[Windows] Fess's builds (64-bit): LevelDB, DirectX, etc.

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Inocudom
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by Inocudom » Mon Sep 23, 2013 02:46

Development is a little slow these days, but at least there is some. Thank you for continuing to make builds.

LevelDB might very well be impossible right now, but maybe one or two years from now it will be possible.

When a computer has more than 4 gigabytes of RAM, that is when 64-bit builds really show off their power.
 

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by Fess » Tue Oct 01, 2013 15:43

New build with latest commit 2170c9958a
[spoiler="Changelog from GitHub"]
  • Optimized minetest.get_connected_players() Instead of collecting all objects within a huge radius (which could be
    a big value), just register each player that connects and give back the
    current hold list.
  • Pass VERSION_EXTRA to GenerateVersion.cmake
  • Add set_name(), set_count(), set_wear() and set_metadata() to Lua ItemStack
  • Allow to manually specify param2 in minetest.item_place() and return success
  • Add --version option
  • Remove doc/gpl-2.0.txt, add doc/lgpl-2.1.txt
    • Show git hash in version string at top left corner of window
  • Lower the default max_users from 100 to 15
  • Add curl, freetype and luaJIT to CMAKE_BUILD_INFO
  • Re-fix hud_change stat argument retrieval Conflicts: src/script/lua_api/l_object.cpp
  • Fix compiling issue of MSVC
[/spoiler]
http://yadi.sk/d/hJh5yEOZADvTV
Also, i've compiled build with PilzAdam's fork where player seeing his own model
http://yadi.sk/d/_Pw71kZzAEGwy
details here - https://forum.minetest.net/viewtopic.php?id=5397
Last edited by Fess on Tue Oct 01, 2013 17:33, edited 1 time in total.
 

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by Inocudom » Fri Oct 11, 2013 18:05

Have you ever tried to make a 64-bit version of the Minetest branch below, Fess?
https://forum.minetest.net/viewtopic.php?pid=107588#p107588
It has VBO in it and a few other interesting features that need some testing.
 

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by Fess » Sun Oct 13, 2013 23:45

Yes, i've planned to make build of next brench of minetest, and now i have done that.
Here is link to this 64-bit build, its include all the features(LuaJit, cURL, freetype,etc) and compiled from proller's next branch sources with latest commit next-4d7ab3110b
(details https://forum.minetest.net/viewtopic.php?pid=107588#p107588)

http://yadi.sk/d/-JC0cm-wAtDB2

Please try it, and leave response about.
Last edited by Fess on Sun Oct 13, 2013 23:55, edited 1 time in total.
 

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by addi » Mon Oct 14, 2013 02:48

sorry i I can not read Cyrillic script glyphs

with of that buttons are for the download?
the green one or the blue one? or ist it the white one?
 

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by Inocudom » Mon Oct 14, 2013 05:32

addi wrote:sorry i I can not read Cyrillic script glyphs

with of that buttons are for the download?
the green one or the blue one? or ist it the white one?


Use the blue button to download the build.
 

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by proller » Mon Oct 14, 2013 12:44

Fess wrote:Yes, i've planned to make build of next brench of minetest, and now i have done that.
Here is link to this 64-bit build, its include all the features(LuaJit, cURL, freetype,etc) and compiled from proller's next branch
Please try it, and leave response about.


wrong weather module from master branch (must be from 'we' branch)-
games/minetest_game/mods/minetest-mod-weather

how you clone -next?
 

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by Fess » Mon Oct 14, 2013 18:49

proller wrote:wrong weather module from master branch (must be from 'we' branch)-
games/minetest_game/mods/minetest-mod-weather

how you clone -next?

Main branch i've cloned with git pull, but minetest-game saved as zip file, and when find out that weather mod wasn't included in such way, i've downloaded it separatly from https://github.com/proller/minetest-mod-weather
In updated build i will add it from https://github.com/proller/minetest-mod-weather/tree/we .
Last edited by Fess on Mon Oct 14, 2013 21:20, edited 1 time in total.
 

