[0.4.14] Spring release, announcing feature freeze

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paramat
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Re: [0.4.14] Spring Equinox release

by philipbenr » Wed Mar 02, 2016 01:49

Ahh... well, that was a development I wasn't previously aware of. Good to know you are still on the job paramat.
 

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Re: [0.4.14] Spring Equinox release

by Don » Wed Mar 02, 2016 02:11

Thanks for the info paramat. I never knew it was that amazing. Now I can see why people keep seeing different things.
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Re: [0.4.14] Spring Equinox release

by paramat » Wed Mar 02, 2016 06:35

I spent some time looking for an interesting set of parameters for the default, but was overwhelmed by the possibilities so decided to make the default the basic symmetric 3D Mandelbrot shape. Essentially this mapgen more than any other is one where you need to experiment with the parameters, i don't find the default very interesting anymore but it's a good introduction and has a nice mini spawn island from where you can travel towards the larger part of the island.

A good method for exploring the possible shapes is to scale the island to a small size so you can get a quick idea of the entire shape, also set offset to zero so that you spawn near the fractal's centre:
Code: Select all
mgfractal_scale = (256.0, 64.0, 256.0)
mgfractal_offset = (0.0, 0.0, 0.0)

Occasionally you may spawn buried so enable freemove and fly up.

Once you have found a shape you like you can then scale it up, stretch it and shift it.
Offset is used to move the fractal so that a suitable area of fairly low land is at (0, 0), this helps with player spawnng.
You can see how the default offset is set to make the mini-island on the main antenna be at (0, 0), this is why most of the island is Eastwards of world centre.
Because the Julia sets have a different structure it's a good idea to, at first, set offset to zero.
 

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Re: [0.4.14] Spring Equinox release

by Wuzzy » Wed Mar 02, 2016 13:20

Occasionally you may spawn buried so enable freemove and fly up.

What, has this ancient bug still not been fixed yet? :-(
Or does it only happen with the new fractals map generator?


By the way @players, you don't have to edit the minetest.conf anymore since the developer version also has the extended settings menu.
IMO it would have been more convenient if the mapgen settings were in the world creation menu, but maybe this has to wait for another version or something. xD

By the way, I think the new map generators are great. :-)
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Re: [0.4.14] Spring Equinox release

by Mainpage » Wed Mar 02, 2016 17:51

I know tenplus1 asked something similar but I didn't see a satisfying answers ( I hope I didn't miss anything) so I'll ask anyways. I was wondering when the official minetest build on google play is going to be updated to 4.14. I read somewhere that the singleplayer mode is still 4.12 on G-play but 4.13 on F-droid (I think that's what it was called) but the multiplayer clients are both 4.13, is this true?
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Re: [0.4.14] Spring Equinox release

by paramat » Thu Mar 03, 2016 03:16

> What, has this ancient bug still not been fixed yet?

Spawning has recently been much improved, with dedicated spawn functions for each mapgen. However i wrote that just because when you use custom parameters any mapgen can possibly become so extreme that the spawn method fails.
As always, when experimenting, you should be prepared for a failed spawn. Then later, if setting up a world for other players or your own use, you can shift or adjust the terrain to make sure spawn works.

Mainpage, no idea, remember 0.4.14 is still in development.
 

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Re: [0.4.14] Spring Equinox release

by stu » Wed Mar 09, 2016 16:29

Not sure if this is the right place to post this but here are a few long-standing and annoying entity related bugs that I would like to see added to the 0.4.14 milestone.

#2813 Attachments experience movement delays, triggered randomly

#3681 After set_attach attached model may disappear

#2738 Make the player collisionbox settable

And yes, I consider #2738 a bug, since the object definition field is named 'collisionbox' but only the selection box changes for players. This behaviour should at very least be documented.

Other than that 0.4.14 looks like a very promising release, I have already seen some significant performance increases in recent dev builds and it looks like there is still more to come. Keep up the good work :-)
 

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Re: [0.4.14] Spring Equinox release

by Wuzzy » Fri Mar 11, 2016 22:16

Is there any chance that Minetest 0.4.14 includes the Tutorial subgame?
https://github.com/minetest/minetest/issues/3778

BTW, tomorrow I will release a tutorial update.
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Re: [0.4.14] Spring Equinox release

by BBmine » Fri Mar 18, 2016 03:54

Maybe it's too late for this, but can we please have obisidian glass panes?
 

