworld cellular automaton into this game with the similar role as redstone has. That's why I'm asking about the clock, it's very important part of it.

P.S. Is this section good for this topic?

P.P.S Merry Christmas!
 

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by jordan4ibanez » Sat Dec 24, 2011 20:40

rewrite it! i want that on my server!
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by RAPHAEL » Sat Dec 24, 2011 20:53

Diversity is good. Just make sure the mod doesn't eat too much CPU. Some servers have a LOT of mods (like mine and a few others I've seen).
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hurufu
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by hurufu » Sat Dec 24, 2011 21:30

I'll look, what can I do. Need some time to study new code.
 

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by hurufu » Sun Dec 25, 2011 11:50

I’ve captured a short gameplay video showing those watermelons.
 

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Hackeridze
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by Hackeridze » Sun Dec 25, 2011 12:52

hurufu wrote:I’ve captured a short gameplay video showing those watermelons.

I implemented watermelons earlier. tomorrow new version release.
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by hurufu » Sun Dec 25, 2011 15:59

Hackeridze wrote:I implemented watermelons earlier. tomorrow new version release.

I hardcoded it 4 month ago (proof on github), and that's why I've wrote:
Hurufu wrote:Since that time few other mods with the same functionality appeared. Question is: should I rewrite my old one in Lua?

If no — I will not rewrite this one but will implement my other ideas. ;)
 

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by Hackeridze » Sun Dec 25, 2011 18:50

My bad, but anyway, you should not ;P
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by Hackeridze » Mon Dec 26, 2011 04:06

Ссылочку на текстуры плз) А чочо сразу не написал что русский? :)
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by hurufu » Mon Dec 26, 2011 10:22

https://github.com/hurufu/minetest/tree/master/data там файлы: watermelon_*.png
 

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by Hackeridze » Mon Dec 26, 2011 10:36

hurufu wrote:https://github.com/hurufu/minetest/tree/master/data там файлы: watermelon_*.png

Благодарю.
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by grondilu » Tue Oct 16, 2012 14:40

hurufu wrote:In future I would like to implement the Wireworld cellular automaton into this game with the similar role as redstone has.


I suspect this would be very cool. It would also be a nice way not to just clone Minecraft without bringing any novelty.
Last edited by grondilu on Tue Oct 16, 2012 14:41, edited 1 time in total.
 

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Menche
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by Menche » Wed Oct 17, 2012 17:43

This is really old, first post says it's for 0.2. It's also in the wrong section, because it's not a mod; it should be in Unofficial engine development.
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by VanessaE » Wed Oct 17, 2012 18:30

It's not a mod, since pre-0.4 can't run mods. This is a fork of Minetest 0.2. As such, obviously, it is quite obsolete and doesn't belong in the Engine Development section either. This section is probably the most appropriate.
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Menche
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by Menche » Wed Oct 17, 2012 18:48

VanessaE wrote:It's not a mod, since pre-0.4 can't run mods. This is a fork of Minetest 0.2. As such, obviously, it is quite obsolete and doesn't belong in the Engine Development section either. This section is probably the most appropriate.

Well, it is engine development, even if its a really old version of the engine. It most certainly is not a mod.
Last edited by Menche on Wed Oct 17, 2012 18:49, edited 1 time in total.
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by GloopMaster » Wed Oct 17, 2012 21:46

Old Mods, like 3d-player? At least, more appropriate than here.
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