Minetest 5.2.0

sfan5
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Minetest 5.2.0

by sfan5 » Post

Minetest 5.2.0 has been released.

Highlights:
  • GUI improvements: a HTML-like rich text element, better styling,
  • Better graphics: new sky rendering API & object shading
  • Punch wear, Pathfinder fixes
  • New translations for Minetest Game
  • Loads of bug fixes, performance improvements, and more
Changelog: https://dev.minetest.net/Changelog#5.1. ... 6.92_5.2.0
Source code: https://github.com/minetest/minetest/tree/5.2.0

Download:

cHyper-0815OL

Re: Minetest 5.2.0

by cHyper-0815OL » Post

thanks for the good work to release this version of minetest !!!

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runs
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Re: Minetest 5.2.0

by runs » Post

Thanx

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Codesound
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Re: Minetest 5.2.0

by Codesound » Post

Thanks also by my childrens!!!

Minetest is a beautiful project! Thanks so much....

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Walker
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Re: Minetest 5.2.0

by Walker » Post

also a BIG Thanks from me ^^

Minetest has a hard way ... but the dev-Team is SO F*CKING AWSOME !

thanks SO MUCH for the hard work

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goats
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Re: Minetest 5.2.0

by goats » Post

GayJesus wrote:Hi, is Ubuntu PPA available? Thanks
All distro and PPA packages are up to their maintainers (i.e., not Minetest engine devs). Given the speed at which many provide them, you are better off compiling your own or even waiting for a Flatpack or something, given you may never get an update until the distro's next release cycle, when it will lag behind later Minetest releases still...

https://www.minetest.net/downloads/
https://packages.ubuntu.com/search?keywords=minetest

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Re: Minetest 5.2.0

by sfan5 » Post

goats wrote:
GayJesus wrote:Hi, is Ubuntu PPA available? Thanks
All distro and PPA packages are up to their maintainers (i.e., not Minetest engine devs). Given the speed at which many provide them, you are better off compiling your own or even waiting for a Flatpack or something, given you may never get an update until the distro's next release cycle, when it will lag behind later Minetest releases still...
We do actually maintain the Minetest PPA ourselves and it already has 5.2.0.
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Re: Minetest 5.2.0

by Linuxdirk » Post

Since water changed: how to do the trick, to have water looking like it’s a bit below the block top face but still being horizontal like this?

Image

All I get is is water being flush with surrounding nodes or something like this:

Image

Is there a way to get to the old visual style of water without using a mod?
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Re: Minetest 5.2.0

by MysticTempest » Post

Linuxdirk wrote:Since water changed: how to do the trick, to have water looking like it’s a bit below the block top face but still being horizontal like this?

All I get is is water being flush with surrounding nodes or something like this:

Is there a way to get to the old visual style of water without using a mod?
Assuming you still have your old "water_wave_*" settings intact.
For instance, my "minetest.conf" file has the following values:

Code: Select all

water_wave_length = 20
water_wave_speed = 5
water_wave_height = 0.1
And, "waving = 3" is still applied to the water's(& any other liquids you want lowered) code.

Then the only change for 5.2 that you need; is to go into Minetest's shaders, & edit a number.
-------------------------------------------------------------
Go to "/usr/share/minetest/client/shaders/nodes_shader/opengl_vertex.glsl", or equivalent install location if different.
Then find, Line 129.

And, change the 1 to a 4; like so.

Code: Select all

pos.y += (snoise(wavePos) - 4) * WATER_WAVE_HEIGHT * 5;
With my other settings, it still waves a miniscule amount. But, changing the value to '4' gives us that nice looking, lowered water.
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Re: Minetest 5.2.0

by Linuxdirk » Post

MysticTempest wrote:With my other settings, it still waves a miniscule amount. But, changing the value to '4' gives us that nice looking, lowered water.
Thanks for the hint!

My initial values were just

Code: Select all

water_wave_length = 1
water_wave_speed = 0
Which resulted in perfectly fine looking water in 5.1.x and the weird mess shown above in 5.2.x. Your settings and the shader configuration changes make water look lowered but still moving.

