64 bit

brainiacbob
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64 bit

by brainiacbob » Sat Apr 27, 2013 14:14

does any one know of a 64 bit minetest build for windows 7 ????
thanks in advance.
 

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by CryAngel » Sat Apr 27, 2013 14:33

 

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by PilzAdam » Sat Apr 27, 2013 14:59

64 bit is rather useless for Minetest, it isnt a performance increase and only takes more RAM.
 

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by CryAngel » Sat Apr 27, 2013 15:11

btw i think x32 application on x64 system force system to switch context.
 

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by brainiacbob » Sat Apr 27, 2013 20:49

PilzAdam wrote:64 bit is rather useless for Minetest, it isnt a performance increase and only takes more RAM.


that may be true but 32 bit wont work for my system (dont know why). i tried a 64 bit version but it is junk and i dont know how to improve it. maybe you could develop a 64 bit version pilzadam
 

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by PilzAdam » Sat Apr 27, 2013 21:18

brainiacbob wrote:
PilzAdam wrote:64 bit is rather useless for Minetest, it isnt a performance increase and only takes more RAM.


that may be true but 32 bit wont work for my system (dont know why). i tried a 64 bit version but it is junk and i dont know how to improve it. maybe you could develop a 64 bit version pilzadam

Why doesnt the 32 bit version work for you? I don think the 64 bit version will work then.
And you dont "develop" a 64 bit version, you just use a 64 bit compiler (and use all the libaries in 64 bit). I wont do this for my win builds, because I simply dont want to set up the whole build environment for 64 bit too. And it also has no benefit.
 

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by CryAngel » Sat Apr 27, 2013 22:58

well, on pure x64 linux x32 binary dont work indeed. but x64 windows never pure, is always contains also x32 libs. i most sure, if some x32 app dont work on windows - then just some x32 lib missed. is can be one of lib, on which minetest depend (i.e. irrlicht, gettext etc.) or some system lib missed or damaged. x64 system still can work good in case if some x32 lib damaged.
 

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by brainiacbob » Sat Apr 27, 2013 23:26

so what compiler would i use. how about MinGw???
 

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by jordan4ibanez » Sun Apr 28, 2013 00:13

PilzAdam wrote:64 bit is rather useless for Minetest, it isnt a performance increase and only takes more RAM.

No. For me; 32bit = 20-25fps[normal] 26-32fps[max], 64bit = 55-60fps[normal/max].
If you can think it, you can make it.
 

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by CryAngel » Sun Apr 28, 2013 00:42

brainiacbob wrote:so what compiler would i use

on windows im sure about MSVS but think MinGW will also work. so, you choose.
 

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by VanessaE » Sun Apr 28, 2013 01:06

For me, when I first upgraded from 32 -> 64 bit in my OS (on the same hardware, yet), it gave Minetest a nice boost in starting speed, to the tune of 30 or 40% faster.
You might like some of my stuff:
Plantlife ~ More Trees ~ Home Decor ~ Pipeworks ~ HDX Textures (16-512px)
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by CryAngel » Sun Apr 28, 2013 01:31

also i most sure some better performance can be achieved even in case game or app don't bother about x64 - just because compiler can use some optimisations specific for x64 (new registers etc.)
 

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by sfan5 » Sun Apr 28, 2013 06:26

If anyone could give me all the libraries(for x86_64), I'd build a 64bit version.
Mods: Mesecons | WorldEdit | Nuke
Minetest builds for Windows (32-bit & 64-bit)
 

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by Fess » Mon Apr 29, 2013 00:43

I've posted updated builds of minetest x64 for windows in topic http://forum.minetest.net/viewtopic.php?pid=87122#p87122 , but maybe its good idea to start new topic in which i will post updated build of minetest x64, or just rename this topic and place it to section where people can easily found it.
 

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by brainiacbob » Thu May 02, 2013 19:06

Fess wrote:I've posted updated builds of minetest x64 for windows in topic http://forum.minetest.net/viewtopic.php?pid=87122#p87122 , but maybe its good idea to start new topic in which i will post updated build of minetest x64, or just rename this topic and place it to section where people can easily found it.

yeah but in your build the textures are messed up in the inventory. wood looks like water, water looks like wood, and so on. they dont look like that when they are placed but in my inventory they are wierd. is there anyone willing to try and fix this problem
Last edited by brainiacbob on Thu May 02, 2013 19:22, edited 1 time in total.
 

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by Inocudom » Sat May 04, 2013 21:46

Could you make a new build soon, Fess? The favorite server list was finally fixed.
 

