[0.4.12] Release Candidate builds

User avatar
BlockMen
Member
 
Posts: 768
Joined: Fri Mar 01, 2013 17:24
GitHub: BlockMen

[0.4.12] Release Candidate builds

by BlockMen » Sat Feb 14, 2015 12:30

We plan to release 0.4.12 Soon™.

These RC builds are ment for testing and to help us to find bugs before we release the final version.
If you find bugs in these builds, please report them on the bugtracker.

Get them here:
Windows (32-bit): https://www.dropbox.com/s/ufehji6rvz7xq ... 1.zip?dl=0
Windows (64-bit): https://www.dropbox.com/s/9yn7rvb94hvp2 ... 1.zip?dl=0
 

User avatar
Wuzzy
Member
 
Posts: 2161
Joined: Mon Sep 24, 2012 15:01
GitHub: Wuzzy2
IRC: Wuzzy
In-game: Wuzzy

Re: [0.4.12] Release Candidate builds

by Wuzzy » Sat Feb 14, 2015 15:53

What are the most notable changes in 0.4.12 Release Candidate?
This would help a lot with testing.
 

User avatar
TenPlus1
Member
 
Posts: 1874
Joined: Mon Jul 29, 2013 13:38
GitHub: tenplus1

Re: [0.4.12] Release Candidate builds

by TenPlus1 » Sat Feb 14, 2015 15:57

One of the bigger changes is that biomes for v5/v7 maps have changed so please click on the following link for more information:

https://forum.minetest.net/viewtopic.php?f=3&t=10860
 

User avatar
addi
Member
 
Posts: 605
Joined: Thu Sep 20, 2012 03:16

Re: [0.4.12] Release Candidate builds

by addi » Sat Feb 14, 2015 17:42

the bug with the wielditems is still not fixed. viewtopic.php?f=6&t=10862
and the UI and Formspecs does look - uhm diffrent - First too small and unreadable, and if i changing the gui Scale, that the Mainmenu gets readable, the Formspecs ingame exploding my screen, times too big. Not the formspec of the default sign: this is still small.
 

User avatar
Krock
Member
 
Posts: 3598
Joined: Thu Oct 03, 2013 07:48
GitHub: SmallJoker

Re: [0.4.12] Release Candidate builds

by Krock » Sat Feb 14, 2015 18:36

Important changes:
- [New Network codes -> master branch only]
- Performance optimizations
- Improvements in MGv5/7
- Removed internal sqlite3 library
- GUI scaling fixes
- New Lua MG functions minetest.generate_ores() and minetest.generate_decorations()
- VManip (+ light calculation) optimizations
- Better progress bar on server join
- display_gamma setting for contrasts
- "blob" and "vein" ore type
Last edited by Krock on Wed Feb 18, 2015 17:04, 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>
 

User avatar
Casimir
Member
 
Posts: 1101
Joined: Fri Aug 03, 2012 16:59

Re: [0.4.12] Release Candidate builds

by Casimir » Sat Feb 14, 2015 18:38

Krock wrote:- "blob" and "vein" ore type

I fail to use them successfully. Can someone please provide an example?
 

Thermal_Shock
Member
 
Posts: 76
Joined: Mon Jun 24, 2013 09:10

Re: [0.4.12] Release Candidate builds

by Thermal_Shock » Sat Feb 14, 2015 21:02

Casimir wrote:I fail to use them successfully. Can someone please provide an example?

Here's an example of the blob ore type that's working for me.
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
minetest.register_ore({
      ore_type       = "blob",
      ore            = "default:lava_source",
      wherein        = "default:stone",
      clust_scarcity = 16*16*16,
      clust_num_ores = 16,
      clust_size     = 40,
      height_min     = -31000,
      height_max     = 64,
      noise_threshhold = 0.8,
      noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=37, octaves=3, persist=0.70}
})

I just couldn't get satisfying results out of the vein ore type. Although the dev wiki page on minetest.register.ore mentions this type is finicky. As well as resource intensive.

I can't say I'm particularly fond of the smaller font size in the main menu either. Think of the old people!

Edit.

I should also mention that minetest.generate_decoration greatly simplifies seeding the world. My plant generation files are half the size they were before. Great addition.
 

User avatar
Napiophelios
Member
 
Posts: 752
Joined: Mon Jul 07, 2014 01:14
GitHub: Napiophelios
IRC: Nappi
In-game: Nappi

Re: [0.4.12] Release Candidate builds

by Napiophelios » Sun Feb 15, 2015 22:49

I think so far the most notable change is the start up;
my screen stays pretty calm till the game is loaded...even when preloading textures.

Before it would kinda go crazy till every thing finished loading,
it would scare me sometimes the way it would go black and forth black and forth so to speak.

Splitting up gui/formspec and hotbar scaling is also very cool. I like having seperate settings for each.
 

User avatar
solars
Member
 
Posts: 370
Joined: Sat Jul 20, 2013 15:16

Re: [0.4.12] Release Candidate builds

by solars » Sun Feb 15, 2015 23:07

Please update http://dev.minetest.net/Changelog.
There is 0.4.11 not released...

Is the test only for windows, or get I the same version when I build it from github?
I have build a new version today and it says it is 0.4.11-dev!
Should it not bee 0.4.12-dev?
Dinnae bother wi mah poor english, but hae a keek at th' pics 'o mah pure dead brilliant map Karsthafen:
English thread: [Map] Karsthafen
German thread: [Map] Karsthafen - Diskussionsthread
 

User avatar
Krock
Member
 
Posts: 3598
Joined: Thu Oct 03, 2013 07:48
GitHub: SmallJoker

Re: [0.4.12] Release Candidate builds

by Krock » Mon Feb 16, 2015 17:36

solars wrote:Should it not bee 0.4.12-dev?

https://github.com/minetest/minetest/tree/freeze-0.4.12
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>
 

User avatar
Linuxdirk
Member
 
Posts: 497
Joined: Wed Sep 17, 2014 11:21
GitHub: dsohler
In-game: Linuxdirk

Re: [0.4.12] Release Candidate builds

by Linuxdirk » Mon Feb 16, 2015 21:34

addi wrote:First too small and unreadable, and if i changing the gui Scale, that the Mainmenu gets readable, the Formspecs ingame exploding my screen, times too big. Not the formspec of the default sign: this is still small.

So it’s still broken in the same way as it is with 0.4.11 for me …
 

nrz
Member
 
Posts: 51
Joined: Sat Feb 07, 2015 17:16
GitHub: nerzhul
IRC: nrzkt
In-game: nrz

Re: [0.4.12] Release Candidate builds

by nrz » Tue Feb 17, 2015 18:54

No Krock, network code isn't in 0.4.12, it's on master only
 


Return to Minetest News

Who is online

Users browsing this forum: No registered users and 6 guests

cron