[Windows] BlockMen's builds (32 & 64bit): LevelDB, DirectX

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BlockMen
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by BlockMen » Mon Nov 04, 2013 12:15

New build: 0.4.7-dev04112013

https://www.dropbox.com/s/4bumj8kjgcr7b8s/minetest-0.4.7-dev04112013.zip

[spoiler=Commits since last build]
- Masterserver fixes
- Masterserver show privs and js autoload
- Add a "More..." link when the serverlist is filtered
- Only show servers with at least master.min_clients clients
- Use a doT.js template for the serverlist
- Fix invalid usage of texture->getSize() where actually texture->getOriginalSize() was meant
- Fix typo
- Reworked formspecs and kahrl's hexcolor parser
- Send a on_receive_fields event when formspec is closed, with fields.quit = "true"
- Add basic protection support to builtin
- Portability fixes for OpenBSD (and possibly NetBSD and others).
- Fix possible crash with grass ABM.
- Fix liquid_range
- Fix grass adding/removing ABM.
- Move the sapling growing and grass adding/removing ABMs to Lua
- Add my email address to the main menu credits
- Add more checks to vector functions
- Don't remove background of games in submenus
- Fixed ignoring of "diggable" property of nodes.
- Add a callback: minetest.register_on_craft()
- Made unknown nodes stop falling nodes properly and shorten lines
- Raise the maximum node limit to 0x7fff
- Move new core devs to the "Core Developpers" section of mainmenu.
[/spoiler]


---


Krock wrote:Found maybe a posible reason for my problems...not sure but maybe it is:
https://forum.minetest.net/viewtopic.php?pid=116888#p116888
I'm using directX 9.0c, so it's no longer supported?


Hmm...yes, that may be the problem. I'm using DirectX11, so that may cause the problem
Last edited by BlockMen on Mon Nov 04, 2013 12:33, edited 1 time in total.
 

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Krock
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by Krock » Sat Nov 16, 2013 12:36

Rhys, that's what I've already posted weeks ago.
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Rhys
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by Rhys » Sat Nov 16, 2013 16:51

Krock wrote:Rhys, that's what I've already posted weeks ago.


Looked at your past posts. Thanks for the new Irrlicht.dll BlockMen. :)
 

Rhys
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by Rhys » Sat Nov 16, 2013 17:08

Rhys wrote:
Krock wrote:Rhys, that's what I've already posted weeks ago.


Looked at your past posts. Thanks for the new Irrlicht.dll BlockMen. :)


Somehow still persisting.

Debug:

[spoiler]17:06:33: ACTION[main]: .__ __ __
17:06:33: ACTION[main]: _____ |__| ____ _____/ |_ ____ _______/ |_
17:06:33: ACTION[main]: / \| |/ \_/ __ \ __\/ __ \ / ___/\ __\
17:06:33: ACTION[main]: | Y Y \ | | \ ___/| | \ ___/ \___ \ | |
17:06:33: ACTION[main]: |__|_| /__|___| /\___ >__| \___ >____ > |__|
17:06:33: ACTION[main]: \/ \/ \/ \/ \/
17:06:33: ACTION[main]: World at [C:\Documents and Settings\Rhys\My Documents\minetest-0.4.7-dev11112013\bin\..\worlds\Survival]
17:06:33: ACTION[main]: Server for gameid="minetest" listening on port 30000.
creative inventory size: 206
17:06:34: ACTION[ServerThread]: Rhys [0.0.0.1] joins game. List of players: Rhys
Font size: 8 16
17:06:41: ACTION[ServerThread]: Rhys right-clicks object 2: LuaEntitySAO at (-48,3,-36)
17:06:41: ACTION[ServerThread]: Rhys right-clicks object 3: LuaEntitySAO at (-47.1677,3,-36.3843)
17:06:43: ACTION[ServerThread]: Rhys digs default:papyrus at (-50,2,-38)
17:06:44: ACTION[ServerThread]: Rhys digs default:papyrus at (-50,3,-38)
17:06:46: ACTION[ServerThread]: Rhys digs default:papyrus at (-58,2,-38)
17:06:46: ACTION[ServerThread]: Rhys digs default:papyrus at (-58,3,-38)
17:06:48: ACTION[ServerThread]: Rhys digs default:papyrus at (-65,2,-38)
In trans_func.
Access violation at 4FEBEB06 write?=1 address=7478142
In trans_func.
Access violation at 4FEBEB06 write?=1 address=7478142
17:06:49: ERROR[main]: Some exception: "Access violation"
In trans_func.
Access violation at 097CB51D write?=1 address=0
In trans_func.
Access violation at 097CB51D write?=1 address=0
17:06:50: ERROR[main]: Some exception: "Access violation"[/spoiler]
 

