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

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Fess
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by Fess » Mon Mar 10, 2014 23:37

Latest build of minetest 0.4.9-dev, commit 5ce3f8f7b7, from 11.03.2014
http://yadi.sk/d/NEX8ofLoKHekc
Has broken localization in ESC in-game menu
Last edited by Fess on Mon Mar 10, 2014 23:38, edited 1 time in total.
 

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BlockMen
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by BlockMen » Thu Mar 13, 2014 14:08

Fess wrote:Latest build of minetest 0.4.9-dev, commit 5ce3f8f7b7, from 11.03.2014
http://yadi.sk/d/NEX8ofLoKHekc
Has broken localization in ESC in-game menu


Fixed: https://github.com/minetest/minetest/commit/03297acbf4efba9a19a7f31950cb6f2bc3c65ec8
 

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Fess
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by Fess » Sun Mar 16, 2014 15:43

Latest build of minetest 0.4.9-dev, commit f3d83a4516, from 16.03.2014
http://yadi.sk/d/NnA3kRK4KdA5M
[spoiler="Changelog from GitHub"]
  • Mar 15, 2014
  • Add more informative error messages for inventory and item method errors
  • Remove lua_State parameter from LuaError::LuaError
  • Revert "Make sure we get a stacktrace for as many lua errors as possi…
  • Make serializeStructToString use an ostringstream
  • Fix sound not being played at the correct place.
  • Make sure we get a stacktrace for as many lua errors as possible

    Mar 14, 2014
  • Revert "Use fixed-width format specifiers in serializeStructToString" …

    Mar 13, 2014
  • Use fixed-width format specifiers in serializeStructToString
  • Fix game pause in singleplayer
  • Fix special characters in pause and message menu
  • Replace usage of long long with u64/s64

    Mar 12, 2014
  • Pass arguments by reference
  • Remove goto from Environment::removePlayer

    Mar 11, 2014
  • Fix error when calling minetest.node_punch without a pointed_thing
  • Fix generating winresource.o with build dir != source dir

    Mar 09, 2014
  • Correct misleading detached inventory error message …
  • Update ABM object counts when triggers add objects …
  • Fix race condition on exit to menu

    Mar 08, 2014
  • Update set_mapgen_params and set_gen_notify Lua API to use new flag f… …

    Mar 06, 2014
  • Stop wasting time in abm - performance improvement …

    Mar 05, 2014
  • Replace pause and message menu by formspec ones

    Mar 04, 2014
  • Fix rendering glitches when far from the center of the map

    Mar 03, 2014
  • Document CMake options in README
  • Improved win32 file version information

    Mar 02, 2014
  • Fix for unloaded but active block problem
  • Fix translation name.
  • Add Belarusian translation.
[/spoiler]
Last edited by Fess on Sun Mar 16, 2014 15:44, edited 1 time in total.
 

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by Inocudom » Tue Mar 18, 2014 23:58

You're doing well, Fess. The latest build works fine.
 

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by RHR » Wed Mar 19, 2014 08:57

Since I've updated to the lates build I've the problem that some textures in the inventory are missing. I'm not sure if this only occures on Servers or also in Singleplayer worlds (didn't tried it yet). Is there a way to fix that??
Everything else is working fine. ^^
 

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by Inocudom » Fri Mar 21, 2014 03:16

 

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by Fess » Sun Mar 23, 2014 17:49

Latest build of minetest 0.4.9-dev, commit 936c6f577a, from 23.03.2014
http://yadi.sk/d/1hTw2U_JL4zZj
[spoiler="Changelog from GitHub"]
  • Mar 22, 2014
  • Fix "ghost stacks" created when a player clicks an item on the ground.

    Mar 21, 2014
  • Fix serializing of signed numbers in serializeStructToString
  • Normal maps generation on the fly. Parallax mapping with slope information. Overriding normal maps.
[/spoiler]
Last edited by Fess on Sun Mar 23, 2014 17:54, edited 1 time in total.
 

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by Inocudom » Mon Mar 24, 2014 01:14

It looks like there is an issue with water transparency in your builds. When I look downward, the water becomes opaque. I am not entirely sure if this is caused by them, because I don't see the glitch in solo mode, but only on certain servers (can anybody elaborate on this?)
Last edited by Inocudom on Tue Mar 25, 2014 04:36, edited 1 time in total.
 

