[Old] [Windows] PilzAdam’s builds with gettext and Freetype

4aiman
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by 4aiman » Mon Feb 11, 2013 09:45

PilzAdam wrote:See FAQ in the first post.

I did it BEFORE asking ;)
Anyway, copying from experimental fixed that.

PilzAdam wrote:The current compression rate is pretty good:

And this result into 20+ Mb total.
After strip the whole game will be under 20 Mb and a zip archive would be of 8.25 Mb.
More than half is gone for the cheers of those with poor connection/traffic limitation.
Anyway, I just suggested.

PilzAdam wrote:Give some useful information such as your distro, wich buildbot you are using, the error output etc.

Will provide everything when get home from work :)
Thanks in advance.
Last edited by 4aiman on Mon Feb 11, 2013 09:46, edited 1 time in total.
 

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PilzAdam
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by PilzAdam » Mon Feb 11, 2013 16:40

 

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cHyper
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by cHyper » Mon Feb 11, 2013 17:41



what is tree ... movement ????
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PilzAdam
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by PilzAdam » Mon Feb 11, 2013 17:43

cHyper wrote:


what is tree ... movement ????

This a WIP branch of Taoki. She has remade the whole player movement physics.
 

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by Traxie21 » Mon Feb 11, 2013 17:57

 

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PilzAdam
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by PilzAdam » Mon Feb 11, 2013 18:00


See FAQ in first post.
 

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by 4aiman » Mon Feb 11, 2013 18:50

Rather funny. I've downloaded MT once again and ran the bot. All went Ok! O_O
Feel stupid. Thanks for your concern, PilzAdam!
Last edited by 4aiman on Mon Feb 11, 2013 18:52, edited 1 time in total.
 

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jojoa1997
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by jojoa1997 » Tue Feb 12, 2013 16:48

could you update the movement branch
Coding;
1X coding
3X debugging
12X tweaking to be just right
 

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by PilzAdam » Tue Feb 12, 2013 18:26

jojoa1997 wrote:could you update the movement branch

Done.
 

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by PilzAdam » Wed Feb 13, 2013 16:35

New builds:
  • Taoki's movement branch (108b3bb-movement)
  • "Metology" fork of Minetest (metology-eb6f84c)
 

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Inocudom
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by Inocudom » Wed Feb 13, 2013 18:35

There is getting to be so many branches. Will they eventually be merged, or will they stay separate forever?

Will you make versions that use DirectX in the future in case xyz decides to quit the compiling business? My hard drive doesn't spin as rapidly when I use DirectX instead of OpenGL.
 

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by PilzAdam » Wed Feb 13, 2013 18:57

Inocudom wrote:There is getting to be so many branches. Will they eventually be merged, or will they stay separate forever?

Sure, they will be merged upstream if they are good enough for it (Taoki's movement branch will be merged within the next few days).
Inocudom wrote:Will you make versions that use DirectX in the future in case xyz decides to quit the compiling business? My hard drive doesn't spin as rapidly when I use DirectX instead of OpenGL.

Sure, if you tell me how.
 

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by Inocudom » Wed Feb 13, 2013 20:22

I myself don't, but xyz does. Does anybody else know how to give DirectX support to Minetest? All I know is that he uses MSVC Express 2010 to do it. I found a Wikipedia page about it below.
http://search.yahoo.com/r/_ylt=A0oG7qLZ9xtRbR0AnzBjmolQ;_ylu=X3oDMTBybjFrcjVnBHNlYwNzcgRwb3MDNARjb2xvA2FjMgR2dGlkAw--/SIG=123pv8pds/EXP=1360816217/**http%3a//en.wikipedia.org/wiki/Visual_C%252B%252B

It may provide a way to make 64-bit builds of Minetest. Those may run better on 64-bit computers.
Last edited by Inocudom on Wed Feb 13, 2013 20:39, edited 1 time in total.
 

