About 0.4.17

New in 0 4.17

Adding of new blocks, items and biomes
22
47%
Adding new map generators (maybe v8, v9)
2
4%
Changes and fixations
11
23%
I don`t think about it now
1
2%
I nothing want new!
4
9%
Other ideas
7
15%
 
Total votes : 47

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Andrey01
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Re: About 0.4.17

by Andrey01 » Mon Jun 19, 2017 15:27

TumeniNodes wrote:go into the default nodes.lua and change the "length" till you get the speed you like (the lower the number, the faster the animation..., higher number slows it down.)

Code: Select all
minetest.register_node("default:water_source", {
   description = "Water Source",
   drawtype = "liquid",
   tiles = {
      {
         name = "default_water_source_animated.png",
         animation = {
            type = "vertical_frames",
            aspect_w = 16,
            aspect_h = 16,
            length = 2.0,


It would be cool if the frame rate could be defined/altered from within the texture pack itself, with a quick little config file

I can fix it, but i don`t understand one: why developers can not bother for it if they are DEVELOPERS for this aim? As a result many users must issue the mods for it to improve it. I consider developers must make a initiative to improve the game as better as it`s really.
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Re: About 0.4.17

by TumeniNodes » Mon Jun 19, 2017 15:44

but this seems to be more specifically related to individual taste/preference..., if development were to bend to this, it would go nowhere..., and fast.
It is not a development issue, honestly... there are actually numerous means to change this particular matter for yourself... I do not see how it is or would be an actual issue or bug?
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Re: About 0.4.17

by Linuxdirk » Mon Jun 19, 2017 16:33

TumeniNodes wrote:but this seems to be more specifically related to individual taste/preference...

And thus should be a configurable option (either within advanced configuration or on a per-texture basis).
 

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Re: About 0.4.17

by MineYoshi » Mon Jun 19, 2017 16:38

Linuxdirk wrote:
TumeniNodes wrote:but this seems to be more specifically related to individual taste/preference...

And thus should be a configurable option (either within advanced configuration or on a per-texture basis).

+1
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Re: About 0.4.17

by Otter » Mon Jun 19, 2017 17:54

toby109tt wrote:The options above are not interesting for me the only thing I Want is a propper subgame game!

And a good mob api!

I agree. The sandbox game is good, but it does not show the range possible.

The parts are there to make a first person shooter. If we had a MinetestGrandTheftMarioCartDoom game, development on Minetest would stop for three months while we all piled in and played it. We need slopes and a bit of physics for race tracks, but apart from that we almost have all the parts. :)

Imagine driving through some of the cool cave mods while avoiding lava, tooling through villages and avoiding the minecarts crossing the road. On top of that, someone behind you is shooting at your tires and someone in front of you just released a grease spill.
 

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Re: About 0.4.17

by TumeniNodes » Mon Jun 19, 2017 18:58

Linuxdirk wrote:
TumeniNodes wrote:but this seems to be more specifically related to individual taste/preference...

And thus should be a configurable option (either within advanced configuration or on a per-texture basis).


Which I agree with but, there are only so many people, and so much they can do

In my opinion, it would be great if some who would like to see such options avail, with gui scales / buttons, etc...
get a small group together, and work on it together...
Once the group has a polished, workable code and graphics, etc... then, present it to the devs.

The is so much going on, all the time, and it is really not a large team.
I am sure devs would be quite glad to offer any advice or help they could here and there... but might be even more glad to see such a serious community contribution.
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Re: About 0.4.17

by Linuxdirk » Mon Jun 19, 2017 19:17

TumeniNodes wrote:but might be even more glad to see such a serious community contribution.

Like the 160 pull requests for Minetest and the 18 pull request for Minetest Game? *scnr*

Optionify all the things :)
 

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Re: About 0.4.17

by TumeniNodes » Mon Jun 19, 2017 20:58

But, rather than a bunch of individual PR's, people might try to work together, to create one solid, piece of code and then submit it as a working feature.

What has a chance of being merged more? hundreds of individual PR's in the same category... or one large, impressive work, which is well tested and adds a significant amount of feature rich user option gui?

A really nice, well build options gui with nice looking sliders and buttons, which works well is something I think many would like to see...
But to actually manage to get a small team together of people interested in this, to work together on it, and test it to death..., would probably stand a better chance of seeing it become a reality.

The dev team seems to be down to a skeleton crew... so those with the ability, to submit numerous pr's, should be able to get together to work toward one, big, polished pr

This goes for a graphics settings gui, mobs api, etc.....
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Re: About 0.4.17

by BBmine » Tue Jun 20, 2017 03:04

What I want for 0.4.17 is for me to work on the MT engine and content, and get my name in the credits xD
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Re: About 0.4.17

by Byakuren » Tue Jun 20, 2017 17:49

TumeniNodes wrote:But, rather than a bunch of individual PR's, people might try to work together, to create one solid, piece of code and then submit it as a working feature.

What has a chance of being merged more? hundreds of individual PR's in the same category... or one large, impressive work, which is well tested and adds a significant amount of feature rich user option gui?

A really nice, well build options gui with nice looking sliders and buttons, which works well is something I think many would like to see...
But to actually manage to get a small team together of people interested in this, to work together on it, and test it to death..., would probably stand a better chance of seeing it become a reality.

The dev team seems to be down to a skeleton crew... so those with the ability, to submit numerous pr's, should be able to get together to work toward one, big, polished pr

This goes for a graphics settings gui, mobs api, etc.....