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by Fess » Thu Mar 27, 2014 14:49

I've tried to produce that issue, but as in single player mode, as at server(with same world) it doesn't appears. On which server you have this issue? Did you try other build (32-bit) on it, and if yes did the same issue gone or appears?
Update: Seems i have found something looks like at your issue, for example, the same place with different minetest builds
[spoiler="no normal maps autogeneration"]Image[/spoiler]
[spoiler="normal maps autogeneration"]Image[/spoiler]
Please try build from 16.03.2014 https://forum.minetest.net/viewtopic.php?pid=133335#p133335 and report if your issue doesn't appears with it.
Last edited by Fess on Fri Mar 28, 2014 01:50, edited 1 time in total.
 

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by Fess » Thu Mar 27, 2014 22:49

Latest build of minetest 0.4.9-dev, commit 65d1cb8321, from 28.03.2014
http://yadi.sk/d/OHouQc7xLLc4t
[spoiler="Changelog from GitHub"]
  • Mar 26, 2014
  • Fix bug in RemoteClient::GetNextBlocks

    Mar 24, 2014
  • Fix merge mistake when rebasing for PR #1169

    Mar 23, 2014
  • Fix double sending of chat messages
[/spoiler]
 

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by Inocudom » Fri Mar 28, 2014 02:39

Fess wrote:I've tried to produce that issue, but as in single player mode, as at server(with same world) it doesn't appears. On which server you have this issue? Did you try other build (32-bit) on it, and if yes did the same issue gone or appears?
Update: Seems i have found something looks like at your issue, for example, the same place with different minetest builds
[spoiler="no normal maps autogeneration"]http://i59.tinypic.com/262y1iq.png[/spoiler]
[spoiler="normal maps autogeneration"]http://i60.tinypic.com/2nlow1.png[/spoiler]
Please try build from 16.03.2014 https://forum.minetest.net/viewtopic.php?pid=133335#p133335 and report if your issue doesn't appears with it.

I used build 16.03.2014 in the past, and the water transparency issue was in it too. I didn't see it in the 32-bit builds made by sfan5.

The transparency issue is seen on the following servers:
Xanadu Server
Redcrab's 0.4.4 Server
VanessaE's Servers (the water is brighter on these for reasons unknown)
You should get on the #minetest irc channel and talk with the folks there about this.
Last edited by Inocudom on Fri Mar 28, 2014 02:49, edited 1 time in total.
 

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by Jordach » Fri Mar 28, 2014 07:56

Basically, RBA's commit broke some lighting code while adding in the auto bumpmapping.

Despite being good at grpahpics, RBA breaks everything else.

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

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by RealBadAngel » Sat Mar 29, 2014 02:44

Jordach wrote:Basically, RBA's commit broke some lighting code while adding in the auto bumpmapping.

Despite being good at grpahpics, RBA breaks everything else.


oh, thx a lot :P

about the issue above i need additional info: system used, GPU installed and opengl revision.
in the next shaders update (which will be core's one) i will built in some debug code that will dump all the info i need (thats a side note)
 

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by Inocudom » Sat Mar 29, 2014 15:52

RealBadAngel wrote:
Jordach wrote:Basically, RBA's commit broke some lighting code while adding in the auto bumpmapping.

Despite being good at grpahpics, RBA breaks everything else.


oh, thx a lot :P

about the issue above i need additional info: system used, GPU installed and opengl revision.
in the next shaders update (which will be core's one) i will built in some debug code that will dump all the info i need (thats a side note)

Well, I have a 64-bit computer with Windows 7 64-bit, 4GB of RAM (I should probably get more,) an AMD quad-core processor (this thing should probably be updated,) 1TB of HDD, and an EVGA NVidia GeForce GT 610 graphics card with 2GB of RAM.
 