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by Inocudom » Tue Oct 15, 2013 05:22

I don't know if anybody has noticed this, but vbo does not affect leaves, glass, and nodeboxes when it comes to improving framerate (something else must be the issue with those.) Even VanessaE's computer (which is very powerful) has a reduction in framerate when it comes to them. Have you noticed anything similar, Fess and addi?
 

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by proller » Tue Oct 15, 2013 10:13

Fess: after pull simplest way to get all submodules:
git submodule update --init --recursive
 

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by Fess » Tue Oct 15, 2013 22:11

Updated build of main minetest branch with latest commit 19742d8d98:
[spoiler="Changelog from GitHub"]
  • Add support for parameter 'visual_scale' for drawtypes 'signlike' and 'torchlike' like used for drawtype 'plantlike'
  • Translated using Weblate(many languages)
  • FIx wrong error message on invalid use of the formspec element image_button
  • Remove mapgen_air alias (#935)
[/spoiler]
http://yadi.sk/d/6o8qCSVFB2adZ

Also, here is updated next branch build, commit 2038da63fa:
http://yadi.sk/d/-99x5CQNB2d9d
Last edited by Fess on Tue Oct 15, 2013 23:23, edited 1 time in total.
 

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by Inocudom » Wed Oct 16, 2013 18:43

Thank you for making builds of proller's branch of Minetest. I hope addi will try them.
 

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by Fess » Wed Oct 23, 2013 20:05

Updated build of main minetest branch with latest commit 382357d61c:

[spoiler="Changelog from GitHub"]
  • Masterserver totals fix
  • Masterserver update
  • Add sanity checks to vector functions
  • Remove vector metatable setting
  • Fix object duplication bug (at least in the most reproducible UFO case)
  • Add tool callback
  • Fix minetest.facedir_to_dir when param2 is 5 or 7.
[/spoiler]
http://yadi.sk/d/bDWLWS5vBUj5r
 

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by Inocudom » Thu Oct 24, 2013 23:55

Inocudom wrote:
proller wrote:lot of content_ignore - you use wrong minetest_game.
try
git submodule update --init --recursive
cmake . -DRUN_IN_PLACE=1


Fess will benefit from that piece of knowledge. He is the one that made the build that I used. Of course, it is something that everyone can benefit from.

What new developments have happened with this branch of Minetest lately?


I tried your latest build of proller's development branch, but ended up with the issue I told proller about above.
 

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by Fess » Fri Oct 25, 2013 21:58

Inocudom wrote:I tried your latest build of proller's development branch, but ended up with the issue I told proller about above.

For next branch i'm using this minetest_game: https://github.com/proller/minetest_game/tree/next , maybe it is need to use 1 from it 11 branches, not main. You can try to do it manually, minetest_game does not need to be compiled.
Also git submodule update --init --recursive do nothing for minetest game in windows git , even doesn't download weather-mod, so i'm still download it manually from https://github.com/proller/minetest-mod-weather/tree/we .
 

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by Inocudom » Tue Oct 29, 2013 16:28

There was an important fix to proller's branch today:
https://forum.minetest.net/viewtopic.php?pid=116107#p116107

RealBadAngel wants people to test his new shaders. To do that, a build must be made of his fork in the topic below:
https://forum.minetest.net/viewtopic.php?pid=116246#p116246

Maybe the two forks above could be combined? If so, how?
Last edited by Inocudom on Wed Oct 30, 2013 17:06, edited 1 time in total.
 

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by Fess » Mon Nov 04, 2013 01:26

Have no so much free time nowadays, so at this time only update of minetest main branch to
latest commit 4a8a50a2a2 from 4 november
[spoiler="Changelog from GitHub"]
  • 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->getOr… …
  • Fix typo
  • Reworked formspecs and kahrl's hexcolor parser
  • Send a on_receive_fields event when formspec is closed, with fields.q… …
  • 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 //ShadowNinja
  • 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(itemstack, player, …
  • 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]
http://yadi.sk/d/gasyJ1dzC5tW4
 

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by Inocudom » Mon Nov 04, 2013 22:09

Fess wrote:Have no so much free time nowadays, so at this time only update of minetest main branch to
latest commit 4a8a50a2a2 from 4 november
[spoiler="Changelog from GitHub"]
  • 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->getOr… …
  • Fix typo
  • Reworked formspecs and kahrl's hexcolor parser
  • Send a on_receive_fields event when formspec is closed, with fields.q… …
  • 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 //ShadowNinja
  • 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(itemstack, player, …
  • 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]
http://yadi.sk/d/gasyJ1dzC5tW4


Seems like this time of year is affecting everybody negatively.
 