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Dan Duncombe
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by Dan Duncombe » Sat Nov 16, 2013 17:20

You have a space in the path, dunno if that is the issue. Try putting it on desktop or something.
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My Games: Nostalgia Realtest Revamped
Servers: See above games.
 

Rhys
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by Rhys » Sat Nov 16, 2013 17:27

Dan Duncombe wrote:You have a space in the path, dunno if that is the issue. Try putting it on desktop or something.


Done that, still persisting. Is it because I have an old laptop?... :(
 

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LionsDen
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by LionsDen » Sat Nov 16, 2013 18:05

Rhys wrote:
Dan Duncombe wrote:You have a space in the path, dunno if that is the issue. Try putting it on desktop or something.


Done that, still persisting. Is it because I have an old laptop?... :(


It could be, didn't look at your error but I have a laptop running Windows Vista (I can't get any Linux Distro to work with it yet) and Minetest refuses to work on it. Nothing but constant errors no matter where I ran it from. Gave up half a year ago or so.
 

Rhys
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by Rhys » Sat Nov 16, 2013 19:51

LionsDen wrote:
Rhys wrote:
Dan Duncombe wrote:You have a space in the path, dunno if that is the issue. Try putting it on desktop or something.


Done that, still persisting. Is it because I have an old laptop?... :(


It could be, didn't look at your error but I have a laptop running Windows Vista (I can't get any Linux Distro to work with it yet) and Minetest refuses to work on it. Nothing but constant errors no matter where I ran it from. Gave up half a year ago or so.


I see. So I'll just have to stick with the pain in the backside - have annoying wrong images...
 

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Krock
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by Krock » Sat Nov 16, 2013 21:02

Dan Duncombe wrote:You have a space in the path, dunno if that is the issue. Try putting it on desktop or something.

That's not the problem, my minetest is at @E:\Programme\Minetest\ (which does not contain any space, as you can see)

I think this has something to do with the DirectX version, I've updated to 10 (edited version for WinXP) but the error still occurs, maybe try this with DirectX 11?
Last edited by Krock on Sat Nov 16, 2013 21:02, edited 1 time in total.
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Dan Duncombe
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by Dan Duncombe » Sun Nov 17, 2013 01:53

Krock wrote:
Dan Duncombe wrote:You have a space in the path, dunno if that is the issue. Try putting it on desktop or something.

That's not the problem, my minetest is at @E:\Programme\Minetest\ (which does not contain any space, as you can see)

I think this has something to do with the DirectX version, I've updated to 10 (edited version for WinXP) but the error still occurs, maybe try this with DirectX 11?


I do not get the point you are making. I meant having a space in the path may CAUSE it, so I am not sure what you are trying to say by showing that a path without spaces may work- that is that what I was trying to say all along. Not that it helped Rhys in the end.
Some Mods: Castles Prefab Camouflage
My Games: Nostalgia Realtest Revamped
Servers: See above games.
 

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BlockMen
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by BlockMen » Sun Nov 17, 2013 12:50

