Minetest 0.4.11

hmmmm
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Minetest 0.4.11

by hmmmm » Fri Dec 26, 2014 15:48

Merry Christmas, all.

Minetest 0.4.11 is out!

Changelog: http://dev.minetest.net/Changelog#0.4.1 ... .92_0.4.11
Source code: https://github.com/minetest/minetest/tree/0.4.11
Download
Windows:

Minetest 0.4.11 is currently lacking official Android and MSVC builds.
 

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Nascher
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Re: Minetest 0.4.11

by Nascher » Fri Dec 26, 2014 16:42

Awesome :-)
 

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Linuxdirk
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Re: Minetest 0.4.11

by Linuxdirk » Fri Dec 26, 2014 16:56

Thank you to all contributors!
 

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Re: Minetest 0.4.11

by Martin_Devil » Fri Dec 26, 2014 17:08

Nice! Thank for all!
 

lansney
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Re: Minetest 0.4.11

by lansney » Fri Dec 26, 2014 17:26

Really nice !!

I will rush to minetest.fr to write a new topic ! :)
MT > MC
 

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cHyper
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Re: Minetest 0.4.11

by cHyper » Fri Dec 26, 2014 17:44

mega awesome...
 

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ExeterDad
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Re: Minetest 0.4.11

by ExeterDad » Fri Dec 26, 2014 17:51

Yeay! Thanks devs!
٩(̾●̮̮̃̾•̃̾)۶

Kibbie and I have a beautiful public server now! HOMETOWN
 

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TenPlus1
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Re: Minetest 0.4.11

by TenPlus1 » Fri Dec 26, 2014 18:30

Thanks guys, best Xmas present :)
 

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pandaro
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Re: Minetest 0.4.11

by pandaro » Fri Dec 26, 2014 19:02

nice work, thanks
 

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Enke
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Re: Minetest 0.4.11

by Enke » Fri Dec 26, 2014 19:53

Alright! Best present I got this year!
Lush8
ExtraVars for Red Eclipse

<Anarchid> my turn was still the most awesome, yielding all the cripples, two captured paranormals, and death rate of about 30%
<ORCACommander> Anarchid: you need to work harder
<ORCACommander> I am hereby putting you under review until you can increase the casualty rate
 

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Mg
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Re: Minetest 0.4.11

by Mg » Fri Dec 26, 2014 20:55

Thank you every-dev, we (finally) have the famous 0.4.11 (without any version number problem)! Now, we can all enjoy the end of the year, playing minetest!
 

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Re: Minetest 0.4.11

by indriApollo » Fri Dec 26, 2014 22:53

Awesome
 

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veriaqa
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Re: Minetest 0.4.11

by veriaqa » Sat Dec 27, 2014 00:37

Thanks for the developers.

Some question though, I see in minetest_game we have a new tree type (pine or something), so we now have 3 tree types (default, jungle, and pine). But in my new created world I don't see the jungle and pine tree types anywhere. Why?
 

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RickMcFarley
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Re: Minetest 0.4.11

by RickMcFarley » Sat Dec 27, 2014 00:39

Thanks!
 

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Wuzzy
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Re: Minetest 0.4.11

by Wuzzy » Sat Dec 27, 2014 06:21

Some questions about the changelog:

Changed default halo.png for better visibility (RealBadAngel)

I do not understand this. What halo.png?

Allowed footstep sounds to play for liquid and ladder nodes (Taoki)

How does this work exactly?

Have no changes been made to minetest_game? The changelog does not mention any.
 

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Krock
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Re: Minetest 0.4.11

by Krock » Sat Dec 27, 2014 08:47

Wuzzy wrote:Some questions about the changelog:

Changed default halo.png for better visibility (RealBadAngel)

I do not understand this. What halo.png?

That's an image which is used to highlight a node.
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>
 

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Re: Minetest 0.4.11

by Marshall_maz » Sat Dec 27, 2014 09:48

When will it be available in the Ubuntu stable PPA ?

Is see it is not there yet. :(

I'm using this ppa: deb http://ppa.launchpad.net/minetestdevs/stable/ubuntu trusty main
 

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Linuxdirk
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Re: Minetest 0.4.11

by Linuxdirk » Sat Dec 27, 2014 11:50

Yeah, I’m waiting for the new version hitting the repos in Arch Linux, too … Maybe it’s because of the holidays :D
 

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Re: Minetest 0.4.11

by PilzAdam » Sat Dec 27, 2014 13:42

veriaqa wrote:Thanks for the developers.

Some question though, I see in minetest_game we have a new tree type (pine or something), so we now have 3 tree types (default, jungle, and pine). But in my new created world I don't see the jungle and pine tree types anywhere. Why?


