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

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

by BlockMen » Sun Jul 28, 2013 16:02

You can get here my lastest Windows builds, for 32Bit and 64Bit systems. The builds have GetText, cURL, TTF, LuaJIT, LevelDB and DirectX support.

Lastest Builds (2015-02-12):

32Bit:
Minetest 0.4.11-dev20150212

64Bit:
Minetest 0.4.11-x64-dev20150212

To use DirectX instead of OpenGL add
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
video_driver = direct3d9
enable_shaders = false
to minetest.conf.

Please let me know if you notice any bugs or problems with these builds.
Last edited by BlockMen on Thu Feb 12, 2015 10:25, edited 21 times in total.
 

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by webdesigner97 » Mon Jul 29, 2013 08:46

Which advantages does DirectX have?
 

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by Calinou » Mon Jul 29, 2013 09:54

webdesigner97 wrote:Which advantages does DirectX have?


You mean Direct3D and not DirectX here. It's usually slightly faster, but does not support GLSL shaders and is Windows-only.
 

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by webdesigner97 » Mon Jul 29, 2013 10:30

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


You mean Direct3D and not DirectX here. It's usually slightly faster, but does not support GLSL shaders and is Windows-only.

Ok, thx for the explanation :) Oh and BlockMen said:
BlockMen wrote:(...) The builds have GetText, cURL, TTF, LuaJIT and DirectX support.(...)

That's why I also said Directx ;)
 

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by BlockMen » Mon Jul 29, 2013 11:00

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


You mean Direct3D and not DirectX here. It's usually slightly faster, but does not support GLSL shaders and is Windows-only.

Ok, thx for the explanation :) Oh and BlockMen said:
BlockMen wrote:(...) The builds have GetText, cURL, TTF, LuaJIT and DirectX support.(...)

That's why I also said Directx ;)


"Microsoft DirectX is a collection of APIs [...] on Microsoft platforms."
"Direct3D is part of Microsoft's DirectX API." -> so DirectX support is not wrong ;)

And yes, its faster and runs smoother. Unfortunately Minetest has currently only shaders for OpenGl, so when using Direct3D you have to disable shaders.
 

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by cHyper » Mon Jul 29, 2013 11:31

How must the minetest.conf file look like?

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
video_driver = direct3d9


is this correct?
--------------------------------------------------------
 

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by PilzAdam » Mon Jul 29, 2013 11:38

cHyper wrote:How must the minetest.conf file look like?

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
video_driver = direct3d9


is this correct?

Yes. You should see the driver you use in the console when starting Minetest.
 

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by Inocudom » Mon Jul 29, 2013 16:56

BlockMen wrote:
webdesigner97 wrote:
Calinou wrote:
You mean Direct3D and not DirectX here. It's usually slightly faster, but does not support GLSL shaders and is Windows-only.

Ok, thx for the explanation :) Oh and BlockMen said:
BlockMen wrote:(...) The builds have GetText, cURL, TTF, LuaJIT and DirectX support.(...)

That's why I also said Directx ;)


"Microsoft DirectX is a collection of APIs [...] on Microsoft platforms."
"Direct3D is part of Microsoft's DirectX API." -> so DirectX support is not wrong ;)

And yes, its faster and runs smoother. Unfortunately Minetest has currently only shaders for OpenGl, so when using Direct3D you have to disable shaders.


There are a few questions that would have to be asked concerning shaders for DirectX 9:
1-Does DirectX 9 even support shaders at all?
2-Is there anybody skilled enough and willing enough to write shaders for DirectX 9?
3-If shaders were successfully written for DirectX 9, would they ever be added to Minetest?
Last edited by Inocudom on Mon Jul 29, 2013 22:37, edited 1 time in total.
 

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by LionsDen » Tue Jul 30, 2013 19:22

I noticed a couple of issues.

