Minetest 0.4.10

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paramat
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Re: Minetest 0.4.10

by paramat » Sat Jul 26, 2014 16:45

Dragonop wrote:¿Its there a way to download and install Mapgens in Minetest?¿like mods i guess?

NO
Not c++ core mapgens but you can of course use lua mapgen mods, see the 'mods' link on my profile page i have many 3D noise mapgens.
 

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Re: Minetest 0.4.10

by Dragonop » Sun Jul 27, 2014 23:16

HI.
I just wanted to say that PLEASE dont add MT jack o' lanterns (if somebody is about to do that) cause some people may see it offensive to their religion (see this Topic in Voxelands forum: Jack o' lanterns)
Or maybe a disable Jack o' Lanter option if added
Thanks for reading
 

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Re: Minetest 0.4.10

by Napiophelios » Mon Jul 28, 2014 00:08

Dragonop wrote:HI.
I just wanted to say that PLEASE dont add MT jack o' lanterns (if somebody is about to do that) cause some people may see it offensive to their religion (see this Topic in Voxelands forum: Jack o' lanterns)
Or maybe a disable Jack o' Lanter option if added
Thanks for reading


Jack o' Lanterns are wards to protect against evil spirits, Vampyres in particular.
Its part of archaic Christian folklore,they represent evil spirits/haunting lights, not "heads of the dead".
I think their presence is very fitting to such games as Minecraft and Minetest.

Regardless,the guy offers the solution to his own problem
"just edit the crap out of it"
 

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Re: Minetest 0.4.10

by ExeterDad » Mon Jul 28, 2014 00:58

The beauty of Minetest being a engine rather then a game...

if pumpkin heads, monsters or fictitious ores offend, just disable or edit the mod supplying it.
Oh don't forget noclip, flying and teleport!
 

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Re: Minetest 0.4.10

by rubenwardy » Mon Jul 28, 2014 12:43

Seems like religious people are easily offended. Maybe you should just not place it, or use it?
 

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Re: Minetest 0.4.10

by Kilarin » Mon Jul 28, 2014 15:25

rubenwardy wrote:Seems like religious people are easily offended.

And the non-religious often get offended whenever something obviously religious is added.

Being easily offended is a people problem. :)
 

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Re: Minetest 0.4.10

by rubenwardy » Mon Jul 28, 2014 16:12

What next will they say is religious and offending? Will it be Christmas trees?
 

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Re: Minetest 0.4.10

by TenPlus1 » Mon Jul 28, 2014 17:05

it's just a game people...
 

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Re: Minetest 0.4.10

by HeroOfTheWinds » Mon Jul 28, 2014 23:23

TenPlus1 wrote:it's just a game people...

+100

Just edit it or don't even play it. The same goes for a lot of other games: if someone doesn't like all the blood in Resident Evil, why play it? If people tried to please everybody, the world would have to cease to exist, because it's a basic fact of life that people can't agree on everything.
Nam ex spatio, omnes res venire possunt.
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Re: Minetest 0.4.10

by Zeno » Tue Jul 29, 2014 00:07

HeroOfTheWinds wrote:
TenPlus1 wrote:it's just a game people...

[..] If people tried to please everybody, the world would have to cease to exist, because it's a basic fact of life that people can't agree on everything.


I disagree
 

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Re: Minetest 0.4.10

by Amaz » Tue Jul 29, 2014 10:53

HeroOfTheWinds wrote:
TenPlus1 wrote:it's just a game people...

+100

Just edit it or don't even play it. The same goes for a lot of other games: if someone doesn't like all the blood in Resident Evil, why play it? If people tried to please everybody, the world would have to cease to exist, because it's a basic fact of life that people can't agree on everything.

+1000
 

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Re: Minetest 0.4.10

by afflatus » Sat Aug 02, 2014 11:05

0.4.10 has hit Debian testing (so it should appear in Ubuntu anytime now asdfref.
I am loving the texurable sun, moon and skybox - however, I'd love this to go further - I'd like to be able to add more moons with differing orbit times (so we can have moon phases) and configure the day-length based on virtual latitude (it would be really great if the ecliptic could move north or south. Probably asking for the moon here. :p But basially it would be great to have months and seasons, then abms can be triggered on things like day-length and moon phase. I want to include lunacy and lycanthropes in my game. I am slightly mourning the loss of weather support, not that it ever rained or anything. Does anyone have any plans to re-implement weather?

Loving 3rd person view, want clothing inventory next - could this be modded already?
Bones: damn, I was collecting them. Here I would love to be able to revert to the old behaviour.
I have never 'dropped a stack while sneaking' - so I don't understand this change. :D
The new formspec support is fantastic in theory, but I'm going to have to learn how it works - first experiments have had random effects. Is there any documentation for this?

