Compiling Minetest on Windows

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Topywo
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by Topywo » Sat Oct 20, 2012 15:07

Looking for the Windows packages?

http://minetest.net/download.php

Compiling it yourself

https://github.com/celeron55/minetest

Scroll down until halfway the readme.txt and follow the instructions under: Compiling on Windows:
(Seems to be pretty hard), for Linux compiling yourself is far more easier.

Edit: typo
Last edited by Topywo on Sat Oct 20, 2012 15:07, edited 1 time in total.
 

4aiman
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by 4aiman » Mon Nov 26, 2012 12:53

I know there's pletty much info about compiling under win, but still...
Could anyone (who allready succeed in doing so) post the result of "dir" command, ran from project's dir.
I tried to setup my "workspace" to compile minetest under win, but here and there are errors, cause compiler couldn't find some libs or files.

I read github info as well as info posted here, but it makes no sence to me. First it tells to unzip librares then it says I shouldn't and then, again, list dlls unzipped in folders. I had never ever compile anything under win using c or c++ compilers, so, please, be nice to me ;)
 

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by DelkoDuck » Mon Dec 17, 2012 02:34

The openAL site has been down all week, so I unchecked it in Cmake. But when I try and compile in Visual Studio it says like 5 successful 1 failed and I dont get a .exe. I'm assuming its because openAL is missing?
 

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by 4aiman » Sun Dec 23, 2012 21:36

DelkoDuck wrote:The openAL site has been down all week, so I unchecked it in Cmake. But when I try and compile in Visual Studio it says like 5 successful 1 failed and I dont get a .exe. I'm assuming its because openAL is missing?

You need to uncheck souns support also.
____

Those, who DID build windows binary, would you so kind to share your project along with all the sources?
 

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by 4aiman » Mon Dec 24, 2012 12:50

Sorry for the russian language in this log, but I'm getting this error and do not know haw to get rid of it.
Code: Select all
1>------ Построение начато: проект: ZERO_CHECK, Конфигурация: Release Win32 ------
2>------ Построение начато: проект: translations, Конфигурация: Release Win32 ------
3>------ Построение начато: проект: minetest, Конфигурация: Release Win32 ------
2>  mo update
3>LINK : warning LNK4075: не учитывается "/INCREMENTAL" из-за спецификации "/LTCG"
3>     Создается библиотека D:/mt043w/minetest/bin/Release/minetest.lib и объект D:/mt043w/minetest/bin/Release/minetest.exp
3>freetype247.lib(type1.obj) : error LNK2001: неразрешенный внешний символ "__imp__qsort"
3>freetype247.lib(ftbase.obj) : error LNK2001: неразрешенный внешний символ "__imp__qsort"
3>freetype247.lib(bdf.obj) : error LNK2001: неразрешенный внешний символ "__imp__qsort"
3>freetype247.lib(psmodule.obj) : error LNK2001: неразрешенный внешний символ "__imp__qsort"
3>freetype247.lib(psaux.obj) : error LNK2001: неразрешенный внешний символ "__imp__qsort"
3>D:\mt043w\minetest\bin\Release\minetest.exe : fatal error LNK1120: 1 неразрешенных внешних элементов
4>------ Построение начато: проект: ALL_BUILD, Конфигурация: Release Win32 ------
4>  Build all projects
5>------ Пропуск построения: проект: INSTALL, Конфигурация: Release Win32 ------
5>Проект не выбран для построения в данной конфигурации решения
6>------ Пропуск построения: проект: PACKAGE, Конфигурация: Release Win32 ------
6>Проект не выбран для построения в данной конфигурации решения
========== Построение: успешно: 3, с ошибками: 1, без изменений: 5, пропущено: 2 ==========

I tried to figure it out by "googling" and by asking xyz but at this point I can't find anything via search and xyz seems to grew tired of my questions and just has no time to help me. He just says that he never ever got this type of messages.

I'm NO C++ or just "C" coder. I do not understand why I need to search in QT forum for errors occurring while building some application if I didn't saw any of QT signs while configuring with CMake. Please, be patient, 'cause if some "pro" coder of C++ knows smth, it doesn't mean that everyone else do.