1. I use the technic mod and when I click the button to show the bags, none of the bags have a name on it's button. I was/am using PilzAdam's latest 7-24-2013 version and occasionally the button name would disappear but it was only on one or two of them and they would come back the next time I clicked the bags button. On yours, all of them were missing and never came back and I played for hours and even restarted the game once in that time.

2. After I was done testing, I copied the world back to PilzAdam's version and it wouldn't let me open the file. I don't remember the exact error but it wouldn't load the world. I don't know if it was a problem with your copy or PilzAdam's version that was causing this. Luckily, I had a backup from before I took the world over to yours and was able to restore my world.
 

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by BlockMen » Tue Jul 30, 2013 20:57

LionsDen wrote:I noticed a couple of issues.

1. I use the technic mod and when I click the button to show the bags, none of the bags have a name on it's button. I was/am using PilzAdam's latest 7-24-2013 version and occasionally the button name would disappear but it was only on one or two of them and they would come back the next time I clicked the bags button. On yours, all of them were missing and never came back and I played for hours and even restarted the game once in that time.

2. After I was done testing, I copied the world back to PilzAdam's version and it wouldn't let me open the file. I don't remember the exact error but it wouldn't load the world. I don't know if it was a problem with your copy or PilzAdam's version that was causing this. Luckily, I had a backup from before I took the world over to yours and was able to restore my world.


Thanks for giving feedback.

First issue: I have tested and noticed, that labels in formspecs are not shown, so its not related to technic. It may be caused by TTF, i'm gonna check this.

2nd issue: This is caused by commits that have been merged into the game, which are already included in my build, but not in PilzAdam's last build. Because of that the game is not able to read the mapdata. You can ask PilzAdam to make a new build, then you can open the world you have used in my build.
 

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by PilzAdam » Tue Jul 30, 2013 21:39

BlockMen wrote:
LionsDen wrote:I noticed a couple of issues.

1. I use the technic mod and when I click the button to show the bags, none of the bags have a name on it's button. I was/am using PilzAdam's latest 7-24-2013 version and occasionally the button name would disappear but it was only on one or two of them and they would come back the next time I clicked the bags button. On yours, all of them were missing and never came back and I played for hours and even restarted the game once in that time.

2. After I was done testing, I copied the world back to PilzAdam's version and it wouldn't let me open the file. I don't remember the exact error but it wouldn't load the world. I don't know if it was a problem with your copy or PilzAdam's version that was causing this. Luckily, I had a backup from before I took the world over to yours and was able to restore my world.


Thanks for giving feedback.

First issue: I have tested and noticed, that labels in formspecs are not shown, so its not related to technic. It may be caused by TTF, i'm gonna check this.

2nd issue: This is caused by commits that have been merged into the game, which are already included in my build, but not in PilzAdam's last build. Because of that the game is not able to read the mapdata. You can ask PilzAdam to make a new build, then you can open the world you have used in my build.

woowoowwow, hold on. Do you just said that we broke world format with a commit?
 

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by BlockMen » Tue Jul 30, 2013 21:51

PilzAdam wrote:woowoowwow, hold on. Do you just said that we broke world format with a commit?


Yes. Error message:
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
22:46:28: ERROR[main]: ServerError: World data version mismatch in MapBlock (-1,-2,1)
22:46:28: ERROR[main]: ----
22:46:28: ERROR[main]: "ERROR: MapBlock format not supported"
22:46:28: ERROR[main]: See debug.txt.
22:46:28: ERROR[main]: World probably saved by a newer version of Minetest.


and commit that is causing: https://github.com/minetest/minetest/commit/3aedfac9685c2d9ae8bac5a5b7e72e527f22c08d
 

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by sfan5 » Wed Jul 31, 2013 07:28

Inocudom wrote:
BlockMen wrote:
webdesigner97 wrote:Ok, thx for the explanation :) Oh and BlockMen said:

That's why I also said Directx ;)


"Microsoft DirectX is a collection of APIs [...] on Microsoft platforms."
"Direct3D is part of Microsoft's DirectX API." -> so DirectX support is not wrong ;)

And yes, its faster and runs smoother. Unfortunately Minetest has currently only shaders for OpenGl, so when using Direct3D you have to disable shaders.


