Freeminer

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philipbenr
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by philipbenr » Sat Dec 07, 2013 19:20

Thanks! :)
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BrunoMine
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by BrunoMine » Sat Dec 07, 2013 19:40

Interesting!
But I do not understand what advantage it will have.
If it continues as it was not change anything. Do not you think?
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by jojoa1997 » Sun Dec 08, 2013 01:13

brunob.santos wrote:Interesting!
But I do not understand what advantage it will have.
If it continues as it was not change anything. Do not you think?

This is really Minetest that has merged pull requests that are good but not added to Minetest.
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Gambit
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by Gambit » Thu Dec 12, 2013 08:46

Does Freeminer have an IRC?
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by rubenwardy » Thu Dec 12, 2013 08:57

#freeminer, freenode

It is mainly in russian though.
 

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stu
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by stu » Mon Dec 30, 2013 01:07

Yay, I just got the android branch to run in my emulator, thank you so much for sharing this

Image

I would also really like to see an upstream minetest version of these scripts, thanks
Last edited by stu on Mon Dec 30, 2013 01:22, edited 1 time in total.
 

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Fess
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by LuxAtheris » Tue Dec 31, 2013 01:25

Just downloaded it and it lagged to me a lot.

EDIT:I love the waving of the leaves and the grasses
Last edited by LuxAtheris on Tue Dec 31, 2013 01:27, edited 1 time in total.
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by jojoa1997 » Tue Dec 31, 2013 01:26

Fess wrote:Win64 build of freeminer http://yadi.sk/d/T08WViRqFEtMk

Maybe you can put up builds on the freeminer forums. It would be nice to have a dedicated win builder.
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by PilzAdam » Tue Dec 31, 2013 02:45

LuxAtheris wrote:EDIT:I love the waving of the leaves and the grasses

Thats in Minetest, too.
 

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by LuxAtheris » Tue Dec 31, 2013 03:32

PilzAdam wrote:
LuxAtheris wrote:EDIT:I love the waving of the leaves and the grasses

Thats in Minetest, too.

Where?
Believe you can and you’re halfway there.
 

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by CWz » Tue Dec 31, 2013 08:22

in the latest git. i think sfans builds have it

LuxAtheris wrote:
PilzAdam wrote:
LuxAtheris wrote:EDIT:I love the waving of the leaves and the grasses

Thats in Minetest, too.

Where?
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by hoodedice » Tue Dec 31, 2013 17:39

LuxAtheris wrote:
PilzAdam wrote:
LuxAtheris wrote:EDIT:I love the waving of the leaves and the grasses

Thats in Minetest, too.

Where?


Latest git> Options> Shaders on, waving_leaves on
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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by Inocudom » Sat Jan 04, 2014 02:04

Inocudom wrote:I found out about a new feature made by RealBadAngel that will automatically generate normal maps for textures. Look at the bits of today's chat room posts below:
[20:52] <RealBadAngel> Inocudom, git apply patch_file
[20:52] <VanessaE> hi
[20:52] <RealBadAngel> or you can build whole tree
[20:53] <RealBadAngel> hi VanessaE
[20:53] <RealBadAngel> https://github.com/RealBadAngel/minetest
[20:53] <Inocudom> Oh. Do you think it would be worth trying to convince Fess to add the patch to his builds?
[20:53] <RealBadAngel> heres the repo, up to date with minetest master
[20:54] <RealBadAngel> this is test repo, i dont think its needed atm
[20:54] <Inocudom> You will probably have to help him with it, since his builds are 64-bit.
[20:54] <RealBadAngel> thats not a problem
[20:55] <RealBadAngel> on the other hand more testers are always welcome
[20:55] <Inocudom> If you show me the link to the patch, I can show Fess where it is at.
[20:55] <RealBadAngel> click on my repo, click the commit
[20:55] <Inocudom> You should post the link in your shaders topic too.
[20:55] <RealBadAngel> copy commit's link
[20:55] <RealBadAngel> add .patch to link
[20:56] <RealBadAngel> thats a neat trick with github

RealBadAngel also uploaded the patch at the link below:
https://github.com/RealBadAngel/minetest/commit/a48d0e9bed5d478e1b9c468484eb81420ffed28b.patch


Would you consider adding this patch to Freeminer? RealBadAngel needs people to test it before it is added to Minetest main.
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by philipbenr » Sat Jan 04, 2014 07:19

Inocudom wrote:Would you consider adding this patch to Freeminer? RealBadAngel needs people to test it before it is added to Minetest main.


I would most definitely like this feature. It would make my life easier.
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by Enke » Sat Jan 04, 2014 17:33

Looks like a good patch!
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by pdvrosado » Wed Jan 08, 2014 18:18

I do love the look of the website, beats the one from the minetest. When I tried to discuss the path given by c55 and the one adopted by the developers here kinda amazed me by the square minded decision making around these parts. Freeminer does sound better and sounds way more like a linux open source game than minetest :) if you guys could take a look on this thread to compare the path that minetest is taking and the one it should take (community driven) and the one chosen by Freeminer, it would be fun:

https://forum.minetest.net/viewtopic.php?id=8225
 

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by proller » Mon Apr 07, 2014 18:48

current list of changes from minetest
[spoiler]changes freeminer from minetest:
Engine changes:
-- 0.4.10.4 (dev)
license switched to GPLv3
server: lot of speed optimizations
finite liquid optimized: processing up to 150000 nodes per second
rewrited pathfinder (Selat)
api for key-value storage (Selat)
circuit (Selat)
auto reconnect if connection lost
do not save not changed generated blocks (reduce base size 5-20x)
farmesh - lost detail on far blocks, allow to view landscape with 500-1000-+ range (very dev)
Save user/pass for every server
players data files saved to kv storage
server: enable_any_name=0 # allow any player names
optimized block sending - farther range
Various death messages
Mandelbulber fractal generator included for math mapgen
lot of stability fixes

-- 0.4.9.3
Wieldlight. Grab a torch and see the magic. (Zeg9)
Texturable sun and moon. (RealBadAngel)
/die command
Directional fog + horizon colors, based on sun & moon positions at sunrise / sunset (MirceaKitsune)
Support for colors in chat; API is available for mods
LevelDB is now used by default as map storage backend whenever available. Official Windows build will ship with LevelDB support from now on.
Multiple columns in player list (TAB key).
Third person view, press F7 to cycle through available modes. (BlockMen)
A lot of boring bugfixes, performance improvements and other stuff.

