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Fess
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by Fess » Tue May 21, 2013 21:23

Updated x64 build with latest commit 7f6e9e9540 here:
http://yadi.sk/d/VmIMhXsj52ybl
 

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by Inocudom » Wed May 22, 2013 17:49

Concerning the disappearance of inventory icons, 12Me21 is working on a solution to that problem. The link to his topic for it is below.
http://forum.minetest.net/viewtopic.php?id=5996
If you are planning to assist in the fixing of the bug, he could be of great help to you.
 

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by sfan5 » Wed May 22, 2013 17:55

The world turns red when using DirectX and enabling Shaders, because the shaders handle the colors
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by Inocudom » Mon May 27, 2013 01:10

Minetest doesn't have proper shader support for Direct X yet (I don't know if it ever will.)

If anyone is curious at to what HLSL is, a couple of links below can tell you about it.
http://en.wikipedia.org/wiki/High-level_shader_language-Wikipedia's Page
http://msdn.microsoft.com/en-us/library/windows/desktop/bb509561(v=vs.85).aspx-Microsoft's Page

A few more enhancements were made to Minetest recently (steel blocks, copper blocks, bronze blocks, gold blocks, and papyrus got better textures in one enhancement.)
Last edited by sfan5 on Mon May 27, 2013 05:36, edited 1 time in total.
 

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by sfan5 » Mon May 27, 2013 05:38

Inocudom wrote:Minetest doesn't have proper shader support for Direct X yet (I don't know if it ever will.)

Minetest doesn't even Support OpenGL or Sounds.
However Irrlicht supports OpenGL and OpenAL supports Sounds.
Back to topic:
Irrlicht supports HLSL Shaders for DirectX 8 & 9, but Minetest doesn't use them since nobody wrote a shader in HLSL
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by Inocudom » Mon May 27, 2013 22:40

Could you make a new build soon, Fess? According to a screenshot that I saw, papyrus was changed recently. Fixes and new textures were given to Minetest recently too.
 

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by PilzAdam » Mon May 27, 2013 22:43

Inocudom wrote:According to a screenshot that I saw, papyrus was changed recently.

Nope, it wasnt changed.
 

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by Fess » Tue May 28, 2013 18:43

There is some problem with linking after latest update where script api structure was changed, trying to solve it now.
 

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by Inocudom » Sat Jun 01, 2013 02:12

Fess wrote:There is some problem with linking after latest update where script api structure was changed, trying to solve it now.


New and useful commits were made to Minetest recently. Below is a link to a post in a topic where a link to the Minetest change log can be found.
http://forum.minetest.net/viewtopic.php?pid=87169#p87169

Inocudom wrote:
Fess wrote:Still same problem with linking of 4 external functions:
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
2>content_sao.obj : error LNK2001: unresolved external symbol ""public: void __cdecl ScriptApiEntity::luaentity_Punch(unsigned short,class ServerActiveObject *,float,struct ToolCapabilities const *,class irr::core::vector3d<float>)" (?luaentity_Punch@ScriptApiEntity@@QEAAXGPEAVServerActiveObject@@MPEBUToolCapabilities@@V?$vector3d@M@core@irr@@@Z)"
2>s_entity.obj : error LNK2001: unresolved external symbol ""void __cdecl push_tool_capabilities(struct lua_State *,class ToolCapabilities const &)" (?push_tool_capabilities@@YAXPEAUlua_State@@AEBVToolCapabilities@@@Z)"
2>l_craft.obj : error LNK2001: unresolved external symbol ""class std::vector<struct ItemStack,class std::allocator<struct ItemStack> > __cdecl read_items(struct lua_State *,int,class Server *)" (?read_items@@YA?AV?$vector@UItemStack@@V?$allocator@UItemStack@@@std@@@std@@PEAUlua_State@@HPEAVServer@@@Z)"
2>l_craft.obj : error LNK2001: unresolved external symbol ""void __cdecl push_items(struct lua_State *,class std::vector<struct ItemStack,class std::allocator<struct ItemStack> > const &)" (?push_items@@YAXPEAUlua_State@@AEBV?$vector@UItemStack@@V?$allocator@UItemStack@@@std@@@std@@@Z)"

2>...\minetest\bin\Release\minetest.exe : fatal error LNK1120: 4 unresolved external elements.


I've checked definition of that functions and depends, etc but cant find where some its failed for VS compiler, maybe someone can help?


Have you tried asking xyz, braniacbob, CryAngel, and Midnightwraith? They might have some ideas of what to do.