New build: 0.4.7-dev17112013

https://www.dropbox.com/s/u8xrevtcnwnojeo/minetest-0.4.7-dev17112013.zip

[spoiler=Commits since last build]
- Replace print()s with minetest.log() in builtin
- Prevent shaders from being created when disabled
- Add CURL_DLL search to show up CURL_DLL in cmake gui and don't silently ignore missing CURL_DLL
- Don't use msvc libs for mingw build
- Decoration: Stop DecoSimple::resolveNodeNames from complaining about no node name if decolist is used
- Actually fix weather
- Fix invalid listname and listsize not handled correctly in set_size
- fixed array limit check when reading Lua specialtiles table
- Pass a errfunc to lua_pcall to get a traceback
- Fix formspec background padding when clipped
- Improved default settings for floatland perlin noise 1. Larger, more detailed floatlands.
- Fix compiling with 32bit MinGW
- Fix invalid usage of temporary object in mainmenu json conversion
- Disable localization workaround in server
- Fix win32/msvc i18n (quite UGLY version, blame Microsoft)
- Fix "TODO read modinfo" in modmanager to improve ui usability
- Fix spaces float islands code
- FIxed floating isle generation at chunk boundaries
- Weather: Fix uninitialized weather_update_time (sorry proller)
- Add BlockMen to core dev list
- Fix game buttons not beeing 48x48
- Fix crash updating gametype without game
- Fix typo in lua_api.txt
- Add wrapper for minetest.rotate_and_place.
- Don't assert scalars must be vectors.
- Fix orient_flags to be optional.
- Add 6d facedir rotation prediction routine
- Correct useragent in http queries
- Masterserver uptime fix
- Add seed entry to world creation dialog
- Accept hexadecimal and string values for seeds
- Fix invalid use of pointer to temporary object in json2lua conversion
- Fix masterserver README.md
[/spoiler]

---

@Krock, @Rhys

I have recompiled the Irrlicht library again, so it would be nice if you try it again. But i fear that this is wont help to solve the problem...
 

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Krock
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by Krock » Sun Nov 17, 2013 15:21

BlockMen wrote:New build: 0.4.7-dev17112013

https://www.dropbox.com/s/u8xrevtcnwnojeo/minetest-0.4.7-dev17112013.zip

[spoiler=Commits since last build]
- Replace print()s with minetest.log() in builtin
- Prevent shaders from being created when disabled
- Add CURL_DLL search to show up CURL_DLL in cmake gui and don't silently ignore missing CURL_DLL
- Don't use msvc libs for mingw build
- Decoration: Stop DecoSimple::resolveNodeNames from complaining about no node name if decolist is used
- Actually fix weather
- Fix invalid listname and listsize not handled correctly in set_size
- fixed array limit check when reading Lua specialtiles table
- Pass a errfunc to lua_pcall to get a traceback
- Fix formspec background padding when clipped
- Improved default settings for floatland perlin noise 1. Larger, more detailed floatlands.
- Fix compiling with 32bit MinGW
- Fix invalid usage of temporary object in mainmenu json conversion
- Disable localization workaround in server
- Fix win32/msvc i18n (quite UGLY version, blame Microsoft)
- Fix "TODO read modinfo" in modmanager to improve ui usability
- Fix spaces float islands code
- FIxed floating isle generation at chunk boundaries
- Weather: Fix uninitialized weather_update_time (sorry proller)
- Add BlockMen to core dev list
- Fix game buttons not beeing 48x48
- Fix crash updating gametype without game
- Fix typo in lua_api.txt
- Add wrapper for minetest.rotate_and_place.
- Don't assert scalars must be vectors.
- Fix orient_flags to be optional.
- Add 6d facedir rotation prediction routine
- Correct useragent in http queries
- Masterserver uptime fix
- Add seed entry to world creation dialog
- Accept hexadecimal and string values for seeds
- Fix invalid use of pointer to temporary object in json2lua conversion
- Fix masterserver README.md
[/spoiler]

---

@Krock, @Rhys

I have recompiled the Irrlicht library again, so it would be nice if you try it again. But i fear that this is wont help to solve the problem...


[spoiler=HORRAY!]
Loaded texture: E:/Programme/minetest/textures/base/pack/sunrisebg.png
Font size: 8 16
In trans_func.
Access violation at 4FE3EB06 write?=1 address=7415142
In trans_func.
Access violation at 4FE3EB06 write?=1 address=7415142
16:19:17: ERROR[main]: Some exception: "Access violation"
Loaded texture: E:/Programme/minetest/textures/base/pack/menu_header.png
DIRECT3D9 begin scene failed.
In trans_func.
Access violation at 057138C8 write?=1 address=1393
In trans_func.
Access violation at 057138C8 write?=1 address=1393
16:19:18: ERROR[main]: Some exception: "Access violation"
DIRECT3D9 begin scene failed.[/spoiler]
Newest Win32 builds - Find a mod - All my mods
ALL YOUR DONATION ARE BELONG TO PARAMAT (Please support him and Minetest)
New DuckDuckGo !bang: !mtmod <keyword here>
 

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webdesigner97
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by webdesigner97 » Sun Nov 17, 2013 16:56

Argh, some hours ago I downloaded your last latest build and now there is again a new one :D
 

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Johnyknowhow
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by Johnyknowhow » Sun Nov 17, 2013 22:35

hmmmmm....
it says that this is not commonly downloaded and it could be DANGEROUS.
hmmmm... uhhhhh....
I lost interest in Minetest for a couple of years and... I am still not really paying much attention. I rarely browse these forums anymore but it's nice to see old faces.

