Minetest 0.4.13

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swordpaint12
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Re: Minetest 0.4.13

by swordpaint12 » Wed Sep 23, 2015 15:59

I restarted my computer. It works just fine. Now I'm playing minetest defense!
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Re: Minetest 0.4.13

by pinkysnow » Sat Sep 26, 2015 02:00

LazerRay wrote:Its nice to have snow biomes in my worlds, but it seems like the desserts are now gone.

I tested version 0.4.13 on map gen 6 with my favorite seed and the dessert near the spawn point was gone.


In fact there are still around, i have one on my world, well a few deserts :)
 

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Re: Minetest 0.4.13

by paramat » Sat Sep 26, 2015 19:15

Yes deserts are still there. The new biome system for mgv6 (that adds snow biomes) moves the biomes around a little in relation to 'biome' and 'humidity' noises, also the scales of temperature and humidity variation are doubled.
 

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Re: Minetest 0.4.13

by philipbenr » Sat Oct 03, 2015 07:10

Desserts weren't ever there. Deserts on the other hand... ;)
 

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Re: Minetest 0.4.13

by bernman23 » Wed Oct 14, 2015 14:28

I think Mintest is just a clone of Minecraft that is free no matter how much you update Mintest it will always be just a free Minecraft clone because if you just put the right texture pack in and added some new features it can be nearly indistinguishable from Minecraft other than it doesn't require Java to run.
 

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Re: Minetest 0.4.13

by rubenwardy » Wed Oct 14, 2015 15:04

That's like saying all 3D games are clones of Doom, if you replace the graphics and changed some features.

Rendering methods isn't all that makes a game, it's also gameplay. You could update Minetest and make it into an FPS, in which case it wouldn't be a Minecraft clone.

It's important to define words, clone tends to mean an exact copy, undifferentiable.
 

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Re: Minetest 0.4.13

by kaadmy » Wed Oct 14, 2015 17:00

bernman23 wrote:I think Mintest is just a clone of Minecraft that is free no matter how much you update
[...]
nearly indistinguishable from Minecraft other than it doesn't require Java to run.

This is not true, as Minetest is simply a sandbox game engine, it is not required to be like Minecraft, it just looks like it.
With your logic, you could say Minecraft is a clone of Pixel Guns 3D, Infiniminer, Ace of Spades, Dungeon Keeper, and Dwarf Fortress.
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Re: Minetest 0.4.13

by AnxiousInfusion » Thu Oct 22, 2015 12:40

bernman23 wrote:I think Mintest is viewed as just a clone of Minecraft that is free no matter how much you update Mintest it will always be viewed as just a free Minecraft clone because if you just put the right texture pack in and added some new features it can be nearly indistinguishable from Minecraft other than it doesn't require Java to run.


FTFY
 

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Re: Minetest 0.4.13

by Alienant1 » Thu Oct 29, 2015 15:30

I think I am having a similar issue to LazerRay in that I cannot find any deserts when using mapgen 7 in 0.4.12. Is this fixed as part of 0.4.13?

Also, I think that Minetest is better than Minecraft because it is written solely for people to have fun rather than to make money.
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Re: Minetest 0.4.13

by firefox » Thu Oct 29, 2015 17:55

deserts are there in mapgen v7, they are just rare, like savannas.
also i think that deserts only appear in lower terrain areas, while snowy biomes and glaciers are more common in higher terrain (mountain) areas.
 

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Re: Minetest 0.4.13

by paramat » Thu Oct 29, 2015 18:34

If you're unlucky you may need to travel up to 5000 nodes in mgv5 or mgv7 to find a certain biome, this is unavoidable it's the random nature of perlin noise.
 

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Re: Minetest 0.4.13

by Alienant1 » Thu Oct 29, 2015 20:09

is that why I can only find grassland and forest?
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Re: Minetest 0.4.13

by paramat » Thu Oct 29, 2015 23:35

Yes probably. Maybe i'll tweak the biomes so hot and cold biomes are a little easier to find, and larger.
 

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Re: Minetest 0.4.13

by Alienant1 » Fri Oct 30, 2015 08:43

is there a setting in config that I can tweak?
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Re: Minetest 0.4.13

by oleastre » Fri Oct 30, 2015 09:46

I add the quite the same kind of problem: too much of the same kind of biome in the same area and having to walk a long time before getting in a nice place.
So I changed this in my minetest.conf to get a little bit more variation in humidity and heat:

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mg_biome_np_heat = 50, 50, (500, 500, 500), 5349, 3, 0.5, 2.0
mg_biome_np_humidity = 50, 50, (500, 500, 500), 842, 3, 0.5, 2.0
 

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Re: Minetest 0.4.13

by paramat » Fri Oct 30, 2015 20:28

Those 3 numbers in the brackets are the scale the heat and humidity vary on, default is 750 (the 3 numbers in a bracket should be identical).
Add that to .conf before starting a new world.
 