I really need someone's help to finaly build minetest under win 32. I could post any info necessary: screens, logs, project files - anything just to make this game under win.
 

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by rarkenin » Mon Jan 21, 2013 14:37

I may have a Windows build almost ready, but when I build Irrlicht is slow as hell with the official Irrlicht library and pretty much every video render engine offered. I've disabled everything regarding debugging, and turned on first default optimizations(placing or punching nodes takes a second and goes really slow), or full optimizations, which as still unacceptable slow and laggy in terms of video.
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by Fess » Wed Feb 27, 2013 05:48

I've compiled windows x64 version of latest minetest, who needs here is download link
http://yadi.sk/d/nKbNZoz22v282
(inlude curl,sound,etc but doesn't include gettext&freetype support)
 

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by Inocudom » Wed Mar 20, 2013 21:14

Fess wrote:I've compiled windows x64 version of latest minetest, who needs here is download link
http://yadi.sk/d/nKbNZoz22v282
(inlude curl,sound,etc but doesn't include gettext&freetype support)


It works pretty good and even has DirectX support, though it seems odd that maps, caches, and config files are placed in the AppData folder. Could you make another build like this one, but of the most recent git version of Minetest? Features like jungles, dungeons, improved finite liquids, and improved lighting speeds have been added to the git version of Minetest as of late.
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by Fess » Sat Mar 23, 2013 23:06

Inocudom wrote:
Fess wrote:I've compiled windows x64 version of latest minetest, who needs here is download link
(inlude curl,sound,etc but doesn't include gettext&freetype support)


It works pretty good and even has DirectX support, though it seems odd that maps, caches, and config files are placed in the AppData folder. Could you make another build like this one, but of the most recent git version of Minetest? Features like jungles, dungeons, improved finite liquids, and improved lighting speeds have been added to the git version of Minetest as of late.


Yea, textures and settings are stored in AppData in this build, i will try to find where this path stored in sources and change it
Latest build updated today:

http://yadi.sk/d/S6dB8KW33WQcm
Last edited by Fess on Sun Mar 24, 2013 21:18, edited 1 time in total.
 

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by Inocudom » Mon Mar 25, 2013 02:56

Thank you for the new build, Fess. With Minetest needing more RAM these days, 64-bit Windows computers will be more in need of 64-bit builds of Minetest. It is wonderful that you are able to include Direct X support, as OpenGL is rather hard on my computer.

I hope someday Direct X will be supported better by Minetest. This will make the game easier for Windows computers.
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by rarkenin » Mon Mar 25, 2013 10:32

Does anyone know how to get the buildbot to work with LuaJIT? I get an error about how LuaJIT gets compiled without jobserver mode, which causes the original make to go crazy/
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by Inocudom » Sat Mar 30, 2013 01:02

What would be a very useful feature is to have a program (or script) that takes github builds and compiles them for Windows (with Direct X support of course.)

Does anybody here compile their own builds for Windows on Windows? It seems like very few people do (hence the reason this topic is dead.)
Last edited by Inocudom on Wed Apr 03, 2013 01:40, edited 1 time in total.
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by CryAngel » Thu Apr 04, 2013 11:03

Inocudom wrote:Does anybody here compile their own builds for Windows on Windows?

yes, i do. i compile using VS 2010 on Win x86 and x64, with Lua and LuaJIT (my own attempt integrate LuaJIT in minetest)
 

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by Inocudom » Thu Apr 04, 2013 14:39

CryAngel wrote:
Inocudom wrote:Does anybody here compile their own builds for Windows on Windows?

yes, i do. i compile using VS 2010 on Win x86 and x64, with Lua and LuaJIT (my own attempt integrate LuaJIT in minetest)


I don't know if Fess will come back anytime soon. If you want to do so yourself, you could make 64-bit Windows builds for the community.

How many players of Minetest are there that use a 64-bit version of a Windows operating system? I have Windows 7 64-bit, so that brings the count to one.
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by hdastwb » Thu Apr 04, 2013 20:52

I'm on 64-bit Windows sometimes too; I guess that makes two.
 

