[Windows] BlockMen's builds (32 & 64bit): LevelDB, DirectX

User avatar
BlockMen
Developer
 
Posts: 768
Joined: Fri Mar 01, 2013 17:24
Location: Germany
GitHub: BlockMen

[Windows] BlockMen's builds (32 & 64bit): LevelDB, DirectX

by BlockMen » Sun Jul 28, 2013 16:02

You can get here my lastest Windows builds, for 32Bit and 64Bit systems. The builds have GetText, cURL, TTF, LuaJIT, LevelDB and DirectX support.

Lastest Builds (2015-02-12):

32Bit:
Minetest 0.4.11-dev20150212

64Bit:
Minetest 0.4.11-x64-dev20150212

To use DirectX instead of OpenGL add
Code: Select all
video_driver = direct3d9
enable_shaders = false
to minetest.conf.

Please let me know if you notice any bugs or problems with these builds.
Last edited by BlockMen on Thu Feb 12, 2015 10:25, edited 21 times in total.
 

User avatar
webdesigner97
Member
 
Posts: 1325
Joined: Mon Jul 30, 2012 19:16
Location: Bergisch Gladbach, Germany
GitHub: webD97
IRC: webdesigner97
In-game: webdesigner97
 

User avatar
Calinou
Moderator
 
Posts: 3159
Joined: Mon Aug 01, 2011 14:26
Location: Troyes, France
GitHub: Calinou
IRC: Calinou
In-game: Calinou

by Calinou » Mon Jul 29, 2013 09:54

webdesigner97 wrote:Which advantages does DirectX have?


You mean Direct3D and not DirectX here. It's usually slightly faster, but does not support GLSL shaders and is Windows-only.
 

User avatar
webdesigner97
Member
 
Posts: 1325
Joined: Mon Jul 30, 2012 19:16
Location: Bergisch Gladbach, Germany
GitHub: webD97
IRC: webdesigner97
In-game: webdesigner97

by webdesigner97 » Mon Jul 29, 2013 10:30

Calinou wrote:
webdesigner97 wrote:Which advantages does DirectX have?


You mean Direct3D and not DirectX here. It's usually slightly faster, but does not support GLSL shaders and is Windows-only.

Ok, thx for the explanation :) Oh and BlockMen said:
BlockMen wrote:(...) The builds have GetText, cURL, TTF, LuaJIT and DirectX support.(...)

That's why I also said Directx ;)
 

User avatar
BlockMen
Developer
 
Posts: 768
Joined: Fri Mar 01, 2013 17:24
Location: Germany
GitHub: BlockMen

by BlockMen » Mon Jul 29, 2013 11:00

webdesigner97 wrote:
Calinou wrote:
webdesigner97 wrote:Which advantages does DirectX have?


You mean Direct3D and not DirectX here. It's usually slightly faster, but does not support GLSL shaders and is Windows-only.

Ok, thx for the explanation :) Oh and BlockMen said:
BlockMen wrote:(...) The builds have GetText, cURL, TTF, LuaJIT and DirectX support.(...)

That's why I also said Directx ;)


"Microsoft DirectX is a collection of APIs [...] on Microsoft platforms."
"Direct3D is part of Microsoft's DirectX API." -> so DirectX support is not wrong ;)

And yes, its faster and runs smoother. Unfortunately Minetest has currently only shaders for OpenGl, so when using Direct3D you have to disable shaders.
 

User avatar
cHyper
Member
 
Posts: 842
Joined: Fri May 06, 2011 08:49
Location: Austria
GitHub: cHyper-0815OL
IRC: cHyper
In-game: cHyper cHyper_0815

by cHyper » Mon Jul 29, 2013 11:31

How must the minetest.conf file look like?

Code: Select all
video_driver = direct3d9


is this correct?
 

User avatar
PilzAdam
Member
 
Posts: 4026
Joined: Fri Jul 20, 2012 16:19
Location: Germany
GitHub: PilzAdam
IRC: PilzAdam

by PilzAdam » Mon Jul 29, 2013 11:38

cHyper wrote:How must the minetest.conf file look like?