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by Fess » Tue Nov 12, 2013 11:08

Latest build of minetest dev, commit a935d81053, from 12 november
http://yadi.sk/d/ZVqfEMsrCZCW6
Finally, has fixed russian(and maybe other) language
[spoiler="Changelog from GitHub"]
  • 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
  • Masterserver fixes
[/spoiler]
Last edited by Fess on Tue Nov 12, 2013 11:54, edited 1 time in total.
 

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by Inocudom » Tue Nov 12, 2013 16:38

I see that you were able to get the public server list to work. You did a good job. I wish more people used your builds on a regular basis.
 

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by Inocudom » Wed Nov 20, 2013 17:54

evorios wrote:== How i compile this fork ==

== My System ==
Windows XP SP3
MSVC9.0 (2008)

== Libs ==
OpenAL 1.1
curl-7.32.0
freetype-2.5.0.1
gettext 0.14.4
irrlicht-1.8
leveldbwin 1.20
libogg-1.3.1
libvorbis-1.3.3
LuaJIT-2.0.2
zlib-1.2.8

[spoiler=my CMakeCache.txt]
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
# This is the CMakeCache file.
# For build in directory: c:/Work/git/minetest/minetest_next2
# It was generated by CMake: C:/devutils/cmake/bin/cmake.exe
# You can edit this file to change values found and used by cmake.
# If you do not want to change any of the values, simply exit the editor.
# If you do want to change a value, simply edit, save, and exit the editor.
# The syntax for the file is as follows:
# KEY:TYPE=VALUE
# KEY is the name of a variable in the cache.
# TYPE is a hint to GUI's for the type of VALUE, DO NOT EDIT TYPE!.
# VALUE is the current value for the KEY.

########################
# EXTERNAL cache entries
########################

//Build client
BUILD_CLIENT:BOOL=ON

//Build server
BUILD_SERVER:BOOL=OFF

//For backwards compatibility, what version of CMake commands and
// syntax should this version of CMake try to support.
CMAKE_BACKWARDS_COMPATIBILITY:STRING=2.4

//Build type: Debug or Release
CMAKE_BUILD_TYPE:STRING=Release

//Semicolon separated list of supported configuration types, only
// supports Debug, Release, MinSizeRel, and RelWithDebInfo, anything
// else will be ignored.
CMAKE_CONFIGURATION_TYPES:STRING=Debug;Release;MinSizeRel;RelWithDebInfo

//Flags used by the compiler during all build types.
CMAKE_CXX_FLAGS:STRING= /DWIN32 /D_WINDOWS /W3 /GR /EHsc

//Flags used by the compiler during debug builds.
CMAKE_CXX_FLAGS_DEBUG:STRING=/D_DEBUG /MDd /Zi /Ob0 /Od /RTC1

//Flags used by the compiler during release minsize builds.
CMAKE_CXX_FLAGS_MINSIZEREL:STRING=/MD /O1 /Ob1 /D NDEBUG

//Flags used by the compiler during release builds (/MD /Ob1 /Oi
// /Ot /Oy /Gs will produce slightly less optimized but smaller
// files).
CMAKE_CXX_FLAGS_RELEASE:STRING=/MD /O2 /Ob2 /D NDEBUG

//Flags used by the compiler during Release with Debug Info builds.
CMAKE_CXX_FLAGS_RELWITHDEBINFO:STRING=/MD /Zi /O2 /Ob1 /D NDEBUG

//Libraries linked by defalut with all C++ applications.
CMAKE_CXX_STANDARD_LIBRARIES:STRING=kernel32.lib user32.lib gdi32.lib winspool.lib shell32.lib ole32.lib oleaut32.lib uuid.lib comdlg32.lib advapi32.lib