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Evergreen
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by Evergreen » Sun Nov 17, 2013 23:27

Johnyknowhow wrote:hmmmmm....
it says that this is not commonly downloaded and it could be DANGEROUS.
hmmmm... uhhhhh....
Listen, we do not spread viruses. M'kay?
"Help! I searched for a mod but I couldn't find it!"
http://krock-works.16mb.com/MTstuff/modSearch.php
 

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Johnyknowhow
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by Johnyknowhow » Sun Nov 17, 2013 23:37

Evergreen wrote:
Johnyknowhow wrote:hmmmmm....
it says that this is not commonly downloaded and it could be DANGEROUS.
hmmmm... uhhhhh....
Listen, we do not spread viruses. M'kay?

ok,
Last edited by Johnyknowhow on Thu Nov 21, 2013 20:47, edited 1 time in total.
I lost interest in Minetest for a couple of years and... I am still not really paying much attention. I rarely browse these forums anymore but it's nice to see old faces.

obligatory fancy signature goes here
 

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Krock
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by Krock » Tue Nov 19, 2013 16:11

[spoiler=horray! more bugs]Font size: 8 16
17:08:26: ERROR[main]: Some exception: "bad allocation"
In trans_func.
Access violation at 7C929AF2 write?=1 address=16
17:08:28: ERROR[main]: ERROR: An unhandled exception occurred: Access violation

In thread 888:
main.cpp:1854: main: Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD 888:
#0 main
(Leftover data: #1 Client::step)
(Leftover data: #2 Client::ReceiveAll)
(Leftover data: #3 Client::Receive)
(Leftover data: #4 Client::ProcessData)
(Leftover data: #5 MeshUpdateQueue::addBlock)

## HAPPENED AT OPENING AUTOCRAFTER ##[/spoiler]
Last edited by Krock on Tue Nov 19, 2013 16:11, edited 1 time in total.
Newest Win32 builds - Find a mod - All my mods
ALL YOUR DONATION ARE BELONG TO PARAMAT (Please support him and Minetest)
New DuckDuckGo !bang: !mtmod <keyword here>
 

DarinM1967
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by DarinM1967 » Thu Nov 21, 2013 18:51

BlockMen, I think both your "Wastland" mod and the lastest build "Minetest 0.4.7-dev17112013" are great! I'm quite impress with your work and look forward to see what else you come up with. Your doing a hell of a job for Minetest and please keep up the work!

There was one issue in the latest build that I ran into and wanted to let you know about so the next build will be better. It was a small issue that I'm sure most of the veterans here resolved in no time, but can create newbies like me a major headache. The problem was "no sound". It took me sometime to figure out that your lastest build (don't know if the previous one's had or have the same issue) was missing the "wrap_oal.dll" driver in the bin folder. I copied one from Minetest 0.4.7 (stable) and the sound works again. I've attached to this reply in case someone doesn't have the minetest stable build.

Anyway, I haven't had time to run into any other issues so far, but will let you know when I do. Also do you know whether or not your builds will have OpenAL64? Just wondering if it would be better or faster since Windows 7 and 8 emulate 32bit, which does cause a small slow down.

Well that's all I wanted to say and again Blockmen great job! Take care now!
Attachments

[The extension dll has been deactivated and can no longer be displayed.]

 

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Johnyknowhow
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by Johnyknowhow » Thu Nov 21, 2013 20:48

Johnyknowhow wrote:
Evergreen wrote:
Johnyknowhow wrote:hmmmmm....
it says that this is not commonly downloaded and it could be DANGEROUS.
hmmmm... uhhhhh....
Listen, we do not spread viruses. M'kay?

ok,

NEW: I downloaded the one at the first post,
And it keeps going black,
And I downloaded mt+ game and it doesn't work,
:'(
I lost interest in Minetest for a couple of years and... I am still not really paying much attention. I rarely browse these forums anymore but it's nice to see old faces.