If you want to generate jungles with the v6 map generator, add
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 = jungles

to your minetest.conf

Pine trees are currently not generated; you can get the saplings in creative mode and grow the trees with it, though.

Wuzzy wrote:Some questions about the changelog:

Changed default halo.png for better visibility (RealBadAngel)

I do not understand this. What halo.png?

Allowed footstep sounds to play for liquid and ladder nodes (Taoki)

How does this work exactly?

Have no changes been made to minetest_game? The changelog does not mention any.


Previously, the footstep sound of the node definition were only played when the player walked on the node. Now it is also played, if the player swims in a liquid or climbs inside the node.
 

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Re: Minetest 0.4.11

by Morn76 » Sat Dec 27, 2014 15:09

Linuxdirk wrote:Yeah, I’m waiting for the new version hitting the repos in Arch Linux, too … Maybe it’s because of the holidays :D

I've flagged it as out of date at archlinux.org, but the maintainer has quite a few other flagged packages, so it might take some time. Meanwhile, here's my AUR package: https://aur.archlinux.org/packages/minetest-git-leveldb/
 

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veriaqa
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Re: Minetest 0.4.11

by veriaqa » Sat Dec 27, 2014 16:59

PilzAdam wrote:
veriaqa wrote:Thanks for the developers.

Some question though, I see in minetest_game we have a new tree type (pine or something), so we now have 3 tree types (default, jungle, and pine). But in my new created world I don't see the jungle and pine tree types anywhere. Why?


If you want to generate jungles with the v6 map generator, add
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 = jungles

to your minetest.conf

Pine trees are currently not generated; you can get the saplings in creative mode and grow the trees with it, though.



Thanks for the answer.
 

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Re: Minetest 0.4.11

by neoascetic » Sat Dec 27, 2014 21:44

0.4.11 for OSX landed on homebrew/games repo just now:
https://github.com/Homebrew/homebrew-ga ... inetest.rb
Install it with "brew install homebrew/games/minetest".
 

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Re: Minetest 0.4.11

by PilzAdam » Sat Dec 27, 2014 23:04

Wuzzy wrote:Have no changes been made to minetest_game? The changelog does not mention any.

There were a lot of great changes made in mintest_game, someone seems to have forgotten to update the changelog. I fixed that now: http://dev.minetest.net/Changelog#Vanilla_game_changes_.28minetest_game.29
 

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Linuxdirk
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Re: Minetest 0.4.11

by Linuxdirk » Sun Dec 28, 2014 02:03


So great! All the new changes! :) Again: Thank you to all of the contributors and developers!
 

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Re: Minetest 0.4.11

by Wuzzy » Sun Dec 28, 2014 03:21

Okay, folks! I have updated the Community Wiki, now it should include the additions and changes for the minetest_game, as of 0.4.11.
 

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Re: Minetest 0.4.11

by paramat » Sun Dec 28, 2014 05:43

Optional snow biomes for mgv6 using the pinetrees is planned for next stable release (as long as the MTgame team still approves).
Mgv5 is in but is considered 'unstable': it may still change subtly but we will try to minimise any changes. So if you start a mgv5 world you have to be prepared for possible discontinuities in future.
The biome API is also unstable and is about to be improved in a backwards-compatible way. You should continue to use 0.4.11 stable until i write my post explaining the new features and how to make it blend seamlessly with your existing worlds, this will involve a slight rewriting of your biome registrations.
Now that we have a simple grass biome as default in mgv5 and mgv7 you will now need to add:
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
minetest.clear_registered_biomes()
immediately before registering your own, otherwise the default biome will interfere with your registered biomes.
 

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Re: Minetest 0.4.11

by Thermal_Shock » Sun Dec 28, 2014 10:15

^I'm looking forward to your posts explaining the new system paramat. Biome support from the engine has been the biggest item on my wishlist.

Also thanks to the devs for continuing to grow Minetest into an even more powerful engine. The changelog has a lot of exciting stuff.
 

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coconut
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Re: Minetest 0.4.11

by coconut » Mon Dec 29, 2014 03:53

I find so awesome the new pine tree, thank you!
Im waiting for the snow biome now :D
happy new year guys :D
 

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SAMIAMNOT
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Re: Minetest 0.4.11

by SAMIAMNOT » Tue Dec 30, 2014 21:29

Now all my games and worlds and mods should be fully compatible with this, right? Checking before I upgrade...
I test mines.
 

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Re: Minetest 0.4.11

by Martin_Devil » Tue Dec 30, 2014 21:52

 

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