//Flags used by the compiler during all build types.
CMAKE_C_FLAGS:STRING= /DWIN32 /D_WINDOWS /W3

//Flags used by the compiler during debug builds.
CMAKE_C_FLAGS_DEBUG:STRING=/D_DEBUG /MDd /Zi /Ob0 /Od /RTC1

//Flags used by the compiler during release minsize builds.
CMAKE_C_FLAGS_MINSIZEREL:STRING=/MD /O1 /Ob1 /D NDEBUG

//Flags used by the compiler during release builds (/MD /Ob1 /Oi
// /Ot /Oy /Gs will produce slightly less optimized but smaller
// files).
CMAKE_C_FLAGS_RELEASE:STRING=/MD /O2 /Ob2 /D NDEBUG

//Flags used by the compiler during Release with Debug Info builds.
CMAKE_C_FLAGS_RELWITHDEBINFO:STRING=/MD /Zi /O2 /Ob1 /D NDEBUG

//Libraries linked by defalut with all C applications.
CMAKE_C_STANDARD_LIBRARIES:STRING=kernel32.lib user32.lib gdi32.lib winspool.lib shell32.lib ole32.lib oleaut32.lib uuid.lib comdlg32.lib advapi32.lib

//Flags used by the linker.
CMAKE_EXE_LINKER_FLAGS:STRING=' /machine:X86 '

//Flags used by the linker during debug builds.
CMAKE_EXE_LINKER_FLAGS_DEBUG:STRING=/debug /INCREMENTAL:YES

//Flags used by the linker during release minsize builds.
CMAKE_EXE_LINKER_FLAGS_MINSIZEREL:STRING=/INCREMENTAL:NO

//Flags used by the linker during release builds.
CMAKE_EXE_LINKER_FLAGS_RELEASE:STRING=/INCREMENTAL:NO

//Flags used by the linker during Release with Debug Info builds.
CMAKE_EXE_LINKER_FLAGS_RELWITHDEBINFO:STRING=/debug /INCREMENTAL:YES

//Install path prefix, prepended onto install directories.
CMAKE_INSTALL_PREFIX:PATH=C:/Program Files/minetest

//Path to a program.
CMAKE_LINKER:FILEPATH=C:/Program Files/Microsoft Visual Studio 9.0/VC/bin/link.exe

//make program
CMAKE_MAKE_PROGRAM:FILEPATH=C:/PROGRA~1/MICROS~1.0/Common7/IDE/devenv.com

//Flags used by the linker during the creation of modules.
CMAKE_MODULE_LINKER_FLAGS:STRING=' /machine:X86 '

//Flags used by the linker during debug builds.
CMAKE_MODULE_LINKER_FLAGS_DEBUG:STRING=/debug /INCREMENTAL:YES

//Flags used by the linker during release minsize builds.
CMAKE_MODULE_LINKER_FLAGS_MINSIZEREL:STRING=/INCREMENTAL:NO

//Flags used by the linker during release builds.
CMAKE_MODULE_LINKER_FLAGS_RELEASE:STRING=/INCREMENTAL:NO

//Flags used by the linker during Release with Debug Info builds.
CMAKE_MODULE_LINKER_FLAGS_RELWITHDEBINFO:STRING=/debug /INCREMENTAL:YES

//Value Computed by CMake
CMAKE_PROJECT_NAME:STATIC=minetest

//RC compiler
CMAKE_RC_COMPILER:FILEPATH=rc

//Flags for Fortran compiler.
CMAKE_RC_FLAGS:STRING=' '

//Flags used by the linker during the creation of dll's.
CMAKE_SHARED_LINKER_FLAGS:STRING=' /machine:X86 '

//Flags used by the linker during debug builds.
CMAKE_SHARED_LINKER_FLAGS_DEBUG:STRING=/debug /INCREMENTAL:YES

//Flags used by the linker during release minsize builds.
CMAKE_SHARED_LINKER_FLAGS_MINSIZEREL:STRING=/INCREMENTAL:NO

//Flags used by the linker during release builds.
CMAKE_SHARED_LINKER_FLAGS_RELEASE:STRING=/INCREMENTAL:NO