There are a few questions that would have to be asked concerning shaders for DirectX 9:
1-Does DirectX 9 even support shaders at all?

Yes, but it uses HLSL instead of GLSL
Inocudom wrote:2-Is there anybody skilled enough

Yes
Inocudom wrote: and willing enough to write shaders for DirectX 9?

Probably no
Inocudom wrote:3-If shaders were successfully written for DirectX 9, would they ever be added to Minetest?

Yeah, sure
Mods: Mesecons | WorldEdit | Nuke
Minetest builds for Windows (32-bit & 64-bit)
 

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by BlockMen » Fri Aug 02, 2013 04:53

New build: 0.4.7-dev01082013

https://www.dropbox.com/s/qn5l50o1dqeruim/minetest-0.4.7-dev01082013.zip


Includes last commits, that fix world breaking issue

PS: Every kind of labels in formspecs are still not shown, it seems to be an windows only issue related to the restructured menu
 

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by BlockMen » Sat Aug 03, 2013 15:05

New build: 0.4.7-dev03082013

https://www.dropbox.com/s/59mr2f4uny9m149/minetest-0.4.7-dev03082013.zip


Fixes formspecs issue, labels are now displayed correct
 

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by PilzAdam » Sat Aug 03, 2013 15:15

BlockMen wrote:Fixes formspecs issue, labels are now displayed correct

What was the problem?
 

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by BlockMen » Sat Aug 03, 2013 16:26

PilzAdam wrote:
BlockMen wrote:Fixes formspecs issue, labels are now displayed correct

What was the problem?


Im not sure, it may be an incorrect conversion from wstring to wchar_t*, which is IMO unnecessary at all. so i changed the var declaration of all labels from wchar_t* to wstring...
 

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by BlockMen » Sun Aug 04, 2013 23:23

New build: 0.4.7-dev04082013

https://www.dropbox.com/s/uz91hi7cv87fdhv/minetest-0.4.7-dev04082013.zip


a lot new stuff, e.g.
- Texture Pack selection via main menu
- anticheat
- and many fixes
 

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by BlockMen » Tue Aug 06, 2013 22:02

New build: 0.4.7-dev06082013

https://www.dropbox.com/s/gdyneo0u6d8zl92/minetest-0.4.7-dev06082013.zip


Commits since last build:
[spoiler]
* Simplify code of mainmenu world sort 779165144e
* Fix full crack texture being shown when releasing dig button 7fbc8152bf
* Add support for different drowning damage and allow drowning in other nodetypes 7b13d119ed
* Fix worldlist in servertab being filtered by selected game ba65e2ae6c
* Rename LagPool's member variables to avoid MSVC freaking up due to it's #define max 53bf62bb83
* Clean up server's log messages and give a better error to client when its player is in use 61f240946a
* Add minetest.registered_biomes 14eab22d81
* Fix crack overlay for animated textures 96c34d369e
[/spoiler]
 

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by BlockMen » Sun Aug 18, 2013 16:06

New build: 0.4.7-dev18082013

https://www.dropbox.com/s/b54no74izsyne8o/minetest-0.4.7-dev18082013.zip

[spoiler=Commits since last build]
Reenable image scaling in formspecs
Fix trailing nils being dropped by deprecated minetest.env handler
Add translation for main menu
Send player damage to all clients and apply [brighten
Diagonal liquid animation
Fix modstore pagecount
Use get_texturepath() instead of get_gamepath()/../textures
Use errorstream instead of std::cout in pathfinder.cpp
Remove debug output
Sort modlist alphabetically
Add ability to activate mods with doubleclick (remove old_style_mod_selection)
Don't automatically scroll listbox when selecting an item in the middle
Formspec textlist: Black Irrlicht magic to detect fake doubleclicks
Fix formspec escaping, add escaping to info.txt for texture packs.
Fix documentation about colors in formspec
Add virtual destructor to IBackgroundBlockEmerger to silence warning
Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenu
Fix my name.
Fix typos
Add support for entities to automatic face movement direction
Dont write directly to files but rather write and copy a tmp file
Remove farmesh
Decoration: Fix schematic probability mess with new MTS file version
Dont crash if facedir > 23
Dont download modstore info if its isnt needed
Don't freak out when a client sends multiple TOSERVER_INIT packets; also log one thing more.
Fix various memory access problems detected by valgrind
Fix path of mono font in defaultsettings.cpp
Fix stored XSS vulnerability in the serverlist
Fix uninitialized irr::SEvent fields in guiFormSpecMenu.cpp
[/spoiler]
 

