[0.4.13] Release Candidate builds

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rubenwardy
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benrob0329
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Re: [0.4.13] Release Candidate builds

by benrob0329 » Wed Aug 12, 2015 14:59

It doesn't matter to me if it's square or round, rotating or not, but I do want to have my position marked...
 

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Re: [0.4.13] Release Candidate builds

by ExeterDad » Wed Aug 12, 2015 15:20

I made a round overlay with compass points and a player marker that works well. I'll share when I get home.
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Re: [0.4.13] Release Candidate builds

by DoyleChris » Wed Aug 12, 2015 15:31

How do i move the world im doing to the new version.
 

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Re: [0.4.13] Release Candidate builds

by hoodedice » Wed Aug 12, 2015 15:48

Something needs to be default, if there is an option to change, I don't care what the default is.
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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Re: [0.4.13] Release Candidate builds

by Fixerol » Wed Aug 12, 2015 23:35

I've tested it on "just test" (0.4.12-dev) and looks like SHIFT-climbing trick is much faster, you climb way too fast now, or maybe it is just server.
 

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Re: [0.4.13] Release Candidate builds

by Dragonop » Wed Aug 12, 2015 23:48

Dartmouth wrote:If you press Shift+F9, you will get a square minimap with an arrow in the centre inidicating your location and orientation. The map itself doesn't turn anymore.


Thanks a lot! I think this setting should be default. At least the arrow in the centre indicating your location.
 

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Re: [0.4.13] Release Candidate builds

by ExeterDad » Thu Aug 13, 2015 00:56

ExeterDad wrote:I made a round overlay with compass points and a player marker that works well. I'll share when I get home.

I made a topic for the image to keep this thread on topic.
viewtopic.php?f=4&t=13035
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Re: [0.4.13] Release Candidate builds

by BlockMen » Thu Aug 13, 2015 21:00

cHyper wrote:msvcp100.dll not found when I start the game.


Will be added to Release. For now you can download the file here:

32-Bit: https://www.dropbox.com/s/hq9suzhfwtca7 ... 0.dll?dl=1
64-Bit: https://www.dropbox.com/s/es1gnlsrinig4 ... 0.dll?dl=1

and add it to the "bin" folder. Then it should run as expected.
 

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Re: [0.4.13] Release Candidate builds

by Fixerol » Fri Aug 14, 2015 15:09

Hmm, not a big issue but if I get error about connection interrupted I'm unable to close it via Enter (Esc probably works).
 

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Re: [0.4.13] Release Candidate builds

by cHyper » Fri Aug 14, 2015 15:45

BlockMen wrote:
cHyper wrote:msvcp100.dll not found when I start the game.


Will be added to Release. For now you can download the file here:

32-Bit: https://www.dropbox.com/s/hq9suzhfwtca7 ... 0.dll?dl=1
64-Bit: https://www.dropbox.com/s/es1gnlsrinig4 ... 0.dll?dl=1

and add it to the "bin" folder. Then it should run as expected.


thanks, it works now.
 

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Re: [0.4.13] Release Candidate builds

by Diamond knight » Fri Aug 14, 2015 19:29

snow biomes in default?! it is about time they were added. also i like the new dry grass and dirt with dry grass.

suggestion, lava dungens, the normal dungeons should be replaced by them at lava depth, they should be made of obsidian brick and have lava fountans (or some lava themed decor), also all dungeons should have loot chests and desert dungeons should be made of desert stone brick so they arent confused with desert caves
I can never get enough MESE!!!!!!!!!

my subgame: https://forum.minetest.net/viewtopic.php?f=50&t=11901
 

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Re: [0.4.13] Release Candidate builds

by TenPlus1 » Fri Aug 14, 2015 19:37

+1 for themed dungeons depending on surrounding stone and depth with chests...
 

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Re: [0.4.13] Release Candidate builds

by Diamond knight » Fri Aug 14, 2015 20:00

i could make a themed dungeon mod but it would be better in default
I can never get enough MESE!!!!!!!!!

my subgame: https://forum.minetest.net/viewtopic.php?f=50&t=11901
 

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Re: [0.4.13] Release Candidate builds

by benrob0329 » Sat Aug 15, 2015 01:47

I think that those should be in default, though controllable by a setting.
 

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Re: [0.4.13] Release Candidate builds

by benrob0329 » Tue Aug 18, 2015 17:06

So, I was building Minetest from the AUR on my newly installed Arch system, and it keeps giving me this message as it builds, it still builds, but its something that may break futer vertions of Minetest:

Code: Select all
/usr/include/irrlicht/IBoneSceneNode.h:64:38: note: declared here
   _IRR_DEPRECATED_ virtual const c8* getBoneName() const { return getName(); }
 

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Re: [0.4.13] Release Candidate builds

by Evergreen » Tue Aug 18, 2015 17:22

@benrob0329 there is an issue about this issue on github: https://github.com/minetest/minetest/issues/2779
It isn't an Arch PKGBUILD specific thing either, anyone who compiles minetest from source will get the same warnings.
"Help! I searched for a mod but I couldn't find it!"
http://krock-works.16mb.com/MTstuff/modSearch.php
 

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Re: [0.4.13] Release Candidate builds

by benrob0329 » Wed Aug 19, 2015 04:54

I tested out a single player world today, is that a brighter grass texture?
 

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Re: [0.4.13] Release Candidate builds

by Fixerol » Sat Aug 22, 2015 15:55

I was playing with 0.4.13rc on 0.4.12 internet server and once i've noticed guy with sword sticking not forward back backward from him, it changed to correct one after few seconds. Funny.
 

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Re: [0.4.13] Release Candidate builds

by Diamond knight » Sat Aug 29, 2015 18:56

should include a basic weildveiw mod by default
I can never get enough MESE!!!!!!!!!

my subgame: https://forum.minetest.net/viewtopic.php?f=50&t=11901
 

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