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by Fess » Sat Mar 29, 2014 17:16

[spoiler="I've maked build with latest versions of some libraries:"]
  • LuaJit(2.0.1 ->2.0.3)
  • Irrlicht(1.8.0->1.8.1, in dll file version string it still is 1.8.0, because version was forgotten to change in makefile, but check the version in minetest server window, when it's running: Irrlicht Engine version 1.8.1
  • cURL(7.31->7.36)
[/spoiler]
http://yadi.sk/d/ysyAsZfSLRpyA

I've tried to produce, and found that issue on Xandu's server:
https://www.youtube.com/watch?v=7HlHDz3Ord4
[spoiler="System infomation"]
Win7 x64 SP1, GPU ATI Radeon HD7850, 2Gb, OpenGL 4.2.12422, GLSL version 4.3
[/spoiler]
Last edited by Fess on Sat Mar 29, 2014 18:00, edited 1 time in total.
 

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by Inocudom » Tue Apr 08, 2014 22:04

Could you compile builds of the following branch?
https://github.com/BlockMen/minetest/tree/third_person_view
It appears to have all of the updates that the main branch has, but has 3rd person view in it too.
 

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by CraigyDavi » Fri Apr 11, 2014 17:25

Is there any plan to add LevelDB support to these builds? I'm sure it will be benifitial to many.

You can try the .dll or .a from this file: http://sfan5.duckdns.org/leveldb-win64.zip
Last edited by CraigyDavi on Fri Apr 11, 2014 17:25, edited 1 time in total.
 

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by Fess » Sun Apr 13, 2014 23:42

Latest build of minetest 0.4.9-dev, commit dcafad2f73, from 14.04.2014
http://yadi.sk/d/gebWUhexMPMhS
[spoiler="Changelog from GitHub"]
  • Apr 14, 2014
  • Add checks for nil in minetest.after
  • Reorder initialization of member variables to make GCC happy

    Apr 12, 2014
  • Use integers instead of float values
  • Add player:set_eye_offset() by @MirceaKitsune and clean up
  • Add third person view
  • Fix write and read S32 vectors
  • Fix MSVC build

    Apr 11, 2014
  • Fix broken Ipv4 serialization on win32
  • Fix broken win32+bsd build
  • Fix crash when teleporting near unknown node

    Apr 10, 2014
  • Infer ipv6_server from bind_address; fix client connect to IN(6)ADDR_ANY

    Apr 09, 2014
  • Add support for named threads (atm linux only)
  • Make config honor build system specified config defines
  • Minor fixes for file/modlist download in mainmenu

    Apr 08, 2014
  • Cleanup client init states by bumping protocol version

    Apr 06, 2014
  • Pass pointer to nodedef directly to avoid recalculation in quite often called function

    Apr 03, 2014
  • Performance optimized button to button mask evaluation

    Apr 01, 2014
  • Fix lost change password button
[/spoiler]

Inocudom wrote:Could you compile builds of the following branch?
https://github.com/BlockMen/minetest/tree/third_person_view
It appears to have all of the updates that the main branch has, but has 3rd person view in it too.

Now third person view included in main branch, so just try this updated build :)

CraigyDavi wrote:Is there any plan to add LevelDB support to these builds? I'm sure it will be benifitial to many.

You can try the .dll or .a from this file: http://sfan5.duckdns.org/leveldb-win64.zip

Only *.dll or .dll+.a file doesn't helps with making of the build with leveldb support on MSVS, i need a *.lib file or a visual studio solution. I'll try to work on this.
Last edited by Fess on Mon Apr 14, 2014 00:30, edited 1 time in total.
 

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by Inocudom » Mon Apr 14, 2014 02:20

Fess wrote:Only *.dll or .dll+.a file doesn't helps with making of the build with leveldb support on MSVS, i need a *.lib file or a visual studio solution. I'll try to work on this.

The needed .lib file would need to be found first. Has anyone ever come across one?
 

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by sfan5 » Mon Apr 14, 2014 07:36

Fess wrote:
CraigyDavi wrote:Is there any plan to add LevelDB support to these builds? I'm sure it will be benifitial to many.

You can try the .dll or .a from this file: http://sfan5.duckdns.org/leveldb-win64.zip

Only *.dll or .dll+.a file doesn't helps with making of the build with leveldb support on MSVS, i need a *.lib file or a visual studio solution. I'll try to work on this.