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by BlockMen » Sun Aug 25, 2013 17:41

New build: 0.4.7-dev25082013

https://www.dropbox.com/s/fyqv8yslm9c6pxa/minetest-0.4.7-dev25082013.zip

[spoiler=Commits since last build]
Add support for using textures in hotbar
Fix aliases not working in shapeless crafting recipes
Run util/updatepo.sh
Add a setting for HighPrecisionFPU (fixes #763).
Fix *.po errors caused by rebase.
Translated using Weblate (Ukrainian)
Translated using Weblate (Russian)
Translated using Weblate (Norwegian Bokmål)
Translated using Weblate (Estonian)
Translated using Weblate (Dutch)
Translated using Weblate (Hungarian)
Translated using Weblate (Dutch)
Translated using Weblate (Russian)
Translated using Weblate (French)
Translated using Weblate (French)
Translated using Weblate (Ukrainian)
Fix umlauts/special character issue in lua gettext
Fix gettext for tabs (windows)
Allow SIGINT to kill mainmenu again
World config dialog: Use engine determined path for game mods
GUIFormSpecMenu focus fixes
[/spoiler]
 

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by Inocudom » Mon Aug 26, 2013 02:34

Add a setting for HighPrecisionFPU (fixes #763)... What effect does this have on DirectX 9? It sounds like it would make it smoother, but does it?
Last edited by Inocudom on Mon Aug 26, 2013 02:34, edited 1 time in total.
 

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by sfan5 » Mon Aug 26, 2013 08:08

Inocudom wrote:Add a setting for HighPrecisionFPU (fixes #763)... What effect does this have on DirectX 9? It sounds like it would make it smoother, but does it?

# Makes DirectX work with LuaJIT. Disable if it causes troubles.

https://github.com/minetest/minetest/commit/d05b15df779940ef3907704ea07d5dd529b0b2b1#L0R393
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Minetest builds for Windows (32-bit & 64-bit)
 

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by BlockMen » Wed Sep 04, 2013 15:52

New build: 0.4.7-dev04092013

https://www.dropbox.com/s/gf6vecadz8com7h/minetest-0.4.7-dev04092013.zip

[spoiler=Commits since last build]
- Add backtrace to error function
- Fix remnants of s32 enable_shaders
- Fix enable_fog = false not having any effect when shaders are enabled
- Server::ProcessData(): call getBanName once instead of twice (#639)
- Add minetest.parse_json, engine.parse_json
- Use wstring for vertlabels
- Fix bug in pathfinder causing endless loop in some situations
- Translated using Weblate (Spanish)
- Translated using Weblate (Russian)
- Translated using Weblate (Russian)
- Translated using Weblate (Russian)
- Translated using Weblate (Russian)
- Translated using Weblate (Russian)
- Translated using Weblate (Russian)
- Translated using Weblate (Russian)
- Translated using Weblate (German)
- Normalized heat and adjusted humidity
- Add escaping to world list in main menu (fixes #896)
- Remove "po/du". "du" is invalid language code (fixes #881)
[/spoiler]
 

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by BlockMen » Mon Sep 09, 2013 00:37