obligatory fancy signature goes here
 

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Johnyknowhow
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by Johnyknowhow » Thu Nov 21, 2013 22:08

Johnyknowhow wrote:
Evergreen wrote:
Johnyknowhow wrote:hmmmmm....
it says that this is not commonly downloaded and it could be DANGEROUS.
hmmmm... uhhhhh....
Listen, we do not spread viruses. M'kay?

ok,

NEW: I downloaded the one at the first post,
And it keeps going black,
And I downloaded mt+ game and it doesn't work,
:'(
NEWER:im so dumb, i put mt+ in mods, lol
but it still crashes on my windows vista pc, (;_;)
and when i was playing on my windows 7 laptop, THE TEXTURES FOR DIRT AND TREE AND WOOD ARE GONE!
FUUUUUUUUUUuuuuuuu.......
Last edited by Johnyknowhow on Sun Nov 24, 2013 21:15, edited 1 time in total.
I lost interest in Minetest for a couple of years and... I am still not really paying much attention. I rarely browse these forums anymore but it's nice to see old faces.

obligatory fancy signature goes here
 

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Krock
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by Krock » Fri Nov 22, 2013 14:20

Johnyknowhow wrote:NEW: I downloaded the one at the first post,
And it keeps going black,
And I downloaded mt+ game and it doesn't work,
:'(
NEWER:im so dumb, i put mt+ in mods, lol
but it still crashes on my windows vista pc, (;_;)
and when i was playing on my windows 7 laptop, THE TEXTURES FOR DIRT AND TREE AND WOOD ARE GONE!
[color=FF0000]FUUUUUUUUUUuuuuuuu.......[/color]

1. "Doesn't work" tells everybody what the possible cause for it is (>.>)
2. "Access violation" and Direct3D9 crashes are very well known
3. We know about some crashes but none (I guess) had the texure problem yet, maybe try to override your texture pack again with the newet release
4. [color} tags with HEX numbers need a '#' before the HEX numbers, like {color=#FF0000]text[/color}
5. There is an edit 'link' under your post.

6. I know I'm really new here but I was on multiple other forums, so please don't think about my less posts: 'newbie, you can't say me anyting??? you know nothing!!!' :)


EDIT:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
Font size: 8 16
12:34:22: ERROR[main]: generateImage(): Could not load image "pe
hile building texture
12:34:22: ERROR[main]: generateImage(): Creating a dummy image f
png"
-----------------------------------------
13:36:44: Printing debug stacks:
-----------------------------------------
Debug stacks:
DEBUG STACK FOR THREAD 7a8:
#0  MeshUpdateThread::Thread
DEBUG STACK FOR THREAD e08:
#0  main
(Leftover data: #1  ClientMap::renderMap)
(Leftover data: #2  ClientEnvironment::step)
(Leftover data: #3  Client::Receive)
(Leftover data: #4  Client::ProcessData)
(Leftover data: #5  MeshUpdateQueue::addBlock)
GUITextInputMenu: Not allowing focus change.
14:40:58: ERROR[main]: Some exception: "bad allocation"
Last edited by Krock on Sat Nov 23, 2013 13:42, edited 1 time in total.
Newest Win32 builds - Find a mod - All my mods
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Johnyknowhow
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by Johnyknowhow » Sun Nov 24, 2013 21:16

oops
i forgot to do that,
Last edited by Johnyknowhow on Sun Nov 24, 2013 21:16, edited 1 time in total.
I lost interest in Minetest for a couple of years and... I am still not really paying much attention. I rarely browse these forums anymore but it's nice to see old faces.

obligatory fancy signature goes here
 

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BlockMen
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by BlockMen » Mon Nov 25, 2013 20:54

DarinM1967 wrote:There was one issue in the latest build that I ran into and wanted to let you know about so the next build will be better. It was a small issue that I'm sure most of the veterans here resolved in no time, but can create newbies like me a major headache. The problem was "no sound". It took me sometime to figure out that your lastest build (don't know if the previous one's had or have the same issue) was missing the "wrap_oal.dll" driver in the bin folder. I copied one from Minetest 0.4.7 (stable) and the sound works again. I've attached to this reply in case someone doesn't have the minetest stable build.

Anyway, I haven't had time to run into any other issues so far, but will let you know when I do. Also do you know whether or not your builds will have OpenAL64? Just wondering if it would be better or faster since Windows 7 and 8 emulate 32bit, which does cause a small slow down.