Great work! Thanks to everyone who has contributed to this release.

Just one more thing:
minetest_game is not minetest
May I remind posters that you can install alternative textures, mods, other games ... even create your own if you don't like the example game. There are valid reasons for discussing what gets bundled with the engine, but disliking pumpkin heads is not one of them.

Whaddya mean it's 'just' a game? :p
 

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Re: Minetest 0.4.10

by sfan5 » Sat Aug 02, 2014 11:22

afflatus wrote:The new formspec support is fantastic in theory, but I'm going to have to learn how it works - first experiments have had random effects. Is there any documentation for this?

https://github.com/minetest/minetest/bl ... #L943-1226
Mods: Mesecons | WorldEdit | Nuke & Minetest builds for Windows (32-bit & 64-bit)
 

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Re: Minetest 0.4.10

by afflatus » Sat Aug 02, 2014 13:01

sfan5 wrote:
afflatus wrote:The new formspec support is fantastic in theory, but I'm going to have to learn how it works - first experiments have had random effects. Is there any documentation for this?

https://github.com/minetest/minetest/bl ... #L943-1226


Thanks sfan5. That took a little figuring out. Basically it appears the formspec gets embedded in the node, so I didn't see the changes until I crafted a new bookcase. The engine was looking for non-existent bg images, so the forms were coming up random colours. We live and learn.
 

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Re: Minetest 0.4.10

by GNUmat » Sat Aug 02, 2014 15:55

Hi there! I'm really excited about the addition of TNT (I'll try to build some cannons, similarly to Minecraft).

So I've upgraded my server and client from 0.4.9 to 0.4.10, however I can't seem to be able to craft gunpowder using a lump of coal and a block of gravel (as described in the wiki: http://wiki.minetest.net/Gun_Powder).
Would you guys have any idea of what I might be doing wrong?

Cheers :)
 

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Re: Minetest 0.4.10

by Krock » Sat Aug 02, 2014 16:04

GNUmat wrote:<snip>

Make sure, you've got the newest minetest_game, much things changed from 0.4.9 to 0.4.10.

There's the recipe of it: https://github.com/minetest/minetest_ga ... t.lua#L338
It uses gravel and a coal lump, as you already said.
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Re: Minetest 0.4.10

by GNUmat » Sat Aug 02, 2014 16:25

After a quick check I confirm that both server and client are in v0.4.10. I even found the pointed lines in the pointed files (the recipes in the lua file).
 

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Re: Minetest 0.4.10

by GNUmat » Sat Aug 02, 2014 17:57

Ok I've found the solution: I created a `~/.minetest/minetest/minetest.conf` file with a `enable_tnt = true` line :) .
Anyway, great release! Just like @afflatus I'll have to find a new purpose for my crypt, I can't collect bones now :'( .

Now it's time to create some TNT cannons! :D
 

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Re: Minetest 0.4.10

by balthazariv » Sun Aug 03, 2014 10:50

Hello,

I can't create new world, i have this error "No worldname given or no game selected".
thanks
 

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Re: Minetest 0.4.10

by Krock » Sun Aug 03, 2014 12:46

balthazariv wrote:I can't create new world, i have this error "No worldname given or no game selected".


10 steps to create a world and play (works!)

Image
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Re: Minetest 0.4.10

by balthazariv » Sun Aug 03, 2014 14:50

balthazariv wrote:I can't create new world, i have this error "No worldname given or no game selected".
thanks


I found an alternative solution. I first created a game mode test minimal development. Now I no longer have the error in normal mode.
 

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Re: Minetest 0.4.10

by SecretSighter » Sat Nov 22, 2014 22:16

I'm having issues getting Minetest to run on Fedora. I'm attempting "yum install minetest" and it states no package found. Is there a more specific name or will I have to compile from source?
 

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Re: Minetest 0.4.10

by Calinou » Sun Nov 23, 2014 09:52

SecretSighter wrote:I'm having issues getting Minetest to run on Fedora. I'm attempting "yum install minetest" and it states no package found. Is there a more specific name or will I have to compile from source?


As you can see, Fedora 19 and 20 only have 0.4.9, not 0.4.10. If you want a more recent version, you will have to compile from source.
 

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Re: Minetest 0.4.10

by afflatus » Sun Nov 23, 2014 12:20

SecretSighter wrote:I'm having issues getting Minetest to run on Fedora. I'm attempting "yum install minetest" and it states no package found. Is there a more specific name or will I have to compile from source?


If you're having problems installing minetest, you probably need to make sure yum is pointing at the correct repository and is looking at an updated index for it. This is really a question for someone in Fedora's games department (or at least rtfm). Minetest is well maintained in Debian and apt is so easy to use that I've become lazy - I haven't had to compile anything for several years. :-)
Grailtest is dreaming ...
 

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