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Re: [0.4.14] Spring Equinox release

by sofar » Fri Mar 18, 2016 19:28

BBmine wrote:Maybe it's too late for this, but can we please have obisidian glass panes?


file it as an issue. I'm currently redoing xpanes, so at least we can track it.
 

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Re: [0.4.14] Spring Equinox release

by EthanD57 » Sat Mar 19, 2016 09:36

Tomorrow, tomorrow, I'll love Minetest tomorrow!
 

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Some problems about the glacier biome settings

by IntelLovesApple » Sat Mar 19, 2016 13:43

I would like to make a few requests:
Snowblock as seabed of glacier biome
Extending the ice until Y=-113
Make ice appear under the seabed of glaciers

First of all, the sandstone grassland biome has sandstone all the way through -113 and so does desert stone in desert biome. Ice is the glacier equivalent of stone in Forests.

Secondly, the seabed of all biomes are sand which is boring but gravel is too ugly to be a seabed. Therefore snowblock should be used as the seabed of glacier biome. (Snowblock as seabed of glaciers can also indicate the biome border)

At last, sandstone can be found beneath the sand in sandstone grassland oceans. So should the ice.

Which is something like this:
Code: Select all
   minetest.register_biome({
      name = "glacier_ocean",
      node_dust = "default:snowblock",
      node_top = "default:snowblock",
      depth_top = 1,
      node_filler = "default:snowblock",
      depth_filler = 3,
      node_stone = "default:ice",
      --node_water_top = "",
      --depth_water_top = ,
      --node_water = "",
      --node_river_water = "",
      y_min = -112,
      y_max = -9,
      heat_point = 0,
      humidity_point = 50,
   })
Last edited by IntelLovesApple on Sun Mar 20, 2016 03:23, edited 1 time in total.
 

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Re: [0.4.14] Spring Equinox release

by paramat » Sat Mar 19, 2016 18:18

Feature freeze is on 23 March and will be roughly 2 weeks.
 

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Re: [0.4.14] Spring Equinox release

by EthanD57 » Sat Mar 19, 2016 20:16

Does that mean it will be released on 23 March instead of 20 March?
 

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Re: [0.4.14] Spring Equinox release

by rubenwardy » Sat Mar 19, 2016 20:20

Before a version is released, we need to check it for bugs. The method we use is a feature freeze. This is a time period before a release where no new features are added, the only thing added are bug fixes. So minetest will be released two weeks after the 23Rd. At least that's the plan.
 

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Re: [0.4.14] Spring Equinox release

by TheReaperKing » Sat Mar 19, 2016 21:40

Awesome! I am super excited about this upcoming release! Thank you for all of the awesome work you have done, my students and I are absolutely loving Minetest. :)
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Re: [0.4.14] Spring Equinox release

by Wuzzy » Sun Mar 20, 2016 02:10

Yes, testing is important, I already found some serious bugs in Minetest Game in the last few days (already reported, of course).
Are there some features we should test more intensely because they are new?
I also want to invite everyone else who isn't afraid of compiling source code to test.
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Re: [0.4.14] Spring Equinox release

by benrob0329 » Sun Mar 20, 2016 02:13

I've got the latest GIT on my private server, so far seems pretty good (just need an inventory tab API :-P)
 

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Re: [0.4.14] Spring Equinox release

by Prot » Sun Mar 20, 2016 09:27

I download the latest git master branch, and immediately rushed into the eyes of the new foliage Shader. The swaying of the foliage is too much, half a block on the Z-axis. Looks terrible. What did not suit the old foliage Shader?
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Re: [0.4.14] Spring Equinox release

by Don » Sun Mar 20, 2016 14:56

Prot - I believe this pr addresses that.

https://github.com/minetest/minetest/pull/3887
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Re: [0.4.14] Spring Equinox release

by garywhite » Mon Mar 21, 2016 16:45

So we're looking at April 5/6 now?
 

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Re: [0.4.14] Spring Equinox release

by prof-turbo » Mon Mar 21, 2016 18:19

Don't forget to check tone mapping if you're new to this release ;)
 

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Re: [0.4.14] Spring Equinox release

by BBmine » Mon Mar 21, 2016 22:48

I updated xpanes adding obsidian glass panes.
Attachments
xpanes.tar.gz
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