//Flags used by the linker during Release with Debug Info builds.
CMAKE_SHARED_LINKER_FLAGS_RELWITHDEBINFO:STRING=/debug /INCREMENTAL:YES

//If set, runtime paths are not added when installing shared libraries,
// but are added when building.
CMAKE_SKIP_INSTALL_RPATH:BOOL=OFF

//If set, runtime paths are not added when using shared libraries.
CMAKE_SKIP_RPATH:BOOL=OFF

//If true, cmake will use relative paths in makefiles and projects.
CMAKE_USE_RELATIVE_PATHS:BOOL=OFF

//If this value is on, makefiles will be generated without the
// .SILENT directive, and all commands will be echoed to the console
// during the make.  This is useful for debugging only. With Visual
// Studio IDE projects all commands are done without /nologo.
CMAKE_VERBOSE_MAKEFILE:BOOL=OFF

//Enable to build ZIP source packages
CPACK_SOURCE_ZIP:BOOL=ON

//Path of the cURL dll (for installation)
CURL_DLL:FILEPATH='C:\Work\git\minetest\curl-7.32.0\lib\Release\libcurl.dll '

//Path to a file.
CURL_INCLUDE_DIR:PATH=C:\Work\git\minetest\curl-7.32.0\include

//Path to a library.
CURL_LIBRARY:FILEPATH=C:\Work\git\minetest\curl-7.32.0\builds\libcurl-vc8-x86-release-dll-ipv6-sspi-spnego-winssl-obj-lib\libcurl.lib

//Directory to install binaries into
CUSTOM_BINDIR:STRING=

//Directory to install documentation into
CUSTOM_DOCDIR:STRING=

//Directory to install example config file into
CUSTOM_EXAMPLE_CONF_DIR:STRING=

//path to custom gettext
CUSTOM_GETTEXT_PATH:FILEPATH=C:/Work/git/minetest/minetest_next2/src/../../gettext

//Directory to install icons into
CUSTOM_ICONDIR:STRING=

//Directory to install l10n files into
CUSTOM_LOCALEDIR:STRING=

//Directory to install manpages into
CUSTOM_MANDIR:STRING=

//Directory to install data files into
CUSTOM_SHAREDIR:STRING=

//Directory to install .desktop files into
CUSTOM_XDG_APPS_DIR:STRING=

//Enable cURL support for fetching media
ENABLE_CURL:BOOL=ON

//Enable freetype2 (truetype fonts and basic unicode support)
ENABLE_FREETYPE:BOOL=ON

//Use GetText for internationalization
ENABLE_GETTEXT:BOOL=ON

//Enable LevelDB backend
ENABLE_LEVELDB:BOOL=ON

//Enable sound
ENABLE_SOUND:BOOL=ON

//Single output directory for building all executables.
EXECUTABLE_OUTPUT_PATH:PATH=C:/Work/git/minetest/minetest_next2/Release

//freetype include dir
FREETYPE_INCLUDE_DIR_freetype2:PATH=C:\Work\git\minetest\freetype-2.5.0.1\include\freetype

//freetype include dir
FREETYPE_INCLUDE_DIR_ft2build:PATH=C:\Work\git\minetest\freetype-2.5.0.1\include

//Path to freetype247.lib
FREETYPE_LIBRARY:FILEPATH=C:\Work\git\minetest\freetype-2.5.0.1\objs\win32\vc2008\freetype250MT.lib

//gettext *intl*.dll
GETTEXT_DLL:FILEPATH=C:/Work/git/minetest/gettext/bin/libintl3.dll

//gettext *iconv*.lib
GETTEXT_ICONV_DLL:FILEPATH=C:/Work/git/minetest/gettext/bin/libiconv2.dll

//gettext include directory
GETTEXT_INCLUDE_DIR:PATH=C:/Work/git/minetest/gettext/include

//gettext *intl*.lib
GETTEXT_LIBRARY:FILEPATH=C:/Work/git/minetest/gettext/lib/libintl.lib

//path to msgfmt
GETTEXT_MSGFMT:FILEPATH=C:/Work/git/minetest/gettext/bin/msgfmt.exe