Code: Select all
video_driver = direct3d9


is this correct?

Yes. You should see the driver you use in the console when starting Minetest.
 

User avatar
Inocudom
Member
 
Posts: 3080
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

by Inocudom » Mon Jul 29, 2013 16:56

BlockMen wrote:
webdesigner97 wrote:
Calinou wrote:
You mean Direct3D and not DirectX here. It's usually slightly faster, but does not support GLSL shaders and is Windows-only.

Ok, thx for the explanation :) Oh and BlockMen said:
BlockMen wrote:(...) The builds have GetText, cURL, TTF, LuaJIT and DirectX support.(...)

That's why I also said Directx ;)


"Microsoft DirectX is a collection of APIs [...] on Microsoft platforms."
"Direct3D is part of Microsoft's DirectX API." -> so DirectX support is not wrong ;)

And yes, its faster and runs smoother. Unfortunately Minetest has currently only shaders for OpenGl, so when using Direct3D you have to disable shaders.


There are a few questions that would have to be asked concerning shaders for DirectX 9:
1-Does DirectX 9 even support shaders at all?
2-Is there anybody skilled enough and willing enough to write shaders for DirectX 9?
3-If shaders were successfully written for DirectX 9, would they ever be added to Minetest?
Last edited by Inocudom on Mon Jul 29, 2013 22:37, edited 1 time in total.
You can now find my videos at BitChute: https://www.bitchute.com/channel/some_cheeky_jinuskian/
 

User avatar
LionsDen
Member
 
Posts: 530
Joined: Thu Jun 06, 2013 03:19

by LionsDen » Tue Jul 30, 2013 19:22

I noticed a couple of issues.

1. I use the technic mod and when I click the button to show the bags, none of the bags have a name on it's button. I was/am using PilzAdam's latest 7-24-2013 version and occasionally the button name would disappear but it was only on one or two of them and they would come back the next time I clicked the bags button. On yours, all of them were missing and never came back and I played for hours and even restarted the game once in that time.

2. After I was done testing, I copied the world back to PilzAdam's version and it wouldn't let me open the file. I don't remember the exact error but it wouldn't load the world. I don't know if it was a problem with your copy or PilzAdam's version that was causing this. Luckily, I had a backup from before I took the world over to yours and was able to restore my world.
 

User avatar
BlockMen
Developer
 
Posts: 768
Joined: Fri Mar 01, 2013 17:24
Location: Germany
GitHub: BlockMen

by BlockMen » Tue Jul 30, 2013 20:57

LionsDen wrote:I noticed a couple of issues.

1. I use the technic mod and when I click the button to show the bags, none of the bags have a name on it's button. I was/am using PilzAdam's latest 7-24-2013 version and occasionally the button name would disappear but it was only on one or two of them and they would come back the next time I clicked the bags button. On yours, all of them were missing and never came back and I played for hours and even restarted the game once in that time.

2. After I was done testing, I copied the world back to PilzAdam's version and it wouldn't let me open the file. I don't remember the exact error but it wouldn't load the world. I don't know if it was a problem with your copy or PilzAdam's version that was causing this. Luckily, I had a backup from before I took the world over to yours and was able to restore my world.


Thanks for giving feedback.

First issue: I have tested and noticed, that labels in formspecs are not shown, so its not related to technic. It may be caused by TTF, i'm gonna check this.

2nd issue: This is caused by commits that have been merged into the game, which are already included in my build, but not in PilzAdam's last build. Because of that the game is not able to read the mapdata. You can ask PilzAdam to make a new build, then you can open the world you have used in my build.
 

User avatar
PilzAdam
Member
 
Posts: 4026
Joined: Fri Jul 20, 2012 16:19
Location: Germany
GitHub: PilzAdam
IRC: PilzAdam

by PilzAdam » Tue Jul 30, 2013 21:39

BlockMen wrote:
LionsDen wrote:I noticed a couple of issues.

