Next - development branch with lot of unmerged pulls

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rubenwardy
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by rubenwardy » Tue Nov 26, 2013 08:59

proller wrote:most important changes:
- 99% lag-free. optimized server, can handle 50-100-... players, no problems with laggy mods, even on slow hardware (ARM)
- much faster on client (vbo, can eat memory), increased view,send range
- nicer looks (#799)
- better dynamic weather and liquids
- less bugs
- weather defined water or ice on map generation. (freezed oceans if low temperature)
and dirt_with_snow instead of dirt_with_grass when too cold.
- weather defined tree and flowers growing
- cave trees in huge caves (indev mapgen)
- optimized falling (much less mid-air stuck, limited max falling speed)
- fixed and optimized headless client (you can run 30-50 bots on one PC)
- hell (very hot at -30500), anything melting and burning


If this is true, why is this not merged in main?

99% lag-free: If this is not true, can I get my money back?
 

proller
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by proller » Tue Nov 26, 2013 09:44

because nobody is interested in this?

yes, 40 days money back guarantee.
 

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hoodedice
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by hoodedice » Tue Nov 26, 2013 12:51

CRASH!

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
In trans_func.
Access violation at 00532B3A write?=0 address=448532292
In trans_func.
Access violation at 00532B3A write?=0 address=448532292
18:20:19: ERROR[ServerThread]: ERROR: An unhandled exception occurred: Access violation

In thread 17c4:
..\..\src\minetest\src\server.cpp:142: ServerThread::Thread: Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD 280:
#0  main
(Leftover data: #1  Client::step)
(Leftover data: #2  ClientEnvironment::step)
(Leftover data: #3  Client::Receive)
(Leftover data: #4  Client::ProcessData)
(Leftover data: #5  MeshUpdateQueue::addBlock)
DEBUG STACK FOR THREAD f50:
#0  MeshUpdateThread::Thread
DEBUG STACK FOR THREAD 17c4:
#0  ServerThread::Thread
(Leftover data: #1  Server::AsyncRunStep)
(Leftover data: #2  Map::transformLiquidsFinite)
(Leftover data: #3  RemoteClient::GetNextBlocks)
(Leftover data: #4  ItemStack::serialize)
(Leftover data: #5  ServerMap::loadSectorMeta)
DEBUG STACK FOR THREAD 17f8:
#0  EmergeThread::Thread
(Leftover data: #1  ServerMap::loadBlock)
(Leftover data: #2  ServerMap::createSector: p2d=(1,-2))


Enjoy.

rubenwardy wrote:
proller wrote:most important changes:
- 99% lag-free. optimized server, can handle 50-100-... players, no problems with laggy mods, even on slow hardware (ARM)
- much faster on client (vbo, can eat memory), increased view,send range
- nicer looks (#799)
- better dynamic weather and liquids
- less bugs
- weather defined water or ice on map generation. (freezed oceans if low temperature)
and dirt_with_snow instead of dirt_with_grass when too cold.
- weather defined tree and flowers growing
- cave trees in huge caves (indev mapgen)
- optimized falling (much less mid-air stuck, limited max falling speed)
- fixed and optimized headless client (you can run 30-50 bots on one PC)
- hell (very hot at -30500), anything melting and burning


If this is true, why is this not merged in main?

99% lag-free: If this is not true, can I get my money back?


I need my money back. This is even slower than RBA's shaders build
Last edited by hoodedice on Tue Nov 26, 2013 12:55, edited 1 time in total.
7:42 PM - Bauglio: I think if you go to staples you could steal firmware from a fax machine that would run better than win10 does on any platform
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
 

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Inocudom
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by Inocudom » Tue Nov 26, 2013 17:07

This branch seems to run fine on my computer. Why is that not so on yours, hoodedice? What are the specs of your computer?
 

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hoodedice
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by hoodedice » Tue Nov 26, 2013 17:16

Inocudom wrote:This branch seems to run fine on my computer. Why is that not so on yours, hoodedice? What are the specs of your computer?


C2D @2.93 GHz
4 GB RAM
Intel GMA

Next build >10 fps

RBA ~= 20 fps+
7:42 PM - Bauglio: I think if you go to staples you could steal firmware from a fax machine that would run better than win10 does on any platform
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
 

proller
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by proller » Tue Nov 26, 2013 17:25

and what v_range value (in f5) in this builds ?
and in clean release 0.4.8
 

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Topywo
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by Topywo » Tue Nov 26, 2013 18:06

I got this error message:

18:45:06: ERROR[main]: loadSchematicFile: invalid schematic file
18:45:06: ERROR[main]: register_decoration: failed to load schematic file 'treewprob.mts'

Minetest-Next seems to run fine (singleplayer). Rendering of the screen is the same as 0.4.8. Fps a little bit lower 18/19 (0.4.8) versus 14/15 (next), but next is running with the weather mod (rain, snow, ice). Finally I saw a 'working' moonflower (nice!).

Weather temperature and humidity work, although I noticed at least once a big (20 c) difference in a small area.


Edit: textual. + both running with jungles and dungeons.
Last edited by Topywo on Tue Nov 26, 2013 18:07, edited 1 time in total.
 

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BrandonReese
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by BrandonReese » Tue Nov 26, 2013 19:54

I am going to test your outlandish claims, and hope you are right. In single player I was still getting 50-60fps with weather and everything on, so we'll see how that translates to a dedicated server. Compiling and setting up a server using the latest back up of my Landrush Server.

landrush.bremaweb.com port 39000
 

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Inocudom
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by Inocudom » Tue Nov 26, 2013 20:02

People are finally starting to test this branch. I hope things turn out well, for this branch has a number of features that could greatly enhance Minetest in the future.
Last edited by Inocudom on Tue Nov 26, 2013 20:02, edited 1 time in total.
 

proller
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by proller » Thu Nov 28, 2013 18:17

Development of all features continued here - http://freeminer.org/ , https://github.com/freeminer/freeminer
 

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