Minetest 0.4.10

User avatar
sfan5
Member
 
Posts: 3636
Joined: Wed Aug 24, 2011 09:44
GitHub: sfan5
IRC: sfan5

Minetest 0.4.10

by sfan5 » Sun Jul 06, 2014 22:51

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

User avatar
HolyPhoenix
Member
 
Posts: 27
Joined: Sun Mar 31, 2013 18:20

Re: Minetest 0.4.10

by HolyPhoenix » Mon Jul 07, 2014 13:38

This is awesome! Thanks a lot for your hard work team!
 

User avatar
cHyper
Member
 
Posts: 587
Joined: Fri May 06, 2011 08:49
IRC: cHyper
In-game: cHyper

Re: Minetest 0.4.10

by cHyper » Mon Jul 07, 2014 14:38

changelog for 0.4.10 is awesome... good work...
 

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

Re: Minetest 0.4.10

by TenPlus1 » Mon Jul 07, 2014 15:58

Sweet, thanks guys...

Note: Really liking the new additions, although xpanes ?
 

fraang
Member
 
Posts: 10
Joined: Thu Oct 11, 2012 14:42

Re: Minetest 0.4.10

by fraang » Mon Jul 07, 2014 17:14

Thanks for your hard work guys! :-D

But I have a question to one of the major points in the changelog:

Removed finite liquid and weather (proller)

What does that exactly mean?

Thanks.
 

User avatar
sfan5
Member
 
Posts: 3636
Joined: Wed Aug 24, 2011 09:44
GitHub: sfan5
IRC: sfan5

Re: Minetest 0.4.10

by sfan5 » Mon Jul 07, 2014 17:42

fraang wrote:Removed finite liquid and weather (proller)

What does that exactly mean?

Previously Minetest contained an API to do weather based on parameters set by the map generator, this was incomplete and thus removed.
Mods: Mesecons | WorldEdit | Nuke
Minetest builds for Windows (32-bit & 64-bit)
 

User avatar
ak399g
Member
 
Posts: 160
Joined: Tue Jul 30, 2013 02:36
In-game: SAFR

Re: Minetest 0.4.10

by ak399g » Mon Jul 07, 2014 23:55

Prevented placing node when player would be inside new node (BlockMen)

I know this has been addressed in a separate topic, but now that 0.4.10 is out I thought I'd address the change made in the thread for it.
How does one revert to the previous functionality; i.e. do not prevent node placement? Is it part of lua or part of the core?
 

User avatar
PilzAdam
Member
 
Posts: 4026
Joined: Fri Jul 20, 2012 16:19
GitHub: PilzAdam
IRC: PilzAdam

Re: Minetest 0.4.10

by PilzAdam » Tue Jul 08, 2014 12:02

ak399g wrote:
Prevented placing node when player would be inside new node (BlockMen)

I know this has been addressed in a separate topic, but now that 0.4.10 is out I thought I'd address the change made in the thread for it.
How does one revert to the previous functionality; i.e. do not prevent node placement? Is it part of lua or part of the core?

Turn noclip on ('h' key by default, IIRC), then you can place nodes inside yourself again (requires the noclip priv on the server).
 

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

Re: Minetest 0.4.10

by TenPlus1 » Tue Jul 08, 2014 14:36

After playing with 0.4.10 for a few days it's pretty nice, although the cobble texture is really flat and weird looking... Any chance of bringing back the old texture ?!?!
 

User avatar
Gael de Sailly
Member
 
Posts: 475
Joined: Sun Jan 26, 2014 17:01
GitHub: Gael-de-Sailly
IRC: Gael-de-Sailly
In-game: Gael-de-Sailly

Re: Minetest 0.4.10

by Gael de Sailly » Tue Jul 08, 2014 15:00

I'm on Ubuntu 12.04 and I've updated Minetest today.
What does exactely mean "Enabled Jungle" ? Is it normal that I can't see any jungle in my world, and the map_meta.txt contains it ?
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 = nojungles, biomeblend, mudflow
And what is the on-the-fly map generation ? When reading it, I was expecting a new line in the combo box of Mapgen, when creating a world. This is not the case.
This new version looks awesome, but I would like to take advantage of all the features.
 

User avatar
sfan5
Member
 
Posts: 3636
Joined: Wed Aug 24, 2011 09:44
GitHub: sfan5
IRC: sfan5

Re: Minetest 0.4.10

by sfan5 » Tue Jul 08, 2014 15:03

Gael de Sailly wrote:I'm on Ubuntu 12.04 and I've updated Minetest today.
What does exactely mean "Enabled Jungle" ? Is it normal that I can't see any jungle in my world ?