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by CryAngel » Thu Apr 04, 2013 21:02

i see Fess still make builds, but decide also share my own build. here included:
  • minetest: 2a0badf2d565ce4bebe2910c88795c0fe51a0341
  • minetest_game: c43718a4347f5b4c5a8e51835c2b7aafdbce82b0
  • common: a3670d751f56c484171c20f087feb52186e42bf5
(all last on time when i build)

build environment:
  • zlib 1.2.5
  • openssl 1.0.1e
  • curl 7.29.0
  • gettext 0.18.1.1
  • freetype 2.4.4
  • libogg 1.3.0
  • libvorbis 1.3.3
  • OpenAL 1.15.1
  • Irrlicht 1.8
  • LuaJIT 2.0.1
all x64, sure. can be intresting, if someone can do some tests to see if there any differences between Fess build (i think compiled with Lua) and my, compiled with LuaJIT.

PS. sry if someone dislike Mediafire
Last edited by CryAngel on Thu Apr 04, 2013 21:04, edited 1 time in total.
 

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by kaeza » Thu Apr 04, 2013 21:18

CryAngel wrote:i see Fess still make builds, but decide also share my own build. here included:
  • minetest: 2a0badf2d565ce4bebe2910c88795c0fe51a0341
  • minetest_game: c43718a4347f5b4c5a8e51835c2b7aafdbce82b0
  • common: a3670d751f56c484171c20f087feb52186e42bf5
(all last on time when i build)

build environment:
  • zlib 1.2.5
  • openssl 1.0.1e
  • curl 7.29.0
  • gettext 0.18.1.1
  • freetype 2.4.4
  • libogg 1.3.0
  • libvorbis 1.3.3
  • OpenAL 1.15.1
  • Irrlicht 1.8
  • LuaJIT 2.0.1
all x64, sure. can be intresting, if someone can do some tests to see if there any differences between Fess build (i think compiled with Lua) and my, compiled with LuaJIT.

PS. sry if someone dislike Mediafire

You may also want to include "build" and "survival" games.
Last edited by kaeza on Thu Apr 04, 2013 21:19, edited 1 time in total.
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by CryAngel » Thu Apr 04, 2013 21:32

kaeza wrote:You may also want to include ...

yes, i see them in git but not sure what they do. anyway they small and can be easy added by self, like any other mods.
 

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by kaeza » Thu Apr 04, 2013 21:36

CryAngel wrote:
kaeza wrote:You may also want to include ...

yes, i see them in git but not sure what they do. anyway they small and can be easy added by self, like any other mods.

For now they are just some kind of stub, but in the future "build" will contain stuff meant for creative servers (decorative blocks, etc), and "survival" will contain more stuff for survival servers (mobs, etc).
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by Inocudom » Fri Apr 05, 2013 02:25

You did a good job with your build, CryAngel. It works very well and the cURL server list shows up.
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by Inocudom » Mon Apr 08, 2013 21:57

Could Fess or CryAngel make a new 64-bit build of the GitHub version of Minetest? A lot of memory leaks were fixed recently.
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by Fess » Tue Apr 09, 2013 14:47

Updated version of minetest: 7d002b60ff3d672d141e0de65702c8af5b60f83a
http://yadi.sk/d/xGjZP_Pz3vPZI
I can also make build with LuaJIT, if someone needs it. But for some mods(like landup, canyon, etc) its better to use version with LUA, because at that case mod can update chunks in time, while with LuaJIT version its crashes.
 

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by Inocudom » Tue Apr 09, 2013 14:52

Fess wrote:Updated version of minetest: 7d002b60ff3d672d141e0de65702c8af5b60f83a
http://yadi.sk/d/xGjZP_Pz3vPZI
I can also make build with LuaJIT, if someone needs it. But for some mods(like landup, canyon, etc) its better to use version with LUA, because at that case mod can update chunks in time, while with LuaJIT version its crashes.


I am glad that you made another build. Did you ask CryAngel how he gets the cURL server list working in his? Concerning landup and canyon, it looks like those mods will have to be fixed in order to be compatible with LuaJIT.
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