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by 4aiman » Wed Feb 13, 2013 20:54

Inocudom, if you would succeed at building under VS then, please, make some king of tutorial.
 

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jojoa1997
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by jojoa1997 » Wed Feb 13, 2013 23:42

Someone told me about this branch and i want to try it. could you make a build please https://github.com/celeron55/minetest/tree/jungleanddungeons
Last edited by jojoa1997 on Wed Feb 13, 2013 23:43, edited 1 time in total.
Coding;
1X coding
3X debugging
12X tweaking to be just right
 

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by Inocudom » Thu Feb 14, 2013 05:22

4aiman wrote:Inocudom, if you would succeed at building under VS then, please, make some king of tutorial.


I don't make builds myself, but I found two places on the internet that should supply useful information.
http://search.yahoo.com/r/_ylt=A0oG7prlbRxRjh8APXRjmolQ;_ylu=X3oDMTBybnZlZnRlBHNlYwNzcgRwb3MDMQRjb2xvA2FjMgR2dGlkAw--/SIG=13ujnkbe2/EXP=1360846437/**http%3a//stackoverflow.com/questions/1865069/how-to-compile-a-64-bit-application-using-visual-c-2010-express
http://www.youtube.com/watch?feature=player_detailpage&v=2jdH85teO5Q
Best not to rush things when it comes to making such a build. It must be certain that the feat can be done without issues first.

With the merging of some of the branches of Minetest into the main one, future builds do look promising for the community. I am sure that many of us do look forward to the return of jungles and dungeons, as well as the new movement physics.
Last edited by Inocudom on Thu Feb 14, 2013 05:46, edited 1 time in total.
 

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by PilzAdam » Thu Feb 14, 2013 08:48

jojoa1997 wrote:Someone told me about this branch and i want to try it. could you make a build please https://github.com/celeron55/minetest/tree/jungleanddungeons

https://github.com/celeron55/minetest/commit/97260d09a8e658b6ded7d9100b0aa1040fcfe50f
You can pass flags to the mapgenerator in latest dev version. The flags are read from minetest.conf when creating a new world. Default is
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
mg_flags = trees, caves, v6_biome_blend

Add "dungeons" and "v6_forests" (forests are jungles, I guess) to get jungles and dungeons.
 

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by cHyper » Thu Feb 14, 2013 11:51

You can pass flags to the mapgenerator in latest dev version. The flags are read from minetest.conf when creating a new world. Default is
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
mg_flags = trees, caves, v6_biome_blend

Add "dungeons" and "v6_forests" (forests are jungles, I guess) to get jungles and dungeons.


which minetest version has jungles and dungeons??
which flags i need for the minetest.conf settings???


Can u make a build of it??

Please .....
Last edited by cHyper on Thu Feb 14, 2013 11:54, edited 1 time in total.
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by PilzAdam » Thu Feb 14, 2013 15:46

cHyper wrote:
You can pass flags to the mapgenerator in latest dev version. The flags are read from minetest.conf when creating a new world. Default is
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
mg_flags = trees, caves, v6_biome_blend

Add "dungeons" and "v6_forests" (forests are jungles, I guess) to get jungles and dungeons.


which minetest version has jungles and dungeons??
which flags i need for the minetest.conf settings???


Can u make a build of it??

Please .....

As you can read in the post by me you quoted:
PilzAdam wrote:
jojoa1997 wrote:Someone told me about this branch and i want to try it. could you make a build please https://github.com/celeron55/minetest/tree/jungleanddungeons

https://github.com/celeron55/minetest/commit/97260d09a8e658b6ded7d9100b0aa1040fcfe50f
You can pass flags to the mapgenerator in latest dev version. The flags are read from minetest.conf when creating a new world. Default is
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
mg_flags = trees, caves, v6_biome_blend

Add "dungeons" and "v6_forests" (forests are jungles, I guess) to get jungles and dungeons.
 