Jungles were added for new worlds only to make sure no older worlds are affected by jungles.
Mods: Mesecons | WorldEdit | Nuke
Minetest builds for Windows (32-bit & 64-bit)
 

User avatar
Gael de Sailly
Member
 
Posts: 475
Joined: Sun Jan 26, 2014 17:01
GitHub: Gael-de-Sailly
IRC: Gael-de-Sailly
In-game: Gael-de-Sailly

Re: Minetest 0.4.10

by Gael de Sailly » Tue Jul 08, 2014 15:13

But i've tested it on a new world !
 

User avatar
LionsDen
Member
 
Posts: 525
Joined: Thu Jun 06, 2013 03:19

Re: Minetest 0.4.10

by LionsDen » Tue Jul 08, 2014 16:49

ak399g wrote:
Prevented placing node when player would be inside new node (BlockMen)

I know this has been addressed in a separate topic, but now that 0.4.10 is out I thought I'd address the change made in the thread for it.
How does one revert to the previous functionality; i.e. do not prevent node placement? Is it part of lua or part of the core?


This seems to make placing nodes under you when you jump easier for me. Just add the following line to your minetest.conf file.

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
movement_speed_jump = 7.0


It seemed to make a difference with me. If it still doesn't seem to be enough, try a higher number like 7.5 or even 8.0.
 

User avatar
Calinou
Member
 
Posts: 3124
Joined: Mon Aug 01, 2011 14:26
GitHub: Calinou
IRC: Calinou
In-game: Calinou

Re: Minetest 0.4.10

by Calinou » Tue Jul 08, 2014 17:01

TenPlus1 wrote:After playing with 0.4.10 for a few days it's pretty nice, although the cobble texture is really flat and weird looking... Any chance of bringing back the old texture ?!?!


Carbone Textures happens to have the old cobble texture; if you want to use only the cobble texture, delete all the textures except default_cobble.png and default_mossycobble.png in the pack.
 

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

Re: Minetest 0.4.10

by TenPlus1 » Tue Jul 08, 2014 17:18

This is the default_cobble.png texture within minetest 0.4.10 itself, it is now the base image...
 

User avatar
stormchaser3000
Member
 
Posts: 407
Joined: Sun Oct 06, 2013 21:02

Re: Minetest 0.4.10

by stormchaser3000 » Tue Jul 08, 2014 18:41

it would be nice if all the ores textuers could be reverted to the old ones as well as gold steel diamond and meseblocks dirt and grass textures.
 

User avatar
DeepGaze
Member
 
Posts: 332
Joined: Fri May 10, 2013 00:49
GitHub: DeepGaze
IRC: DeepGaze
In-game: DeepGaze

Re: Minetest 0.4.10

by DeepGaze » Tue Jul 08, 2014 20:38

Is there a way to get this to work in fedora(20)?
there's no place like 127.0.0.1
The deep life Minetest text page
minetest cards
 

User avatar
philipbenr
Member
 
Posts: 1665
Joined: Fri Jun 14, 2013 01:56
GitHub: philipbenr
IRC: philipbenr
In-game: WisdomFire or philipbenr

Re: Minetest 0.4.10

by philipbenr » Tue Jul 08, 2014 21:37

I personally enjoy these textures. The cobble is a bit weird, but other than that, I really enjoy them. Also, they funny thing is that that is my brick texture that I made. I also like these new ones.

Another thing is this: I think that in MT 0.5, we should have included texturepacks, just like we are games (which may/may not come to a reality.)... Ex: Old 0.3._ and back, 0.4.1 through 0.4.9 and these, and some of the other best ones.
 

Josh
Member
 
Posts: 1146
Joined: Fri Jun 29, 2012 23:11

Re: Minetest 0.4.10

by Josh » Wed Jul 09, 2014 03:06

Nice work! Can't wait to check out the new 3rd person view.
In 0.4.11, Some mobs should be added to the game.
 

User avatar
sfan5
Member
 
Posts: 3636
Joined: Wed Aug 24, 2011 09:44
GitHub: sfan5
IRC: sfan5

Re: Minetest 0.4.10

by sfan5 » Wed Jul 09, 2014 07:32

stormchaser3000 wrote:it would be nice if all the ores textuers could be reverted to the old ones as well as gold, steel, diamond and meseblocks, dirt and grass textures.

So you want to revert all of BlockMen's texture work?
Mods: Mesecons | WorldEdit | Nuke
Minetest builds for Windows (32-bit & 64-bit)
 

User avatar
Calinou
Member
 
Posts: 3124
Joined: Mon Aug 01, 2011 14:26
GitHub: Calinou
IRC: Calinou
In-game: Calinou

Re: Minetest 0.4.10

by Calinou » Wed Jul 09, 2014 10:44

philipbenr wrote:I personally enjoy these textures. The cobble is a bit weird, but other than that, I really enjoy them. Also, they funny thing is that that is my brick texture that I made. I also like these new ones.

Another thing is this: I think that in MT 0.5, we should have included texturepacks, just like we are games (which may/may not come to a reality.)... Ex: Old 0.3._ and back, 0.4.1 through 0.4.9 and these, and some of the other best ones.