But being quite radical with the modification results in perfectly leveled, not weirdly waving water.

Code: Select all

water_wave_length = 1
water_wave_speed = 1
water_wave_height = 1
And line 129 of the shader file:

Code: Select all

pos.y += -1.25;
Result: Water is leveled 2/16 from top of the node. (Maybe the perfect value here might vary depending on Irrlicht device size, screen resolution, scaling, DPI, and whatnot)

Image

Does work with water and flowing water, does not work with river water or lava – but that was the case with my previous solution on 5.1.x, too. So no big deal.

It is still a bad solution because upstream files are modified locally which causes issues on updates.

Quick question to the devs: Is it possible or planned to have shaders on a per-user basis automatically overwriting built-in shaders of same name (filename?) or will it be possible to set the “water height” via configuration value? (I am aware of the visual glitches it causes.)
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Re: Minetest 5.2.0

by debianking » Post

I have minetest 0.5.2 source code as a .zip file, how do I get It to work on Debian from here

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Walker
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Re: Minetest 5.2.0

by Walker » Post

debianking wrote:I have minetest 0.5.2 source code as a .zip file, how do I get It to work on Debian from here

Code: Select all

sudo apt install g++ make libc6-dev libirrlicht-dev cmake libbz2-dev libpng-dev libjpeg-dev libxxf86vm-dev libgl1-mesa-dev libsqlite3-dev libogg-dev libvorbis-dev libopenal-dev libcurl4-gnutls-dev libfreetype6-dev zlib1g-dev libgmp-dev libjsoncpp-dev
sudo apt install git
cd <path to your extracted zip folder>
cmake .
make -j <number of threads that you CPU can handle>

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Re: Minetest 5.2.0

by debianking » Post

all it said was:

Code: Select all

pi@raspberrypi:~$ sudo apt install g++ make libc6-dev libirrlicht-dev cmake libbz2-dev libpng-dev libjpeg-dev libxxf86vm-dev libgl1-mesa-dev libsqlite3-dev libogg-dev libvorbis-dev libopenal-dev libcurl4-gnutls-dev libfreetype6-dev zlib1g-dev libgmp-dev libjsoncpp-dev
Reading package lists... Done
Building dependency tree       
Reading state information... Done
g++ is already the newest version (4:8.3.0-1+rpi2).
g++ set to manually installed.
libc6-dev is already the newest version (2.28-10+rpi1).
libc6-dev set to manually installed.
libpng-dev is already the newest version (1.6.36-6).
libpng-dev set to manually installed.
make is already the newest version (4.2.1-1.2).
make set to manually installed.
zlib1g-dev is already the newest version (1:1.2.11.dfsg-1).
zlib1g-dev set to manually installed.
The following packages were automatically installed and are no longer required:
  fonts-croscore freetype2-doc libleveldb1d lua-bitop lua-socket
Use 'sudo apt autoremove' to remove them.
The following additional packages will be installed:
  bzip2-doc cmake-data libdrm-dev libdrm-etnaviv1 libdrm-exynos1
  libdrm-freedreno1 libdrm-omap1 libdrm-tegra0 libfreetype6 libglvnd-core-dev
  libglvnd-dev libgmpxx4ldbl libjpeg62-turbo-dev libogg0 libopengl0 librhash0
  libx11-xcb-dev libxcb-dri2-0-dev libxcb-dri3-dev libxcb-glx0-dev
  libxcb-present-dev libxcb-randr0-dev libxcb-render0-dev libxcb-shape0-dev
  libxcb-sync-dev libxcb-xfixes0-dev libxdamage-dev libxdamage1 libxext-dev
  libxfixes-dev libxshmfence-dev mesa-common-dev x11proto-damage-dev
  x11proto-fixes-dev x11proto-xext-dev x11proto-xf86vidmode-dev
Suggested packages:
  cmake-doc ninja-build libcurl4-doc libgnutls28-dev libidn11-dev libkrb5-dev
  libldap2-dev librtmp-dev libssh2-1-dev freetype2-doc gmp-doc libgmp10-doc
  libmpfr-dev libirrlicht-doc sqlite3-doc libxext-doc
The following NEW packages will be installed:
  bzip2-doc cmake cmake-data libbz2-dev libcurl4-gnutls-dev libdrm-dev
  libdrm-etnaviv1 libdrm-exynos1 libdrm-freedreno1 libdrm-omap1 libdrm-tegra0
  libgl1-mesa-dev libglvnd-core-dev libglvnd-dev libgmp-dev libgmpxx4ldbl
  libirrlicht-dev libjpeg-dev libjpeg62-turbo-dev libjsoncpp-dev libogg-dev
  libopenal-dev libopengl0 librhash0 libsqlite3-dev libvorbis-dev
  libx11-xcb-dev libxcb-dri2-0-dev libxcb-dri3-dev libxcb-glx0-dev
  libxcb-present-dev libxcb-randr0-dev libxcb-render0-dev libxcb-shape0-dev
  libxcb-sync-dev libxcb-xfixes0-dev libxdamage-dev libxext-dev libxfixes-dev
  libxshmfence-dev libxxf86vm-dev mesa-common-dev x11proto-damage-dev
  x11proto-fixes-dev x11proto-xext-dev x11proto-xf86vidmode-dev
The following packages will be upgraded:
  libfreetype6 libfreetype6-dev libogg0 libxdamage1
4 upgraded, 46 newly installed, 0 to remove and 157 not upgraded.
Need to get 365 kB/12.2 MB of archives.
After this operation, 51.0 MB of additional disk space will be used.
Do you want to continue? [Y/n] y
Abort.