Does anybody else know how to compile 64-bit builds for Windows well enough to help out with this problem? I have mentioned this issue on a few servers, but I didn't get any helpful responses.

You might want to state what version of the VS compiler you are using, Fess.
Last edited by Inocudom on Sun Jun 02, 2013 22:03, edited 1 time in total.
 

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by Inocudom » Thu Jun 06, 2013 21:07

According to the commits log of the current version of Minetest on Github, you might be more successful at making new builds now. Look at the commit involving MSVC.
https://github.com/minetest/minetest/commits/master
 

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by Fess » Fri Jun 07, 2013 16:09

Yea, now problem is fixed. Here is new build of Minetest x64 v0.4.7 - latest commit 773471750d:
http://yadi.sk/d/8D5kPldB5afyK
Last edited by Fess on Fri Jun 07, 2013 16:09, edited 1 time in total.
 

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by Inocudom » Fri Jun 07, 2013 16:39

Fess wrote:Yea, now problem is fixed. Here is new build of Minetest x64 v0.4.7 - latest commit 773471750d:
http://yadi.sk/d/8D5kPldB5afyK


Thank you for your efforts, Fess. The situation seemed hopeless, but you were successful.

To those that think that 64-bit builds are worthless, you absolutely must have one if you want to be able to run the highest resolution of VanessaE's texture pack, for that resolution requires a whopping 7GB of RAM.

It looks like your zip upload got corrupted somehow, because AVG Free thinks there is a virus in it. Does your antivirus program think so too?
Last edited by Inocudom on Fri Jun 07, 2013 16:52, edited 1 time in total.
 

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by Jordach » Fri Jun 07, 2013 17:12

Inocudom wrote:
Fess wrote:Yea, now problem is fixed. Here is new build of Minetest x64 v0.4.7 - latest commit 773471750d:
http://yadi.sk/d/8D5kPldB5afyK


Thank you for your efforts, Fess. The situation seemed hopeless, but you were successful.

To those that think that 64-bit builds are worthless, you absolutely must have one if you want to be able to run the highest resolution of VanessaE's texture pack, for that resolution requires a whopping 7GB of RAM.

It looks like your zip upload got corrupted somehow, because AVG Free thinks there is a virus in it. Does your antivirus program think so too?
AVG likes to detect unsigned .exe's as a virus most of the times, its usually a false positive.

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

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by Fess » Fri Jun 07, 2013 18:08

Inocudom wrote:To those that think that 64-bit builds are worthless, you absolutely must have one if you want to be able to run the highest resolution of VanessaE's texture pack, for that resolution requires a whopping 7GB of RAM.

Yea, i've also started compiling minetest 64-bit to use high res texture packs:)

Inocudom wrote:It looks like your zip upload got corrupted somehow, because AVG Free thinks there is a virus in it. Does your antivirus program think so too?

Hmm, no my antivirus doesn't detect that, i've also checked build on virustotal:
https://www.virustotal.com/en/file/e84c34c834f73d8f4ab8d0074d3bacc8f6c330ebc80d7570ab0c1f158d55573a/analysis/1370628230/
so 2 possible reasons - this is false detect, or on your pc some virus that infects files, just make system check to be sure.
Last edited by Fess on Fri Jun 07, 2013 18:16, edited 1 time in total.
 

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by Inocudom » Sat Jun 15, 2013 03:16

A few commits were made to the current development version of Minetest recently. One of them involves, for the first time ever, the player having damage and fall damage sounds.

Concerning the antivirus issue, it turns out that my antivirus program was overreacting.
Last edited by Inocudom on Sat Jun 15, 2013 03:17, edited 1 time in total.
 

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by Fess » Sat Jun 15, 2013 15:36

Latest dev build of minetest x64 v0.4.7, commit 93dfc3ec70:
http://yadi.sk/d/T9oxcruR5qNOc
 

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by Fess » Mon Jun 17, 2013 20:44

Latest dev build of minetest x64 v0.4.7, commit 0a8519a26f:
http://yadi.sk/d/bVz-LeTy5vYFU
 

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by Inocudom » Mon Jun 17, 2013 22:13

Commit 0a8519a26f is the one that adds a simple decoration system to Minetest. When a new map is created, is that feature on automatically, or does it have to be turned on?

Thank you for the new build. If only I could get oOChainLynxOo to give your builds another chance. His computer is 64-bit.
 