Hmm..wasnt expecting that it would be needed if OpenAL is installed correct on pc. But thx, i will include the library in future releases. And i dont think they will have OpenAL64 ;)
 

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by BlockMen » Fri Dec 06, 2013 19:16

New build: 0.4.8-dev06122013 (e15681080e)

https://www.dropbox.com/s/nywi43qwp1g5ykm/minetest-0.4.8-dev061213.zip

[spoiler=Commits since 0.4.8 stable]
- Fix small mistake in Lua API docs
- Fix win32 jthread implementation
- Improve (re)spawn, add cache_block_before_spawn and max_spawn_height settings
- Only create one alias metatable
- Use a table in set_physics_override()
- Add sneak and sneak_glitch to set_physics_override()
- Fix LevelDB maps
- Shaders rework.
- Dont move item back when not clicking on a slot
- Rename names -> can_see_far_names in announce
- Fix broken async locking in release build
- Remove link to #, add unlimited_player_transfer_distance to announce
- Fix MinGW build
- Cleanup jthread and fix win32 build
- Cavegen: Fix possible out-of-bounds heightmap access
- Decoration: Add schematic Y-slice probability support
- Fix log threadname lookup handling not beeing threadsafe
- Assume a selection box for fences
- Add error handler to async step
- Optimize table creation
- Add documentation for minetest.swap_node
- Add minetest.swap_node
- Fix MSVC build.
- Change default value of is_ground_content to true
- LuaVoxelManip: Add area parameters back to calc_lighting and set_lighting, made optional this time; also fixed a slight bug with night values being ignored
- LuaVoxelManip: Add get_light_data() and set_light_data()
- Fixed potential NULL pointer and leak when setting node metadata
- Cavegen: Respect is_ground_content MapNode setting; fix some code formatting issues
- Fix broken thread stop handling
- Fix old gcc build
- Fix modstore/favourites hang by adding asynchronous lua job support
- Split server/client port setting to avoid port number clashes in mainmenu
- Don't use variable length arrays
- Rollback fixes and get_node_actions
- SQLite rollback
- Fix line_of_sight (AGAIN)
- Reenable -dev suffix
[/spoiler]
 

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BlockMen
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by BlockMen » Mon Dec 16, 2013 00:58

New build: 0.4.8-dev16122013 (3946d2a504)

https://www.dropbox.com/s/ifmltq050ahqun3/minetest-0.4.8-dev161213.zip

[spoiler=Commits since last build]
- Reduce cloud coloring for colored fog and cloud mode
- Remove an unused function and include from client.cpp
- Add setting to disable direction dependent fog and sky colors
- Directional fog + horizon colors, based on sun & moon positions at sunrise / sunset
- Replace SimpleThread by JThread now implementing same features
- Add alpha setting to font shadow
- Update mapgen params in ServerMap after Mapgen init
- Handle Lua errors in on_generate callbacks instead of throwing SIGABRT
- Add map feature generation notify Lua API
- Remove support for optdepends.txt
- Don't call curl_global_init twice
- Replace any direct curl usage by httpfetch
- Use httpfetch_async in serverlist announce code
- Implement urlencode and urldecode
- Rewrite client media download and support hash-based remote download
- Implement httpfetch module and initialize it from main()
- Fix a bug in GenericCAO GENERIC_CMD_UPDATE_POSITION parsing.
- Make line_of_sight return blocking node position
- Add 'on_prejoinplayer' callback
- Add configurable font shadow.
- Implement search tab and version picker
- Add Lithuanian translation.
- Check if width, height or start index of a list[] is negative
- Optimize shaders code. Add settings at compile time.
- Mapgen Indev: Fix segfault in cave generation due to uninitialized variable
- Fix shaders on some GPUs
- Fix leak and possible segfault in minetest.set_mapgen_params
- EmergeManager: Fix Lua mapgen override param handling
- Dungeongen: Create dungeon gen tuneables; add desert temples for Mapgen V6
- Move script_run_callbacks to Lua
- Fix paralax occlusion setting
[/spoiler]
 

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Krock
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GitHub: SmallJoker

by Krock » Mon Dec 16, 2013 14:50

BlockMen wrote:New build: 0.4.8-dev16122013 (3946d2a504)

https://www.dropbox.com/s/ifmltq050ahqun3/minetest-0.4.8-dev161213.zip

[spoiler=Commits since last build]
GOTCHA! [SNIP!]
[/spoiler]