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Walker
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Re: Minetest 5.2.0

by Walker » Post

debianking wrote:[...]Do you want to continue? [Y/n] y
Abort.
[/code]
y = Abort ... wait ... WHAT !?!

WHAT THE F**K !??

i think you broke debian xD
she is lying there
in shards ... in many shards; (

no seriously ... what the hell !?

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Walker
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Re: Minetest 5.2.0

by Walker » Post

Walker wrote:
debianking wrote:[...]Do you want to continue? [Y/n] y
Abort.
[/code]
y = Abort ... wait ... WHAT !?!

WHAT THE F**K !??

i think you broke debian xD
she is lying there
in shards ... in many shards; (

no seriously ... what the hell !?
ok, since (according to above) no packages will be removed anyway, try with "-y" or "--yes" (short form for "--assume-yes")

like:

Code: Select all

sudo apt --yes install g++ make libc6-dev libirrlicht-dev cmake libbz2-dev libpng-dev libjpeg-dev libxxf86vm-dev libgl1-mesa-dev libsqlite3-dev libogg-dev libvorbis-dev libopenal-dev libcurl4-gnutls-dev libfreetype6-dev zlib1g-dev libgmp-dev libjsoncpp-dev

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Re: Minetest 5.2.0

by MysticTempest » Post

Linuxdirk wrote:
MysticTempest wrote:With my other settings, it still waves a miniscule amount. But, changing the value to '4' gives us that nice looking, lowered water.
Thanks for the hint!
No prob!

I tested your shader, & conf settings. And, they work too, and actually look nicer than my previous settings.
So, thanks for sharing yours as well!
Linuxdirk wrote: Does work with water and flowing water, does not work with river water or lava – but that was the case with my previous solution on 5.1.x, too. So no big deal.
Yea, that was due to the devs changing the code a while back to require "waving = 3," if you wanted to use the waving liquid shader.

Water source from Minetest Game as an example:

Code: Select all

minetest.register_node("default:water_source", {
	description = S("Water Source"),
	drawtype = "liquid",
	waving = 3,
	tiles = {
		{
Just add that "waving = 3," line to river water, & lava if you want them lowered as well.
It's another bad solution if you're depending on upstream again, but it is what it is.
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Re: Minetest 5.2.0

by Linuxdirk » Post

MysticTempest wrote:
Linuxdirk wrote: Does work with water and flowing water, does not work with river water or lava – but that was the case with my previous solution on 5.1.x, too. So no big deal.
Yea, that was due to the devs changing the code a while back to require "waving = 3,"
Yeah :( Maybe I change this back some time in my redefinitions mod. But that’s not really the issue here. I just hope that there will be an option. I know from research and going through older issues that some devs heavily opposed lowered water because of the visual glitches it causes and that some dev was happy to remove that feature.

https://github.com/minetest/minetest/issues/3734

So in the feature of lowered water was in the game once but was completely removed due to minor visual glitches instead of simply adding a warning to the configuration documentation and disabling it by default.