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by Inocudom » Sat Jun 22, 2013 17:33

Fess wrote:
Inocudom wrote:To those that think that 64-bit builds are worthless, you absolutely must have one if you want to be able to run the highest resolution of VanessaE's texture pack, for that resolution requires a whopping 7GB of RAM.

Yea, i've also started compiling minetest 64-bit to use high res texture packs:)


People may still think that 64-bit builds are worthless, but remember the reply above those that read this.

The latest development version of Minetest got some nice tweaks and goodies recently that might interest you, Fess. The post linked to below gives you an idea of what they are.
http://forum.minetest.net/viewtopic.php?pid=96101#p96101
 

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by Fess » Sun Jun 23, 2013 13:45

Latest dev build of minetest x64 v0.4.7, commit f960c3be31:
http://yadi.sk/d/wyiQgWMw65l1I
Yea, this build has much performance tweaks, and bugfixes.
Last edited by Fess on Sun Jun 23, 2013 14:03, edited 1 time in total.
 

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by Inocudom » Mon Jun 24, 2013 03:10

Thank you for this build. It is working well.
 

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by Fess » Wed Jun 26, 2013 14:11

Latest dev build of minetest x64 v0.4.7, commit e47f6fdfe9:
http://yadi.sk/d/mTbIOcif6DLjT
 

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by Fess » Sun Jun 30, 2013 16:46

Latest dev build of minetest x64 v0.4.7, commit 067888d549:
http://yadi.sk/d/uuz5cP216LOwE
 

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by Inocudom » Sun Jun 30, 2013 22:44

I wish more Windows 64-Bit owners would give these builds a try (they need to in order to use HD texture packs.)

Once again, thank you. You are not only the only person that compiles 64-bit builds these days, but also the only person that compiles Direct X builds.

Concerning Direct X, if the shaders are on while using it, light from torches appears to be normal, but light from the sun and the moon is discolored. This suggests that shaders support for Direct X is not wholly impossible. Still, the "Direct3D device is lost" error needs to be fixed.
 

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by sfan5 » Mon Jul 01, 2013 05:37

Inocudom wrote:Concerning Direct X, if the shaders are on while using it, light from torches appears to be normal, but light from the sun and the moon is discolored.

Nobody has written the color shaders in HLSL(DirectX shader language), therefore you need to disable shaders.
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by Fess » Tue Jul 02, 2013 23:40

Latest dev build of minetest x64 v0.4.7, commit fe4ce03d52:
http://yadi.sk/d/zsSHNOiR6R41m
P.S. All of current opengl shaders are placed in \client\shaders\ ?
Last edited by Fess on Tue Jul 02, 2013 23:47, edited 1 time in total.
 

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by Inocudom » Wed Jul 03, 2013 01:17

Fess wrote:Latest dev build of minetest x64 v0.4.7, commit fe4ce03d52:
http://yadi.sk/d/zsSHNOiR6R41m
P.S. All of current opengl shaders are placed in \client\shaders\ ?


They do indeed appear to be in there. They might be in the folders test_shader_1, test_shader_2, test_shader_3.

I found a few articles that compare HLSL and GLSL shaders. Anyone that is interested should give them a read.
http://msdn.microsoft.com/en-us/library/windows/apps/dn166865.aspx
http://www.opengl.org/discussion_boards/showthread.php/163885-GLSL-and-HLSL-Differences
http://gamedev.stackexchange.com/questions/4234/what-are-the-pros-and-cons-of-hlsl-vs-glsl-vs-cg
 

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by Fess » Thu Jul 04, 2013 23:55

Latest dev build of minetest x64 v0.4.7, commit 92833a07d1:
http://yadi.sk/d/1Dpm75Ac6VbzE
P.S. in this version is some bug in server list implementation, sometimes its failes to login on servers with error Couldn't resolve address, maybe it's bug of my provider, but make backups before update, and please inform if you also have this error.
Last edited by Fess on Fri Jul 05, 2013 00:32, edited 1 time in total.
 

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by Inocudom » Fri Jul 05, 2013 01:53

In the field where the server's address is supposed to be, a description of the server is appearing there instead. This might be the cause of the error.
 

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by Fess » Fri Jul 05, 2013 02:19

Inocudom wrote:In the field where the server's address is supposed to be, a description of the server is appearing there instead. This might be the cause of the error.

Yea, also some servers long descriptions(with list of mods, etc) are scretched to the next line, like other server. And if you try to login on to this line this bag also appears, and starts looping until you clear settings, strange behaviour.
 

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