-- 0.4.8.2
Greater FOV (field of view) when running. (Jeija)
Zoom a-la optifine (z key) (Exio4)
Force loading world: entities has new force_load attribute, when set the engine won't unload blocks near them. (Novatux)
New API method freeminer.swap_node which preserves node metadata while replacing it. (Novatux)
New main menu. (xyz)
Renamed minetest.conf to freeminer.conf
Renamed default minetest_game to default
-- 0.4.8.0
99% lag-free; optimized server can handle 50-100-... players; no problems with laggy mods even on slow hardware
Much faster on client (VBO, can eat memory), increased view and send range (PilzAdam)
Directional fog + horizon colors based on sun & moon positions (MirceaKitsune #799 #772)
Adjustable dynamic weather and liquids (it's possible to define number of liquid levels in node)
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.
Cave trees in huge caves (indev mapgen)
Optimized falling (much less mid-air stuck, limited max falling speed, more air control at high-speed falling)
Fixed and optimized headless client (you can run 30-50 bots on one PC)
Hell (very hot at -30500), everything melting and burning
Slippery (Zeg9 #817)
Diagonal Rail (khonkhortisan #528)
Improved (re)spawn (don't spawn in stone) (sweetbomber #744)
Player list, viewable by holding TAB key (sfan5 #958)
Improved math mapgen: more (10+)generators from http://mandelbulber.com/, all params are adjustable
And some small bugfixes and improvements.


API changes
-- 0.4.10.4 (dev)
minetest.set_node(pos, node, fast) - new fast param. may caue light bugs, but fast
minetest.remove_node(pos, fast) - fast remove param
-- 0.4.8.0
New node groups: freeze, melt, hot, cold (define temperatures); learn how to use them here
New node group: slippery
minetest.register_abm({…, action(…, neighbor)}) — the action function has a new parameter called neighbor which will contain a node that was matched as a neighbor
minetest.register_abm({…, neighbors_range = 4}) — maximum radius to search for a neighbor in (for example, melting snow in 4×4 area around torch)
minetest.get_surface (sapier #640)


Game changes
-- 0.4.10.4 (dev)
Tnt mod
Bucket fixes
Drop torches,plants from liquid
-- 0.4.8.0
Weather support (liquids freeze,melt; plants,trees growing; dirt transforms, ...)
Rain, snow
Melting stone at high temp (at -30600)
Slippery (ice, snow)
Biomes for mapgen v7 and math
sponge:sponge sponge:iron
Weather defined tree and flowers growing
Dirt, sand and gravel will fall off the edges (try to build something ;)
Furnaces burn items even when they are unloaded
Moonflower (MirceaKitsune #175)
Small fixes



changes freeminer/next from freeminer:
Incompatible changes:
new protocol based on enet+messagepack - very fast and easily extensible

[/spoiler]
 

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hoodedice
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by hoodedice » Mon Apr 07, 2014 18:56

"farmesh - lost detail on far blocks, allow to view landscape with 500-1000-+ range (very dev)"

Minetest is stealing this =P
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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Krock
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by Krock » Mon Apr 07, 2014 19:47

Ok, I must say, the reconnect after ping timeout is a very good feature.
Minetest should (if not already) copy that!
Copy things from a copy of MT.. sounds weird

EDIT: Okay, not-saving unused mapdata is also helpful for HDD-space.. aagh I feel like I'm playing on a game from the 20th century.
Last edited by Krock on Mon Apr 07, 2014 19:48, edited 1 time in total.
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proller
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by proller » Mon Apr 07, 2014 20:05

size of map on sky server = 3574M
sqlite gets slower and slower, and i need keep some backups.
and with this feature map can be 200-400M
 

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by sfan5 » Mon Apr 07, 2014 20:10

Why not use LevelDB?
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Krock
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by Krock » Mon Apr 07, 2014 20:14

sfan5 wrote:Why not use LevelDB?

EEhmm..my 100MB sqlite3 map took over 30 minutes to migrate to LevelDB.
and that * 35.74 gives 1072 minutes or ~18 hours.
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by sfan5 » Mon Apr 07, 2014 20:15

Krock wrote:
sfan5 wrote:Why not use LevelDB?

EEhmm..my 100MB sqlite3 map took over 30 minutes to migrate to LevelDB.
and that * 35.74 gives 1072 minutes or ~18 hours.

Does that indicate how fast LevelDB is? No
Does that indicate how LevelDB performs on normal usage? No
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by PilzAdam » Mon Apr 07, 2014 21:01

sfan5 wrote:
Krock wrote:
sfan5 wrote:Why not use LevelDB?

EEhmm..my 100MB sqlite3 map took over 30 minutes to migrate to LevelDB.
and that * 35.74 gives 1072 minutes or ~18 hours.

Does that indicate how fast LevelDB is? No
Does that indicate how LevelDB performs on normal usage? No

Has anyone ever proven that LevelDB is faster than sqlite3? No
 

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