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Re: Minetest 5.2.0

by Pxtl » Post

Should I wait on Debian buster backports of this? Buster backports still has 5.1.1. Or to get 5.2.0 should I look at installing from source?

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Re: Minetest 5.2.0

by Yvanhoe » Post

You can also try the AppImages another user generated here: viewtopic.php?f=42&t=22597

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Re: Minetest 5.2.0

by xianjiro » Post

(skipped 5.1.x - no reason in particular)

Have ore depths changed since 5.0.x? Seems like I'm seeing gold sooner than when I last played. I've tried searching forum and wiki: is there a table anywhere that talks about relative depths to start encountering ores?

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Re: Minetest 5.2.0

by Bastrabun » Post

Yes there is: https://wiki.minetest.net/Ore

No clue about whether it is still in effect in your version.
Whatever I say is CC0

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Re: Minetest 5.2.0

by xianjiro » Post

Bastrabun wrote:
Sat May 09, 2020 06:28
Yes there is: https://wiki.minetest.net/Ore

No clue about whether it is still in effect in your version.
thanks!

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Re: Minetest 5.2.0

by paramat » Post

> Since water changed: how to do the trick, to have water looking like it’s a bit below the block top face but still being horizontal like this?

Just tested this.
Previously we were able to use 'water_wave_height = 0' to do this, but now that places water at node top.
We forgot to think about this when waving water was changed, this is an unfortunate change.
I think there is a good chance an extra parameter could be added to re-enable this popular ability, i would support that, so please do open an issue.

> I know from research and going through older issues that some devs heavily opposed lowered water because of the visual glitches it causes and that some dev was happy to remove that feature.

The second 'some dev' should be plural. At the time RBA wanted to remove 'new style water' and the 'waving water' shader. I wanted to remove 'new style water'.
Quoting RBA from the issue:
"Jeija's waving water and new style water shall be removed, both are broken and unfixeable."
https://github.com/minetest/minetest/is ... -186503270
So do not try to blame that on me alone, read the issue.
You often make false accusations intended to create resentment against me.

At that time RBA and i discussed the waving water shader, he wanted to remove the vertical waving and instead have a flat suface at node top, with a texture-only 'waving appearence' effect.
Quote myself from the issue:
"RBA intends to redo water shaders anyway, keeping water surface level with other nodes and using surface effects instead."
https://github.com/minetest/minetest/is ... -186119334

'new style water' was redundant (and was removed), as the waving water shader could be configured to create lowered water. At the time of that issue i did not realise that was possible. Later i became aware of that and from then on have never wanted to remove that ability, as it was a non-default optional configuration.

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Re: Minetest 5.2.0

by Linuxdirk » Post

paramat wrote:
Wed May 13, 2020 00:16
so please do open an issue.
You know I am not using that Microsoft platform.
paramat wrote:
Wed May 13, 2020 00:16
'new style water'
This “new style” was actually the standard in the first (few) released versions of Minetest years ago.
paramat wrote:
Wed May 13, 2020 00:16
You often make false accusations intended to create resentment against me.
“False accusations” is debatable but it’s no secret that I dislike a lot of your opinions. You’re also just a very active dev :)
paramat wrote:
Wed May 13, 2020 00:16
[…] as it was a non-default optional configuration.
Speaking of which … Any chance we will see user-based custom shaders (${home}/.minetest/shaders) overwriting “global” shaders (/usr/share/minetest/client/shaders) if same name or appending the shader stack if they have different names?

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Re: Minetest 5.2.0

by rubenwardy » Post

We do not fully support Android in 5.2.0. The F-Droid people may update their version, but 5.2.0 can never be added to Google Play

Full support for Android will be readded in 5.3.0 - you can try a dev build here: https://minetest.rubenwardy.com/android/
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