Thanks! Are there also some memory leaks fixed?
In the last time I noticed serval errors which only solved by restarting MT :/
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BlockMen
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Posts: 768
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GitHub: BlockMen

by BlockMen » Wed Jan 15, 2014 10:46

New build: 0.4.9-dev20140115 (84bbe1ec6e)+#1102+patch

https://www.dropbox.com/s/a6bkd73l4etbkm2/minetest-0.4.9-dev20140115.zip

[spoiler=Commits since 0.4.9 stable]
- Fix building under MSVC
- Fix spelling of "attempt"
- Add minetest.override_item
- Add formspec table
- Allow vertical axis particle rotation constraint
- Fix some errors reported by clang static analyzer.
- Mapgen V6: Add flag to stop mud flow
- Fix doc and forceloading crash.
- Add maximum recursion depth to read_json_value
- Rename get_json_value to read_json_value
- Add InvRef::get/set_lists()
- Compare values instead of pointers in Inventory::operator==
- Add operator!= to Inventory(List), make operator== a const method
- Add forceloading
- Deepcopy pointed_thing for after_place_node, give it to on_rightclick too.
- Fix check for max_fd == -1 should actually be max_fd != -1
- Fixed minetest reliable udp implementation (compatible to old clients)
- Make MutexQueue use jsemaphore for signaling
- Set locale properly when built without gettext support
- Document "wielditem" visual
- Don't lookup node texts in a endless recursion loop
- Revert "Improve (re)spawn, add cache_block_before_spawn and max_spawn_height settings"
- Pass pointed_thing to after_place_node
- Add protection support to auto-rotated nodes
- Prevent auto-rotated nodes replacing the nodes they are placed on
- Fix wrong named masterserver announce variable
- Send long announce as POST, show OS in useragent
- Escape error messages in error dialog
- Actually pause singleplayer game in pause menu and use lower maximum FPS in it
- Add function to deregister a profiler from profiler list
- Create new instance of mesh every time it's required (Solves #703)
- Fix main menu error message dialog: Now multi-line messages aren't cut at half of second line
- BUILD: fix cmake list parsing
- BUILD: prefer pkg-config for freetype2 detection
- Add option to link to OpenGL ES, fixes #1051
- Fix absence of images when compiled with RUN_IN_PLACE=0.
- Reenable -dev suffix
- Fix objects being selected behind a node
[/spoiler]
 

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wtfsamcrap
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by wtfsamcrap » Fri Jan 17, 2014 15:20

webdesigner97 wrote:Which advantages does DirectX have?

well it is much better then LUA api it is C#'s Graphics side
meaning it is better
its powerr is kinda like openGL
or Direct3d
meaning if you need any thing like 2 things in 1 hand use DirectX
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sfan5
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by sfan5 » Fri Jan 17, 2014 15:30

wtfsamcrap wrote:
webdesigner97 wrote:Which advantages does DirectX have?

well it is much better then LUA api it is C#'s Graphics side
meaning it is better
its powerr is kinda like openGL
or Direct3d
meaning if you need any thing like 2 things in 1 hand use DirectX

<semi-ironic>..And this, kids, is the result of Microsoft's propaganda that everyone should use DirectX and it is better.</semi-ironic>
Also Direct3D and DirectX are the same thing.
And "well it is much better then LUA api it is C#'s Graphics side" does not make any sense.
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BlockMen
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GitHub: BlockMen

by BlockMen » Fri Jan 17, 2014 17:31

sfan5 wrote:
wtfsamcrap wrote:
webdesigner97 wrote:Which advantages does DirectX have?

well it is much better then LUA api it is C#'s Graphics side
meaning it is better
its powerr is kinda like openGL
or Direct3d
meaning if you need any thing like 2 things in 1 hand use DirectX

<semi-ironic>..And this, kids, is the result of Microsoft's propaganda that everyone should use DirectX and it is better.</semi-ironic>
Also Direct3D and DirectX are the same thing.
And "well it is much better then LUA api it is C#'s Graphics side" does not make any sense.


For me following difference:
OpenGL: ~40 FPS
Direct3d9: ~65 FPS

How is that propaganda?
 

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