Minetest 0.4.13

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BlockMen
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Minetest 0.4.13

by BlockMen » Thu Aug 20, 2015 19:20

Minetest 0.4.13 is out!

Changelog: http://dev.minetest.net/Changelog#0.4.12_.E2.86.92_0.4.13
Source code: https://github.com/minetest/minetest/tree/0.4.13

Download:

MSVC builds: (recommended)
MinGW builds:

Note: Android builds are going to be released Soon™ aswell.
Last edited by BlockMen on Fri Aug 21, 2015 11:37, edited 1 time in total.
 

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rubenwardy
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Re: Minetest 0.4.13

by rubenwardy » Thu Aug 20, 2015 19:59

I only did the changelog for the Minetest engine, the Minetest game is not included in the changelog yet. Just as a note.

As a summary:
Snow biomes with pine trees
Arcadia trees
Mushrooms and spores
Fire improvements
 

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Re: Minetest 0.4.13

by benrob0329 » Thu Aug 20, 2015 20:16

I though that there were TNT improvements too...it doesnt seem to spread as easily as it did before....

I noticed that Tree, Grass, Dirt, and Snow all have bumpmaps now! :-P

There is a brighter grass texture now to. Dry Grass, Beds, and Meselamps have all been aded to default.

Ores have new and updated textures, as well as Jungle Trees.

Oh, and its now Minetest, not minetest_game.

...and who could forget the new Minimap and Cinimatic mode!

This is awesome, thanks to all the MT devs!
 

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Re: Minetest 0.4.13

by DoyleChris » Thu Aug 20, 2015 20:24

I am playing a game on 0.4.12 and was wondering how i can bring it to 0.4.13 to play.
 

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Re: Minetest 0.4.13

by Lizzy » Fri Aug 21, 2015 02:19

I'm back on Minetest. Minetest is better than Minecraft. Minecraft had never crashed before on Windows 10 while Minetest works perfectly. Minecraft became a crap.

But not now for a private server and I prefer to wait a little more for this. I want to try this version in solo but in multiplayer not for the moment.

Minetest can now beat Minecraft with this big update. ^^
 

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Re: Minetest 0.4.13

by Gael de Sailly » Fri Aug 21, 2015 12:56

Many important changes have been made on minetest_game between 0.4.12 and 0.4.13. They don't appear in the Changelog.
Very busy this year too, so do not expect me to be very active on the forum or in game. But I'm not about to drop Minetest forever :)
 

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Re: Minetest 0.4.13

by AnxiousInfusion » Fri Aug 21, 2015 15:10

Ah, thanks for this list. I saw only the Minetest.net changelog and was led to believe we focused on bug fixes this time around. I'm glad to see the core subgame get a proper name.
 

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Re: Minetest 0.4.13

by Silwncer » Fri Aug 21, 2015 19:30

How about torches and weather ? How can i import my world in 0.4.13 ?
 

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Re: Minetest 0.4.13

by benrob0329 » Fri Aug 21, 2015 20:04

If your on Windows, you can just copy your world folder into the new MT worlds folder, same with mods.
 

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Re: Minetest 0.4.13

by Silwncer » Fri Aug 21, 2015 20:13

Ok,thanks :) Is there any stable weather mod ?
 

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Re: Minetest 0.4.13

by benrob0329 » Fri Aug 21, 2015 20:19

I don't use one myself, the snow mod worked pretty good before snow bioms were in default.
 

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Re: Minetest 0.4.13

by Silwncer » Fri Aug 21, 2015 20:22

I would like to see weather by default built-in game.
 

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Re: Minetest 0.4.13

by benrob0329 » Fri Aug 21, 2015 20:25

Having weather would be nice, probably as part of the Lua API and mapgen, so as not to slow things down to much.
 

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Re: Minetest 0.4.13

by Silwncer » Sat Aug 22, 2015 08:00

I'll suggest that.
 