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by cHyper » Thu Feb 14, 2013 16:06

i add
dungeons = 1

and

v6_forests = 1

to the minetest.conf file
but never found dungeon or forest....

i used minetest version 0.4.4-d1-2c362ba-gettext...
is this version outdated???
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PilzAdam
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by PilzAdam » Thu Feb 14, 2013 16:07

cHyper wrote:i add
dungeons = 1

and

v6_forests = 1

to the minetest.conf file
but never found dungeon or forest....

i used minetest version 0.4.4-d1-2c362ba-gettext...
is this version outdated???

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
mg_flags = trees, caves, v6_biome_blend, dungeons, v6_forests
 

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by Inocudom » Thu Feb 14, 2013 17:25

If possible, it would be nice if you or another developer found a way to have the lighting of the background change while the player has fly and noclip activated just like it does when the player doesn't. Is there a way that you can make it so that areas that are not lit are pitch black?
 

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by PilzAdam » Mon Feb 18, 2013 16:16

New build: 214a8b4-ttf
Now with TrueTypeFont support.
Also: I accidentally builded debug builds before, wich causes the run_test() to fail. I fixed it now so that you dont have to run minetest with "--disable-unittests" anymore.
Last edited by PilzAdam on Mon Feb 18, 2013 16:21, edited 1 time in total.
 

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by Inocudom » Mon Feb 18, 2013 17:09

PilzAdam wrote:
cHyper wrote:i add
dungeons = 1

and

v6_forests = 1

to the minetest.conf file
but never found dungeon or forest....

i used minetest version 0.4.4-d1-2c362ba-gettext...
is this version outdated???

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
mg_flags = trees, caves, v6_biome_blend, dungeons, v6_forests


Even after putting the mg_flags setting into my config file, I still can't seem to find any jungles and dungeons. I am using xyz's latest build, which is compiled from the master branch of the git version of Minetest 0.4.4 (this build has the new font style in it.) Do they look the same as they did in 0.3.1, or are they different? Where should I look for them?
 

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by PilzAdam » Mon Feb 18, 2013 17:21

Inocudom wrote:
PilzAdam wrote:
cHyper wrote:i add
dungeons = 1

and

v6_forests = 1

to the minetest.conf file
but never found dungeon or forest....

i used minetest version 0.4.4-d1-2c362ba-gettext...
is this version outdated???

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
mg_flags = trees, caves, v6_biome_blend, dungeons, v6_forests


Even after putting the mg_flags setting into my config file, I still can't seem to find any jungles and dungeons. I am using xyz's latest build, which is compiled from the master branch of the git version of Minetest 0.4.4 (this build has the new font style in it.) Do they look the same as they did in 0.3.1, or are they different? Where should I look for them?

Seems like the flags have no use currently.
 

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by jojoa1997 » Mon Feb 18, 2013 17:24

it might work. try putting the stuff in map_meta
Coding;
1X coding
3X debugging
12X tweaking to be just right
 

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by PilzAdam » Mon Feb 18, 2013 17:28

jojoa1997 wrote:it might work. try putting the stuff in map_meta

No, there is currently no use of it in the code.
 

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by cHyper » Mon Feb 18, 2013 17:48

PilzAdam wrote:
jojoa1997 wrote:it might work. try putting the stuff in map_meta

No, there is currently no use of it in the code.


maybe there is the code for this biomes not finished yet????? !!!!
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by PilzAdam » Tue Feb 19, 2013 19:34

New build: fc61c88-ttf
 

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by Linxx » Thu Feb 21, 2013 04:00

for some reason either i don't get conected to serves or i only get 1 fps or it gets as high as 30 fps and then drops to 1 fps
ERROR[main]:TextureSource::buildMainAtlas<>:Atlas is full not adding more textures <---the error i keep getting
Last edited by Linxx on Thu Feb 21, 2013 04:07, edited 1 time in total.
 

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