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Re: Minetest 0.4.13

by Alienant1 » Tue Nov 03, 2015 06:51

ok, thank you
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Re: Minetest 0.4.13

by ABJ » Wed Jan 06, 2016 14:56

Bugs for me. I have reinstalled this version twice and there is always red tint on everything. Lights make the real color come. Any transparent textures such as glass, leaves and torch background are black. 3d inventory icon backgrounds are black. MSVC x64.
 

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Re: Minetest 0.4.13

by rubenwardy » Wed Jan 06, 2016 15:37

Your computer or driver mode doesn't support shaders, either check your using opengl (look in minetest.conf and remove and lines with directx, direct3d, hardware or software lines in it). If it still doesnt work, disable shaders in the setting menu. You can also try disabling "preload_item_visuals".
Also try the MINGW build or whatever it's called.

Also by x64 do you mean 64 bit?
 

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Re: Minetest 0.4.13

by ABJ » Wed Jan 06, 2016 16:15

Hmmmmm..............I've just attempted to downgrade to .12 and then .11. The transparency appears to work but red tint is still there...........now I come to remember it, I believe this started after I updated .12 to latest build(?) to play creatures mod. I remember after that using a copy for normal gameplay and the (now red-tinted but still transparent-correct) updated .12 for Hungry Games servers. Because, you know, it fitted very well with the theme. Later for some reason both my good .12 and .11 started crashing on launch and I was stuck when I had to go abroad and then spent December without internet.
I'll try your suggestions. And by x64 I mean I had a x64 MSVC for a 64-bit Windows. It used to work so well......until *bleep*ing update to latest .12 build.


EDIT: Disabling shaders worked, thanks, much to my relief and intense anger.
(Now no more good graphics :( :D)
 

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Re: Minetest 0.4.13

by ABJ » Wed Jan 06, 2016 16:50

Now it's more laggy that it used to be with the shaders. Can you give me some tips?
 

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Re: Minetest 0.4.13

by rubenwardy » Wed Jan 06, 2016 16:51

Blame RealBadAngel, basically. He reduced the FPS of Minetest without shaders by 25% in order to make shaders more fancy.
 

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Re: Minetest 0.4.13

by benrob0329 » Wed Jan 06, 2016 17:03

Don't use DirectX if your going to use shaders, also try updating your GPU drivers.
 

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Re: Minetest 0.4.13

by Dragonop » Thu Jan 07, 2016 00:38

rubenwardy wrote:Blame RealBadAngel, basically. He reduced the FPS of Minetest without shaders by 25% in order to make shaders more fancy.

Seriously?
 

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Re: Minetest 0.4.13

by ABJ » Thu Jan 07, 2016 05:45

Now I know why he's called RealBADAngel.
Seriously. Not. Funny.
 

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Re: Minetest 0.4.13

by ABJ » Thu Jan 07, 2016 08:18

This is madness! I can't play Minetest properly! Constantly lagging out and so hard to play! Can anyone tell me how to fix this, what code to remove/change and how?
 

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Re: Minetest 0.4.13

by Casimir » Thu Jan 07, 2016 13:19

rubenwardy wrote:Blame RealBadAngel, basically. He reduced the FPS of Minetest without shaders by 25% in order to make shaders more fancy.

Great! I already wondered if it is my old machine that made the game completely unplayable recently. Now I know it's the shaders I never use.

Which commit is the one to revert?
 

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Re: Minetest 0.4.13

by kaeza » Thu Jan 07, 2016 14:04

rubenwardy wrote:Blame RealBadAngel, basically. He reduced the FPS of Minetest without shaders by 25% in order to make shaders more fancy.

Post which commit is the issue and bring it to other core devs' attention.
That said, breaking working shit in the name of eye candy is known issue.
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Re: Minetest 0.4.13

by Casimir » Thu Jan 07, 2016 14:31

Ah, paramat opened an issue some days ago: #3530
 

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Re: Minetest 0.4.13

by ABJ » Fri Jan 08, 2016 12:18

I wonder who's going to do the renderer splitting? I hope it can be done soon.
 

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