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Re: Minetest 0.4.13

by Thermal_Shock » Sat Aug 22, 2015 11:11

Gael de Sailly wrote:Many important changes have been made on minetest_game between 0.4.12 and 0.4.13. They don't appear in the Changelog.

Yeah the new biomes really do look great. I notice some good texture changes as well. As much as I love to see what changes and improvements the engine gets. It's nice to see the basic game get a little love.
 

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Re: Minetest 0.4.13

by Wuzzy » Mon Aug 24, 2015 14:20

Oh, and its now Minetest, not minetest_game.

I thought we have agreed to rename it to “Minetest Game”, but sadly, nothing has been done to actually rename the subgame. :-(

Since the changelog has not shown the changes for Minetest Game, I post a few of its updates here.
Check out the wiki, I have updated most of the block pages for 0.4.13, but not everything's perfect. A lot of images are still missing, however, because I have no idea how to create those block images for the wiki.

New blocks:

Also, a lot of blocks which were previously unused / not generated are now generated by default (i.e. snow).
 

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Re: Minetest 0.4.13

by Kpenguin » Mon Aug 24, 2015 18:26

Lizzy wrote:I'm back on Minetest. Minetest is better than Minecraft. Minecraft had never crashed before on Windows 10 while Minetest works perfectly. Minecraft became a crap.

But not now for a private server and I prefer to wait a little more for this. I want to try this version in solo but in multiplayer not for the moment.

Minetest can now beat Minecraft with this big update. ^^

I wouldn't go that far, but it does make minetest an even better alternative! :D
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Re: Minetest 0.4.13

by paramat » Mon Aug 24, 2015 18:39

River water is for future mapgens, and can be used by mods. It is non-renewable to hold it's shape on river slopes.
 

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Re: Minetest 0.4.13

by Wuzzy » Mon Aug 24, 2015 19:13

I have now also added the new biomes into the wiki:
http://wiki.minetest.net/Biomes#Biome_types

New biomes are coniferous forests, snowy lands, glaciers and savannahs.
 

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Re: Minetest 0.4.13

by benrob0329 » Mon Aug 24, 2015 19:25

I didn't know some of those exsisted! Minetest has come a long way...
 

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Re: Minetest 0.4.13

by paramat » Mon Aug 24, 2015 23:40

Biomes 0.4.13


Mgv6

Mgv6 now has snow biomes (taiga and tundra) enabled by default when you start a new world. Jungles are larger, and biomes are moved around to their correct locations determined by mgv6 'biome' (heat) and 'humidity' noises. The classic biome system locates biomes in a way that does not make complete sense if 'biome' noise is considered to be heat.

To disable this new 5-biome system and use the classic biome system 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
mgv6_spflags = nosnowbiomes

.. to minetest.conf when you start a new world.
Existing worlds that use the classic biome system will continue to use it because the 'mg_flags' for the world does not contain the 'snowbiomes' flag.

The new 5-biome system first uses 'biome' (heat) noise to divide the world into cold, temperate and hot areas.
Then, 'humidity' noise divides hot areas into desert and jungle, and divides cold areas into tundra (dry) and taiga.

Arranged vertically from cold to hot, and horizontally from dry to wet:

Desert ... Jungle
'Normal' (randomly divided into grassland and deciduous forest)
Tundra ... Taiga


Mgv5
Mgv7
Fractal (future mapgen)

For 0.4.13 a full biome system has been added using the biome API. The biome system is independant of the base terrain mapgen chosen and will be usable with future mapgens also, it cannot be used with mgv6 which has it's own hardcoded biome systems.
'Heat' and 'humidity' noises are used to locate 10 biomes, a new biome blend method is used that has it's own noises ('heat blend' and 'humidity blend') so can be customised or disabled by editing the noise parameters.

Arranged vertically from cold to hot, and horizontally from dry to wet:

Desert ... Savanna ... Rainforest
Sandstone grassland .. Deciduous forest
Stone grassland ... Coniferous forest
Tundra ... Taiga
Glacier

Sandstone and desert stone contain no ores and extend down to y = -112, below this there is the 'underground' biome which uses 'default:stone' throughout the world.
 