New build: 0.4.7-dev09092013

https://www.dropbox.com/s/4jkbztbe4kzszbs/minetest-0.4.7-dev09092013.zip

[spoiler=Commits since last build]
- Run updatepo.sh
- Add fallback font support for some languages.
- Add minetest.get_gametime() API function, that returns the number of seconds since the world was created.
- Translated using Weblate (Portuguese)
- Translated using Weblate (German)
- Translated using Weblate (Chinese (China))
- Add mapgen_stair_cobble alias to minimal
- Standardized method of getting node info in dungeon mapgen.
- Add sanity check to sort function
- Fix selectionbox not honoring anaglyph mode 3d distortion
- Fix crash on lua exception
- Use player:set_hotbar_image() instead of hardcoded hotbar.png
[/spoiler]
 

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by BlockMen » Tue Sep 17, 2013 11:26

New build: 0.4.7-dev17092013

https://www.dropbox.com/s/ufrewkce0cugjmn/minetest-0.4.7-dev17092013.zip

[spoiler=Commits since last build]
- Fix some warnings and other minor details
- Weather: Clean up getHeat/getHumidity somewhat
- Fix comments about length of server step
- Use cached "weather" setting
- Fog depend on humidity
- Add configurable PRAGMA synchronous =
- Always use builtin JThread library
- Change mainmenu texture handling + small misc changes
- Fix hotbar padding at bottom
- Add offset to automatic_face_movement_dir
- Fix bug: texture pack not overriding default menu textures
- Use engine.is_yes() in mainmenu
- Use the Settings Lua interface to read world.mt
- Allow non-string arguments for minetest.is_yes()
- Add Settings interface for Lua
- Handle --migrate even when compiled without leveldb support
- Remove assert warning in leveldb wonderland
- Fix loading leveldb worlds
- Fix broken build due to missing mapsector.h include
- Add --migrate to manpages and update manpage dates
- Add license headers and remove useless includes
- Use system-wide LevelDB instead of bundled one
- Prevent ModMgr from deleting backend setting in world.mt
- Make --migrate update world.mt too
- Add note about --migrate only working with minetestserver or --server
- Fix 'Unknown map backend' error when using Configure menu right after creating world
- Use STL containers instead of irr::core::list
- Add message that LevelDB is not supported on Windows
- Make it compile
- Add dummy and LevelDB database backends
[/spoiler]
 

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by Element » Sun Sep 22, 2013 15:50

is this better than minetest 0.4.7...if so can i transfer a singleplayer world to it
Join Me And My Team - thornfyregaming-mc.noip.me:25565

My Server Is 1.7.9
 

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by BlockMen » Sun Sep 22, 2013 22:20

Element wrote:is this better than minetest 0.4.7...if so can i transfer a singleplayer world to it


Well, it is the current development version if Minetest, but it may contain bugs. Yes, you can use you world in these builds ;)
 

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by BlockMen » Thu Oct 17, 2013 17:33

New build: 0.4.7-dev17102013

https://www.dropbox.com/s/e5qfotlw5517okm/minetest-0.4.7-dev17102013.zip

[spoiler=Commits since last build]
- 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.
- Add support for parameter 'visual_scale' for drawtypes 'signlike' and 'torchlike' like used for drawtype 'plantlike'
- Translated using Weblate (Spanish, Portuguese (Brazil), Dutch, Chinese (China), French, German)
- Add Czech language
- FIx wrong error message on invalid use of the formspec element image_button
- Remove mapgen_air alias (#935)
- Optimized minetest.get_connected_players()
- 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 sucess
- 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
- Fix compiling issue of MSVC
- Add option to scale image to percentage values
- Fix null dereference in weather update functions
[/spoiler]

EDIT: Includes now Irrlicht 1.8.0 instead 1.7.3

EDIT2: Seems i was using 1.8.0 already^^
Last edited by BlockMen on Fri Oct 18, 2013 13:40, edited 1 time in total.
 

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by Jordach » Thu Oct 17, 2013 18:29

Can you build this?

http://minetest-classic.com

sdzen hasn't been around to make a latest build.

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My image and media server is back online and is functioning as normal.
 

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