//Path of the Irrlicht dll (for installation)
IRRLICHT_DLL:FILEPATH=C:\Work\git\minetest\irrlicht-1.8\bin\Win32-VisualStudio\Irrlicht.dll

//Path to a file.
IRRLICHT_INCLUDE_DIR:PATH=C:\Work\git\minetest\irrlicht-1.8\include

//Path to a library.
IRRLICHT_LIBRARY:FILEPATH=C:\Work\git\minetest\irrlicht-1.8\lib\Win32-visualstudio\Irrlicht.lib

//Path to irrlicht source directory (optional)
IRRLICHT_SOURCE_DIR:PATH=C:\Work\git\minetest\irrlicht-1.8\source

//Path to a file.
LEVELDB_INCLUDE_DIR:PATH=C:\Work\git\minetest\leveldbwin\lib_leveldb_vc9\include

//Path to a library.
LEVELDB_LIBRARY:FILEPATH=C:\Work\git\minetest\leveldbwin\lib_leveldb_vc9\lib\ReleaseDll\leveldb.lib

//Single output directory for building all libraries.
LIBRARY_OUTPUT_PATH:PATH=C:/Work/git/minetest/minetest_next2/Release

//Disable non-ansi features.
LUA_ANSI:BOOL=OFF

//Path to lua51.dll (for installation)
LUA_DLL:FILEPATH=C:\Work\git\minetest\LuaJIT-2.0.2\src\lua51.dll

//Path to a file.
LUA_INCLUDE_DIR:PATH=C:\Work\git\minetest\LuaJIT-2.0.2\src

//Path to a library.
LUA_LIBRARY:FILEPATH=C:\Work\git\minetest\LuaJIT-2.0.2\src\lua51.lib

//Enable dlopen support.
LUA_USE_DLOPEN:BOOL=ON

//Path to mingwm10.dll (for installation)
MINGWM10_DLL:FILEPATH=C:\MinGW\bin\mingwm10.dll

//Path to libogg.dll for installation (optional)
OGG_DLL:FILEPATH=C:\Work\git\minetest\libogg-1.3.1\win32\VS2008\Win32\Release\libogg.dll

//Path to a file.
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//Path to a library.
OGG_LIBRARY:FILEPATH=C:\Work\git\minetest\libogg-1.3.1\lib\libogg.lib

//Path to OpenAL32.dll for installation (optional)
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//Path to a file.
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//Path to a library.
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//Dependencies for target
jsoncpp_LIB_DEPENDS:STATIC=

//Value Computed by CMake
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//Dependencies for target
lua_LIB_DEPENDS:STATIC=

//Value Computed by CMake
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//Value Computed by CMake
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//Value Computed by CMake
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sqlite3_LIB_DEPENDS:STATIC=


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[/spoiler]

Do not use this file directly. It for example.

== First step ==
Compile this libs to dll-files in MSVC with compile directive /MD
(Project/Properties/Config props/C++/Create code/Runtime library):

curl-7.32.0 (there is have some errors with ssl, disable it in cmake-configuration)
freetype-2.5.0.1
leveldbwin
libogg-1.3.1
libvorbis-1.3.3
LuaJIT-2.0.2
zlib-1.2.8

Some of libs may be download precompiled.

== Second step ==
Run cmake-gui and enter path to source code.
Configure: find all dlls and libs.
Generate.
Open minetest.sln in MSVC.

[spoiler=Edit project files]
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
[b]\minetest_next\src\cguittfont\irrUString.h[/b]
#ifndef USTRING_NO_STL
#    include <string>
#    include <iterator>
#    include <ostream>
#    include <functional> //Add this line
#endif


[b]\minetest_next\src\mandelbulber\fractal.cpp[/b]
#include "..\util\mathconstants.h"
line 1182: distance = (L - log(log(r) / log((double)N)) / log(p))/100.0;


[b]\minetest_next\src\gettext.cpp[/b]
line 66: LOCALE_SENGLANGUAGE,
[/spoiler]


Then edit properties of "minetest" project:
Project/Properties/Config props/Linker/Input/Ignore library = libcmt.lib

Edit \minetest_next\src\cmake_install.cmake :
- find path to "mingwm10.dll" and correct it if incorrect;
- replace all single characters "" to "" in paths.


