Minetest 5.0.0 is on the road

red-001
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Re: Minetest 0.5 is on the road

by red-001 » Post

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 » Post

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 » Post

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 » Post

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

ExeterDad, I'm forced to use -dev for my server because the mods require that.

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Re: Minetest 0.5 is on the road

by lincy » Post

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 » Post

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 ABJ » Post


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paramat
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Re: Minetest 0.5 is on the road

by paramat » Post

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 » Post

Question: Will old mods and other things be supported?

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Re: Minetest 0.5 is on the road

by Byakuren » Post

dpleshkov wrote:Question: Will old mods and other things be supported?
0.5 breaks backwards compatibility, so expect some mods to stop working.
Every time a mod API is left undocumented, a koala dies.

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Re: Minetest 0.5 is on the road

by GreenXenith » Post

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 » Post

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 » Post

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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paramat
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Re: Minetest 0.5 is on the road

by paramat » Post

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 GreenXenith » Post

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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Re: Minetest 0.5 is on the road

by sorcerykid » Post

paramat wrote: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).
Am I to understand that if a server owner updates to version 0.5, then they will lose players with version 0.4 clients? Similarly, if a player updates to version 0.5, then they will no longer be able to connect to any version 0.4 servers?

For the first few months, such an abrupt transition is sure to alienate many players. This impact would be most significant in the case of unofficial builds for mobile devices (such as Multicraft) for which a 0.5 compatible release could take months.

This sounds like a no win situation for all involved.

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Re: Minetest 0.5 is on the road

by GreenXenith » Post

sorcerykid wrote:
paramat wrote: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).
Am I to understand that if a server owner updates to version 0.5, then they will lose players with version 0.4 clients? Similarly, if a player updates to version 0.5, then they will no longer be able to connect to any version 0.4 servers?

For the first few months, such an abrupt transition is sure to alienate many players. This impact would be most significant in the case of unofficial builds for mobile devices (such as Multicraft) for which a 0.5 compatible release could take months.

This sounds like a no win situation for all involved.
GreenDimond wrote:
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.
You can connect just fine. The player model is just a bit mis-placed.
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Re: Minetest 0.5 is on the road

by sorcerykid » Post

The HOMETOWN server is already running Minetest version 0.5?

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Re: Minetest 0.5 is on the road

by GreenXenith » Post

sorcerykid wrote:The HOMETOWN server is already running Minetest version 0.5?
Other way around. I am using 0.5.0 and HOMETOWN is using something slightly lower. I can connect. The other way around should work too.
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Re: Minetest 0.5 is on the road

by sorcerykid » Post

How did you download a Minetest 0.5 client? The core devs haven't even announced the release of 0.4.17 yet.

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Re: Minetest 0.5 is on the road

by GreenXenith » Post

sorcerykid wrote:How did you download a Minetest 0.5 client? The core devs haven't even announced the release of 0.4.17 yet.
0.4.16-dev is the equivalent of 0.5.0 because of the breaking change. The player model change that paramat was talking about is already part of 0.4.16-dev. 0.4.17 may or may not happen.
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Re: Minetest 0.5 is on the road

by sorcerykid » Post

There will be other breaking changes, including a revamped network protocol. That is what I am concerned about in my post above.

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Re: Minetest 0.5 is on the road

by GreenXenith » Post

sorcerykid wrote:There will be other breaking changes, including a revamped network protocol. That is what I am concerned about in my post above.
I see. I was confused because you had quoted paramat talking about the player model breakage :P
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Re: Minetest 0.5 is on the road

by Andrey01 » Post

GreenDimond wrote:
sorcerykid wrote:How did you download a Minetest 0.5 client? The core devs haven't even announced the release of 0.4.17 yet.
0.4.16-dev is the equivalent of 0.5.0 because of the breaking change. The player model change that paramat was talking about is already part of 0.4.16-dev. 0.4.17 may or may not happen.
But official 0.5.0 version has not come yet. I don`t know where you found it.

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Re: Minetest 0.5 is on the road

by GreenXenith » Post

Andrey01 wrote:
GreenDimond wrote:
sorcerykid wrote:How did you download a Minetest 0.5 client? The core devs haven't even announced the release of 0.4.17 yet.
0.4.16-dev is the equivalent of 0.5.0 because of the breaking change. The player model change that paramat was talking about is already part of 0.4.16-dev. 0.4.17 may or may not happen.
But official 0.5.0 version has not come yet. I don`t know where you found it.
GreenDimond wrote:0.4.16-dev is the equivalent of 0.5.0 because of the breaking change.
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