Maybe these packs could be included for reference:

viewtopic.php?f=4&t=4120
viewtopic.php?f=4&t=9698
viewtopic.php?f=4&t=9697
viewtopic.php?f=4&t=9428
 

Brockenflabel
Member
 
Posts: 20
Joined: Mon Jun 23, 2014 21:30

Re: Minetest 0.4.10

by Brockenflabel » Wed Jul 09, 2014 13:58

Yoohoo! Wow what a difference!

Thanks. 4.10 I ran for about three hours so far with Adventuretest....
No bad allocation exception errors at all, and it runs a lot faster and smoother
than 4.9 ! This is great ! Thanks guys. (Win xp 32 bit)

Anybody who has any problem with 4.9 lag should try this.
 

User avatar
HolyPhoenix
Member
 
Posts: 27
Joined: Sun Mar 31, 2013 18:20

Re: Minetest 0.4.10

by HolyPhoenix » Wed Jul 09, 2014 14:21

I like the new textures.
 

User avatar
Calinou
Member
 
Posts: 3124
Joined: Mon Aug 01, 2011 14:26
GitHub: Calinou
IRC: Calinou
In-game: Calinou

Re: Minetest 0.4.10

by Calinou » Wed Jul 09, 2014 16:05

DeepGaze wrote:Is there a way to get this to work in fedora(20)?


Compile the Git repository yourself. You will have to install dependencies for Fedora using the yum command instead of apt-get.

Brockenflabel wrote:Yoohoo! Wow what a difference!

Thanks. 4.10 I ran for about three hours so far with Adventuretest....
No bad allocation exception errors at all, and it runs a lot faster and smoother
than 4.9 ! This is great ! Thanks guys. (Win xp 32 bit)

Anybody who has any problem with 4.9 lag should try this.


It's 0.4.10, not 4.10. Same thing goes for 0.4.9.
 

User avatar
philipbenr
Member
 
Posts: 1665
Joined: Fri Jun 14, 2013 01:56
GitHub: philipbenr
IRC: philipbenr
In-game: WisdomFire or philipbenr

Re: Minetest 0.4.10

by philipbenr » Wed Jul 09, 2014 18:14

@Calinou: Yes, that is exactly what I meant.
 

User avatar
stormchaser3000
Member
 
Posts: 407
Joined: Sun Oct 06, 2013 21:02

Re: Minetest 0.4.10

by stormchaser3000 » Thu Jul 10, 2014 06:04

sfan5 wrote:
stormchaser3000 wrote:it would be nice if all the ores textuers could be reverted to the old ones as well as gold, steel, diamond and meseblocks, dirt and grass textures.

So you want to revert all of BlockMen's texture work?


pretty much and i would like to have the desert cobble textures changed to the menche's mod used
 

User avatar
TheLionGirl
Member
 
Posts: 10
Joined: Sun Jun 22, 2014 10:20
In-game: TheLionGirl

Re: Minetest 0.4.10

by TheLionGirl » Thu Jul 10, 2014 08:02

My minetest 0.4.10 (I have download it) needs of OpenAL32.dll . What is that? I think the resolucion of the game is not 64 bits but 32 bits. I am right?
I know, I am a girl... What I am gonna to do about that??

!!!- Sorry my bad english, is because I'm portuguese -!!!
 

User avatar
sfan5
Member
 
Posts: 3636
Joined: Wed Aug 24, 2011 09:44
GitHub: sfan5
IRC: sfan5

Re: Minetest 0.4.10

by sfan5 » Thu Jul 10, 2014 08:32

TheLionGirl wrote:My minetest 0.4.10 (I have download it) needs of OpenAL32.dll . What is that? I think the resolucion of the game is not 64 bits but 32 bits. I am right?

Try downloading the MinGW build.
This one: https://github.com/minetest/minetest/re ... -mingw.zip
Mods: Mesecons | WorldEdit | Nuke
Minetest builds for Windows (32-bit & 64-bit)
 

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

Re: Minetest 0.4.10

by Krock » Thu Jul 10, 2014 09:00

TheLionGirl wrote:My minetest 0.4.10 (I have download it) needs of OpenAL32.dll . What is that? I think the resolucion of the game is not 64 bits but 32 bits. I am right?

OpenAL is needed for sound support and is only avaliable in that Version. It will work on both systems and is usually contain in the "bin" folder.
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>
 

asdfref
Member
 
Posts: 33
Joined: Fri Jun 27, 2014 15:41
GitHub: lovehart
In-game: TheDoctor

Re: Minetest 0.4.10

by asdfref » Thu Jul 10, 2014 15:37

can you make a version for Ubuntu?
 

Next

Return to Minetest News

Who is online

Users browsing this forum: No registered users and 6 guests

cron