== Build solution (F6) ==

Then go to Building/build package/
Check "PACKAGE/Release" and press "Build".
Unzip file "\minetest_next\minetest-0.4.7-next-win32.zip" to some directory.
Copy files "lua51.dll" and "leveldb.dll" from libs source path to "some directory\bin".
Configure "some directory\minetest.conf".
Run "some directory\bin\minetest.exe".

== Whew! ==

A person named evorios posted this information concerning compiling proller's development branch today. Is it of any use to you?
Last edited by Inocudom on Wed Nov 20, 2013 17:56, edited 1 time in total.
 

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Fess
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by Fess » Sun Nov 24, 2013 19:38

Inocudom wrote:A person named evorios posted this information concerning compiling proller's development branch today. Is it of any use to you?

Thanks, but for me will be useful the link to leveldb_win64 solution for VS, all listed above i already know.
Also here is the latest 0.4.8 build from my friend Midnightwraith: http://rghost.ru/50409358
Last edited by Fess on Sun Nov 24, 2013 19:47, edited 1 time in total.
 

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by Inocudom » Sun Nov 24, 2013 22:37

Fess wrote:
Inocudom wrote:A person named evorios posted this information concerning compiling proller's development branch today. Is it of any use to you?

Thanks, but for me will be useful the link to leveldb_win64 solution for VS, all listed above i already know.
Also here is the latest 0.4.8 build from my friend Midnightwraith: http://rghost.ru/50409358


I found a few links that might be helpful:
https://groups.google.com/forum/#!topic/leveldb/VuECZMnsob4
http://stackoverflow.com/questions/9292648/is-there-a-good-port-of-leveldb-for-c
http://www.codeproject.com/Articles/569146/LevelDB-DLL-for-Windows-A-New-Approach-to-Exportin
http://code.google.com/p/leveldb/source/browse/WINDOWS?name=windows

RealBadAngel is creating new shaders for Minetest, which should be of great interest to you. The link to their topic is right beneath here:
https://forum.minetest.net/viewtopic.php?id=7570

When it comes to transparent textures, a 64-bit build like yours can absolutely double the fps that I get with them. That is another reason why 64-bit builds are good for 64-bit computers.
Last edited by Inocudom on Sun Nov 24, 2013 23:26, edited 1 time in total.
 

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by Fess » Wed Nov 27, 2013 19:10

Latest build of minetest dev, commit 4f246f0e22, from 27 november
http://yadi.sk/d/MCA7uUGODRbYC
[spoiler="Changelog from GitHub"]
  • Fix line_of_sight (AGAIN)
  • Reenable -dev suffix
[/spoiler]
Last edited by Fess on Wed Nov 27, 2013 19:33, edited 1 time in total.
 

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Posts: 159
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by Fess » Sun Dec 01, 2013 21:01

Here is the win64 build of RealBadAngels's shaders branch compiled by my friend Midnightwraith:
http://yadi.sk/d/vYCQ7DYjDdeRk
details https://forum.minetest.net/viewtopic.php?id=7570
P.S. This build includes not latest version of builtin lua scripts, cuz it's bugged even in main branch, and also not latest version of shaders, because latest version causes transparency fail - black shades near oscillating objects.
[spoiler="Shaders bug with latest shaders version"]
Image
[/spoiler]
P.P.S. Also this build includes 2 texture packs with bump mapping, etc.
Last edited by Fess on Sun Dec 01, 2013 21:22, edited 1 time in total.
 

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by Inocudom » Wed Dec 04, 2013 23:52

Fess wrote:Here is the win64 build of RealBadAngels's shaders branch compiled by my friend Midnightwraith:
http://yadi.sk/d/vYCQ7DYjDdeRk
details https://forum.minetest.net/viewtopic.php?id=7570
P.S. This build includes not latest version of builtin lua scripts, cuz it's bugged even in main branch, and also not latest version of shaders, because latest version causes transparency fail - black shades near oscillating objects.
[spoiler="Shaders bug with latest shaders version"]
http://radikal.ua/data/upload/fb1a9/4efc3/d4ba22f8b9.jpg
[/spoiler]
P.P.S. Also this build includes 2 texture packs with bump mapping, etc.