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by Fess » Sat May 04, 2013 22:57

brainiacbob wrote:yeah but in your build the textures are messed up in the inventory. wood looks like water, water looks like wood, and so on. they dont look like that when they are placed but in my inventory they are wierd. is there anyone willing to try and fix this problem

Hmm, i don't have this problem. Are you using default textures? And which render are you using? With all default settings problem also appears?

Also, there is updated Windows 7 x64 build of minetest (latest commit 098692ef26), firstly try it maybe problem is solved:
http://yadi.sk/d/ey2pTy3x4ZIwV
 

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by Fess » Wed May 08, 2013 17:42

Updated: Minetest x64 with latest commit 7b41f54411
http://yadi.sk/d/Tyd1JvLa4fFIW
 

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by Inocudom » Thu May 09, 2013 15:34

A few very useful updates were made to Minetest recently. The itemdef memory leak was fixed, a video mode option was added in-game, world selection was fixed, a main menu segfault was fixed, and clouds and a progress bar were added to the loading screen.

Do you play on any servers? If not, you might like WazuClan's server or VanessaE's server.
 

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by Fess » Fri May 10, 2013 15:36

Updated: Minetest x64 latest commit 81c863ac4d
http://yadi.sk/d/Uq37veji4hku6

Yea, sometimes i run server for me and my friends :)
 

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by rubenwardy » Fri May 10, 2013 15:40

CryAngel wrote:btw i think x32 application on x64 system force system to switch context.


I have Window 7 64 bit, and normal Minetest works fine for me.
 

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by 100best » Fri May 10, 2013 17:41

Fess wrote:Updated: Minetest x64 latest commit 81c863ac4d
http://yadi.sk/d/Uq37veji4hku6

Yea, sometimes i run server for me and my friends :)

it give me this error?

the apparition was unable to start correctly (0xc00007b)

i have c++ Redistributable 2010 and 2012
Last edited by 100best on Fri May 10, 2013 21:19, edited 1 time in total.
 

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by Inocudom » Fri May 10, 2013 20:09

Thank you for that build, Fess. That new progress bar for the loading screen makes life less stressful, not to mention that you are the only person making dev builds for Windows that use Direct X. Sadly, the inventory icons bug is caused by Direct X, but at least my computer is quieter when I use it. I fear that this will be eternally denied, but it would be nice if someone had the skills to make Direct X work better with Minetest. I am not the only person using Windows around here, after all.
 

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by Fess » Sun May 12, 2013 18:20

100best wrote:it give me this error?

the apparition was unable to start correctly (0xc00007b)

i have c++ Redistributable 2010 and 2012

It is mean that you have 32-bit release of OpenAL32, not 64-bit.
I've replaced library OpenAL32.dll which placed in minetest/bin folder, now its 64-bit. If you still have this problem just install 64-bit OpenAL.
To Inocudom:
I've tested video_driver = direct3d9 option, yes game starts much faster and have more performance. But i have also that bug with textures, all them become red-colored, screenshot here:
Image
This problem fixed by disabling shaders (enable_shaders = 0), and seems i have repeated your bug with disapperaing of icons - it caused when i have minimized and maximized minetest windows. On official 32-bit build this problem also take place, so it is not the problem of 64-bit release. I will try to do smth with this problem.

Also, there is updated minetest build with latest commit 2c09e8a84c:
http://yadi.sk/d/18aSyJuL4lYIB
Last edited by Fess on Sun May 12, 2013 18:37, edited 1 time in total.
 

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by 100best » Mon May 13, 2013 17:06

Fess wrote::
I've tested video_driver = direct3d9 option, yes game starts much faster and have more performance. But i have also that

DX 9 is old, it does that with GL 1.X too.
Settings -> Shaders
Last edited by 100best on Mon May 13, 2013 17:15, edited 1 time in total.
 

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by Inocudom » Sun May 19, 2013 16:46

Could you make a new build soon, Fess? A few important changes were made to the development version of Minetest lately. One significant one is an improved mod installation structure.
 

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by Fess » Sun May 19, 2013 19:59

Updated minetest x64 build (latest commit bc66f46323):
http://yadi.sk/d/PNci7Iz34zPX7
 

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by Inocudom » Sun May 19, 2013 22:32

With the new build you made, I was able to test the new mod installation system. I can say that it is easier to work with than the previous one, but people must remember that mods must be activated in the configuration area of the main menu before they will appear in-game.
Last edited by Inocudom on Sun May 19, 2013 22:33, edited 1 time in total.
 

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by Fess » Mon May 20, 2013 21:05

Yeah, but some problems with mods which uses deflaut mods from common part are appears, so we need wait until they updates too.
 

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by Inocudom » Tue May 21, 2013 19:12

PilzAdam's farming mod was added to the default game of Minetest and plantlife was updated. It looks like 0.4.7 will be out soon.
 

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