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

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PilzAdam
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by PilzAdam » Sun Mar 10, 2013 14:47

cHyper wrote:
PilzAdam wrote:New build: 650e932-dungeons
Add this to minetest.conf and create a new world to get dungeons:
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



how does dungeons look like?
any pictures of it???

awesome new stuff...

They are similiar to the ones that were in 0.3, but there arent any chests or mobs in it currently.
 

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by cHyper » Sun Mar 10, 2013 18:22

They are similiar to the ones that were in 0.3, but there arent any chests or mobs in it currently.


i found some dungeons:

http://forum.minetest.net/viewtopic.php?pid=75095#p75095
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by jojoa1997 » Tue Mar 12, 2013 01:34

with your build i cannot set the tab key.
Coding;
1X coding
3X debugging
12X tweaking to be just right
 

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by PilzAdam » Tue Mar 12, 2013 14:46

jojoa1997 wrote:with your build i cannot set the tab key.

You mean in the key settings menu?
Just 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
keymap_inventory = KEY_TAB

to minetest.conf. Btw: It also doesnt work in my Linux build.
 

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by PilzAdam » Tue Mar 12, 2013 19:56

New build: d102232-stl_container
 

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by cHyper » Tue Mar 12, 2013 20:04

PilzAdam wrote:New build: d102232-stl_container


changelog ??
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by PilzAdam » Tue Mar 12, 2013 21:10

cHyper wrote:
PilzAdam wrote:New build: d102232-stl_container


changelog ??

https://github.com/minetest/minetest/commits/master
 

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by PilzAdam » Thu Mar 14, 2013 16:05

New build: 350596b-menuclouds
 

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by Inocudom » Thu Mar 14, 2013 16:49

It seems that with Minetest OpenGL relies on the CPU more than the graphics card. I can run other games like OpenArena, Xonotic, Smokin' Guns, and World Of Padman in OpenGL without nearly as much noise from my computer.
 

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by PilzAdam » Sat Mar 16, 2013 18:48

New build: 1f1ad9f-lighting
It has optimized lighting in mapgen wich is 21 faster. It makes the whole mapgen 10 times faster (in average).
 

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by cHyper » Sat Mar 16, 2013 19:02

PilzAdam wrote:New build: 1f1ad9f-lighting
It has optimized lighting in mapgen wich is 21 faster. It makes the whole mapgen 10 times faster (in average).


awesome...

https://github.com/minetest/minetest/commits/master
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by PilzAdam » Sun Mar 17, 2013 00:12

New build: e3badd7-jungles
Now with jungles back in the mapgen. Add v6_jungles to mg_flags in minetest.conf (same as dungeons).
Also jungleleaves, -wood and -saplings added to minetest_game.
 

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by cHyper » Sun Mar 17, 2013 11:11

PilzAdam wrote:New build: e3badd7-jungles
Now with jungles back in the mapgen. Add v6_jungles to mg_flags in minetest.conf (same as dungeons).
Also jungleleaves, -wood and -saplings added to minetest_game.


jungle-stuff back to the game...
awesome... nice...
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by PilzAdam » Sun Mar 17, 2013 17:43

New build: d207d35-obsidian
Note that the water shader doesnt lower the water anymore, you have 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
new_style_water = true

to minetest.conf to get it lowered.
Last edited by PilzAdam on Sun Mar 17, 2013 20:38, edited 1 time in total.
 

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by PilzAdam » Tue Mar 19, 2013 00:34

New build: d6026a5-growing
With grass and papyrus and cactus growing.
 

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by Mito551 » Tue Mar 19, 2013 04:06

PilzAdam wrote:New build: d6026a5-growing
With grass and papyrus and cactus growing.

what, really? after a LOT of time it is finally done. in C++ or lua?
 

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by PilzAdam » Tue Mar 19, 2013 09:58

Mito551 wrote:
PilzAdam wrote:New build: d6026a5-growing
With grass and papyrus and cactus growing.

what, really? after a LOT of time it is finally done. in C++ or lua?

Its in Lua and it uses the ABM from my farming mod.
 

