Minetest Game now in maintenance/bugfix-only mode, no feature PRs accepted

User avatar
sorcerykid
Member
Posts: 1431
Joined: Fri Aug 26, 2016 15:36
GitHub: sorcerykid
In-game: Nemo
Location: Illinois, USA

Re: Minetest Game now in maintenance/bugfix-only mode, no feature PRs accepted

by sorcerykid » Post

I can certainly relate to a lot of what celeron55 is saying. When I created my Doors Redux mod, for example,, I was very careful to ensure compatibility with any and all derivatives of Minetest Game, while still introducing extensions to the door API and a more advanced feature-set for use in the Just Test Tribute game. Many of my other mods have been similarly derived from Minetest Game, including Beds Redux, Signs Redux, Chests Redux, Stairs Redux, and Books Redux.

I think there are certainly a core set of features that most games in Minetest have in common just due to the historic influence of Minetest Game as a "modding base". So devising some means of interoperability should be a key consideration going forward, as that will make development and maintenance of unofficial games and mods much easier in the long term.

Festus1965
Member
Posts: 1393
Joined: Sun Jan 03, 2016 11:58
In-game: bye bye

Re: Minetest Game now in maintenance/bugfix-only mode, no feature PRs accepted

by Festus1965 » Post

I have a first problem with this Thread:
Minetest Game now in maintenance/bugfix-only mode, no feature PRs accepted
For what version: 5.3.0 or already 5.4.0 ???

Basically: tell me any company or successful game that kept engine, game or mods "compatible" for all older versions ???
==> What a creepy PLUS work for all coders, to keep always 2, 3 or more rules in the head for that ... = LOST WORK time, and more and more difficult.
Make a cut !

When I was active programming, the best every-time was to delete the old and restart new == best code ever.

I am sorry posting here, and keep the codes from work ... as the headline is so far clear, please don't disturb.
Minetest has no future

User avatar
rubenwardy
Moderator
Posts: 6251
Joined: Tue Jun 12, 2012 18:11
GitHub: rubenwardy
IRC: rubenwardy
In-game: rubenwardy
Location: United Kingdom
Contact:

Re: Minetest Game now in maintenance/bugfix-only mode, no feature PRs accepted

by rubenwardy » Post

I'm struggling to work out what you're trying to say, Festus

Festus1965
Member
Posts: 1393
Joined: Sun Jan 03, 2016 11:58
In-game: bye bye

Re: Minetest Game now in maintenance/bugfix-only mode, no feature PRs accepted

by Festus1965 » Post

writing wrote:For what version: 5.3.0 or already 5.4.0 ???
Minetest has no future

User avatar
Zughy
Member
Posts: 165
Joined: Thu Mar 26, 2020 18:23
GitHub: belongs_to_microsoft
In-game: Zughy
Location: Italy
Contact:

Re: Minetest Game now in maintenance/bugfix-only mode, no feature PRs accepted

by Zughy » Post

Festus1965 wrote:
Mon Aug 24, 2020 09:11
writing wrote:For what version: 5.3.0 or already 5.4.0 ???
It's already in maintenance mode, all "feature" PRs and issues have been closed

Festus1965
Member
Posts: 1393
Joined: Sun Jan 03, 2016 11:58
In-game: bye bye

Re: Minetest Game now in maintenance/bugfix-only mode, no feature PRs accepted

by Festus1965 » Post

that Thread:
* Minetest Game now in maintenance/bugfix-only mode, no feature PRs accepted
is from:
* by sorcerykid » Mon Aug 24, 2020 06:23

as the Release of 5.3.0 is from
* News: 5.3.0 released. (July 9th 2020 )

=> a maintenance/bugfix-only AFTER a release even with RC announcing and testing ?

so as there was as RC even testing before,
this cannot be an thing for 5.3.0
otherwise here is running something terrible wrong.

and every testing before and issues are obsolete ... but without I see here any post, link to what was fixed ...
Minetest has no future

Festus1965
Member
Posts: 1393
Joined: Sun Jan 03, 2016 11:58
In-game: bye bye

Re: Minetest Game now in maintenance/bugfix-only mode, no feature PRs accepted

by Festus1965 » Post

For what version: 5.3.0 or already 5.4.0 ???

still NO answer, is also an answer:

Now, I understand why so many servers kept on 4.17.x

bye
Minetest has no future

User avatar
burli
Member
Posts: 1641
Joined: Fri Apr 10, 2015 13:18

Re: Minetest Game now in maintenance/bugfix-only mode, no feature PRs accepted

by burli » Post

I assume MTG is in maintenance for all version

User avatar
rubenwardy
Moderator
Posts: 6251
Joined: Tue Jun 12, 2012 18:11
GitHub: rubenwardy
IRC: rubenwardy
In-game: rubenwardy
Location: United Kingdom
Contact:

Re: Minetest Game now in maintenance/bugfix-only mode, no feature PRs accepted

by rubenwardy » Post

Festus1965 wrote:
Fri Aug 28, 2020 00:57
For what version: 5.3.0 or already 5.4.0 ???

still NO answer, is also an answer:
The question doesn't make sense. The maintenance mode has started after 5.3.0 released - because that was months ago, and we can't retroactively change releases. When 5.4.0 is released, it will contain new features because new features have already been added