The small ones have a better chance because nobody will want to do a code review of a big PR.
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Re: About 0.4.17

by 22i » Tue Jun 20, 2017 19:59

v-rob wrote:
Andrey01 wrote:New suggestion: i would like the water source flows more faster. It`s veeeery sluggish!


The water is too lazy to move faster, and the developers are loo lazy to make it move faster :-)

Good idea, though.

This can be changed in the minetest.conf add this line
liquid_update = 0.25
 

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Re: About 0.4.17

by Andrey01 » Wed Jun 21, 2017 15:21

22i wrote:
v-rob wrote:
Andrey01 wrote:New suggestion: i would like the water source flows more faster. It`s veeeery sluggish!


The water is too lazy to move faster, and the developers are loo lazy to make it move faster :-)

Good idea, though.

This can be changed in the minetest.conf add this line
liquid_update = 0.25

It`s really funny, v-rob XD.
22i, the same some people have already told me above. But i want developers would fix it in next release.
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Re: About 0.4.17

by Isaac Boots » Mon Oct 09, 2017 23:58

I wanted to say I would like in minetest 0.4.17 to have animals built in, easy mac download, more items to craft, more built in plants to grow, game with less crashes ,and anything that will make this game better.
 

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Re: About 0.4.17

by v-rob » Tue Oct 10, 2017 00:10

There shouldn't be any crashes. I haven't experienced any in normal playing. If it does crash, then it is a result of mods.
 

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Re: About 0.4.17

by Andrey01 » Tue Oct 10, 2017 21:34

Isaac Boots wrote:I wanted to say I would like in minetest 0.4.17 to have animals built in, easy mac download, more items to craft, more built in plants to grow, game with less crashes ,and anything that will make this game better.

0.4.17 will pass. Wanting 0.5.0 next release instead that. In any case, some of developers declared me abput it long ago.
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Re: About 0.4.17

by william92 » Thu Oct 12, 2017 01:10

i cant wait for minetest 0.4.17!
 

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Re: About 0.4.17

by rubenwardy » Thu Oct 12, 2017 01:15

william92 wrote:i cant wait for minetest 0.4.17!


There isn't going to be anything in 0.4.17 apart from a few bug fixes. It's 0.5.0 you should be looking forward to
 

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Re: About 0.4.17

by Andrey01 » Thu Oct 12, 2017 19:22

rubenwardy wrote:
william92 wrote:i cant wait for minetest 0.4.17!


There isn't going to be anything in 0.4.17 apart from a few bug fixes. It's 0.5.0 you should be looking forward to

Hmm... i thought 0.4.17 won`t be released. Do you know when will this version be issued?
I like and i am learning to build nice and great houses, palaces, infrastructures and etc... in Minetest!
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Re: About 0.4.17

by Andrey01 » Tue Nov 14, 2017 21:10

Does anybody know when do developers plan to issue 0.4.17 officially?
I like and i am learning to build nice and great houses, palaces, infrastructures and etc... in Minetest!
My Mods:
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Old:Sweet Machine,Drink Machine

My Favourite Servers:
just test, Switchboard PvP made by yngwie123, VanessaE`s creative-building server, Parkour Owned by LoweGaming, Fractal Island and some other servers!
 

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Re: About 0.4.17

by MineYoshi » Tue Nov 14, 2017 21:57

Andrey01 wrote:Does anybody know when do developers plan to issue 0.4.17 officially?

I don't know to be honest. Here you can see a bit of information about what has been done on 0.4.17 though: https://github.com/minetest/minetest/projects.
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Re: About 0.4.17

by azekill_DIABLO » Thu Nov 16, 2017 13:10

Wut, there shouldn't be any 4.17 or... how can you explain the 0.5-dev already exists? they said there won't be anyone, no?
 

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Re: About 0.4.17

by philipbenr » Thu Nov 16, 2017 19:49

@azekill_DIABLO: People can release a working development model in advance, which is what 0.5-dev is. 0.4.17-dev can also be a development version out at the same time as 0.5-dev. Just the 0.4.17-dev will be more mature than the 0.5-dev version will be. Things do not always have to move linearly when developing, especially since the minetest team is diverse and works on a lot of different things at the same time.
 

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Re: About 0.4.17

by azekill_DIABLO » Thu Nov 16, 2017 19:52

Okay thanks for the explanation. But I still think it's a bit a waste of ressource because some people work on 4.17 and othe on 0.5-dev but at then end it will be one!
 

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Re: About 0.4.17

by philipbenr » Fri Nov 17, 2017 01:57

They will likely use the magical powers of git to move the parts of Minetest 0.4.17 into 0.5. There is a good reason that they are using the seemingly complicated platform they are. Its powerful and can easily manage versions of things, especially code. So don't worry about them wasting their time.
 

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Re: About 0.4.17

by TheGreatCoffeeKing99 » Sun Nov 19, 2017 13:06

Hi there,
I think, whether it will be implemented in 0.4.17 or 0.5, mobs are a must for this game.
There are several mob mods that seem adequate, and with some fine tuning (maybe a hostile or all mobs switch?),
mobs can make Minetest more alive. For right now it just seems so static. Adding mobs or maybe even NPC's
(although that seems a little complicated for right now) wouldn't take much work, and they could be in a different folder
than default (which really needs to get split up). Maybe we could have a built-in API so creators could make
their own mobs with ease.

The least you would need to do is bundle some mod like mobs_redo with Minetest Game.
That's just my opinion.
Hi. I don't have any published mods yet.
 

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