Re: Minetest 0.5 is on the road
Posted: Wed Jul 26, 2017 19:46
By the way, what does "-dev" mean in end of number of version? Unstable version or what?
The official Minetest discussion board
https://forum.minetest.net/
"development" (unstable, yes).Andrey01 wrote:By the way, what does "-dev" mean in end of number of version? Unstable version or what?
@sorcerykid: That's becaue 0.5.0 is not released. Some idiots use the name 0.5.0 anyway. Which is wrong!GreenDimond wrote: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.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.
"0.4.17" should really be called "0.4.16.1". We are currently working towards 0.5, but will backport bug fixes to the 0.4 line. ie: "0.4.17" will be a fixes only release.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.
I don't think that'd be a good idea. Though both of those sites have decent clients and all that, but, I don't think they'd be good places to "release" the game, if a Minetest 1.0 is reached.1337 wrote: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.
I already posted a reminder with some old suggestions (mostly about ui, and the server-list).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,
The offset player is what i mean by 'unusable', no-one would accept playing MT with a vertically offset player.GreenDimond wrote:Incorrect..paramat wrote:old clients will not be usable with new servers (and the other way around).
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 understand correctly.sorcerykid wrote:[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.
They don't call it Minetest for nothin'!TumeniNodes wrote:Just a personal view, I honestly do not understand why anyone would use dev builds for a server, or personal use, unless they are involved with development, testing, or modding (but even for modding seems a bit senseless to me, as mods should be built for a stable system, meant for using on a stable system)
Seems to happen even when both me and a friend have great connection. I won't question it, though, it probably is connection speed.paramat wrote:Probably not, it still needs lots of work, plus we need to create the mobs themselves.
ThatOneChris, jumpy player movement is an inevitable result of network lag in multiplayer, it's not solvable, only by faster communication between server and client, so is an internet speed issue.
Jumpy movement is usually caused by network jitter and latency, both of which can be compensated for if the client sends higher resolution movement info and the client delays the application of position updates of other players (giving slack time to figure out how fast interpolation should be).paramat wrote:Probably not, it still needs lots of work, plus we need to create the mobs themselves.
ThatOneChris, jumpy player movement is an inevitable result of network lag in multiplayer, it's not solvable, only by faster communication between server and client, so is an internet speed issue.
In pvp-situations, that means you would get a much smoother display of how some other playerByakuren wrote:network jitter and latency, .. can be compensated forparamat wrote:jumpy player movement .. result of network lag in multiplayer
if the client sends higher resolution movement info and
the client delays the application of position updates of other players
The issue is that Minetest uses extrapolation not interpolation IIRC. With interpolation, the movement is considerably smoother unless the latency exceeds the sync time, which is usually 0.2sByakuren wrote:Jumpy movement is usually caused by network jitter and latency, both of which can be compensated for if the client sends higher resolution movement info and the client delays the application of position updates of other players (giving slack time to figure out how fast interpolation should be).paramat wrote:Probably not, it still needs lots of work, plus we need to create the mobs themselves.
ThatOneChris, jumpy player movement is an inevitable result of network lag in multiplayer, it's not solvable, only by faster communication between server and client, so is an internet speed issue.
Minetest uses interpolation for displaying player movement, it's just that the player positions are not timestamped or buffered so the game has no idea how fast to move the player.rubenwardy wrote:The issue is that Minetest uses extrapolation not interpolation IIRC. With interpolation, the movement is considerably smoother unless the latency exceeds the sync time, which is usually 0.2sByakuren wrote:Jumpy movement is usually caused by network jitter and latency, both of which can be compensated for if the client sends higher resolution movement info and the client delays the application of position updates of other players (giving slack time to figure out how fast interpolation should be).paramat wrote:Probably not, it still needs lots of work, plus we need to create the mobs themselves.
ThatOneChris, jumpy player movement is an inevitable result of network lag in multiplayer, it's not solvable, only by faster communication between server and client, so is an internet speed issue.
I'm not sure what you mean. A delay of 0.2s like rubenwardy suggests would only be a huge deal in something like a FTG, and any disadvantage is shared with the other player because you are both playing the same game.hajo wrote:In pvp-situations, that means you would get a much smoother display of how some other playerByakuren wrote:network jitter and latency, .. can be compensated forparamat wrote:jumpy player movement .. result of network lag in multiplayer
if the client sends higher resolution movement info and
the client delays the application of position updates of other players
stabs you to death, outruns and evades you faster (because your reactions are slowed down :).
Would you prefer that ?