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Re: Minetest 0.4.13

by benrob0329 » Tue Aug 25, 2015 03:44

Sadly the new bioms are only in mapgen v7...

So most servers and worlds can't see them. ;-(
 

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Re: Minetest 0.4.13

by TenPlus1 » Tue Aug 25, 2015 06:29

0.4.13 is random crashing a lot more than usual which is interfering with server play as inventory items and chest items are disappearing after crash, no specific error messages apart from segfaults... Any ideas devs ?

viewtopic.php?f=3&t=9172&p=188323#p188323
 

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Re: Minetest 0.4.13

by Linuxdirk » Tue Aug 25, 2015 21:21

I couldn't try it yet but I saw something about UTF-8 support in the changelog

Does that mean that we can finally type umlauts and other special characters in the chat and will we have an actually working (gettext based) translation feature for all strings (core and mods) in the foreseeable future?
 

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Re: Minetest 0.4.13

by est31 » Wed Aug 26, 2015 02:29

@Linuxdirk: There has been a bug on linux where you couldn't enter umlauts etc. into the "t" console, or other text input fields (except the f10 console). This bug, which is an irrlicht pre-1.9 bug, has been fixed in minetest 0.4.13, by using a patched version of the text entry on irrlicht < 1.9. Its already fixed by irrlicht 1.9, so there we use the normal text entry again. Very unfortunate that irrlicht devs don't like to release very often.

There were also some UTF-8 changes, yes, but most of them should be "hidden".

The modding community has already provided translation functionality for mods (take a look at intllib). Nothing has changed however regarding the feature to translate to different languages the same time, e.g. allow clients with different languages to play on the same server.

One translation aspect has changed for the core, we now have a weblate (again) to make translating easier for non-technical users.
 

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Re: Minetest 0.4.13

by Linuxdirk » Wed Aug 26, 2015 20:09

est31 wrote:The modding community has already provided translation functionality for mods (take a look at intllib).

I know, but … no. With gettext there is a standardized, reliable, fast, easy to use and very widespread i18n system available. Why implement an own functionality?

The solution could be parsing all strings that are output by mods and core through gettext and determining the locale to be used by analyzing an incoming data package from the client containing the preferred locale (it’s basically the same most i18n enabled websites to: they simply check the accepted language from the header data the browser sends and return the desired translation if available or the original string that is preferably an English string).

I know that gettext is hard to implement into an already existing project that never really cared about i18n like Minetest (or some of my personal older projects *g*) but once a project has proper i18n support and is fully capable of properly handling UTF-8 input and output the possibilities are endless!

I’m not experienced enough to send patches but I’d love to help translating.
 

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Re: Minetest 0.4.13

by veriaqa » Thu Aug 27, 2015 14:27

As usual, I just want to ask, what change the new build brings to the vanilla game?

I try to look it in changelog, but as usual it is not there in the changelog. So if some one would be so kind to tell me? :)
 

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Re: Minetest 0.4.13

by LionsDen » Thu Aug 27, 2015 15:54

veriaqa wrote:As usual, I just want to ask, what change the new build brings to the vanilla game?

I try to look it in changelog, but as usual it is not there in the changelog. So if some one would be so kind to tell me? :)


Well, one thing I know about is the new minimap. I haven't played the new build but I have seen screenshots and I like minimaps. :-)
 

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Re: Minetest 0.4.13

by Linuxdirk » Thu Aug 27, 2015 16:11

Yes, the minimap is actually pretty handy.

Does someone know what will be done with the dungeon like structures you sometimes find underground (at least in world generator v7)? Is it time for some epic loot?
 

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Re: Minetest 0.4.13

by benrob0329 » Fri Aug 28, 2015 03:40

Not in this one, but I hope for some sooner or later!
 

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