I am very pleased to see that you are interested in RealBadAngel's shaders, Fess. Thank you for the new build.
 

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Fess
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by Fess » Fri Dec 06, 2013 20:52

Latest build of minetest dev, commit e15681080e, from 6 december. Now it have shaders in main branch, so try it and test :)
http://yadi.sk/d/zNHwTX0MDtk22
[spoiler="Changelog from GitHub"]
  • Dec 06, 2013
  • Fix small mistake in Lua API docs
  • Fix win32 jthread implementation
    Dec 05, 2013
  • Improve (re)spawn, add cache_block_before_spawn and max_spawn_height … …
    Dec 04, 2013
  • Only create one alias metatable
    Dec 03, 2013
  • 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
    Dec 01, 2013
  • Fix MinGW build
  • Cleanup jthread and fix win32 build
  • Cavegen: Fix possible out-of-bounds heightmap access
    Nov 30, 2013
  • 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.
    Nov 29, 2013
  • Change default value of is_ground_content to true …
  • LuaVoxelManip: Add area parameters back to calc_lighting and set_ligh… …
  • 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 for… …
  • Fix broken thread stop handling
  • Fix old gcc build
  • Fix modstore/favourites hang by adding asynchronous lua job support
    Nov 28, 2013
  • Split server/client port setting to avoid port number clashes in main… …
  • Don't use variable length arrays
    Nov 27, 2013
  • Rollback fixes and get_node_actions
  • SQLite rollback
[/spoiler]
Last edited by Fess on Fri Dec 06, 2013 21:25, edited 1 time in total.
 

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IRC: Inocudom
In-game: Inocudom

by Inocudom » Sun Dec 08, 2013 00:15

Fess wrote:Latest build of minetest dev, commit e15681080e, from 6 december. Now it have shaders in main branch, so try it and test :)
http://yadi.sk/d/zNHwTX0MDtk22
[spoiler="Changelog from GitHub"]
  • Dec 06, 2013
  • Fix small mistake in Lua API docs
  • Fix win32 jthread implementation
    Dec 05, 2013
  • Improve (re)spawn, add cache_block_before_spawn and max_spawn_height … …
    Dec 04, 2013
  • Only create one alias metatable
    Dec 03, 2013
  • 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
    Dec 01, 2013
  • Fix MinGW build
  • Cleanup jthread and fix win32 build
  • Cavegen: Fix possible out-of-bounds heightmap access
    Nov 30, 2013
  • 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.
    Nov 29, 2013
  • Change default value of is_ground_content to true …
  • LuaVoxelManip: Add area parameters back to calc_lighting and set_ligh… …
  • 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 for… …
  • Fix broken thread stop handling
  • Fix old gcc build
  • Fix modstore/favourites hang by adding asynchronous lua job support
    Nov 28, 2013
  • Split server/client port setting to avoid port number clashes in main… …
  • Don't use variable length arrays
    Nov 27, 2013
  • Rollback fixes and get_node_actions
  • SQLite rollback
[/spoiler]


Everything appears to be working fine, Fess. If any crashes occur, I will let you know.
 

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Fess
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Joined: Wed Feb 27, 2013 05:46

by Fess » Wed Dec 11, 2013 21:51

Latest build of minetest dev, commit dfd1f87762, from 11 december.
http://yadi.sk/d/ziFDlsMbEBJJX
[spoiler="Changelog from GitHub"]
  • Dec 11, 2013
  • Add Lithuanian translation.
    Dec 09, 2013
  • Check if width, height or start index of a list[] is negative
  • Optimize shaders code. Add settings at compile time.
    Dec 08, 2013
  • Mapgen Indev: Fix segfault in cave generation due to uninitialized variable
    Dec 07, 2013
  • 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
    Dec 06, 2013
  • Fix paralax occlusion setting
[/spoiler]
 

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Fess
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Posts: 159
Joined: Wed Feb 27, 2013 05:46

by Fess » Sun Dec 15, 2013 21:13

Latest build is delayed, because with latest commits, specifically after Implement httpfetch module commit there is many errors while compiling.
 

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