Just link statically to the .a file, that should work.
Mods: Mesecons | WorldEdit | Nuke
Minetest builds for Windows (32-bit & 64-bit)
 

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by Fess » Mon Apr 14, 2014 14:27

sfan5 wrote:Just link statically to the .a file, that should work.

I've tried that, but recieve the same error on linking stage:
[spoiler]3>database-leveldb.obj : error LNK2001: unresolved external symbol ""public: static class leveldb::Status __cdecl leveldb::DB::Open(struct leveldb::Options const &,class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > const &,class leveldb::DB * *)" (?Open@DB@leveldb@@SA?AVStatus@2@AEBUOptions@2@AEBV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@PEAPEAV12@@Z)"
3>database-leveldb.obj : error LNK2001: unresolved external symbol ""public: __cdecl leveldb::Options::Options(void)" (??0Options@leveldb@@QEAA@XZ)"[/spoiler]

Update: Finally, i compiled version of leveldb64 that doesn't produced linking error, in case of static library. But how to check now that leveldb really works? :)
Here is this build with leveldb support: http://yadi.sk/d/skIjy626MSbap
Update2: Seems i found how to check it, you need manually change minetest/worlds/<yours_worldname_folder>/world.mt file as following:
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
gameid = minetest
backend = leveldb

and then, minetest creates map.db database folder, instead of map.sqlite file. (but rollback.sqlite file still remains uchanged)
Last edited by Fess on Mon Apr 14, 2014 17:22, edited 1 time in total.
 

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by Inocudom » Mon Apr 14, 2014 18:06

Thank you very much, Fess.
 

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by Fess » Sat Apr 19, 2014 18:22

Latest build of minetest 0.4.9-dev, commit 8745935a06,from 19.04.2014 with Leveldb.
http://yadi.sk/d/5n8zN7j0MnhiS
[spoiler="Changelog from GitHub"]
  • Apr 19, 2014
  • Fix win32 build (typo in jthread lock cleanup)
  • Replace deathscreen by formspec variant
  • Bunch of small fixes (coding style, very unlikely errors, warning messages)
  • Use narrow_to_wide in gettext instead of os dependent conversion fct
  • jthread remove locks that aren't absolutely required/add c++11 atomic support (optional)
  • Add support for threadnames on BSD, Windows (MSVC-only), and OSX
  • Fix warnings

    Apr 18, 2014
  • Remove liquid_finite and weather

    Apr 16, 2014
  • Add redis database backend
  • Fix invalid liquid lighting.

    Apr 15, 2014
  • Use bit shifts rather than multiplication in block position encoding
  • Use binary operators rather than "Python modulo" in decoding block positions
  • Fix all warnings reported by clang

    Apr 14, 2014
  • Fix problem with newer MinGW runtimes
[/spoiler]
Last edited by Fess on Sat Apr 19, 2014 18:38, edited 1 time in total.
 

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Re: Fess’s Minetest win64 builds with GetText,cURL,TTF,LuaJI

by Fess » Sun Apr 20, 2014 20:32

Latest build of minetest 0.4.9-dev, commit 5b1bd2fb47,from 20.04.2014 with Leveldb.
http://yadi.sk/d/rfnSOm-8MrZga
Changelog from GitHub:
    Apr 20, 2014
  • Fix chat console not working anymore
  • Fix macro ARRAYSIZE name collision on windows
    Apr 19, 2014
  • Reduce log level for incoming crap packets.Add log entry for peer timeout
 

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Re: Fess’s Minetest win64 builds with GetText,cURL,TTF,LuaJI

by Inocudom » Thu Apr 24, 2014 15:08

I see that you made a commit to Minetest recently. That is a very significant action.
 

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Re: Fess’s Minetest win64 builds with GetText,cURL,TTF,LuaJI

by Fess » Fri Apr 25, 2014 13:53

Inocudom wrote:I see that you made a commit to Minetest recently. That is a very significant action.