User avatar
Zughy
Member
Posts: 165
Joined: Thu Mar 26, 2020 18:23
GitHub: belongs_to_microsoft
In-game: Zughy
Location: Italy
Contact:

Re: Minetest Game now in maintenance/bugfix-only mode, no feature PRs accepted

by Zughy » Post

Festus1965 wrote:
Fri Aug 28, 2020 00:57
For what version: 5.3.0 or already 5.4.0 ???

still NO answer, is also an answer:

Now, I understand why so many servers kept on 4.17.x

bye
We literally answered you several times, there's no need to be edgy. Cya :waving-hand:

User avatar
freshreplicant
Member
Posts: 20
Joined: Sun Aug 09, 2020 10:37
In-game: freshreplicant

Re: Minetest Game now in maintenance/bugfix-only mode, no feature PRs accepted

by freshreplicant » Post

I'm still new to Minetest but to me it seems there has been too much emphasis on 'Games' over 'Mods' in this conversation. From a newcomer's perspective, there are very few actual fully fleshed out playable games for MT. Some existing games have several cool concepts or are neat experiments, but most are fairly empty and a good few seem to have been abandoned altogether. On the other hand, most of the really noteworthy, high quality content I have encountered has been contained in mods (most of these being mods for, I am assuming, MTG).

I'm with Sokomine in urging the devs to shy away from any decision that would break mods or lead to further fragmentation, i.e. even more mods only working for one game but not another. It would do a great disservice to the many amazing mods and modders that are out there.

The ease of modding Minetest seems to be a huge part of its draw and I think that most people will find it more feasible to really contribute something of quality to MT ecosystem if they undertake a project of limited scope: maybe a cool mob or three, some plants, animals, tools, changes to select game mechanics etc. I don't think that very many individuals have the vision, time or skills to make a polished and truly enjoyable game for Minetest. Many people might be super gung-ho in week 1 of their game but as time goes on they might run into technical roadblocks, get bored or have something else happen that makes them move on to something else. Their innovations then pretty much stay trapped in the amber of that half-formed game, unless somebody bothers to extract them and make them portable as a mod or gobbles them up for their own game. Even if they don't give up, the more content they create, the more apparent their weakness will be, especially for single developer games: they might be a total wizard at programming cool mob mechanics, but they aren't very good at creating textures, or some combination thereof.

Now I don't mean this an attack on the active, talented people I see here on the forums and elsewhere developing MT games. It is a strength that MT can also be an engine for forging your own games, but I still think mods are the bread and butter that will sustain MT in the long run. As the name implies, mods have to modify something. There has to be a base to build on, something to introduce to the newcomer, to hint at the potential that MT has. I'm torn between the argument of paring down MTG/turning it into more flexible modular components vs making a really good MTG, but I feel like MTG could benefit from offering some really great defaults to build mods onto.

For example, if you want to make a mod that adds mobs right now, or a mod that interacts with mobs, you have to be mindful of 3+ various mob frameworks floating around in the ether, many implementing the same things in different incompatible ways. If MT or MTG offered a more fully fledged "official" mob framework that draws on the strength of all these great community created mob frameworks, I imagine that would probably empower modders quite a bit. I would love if more mobs were interoperable and packaged as single mobs or in small bundles with a very specific themes, because I think like with games, the bigger the mod pack, the more apparent certain weak spots become. I want the goblin mod, mimes/mimics from this mod, this chicken from that animal mod (but not the spiders from the same mod), that one monster from this mod, etc. but right now that can be pretty hard to do unless you're willing to dig into mod folders, different apis and such to make mobs from various sources play nicely together.

This small mod and official framework approach could even benefit an official MTG in ways its corporate cousin Minecraft has been struggling to do for years: if somebody makes a really stand-out weapon, ore, mob, whatever...you can add it fairly seamlessly to the official game. That stimulates the community with recognition, the feeling that they can really be a part of this community and it also keeps MTG alive. As a bonus, the core devs don't need to make content if they would rather work on the engine/frameworks, or tinker with something else behind the scenes. It always drove me mad to see Minecraft's tiny mob selection, while Minecraft mods like Mo' Creatures had dozens of studio quality additions available. It would however require a concept or set theme you're aiming for with MTG, so you know what to adopt as 'official' and what to leave out.

More defaults/standardised ways to add specific content types should also allow players to toggle on and off specific stuff, even if they are bundled with 'default'. You don't like default sheep, the default birds are too loud or you found a cooler pickaxe in a community mod than the one bundled with MTG? Turn them on or off individually.

I assume most people using Minetest as an engine are using it because they want to make something related to voxel games, rather than something totally different. Else why not use Godot, Unreal or other more multi-purpose engine? There will always be exceptions of course, more power to you if you're going to use MT to build a flight sim or FPS, but it's ok to recognize MT's specific niche and really showcase that potential. Investing in the MTG and mod synergy would show that Minetest can be a successful game engine. It would not inspire confidence in me as a lone developer or aspiring developer to see an engine's official game, supported by such brilliant devs as MTG is, fail or be abandoned.

I hope I didn't step on any toes with this and forgive me if I'm missing some history that makes some of my points moot. Just wanted to put into words some my perspectives as an enthusiastic newcomer.

Post Reply

Who is online

Users browsing this forum: No registered users and 1 guest