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by Topywo » Tue Mar 19, 2013 11:16

PilzAdam wrote:New build: d6026a5-growing
With grass and papyrus and cactus growing.


I found the papyrus and cactus growing ABM's under /games/minetest_game/mods/default/init.lua. I couldn't find the grass growing/respawning ABM.
 

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by PilzAdam » Tue Mar 19, 2013 11:21

Topywo wrote:
PilzAdam wrote:New build: d6026a5-growing
With grass and papyrus and cactus growing.


I found the papyrus and cactus growing ABM's under /games/minetest_game/mods/default/init.lua. I couldn't find the grass growing/respawning ABM.

The grass isnt growing. Its just generated in mapgen.lua line 293 in the default mod.
Maybe my sentence structure is not good here. Read it as:
PilzAdam wrote:With grass and (papyrus and cactus growing).
 

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by Topywo » Tue Mar 19, 2013 11:25

PilzAdam wrote:Read it as:
With grass and (papyrus and cactus growing).


Okay, thanks for the quick and clear response.
 

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by Mito551 » Tue Mar 19, 2013 11:31

PilzAdam wrote:
Mito551 wrote:
PilzAdam wrote:New build: d6026a5-growing
With grass and papyrus and cactus growing.

what, really? after a LOT of time it is finally done. in C++ or lua?

Its in Lua and it uses the ABM from my farming mod.


that's exactly what's wrong about it. oh, nevermind.
what are the periods? how fast does grow?
 

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by PilzAdam » Tue Mar 19, 2013 11:48

Mito551 wrote:
PilzAdam wrote:
Mito551 wrote:what, really? after a LOT of time it is finally done. in C++ or lua?

Its in Lua and it uses the ABM from my farming mod.


that's exactly what's wrong about it. oh, nevermind.
what are the periods? how fast does grow?

As you can read in the sourcecode the interval is 50 and the chance of the ABM is 20.
Example: I started with 9 cacti, after about 15 minutes 9 new nodes have grown.
 

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by Mito551 » Tue Mar 19, 2013 17:37

PilzAdam wrote:
Mito551 wrote:
PilzAdam wrote:Its in Lua and it uses the ABM from my farming mod.


that's exactly what's wrong about it. oh, nevermind.
what are the periods? how fast does grow?

As you can read in the sourcecode the interval is 50 and the chance of the ABM is 20.
Example: I started with 9 cacti, after about 15 minutes 9 new nodes have grown.


thanks.
 

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by cHyper » Tue Mar 19, 2013 17:46

btw, i get a bad:alloc-error-message with the latest build...
but when i restart the game the error is history...

thanx for all the new features...
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by PilzAdam » Tue Mar 19, 2013 17:48

cHyper wrote:btw, i get a bad:alloc-error-message with the latest build...
but when i restart the game the error is history...

That happens sometimes. Tell us if its reproduceable.
 

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by cHyper » Tue Mar 19, 2013 21:12

when i change mode from creative to normal mode i got this error-message.

ERROR[main]: Some exception: "std::bad_alloc"
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by PilzAdam » Tue Mar 19, 2013 21:35

cHyper wrote:when i change mode from creative to normal mode i got this error-message.

ERROR[main]: Some exception: "std::bad_alloc"

How do you set the creative mode? In the main menu or with the /set command?
 

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by cHyper » Tue Mar 19, 2013 21:46

PilzAdam wrote:How do you set the creative mode? In the main menu or with the /set command?


in the main menu...
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by PilzAdam » Tue Mar 19, 2013 21:47

cHyper wrote:
PilzAdam wrote:How do you set the creative mode? In the main menu or with the /set command?


in the main menu...

I cant reproduce this... What OS do you use?
 

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by cHyper » Wed Mar 20, 2013 05:47

PilzAdam wrote:I cant reproduce this... What OS do you use?


i use win7-64bit..

With the 0.4.4 builds I do not have such problems... what can i do now? wait for better builds or someone can optimize the code of minetest??
Last edited by cHyper on Wed Mar 20, 2013 15:15, edited 1 time in total.
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