Nothing essential, just small fix :)

Also, here is updated build: commit c5324015bc from 25.04.2014 (with leveldb, all new builds has leveldb support, builds without leveldb support will be specially marked)
http://yadi.sk/d/HkDKRV3ENDviZ

Changelog from GitHub:

    Apr 25, 2014
  • Fix directional fog color in front view
  • Update documentation on is_ground_content
  • Revert "Add backtrace to error function"
  • Apr 24, 2014
  • Fix lost pause support in singleplayer
  • Apr 23, 2014
  • Fix argument type of the RaiseException() function
  • Revert binary database block position encoding
  • Fixed wrong node texture rotation for facedirs 5 and 7
  • Apr 22, 2014
  • Fix formspec replacement handling for in game formspecs
  • make formspec textarea wordwrap
  • Apr 21, 2014
  • Add missing ip address to player join log entry
  • Textureable sun and moon.
  • Fix red background missing in deathscreen
 

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Re: Fess’s Minetest win64 builds with GetText,cURL,TTF,LuaJI

by Fess » Mon Apr 28, 2014 00:38

Latest build of minetest 0.4.9-dev, commit 088b18da3d from 28.04.2014
http://yadi.sk/d/CFhvsmWLNSf6f
Changelog from GitHub:
    Apr 28, 2014
  • Make debug text adjust it's border to the screensize and fix a border update bug
  • Apr 27, 2014
  • Fix rounding issue of hud dpi on some machines
  • Add support for function serialization to minetest.serialize
  • Fix code style of async API
  • Remove dependency on marshal and many other async changes
  • Only push the Lua error handler once
  • Add support for dpi based HUD scaling
  • Client: Don't crash if trying to draw too many items from inventory in HUD
  • Apr 25, 2014
  • Move the old stuff to doc
  • Remove useless MSVC project files
 

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Re: Fess’s Minetest win64 builds with GetText,cURL,TTF,LuaJI

by Inocudom » Tue Apr 29, 2014 15:46

Your friend MidnightWraith might benefit from the news concerning Freeminer linked to below:
http://forum.freeminer.org/threads/windows-builds.1/#post-1035
 

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Re: Fess’s Minetest win64 builds with GetText,cURL,TTF,LuaJI

by Fess » Tue May 06, 2014 22:50

Latest build of minetest 0.4.9-dev, commit c80d67f48e from 07.05.2014
http://yadi.sk/d/8Q_Brlw1PL2EB
Changelog from GitHub:
    May 05, 2014
  • Move message about missing normal maps to infostream instead of error
  • Bugfix: make waypoints respect camera offset
  • May 04, 2014
  • Fix numeric underflow on calculating window size adjustment
  • May 03, 2014
  • Fix player:set_animation() in third person view
  • May 02, 2014
  • Add hack to avoid 2s startup delay on local games
  • Apr 30, 2014
  • Fix usage of deprecated functions in builtin
  • Apr 29, 2014
  • Add proper lua api deprecated handling
  • Add download rate to media progress bar (non http mode only!)
 

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Re: Fess’s Minetest win64 builds with GetText,cURL,TTF,LuaJI

by Fess » Mon May 12, 2014 23:47

Latest build of minetest 0.4.9-dev, commit 6c37e89f08, from 13.05.2014
http://yadi.sk/d/0fOnvSVgQ2jD6
Changelog from GitHub:
    May 11, 2014
  • Fix old client showing duplicated health bar on new server
  • Fix client not showing hearts and bubbles on connecting to old server
  • Fix server not remembering hud flags correctly
  • Send max number of characters instead of asserting in case of too long chat messages
  • Fix invalid cast fix resulting in chat messages beeing limited to 256 bytes
  • Fix incorrect scaling of customized hud item selection marker
  • Fix error messages beeing shown on pressing cursor keys in various menus
  • Fix possible deadlock in error conditions
  • Fix healthbar not beeing hidden on disabled damage
  • May 08, 2014
  • Use "core" namespace internally
  • Organize builtin into subdirectories
  • Add write_json() to the async API
  • Add a limit to node meta data resolving recursion
  • May 07, 2014
  • Fix heart + bubble bar size on different texture packs
  • Add DPI support for statbar
  • Move heart+bubble bar to Lua HUD
  • Add statbar size (based upon an idea by blue42u)
  • Add support for customizing breath and statbar
 

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