Minetest 0.5 is on the road

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Re: Minetest 0.5 is on the road

by red-001 » Thu Jun 29, 2017 14:02

LordStephen77 wrote:- Irrlicht is isolated because you are going to completely remove this render engine. Or to keep it separate and
manage it easier?

That likely hasn't been decided yet at least not in any official capacity. So far all that is being done is making is easier to change/add a new engine.

LordStephen77 wrote:- Why did you choose Irrlicht as a render engine? I have basic C++ knowledge, I would have chosen SFML, Glew
(Open GL Libraries), OpenGL Mathematics (GLM). I think it's the best choice.

Irrlicht does a lot more then just render, it handles the GUI, user input, etc. AFAIK there wasn't much of a choice in open source game engines back when minetest was started.
 

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Re: Minetest 0.5 is on the road

by LordStephen77 » Thu Jun 29, 2017 18:40

Thank you for your answer. In 2009/2010 there was actually no choice today. I think isolating Irrlicht makes it easier to handle the project.

The best choice (perhaps) is Ogre3D, I think is the easiest and most documented one.
 

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Re: Minetest 0.5 is on the road

by nrz » Thu Jun 29, 2017 20:23

Idea is to have less places where irrlicht is referenced permitting at a point to properly replace it if we want, it's not easy, no, but we started to isolate it, some C++ object doesn't know about irrlicht anymore, they call RenderingEngine methods
 

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Re: Minetest 0.5 is on the road

by BBmine » Sat Jul 01, 2017 12:41

I feel like I have pc's that might be too old for the newest one :/

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Re: Minetest 0.5 is on the road

by lincy » Fri Jul 07, 2017 11:25

Good to hear 0.5 !!!
This is a big step.

It's possibly have multi-lang support in 0.5 ?

I meaning .....

same game server but many client with diff-language.
Server <--- client with English -> see English message.
Server <--- client with Chinese -> see Chinese message.
Server <--- client with Japan -> see Japan message.

Server side can have only English message file or support multi-language messsage file. depend on server owner.
If server only have English message file , all other language client only see English message.
If server provide English and Chinese message file, Chinese langauge client see Chinese message and all other client see English.

Mod creator can follow same multi-language message file rule as core to provide multi-language support.

and.. if client can input multi-language message to chat. That will be cool !

anyway, Just a ........ greedy expectation.
 

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Re: Minetest 0.5 is on the road

by Linuxdirk » Fri Jul 07, 2017 11:38

lincy wrote:It's possibly have multi-lang support in 0.5 ?

Likely no. We don't even have proper i18n support for mods right now. Let alone client-dependent multi language support. Afaik the client does not even tell the server what languages it accepts.

So first we need proper i18n support for mods (speaking of gettext and .mo files instea of an external Lua based 3rd party mod) before we can think of having client-dependent multi-language support.
 

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Re: Minetest 0.5 is on the road

by paramat » Sun Jul 09, 2017 17:30

I've noticed people are making suggestions for 0.5, it's too late, we already have a huge amount of work to do for 0.5, and a serious lack of active devs, anything not already planned is not likely to happen.
Your suggestions should be for 0.5.1.
 

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Re: Minetest 0.5 is on the road

by dpleshkov » Mon Jul 10, 2017 00:47

Question: Will old mods and other things be supported?
 

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Re: Minetest 0.5 is on the road

by Byakuren » Mon Jul 10, 2017 00:56

dpleshkov wrote:Question: Will old mods and other things be supported?

0.5 breaks backwards compatibility, so expect some mods to stop working.
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Re: Minetest 0.5 is on the road

by GreenDimond » Tue Jul 11, 2017 06:26

Byakuren wrote:
dpleshkov wrote:Question: Will old mods and other things be supported?

0.5 breaks backwards compatibility, so expect some mods to stop working.

Keyword "some". Many mods should still work. Keyword being "should".
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Re: Minetest 0.5 is on the road

by 1337 » Fri Jul 14, 2017 18:28

Please put Minetest up on itch.io and Game Jolt!!!! PLEASE!!!

They both have awesome clients with easy installation and auto-update and a massive community between each platforms.
 

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Re: Minetest 0.5 is on the road

by Andrey01 » Sat Jul 15, 2017 09:57

paramat wrote:I've noticed people are making suggestions for 0.5, it's too late, we already have a huge amount of work to do for 0.5, and a serious lack of active devs, anything not already planned is not likely to happen.
Your suggestions should be for 0.5.1.

Hmm... it`s interesting. When will 1.0.0 be coming?
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Re: Minetest 0.5 is on the road

by paramat » Fri Jul 21, 2017 02:36

A new feature 'settable player collision box' has been merged in MT 0.4.16dev and this is a breaking change that can be considered part of 0.5.0 breakage, old clients will not be usable with new servers (and the other way around).
 

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Re: Minetest 0.5 is on the road

by GreenDimond » Fri Jul 21, 2017 04:07

paramat wrote:old clients will not be usable with new servers (and the other way around).

Incorrect..
I can connect to the HOMETOWN server with the new client. It just bumps the player model/selection up by one block (just a visual change), and the F7 camera is offset.
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