1. I use the technic mod and when I click the button to show the bags, none of the bags have a name on it's button. I was/am using PilzAdam's latest 7-24-2013 version and occasionally the button name would disappear but it was only on one or two of them and they would come back the next time I clicked the bags button. On yours, all of them were missing and never came back and I played for hours and even restarted the game once in that time.

2. After I was done testing, I copied the world back to PilzAdam's version and it wouldn't let me open the file. I don't remember the exact error but it wouldn't load the world. I don't know if it was a problem with your copy or PilzAdam's version that was causing this. Luckily, I had a backup from before I took the world over to yours and was able to restore my world.


Thanks for giving feedback.

First issue: I have tested and noticed, that labels in formspecs are not shown, so its not related to technic. It may be caused by TTF, i'm gonna check this.

2nd issue: This is caused by commits that have been merged into the game, which are already included in my build, but not in PilzAdam's last build. Because of that the game is not able to read the mapdata. You can ask PilzAdam to make a new build, then you can open the world you have used in my build.

woowoowwow, hold on. Do you just said that we broke world format with a commit?
 

User avatar
BlockMen
Developer
 
Posts: 768
Joined: Fri Mar 01, 2013 17:24
Location: Germany
GitHub: BlockMen

by BlockMen » Tue Jul 30, 2013 21:51

PilzAdam wrote:woowoowwow, hold on. Do you just said that we broke world format with a commit?


Yes. Error message:
Code: Select all
22:46:28: ERROR[main]: ServerError: World data version mismatch in MapBlock (-1,-2,1)
22:46:28: ERROR[main]: ----
22:46:28: ERROR[main]: "ERROR: MapBlock format not supported"
22:46:28: ERROR[main]: See debug.txt.
22:46:28: ERROR[main]: World probably saved by a newer version of Minetest.


and commit that is causing: https://github.com/minetest/minetest/commit/3aedfac9685c2d9ae8bac5a5b7e72e527f22c08d
 

User avatar
sfan5
Moderator
 
Posts: 3829
Joined: Wed Aug 24, 2011 09:44
Location: Germany
GitHub: sfan5
IRC: sfan5

by sfan5 » Wed Jul 31, 2013 07:28

Inocudom wrote:
BlockMen wrote:
webdesigner97 wrote:Ok, thx for the explanation :) Oh and BlockMen said:

That's why I also said Directx ;)


"Microsoft DirectX is a collection of APIs [...] on Microsoft platforms."
"Direct3D is part of Microsoft's DirectX API." -> so DirectX support is not wrong ;)

And yes, its faster and runs smoother. Unfortunately Minetest has currently only shaders for OpenGl, so when using Direct3D you have to disable shaders.


There are a few questions that would have to be asked concerning shaders for DirectX 9:
1-Does DirectX 9 even support shaders at all?

Yes, but it uses HLSL instead of GLSL
Inocudom wrote:2-Is there anybody skilled enough

Yes
Inocudom wrote: and willing enough to write shaders for DirectX 9?

Probably no
Inocudom wrote:3-If shaders were successfully written for DirectX 9, would they ever be added to Minetest?

Yeah, sure
Mods: Mesecons | WorldEdit | Nuke & Minetest builds for Windows (32-bit & 64-bit)
 

User avatar
BlockMen
Developer
 
Posts: 768
Joined: Fri Mar 01, 2013 17:24
Location: Germany
GitHub: BlockMen

by BlockMen » Fri Aug 02, 2013 04:53

New build: 0.4.7-dev01082013

https://www.dropbox.com/s/qn5l50o1dqeruim/minetest-0.4.7-dev01082013.zip


Includes last commits, that fix world breaking issue

PS: Every kind of labels in formspecs are still not shown, it seems to be an windows only issue related to the restructured menu
 

User avatar
BlockMen
Developer
 
Posts: 768
Joined: Fri Mar 01, 2013 17:24
Location: Germany
GitHub: BlockMen

by BlockMen » Sat Aug 03, 2013 15:05

New build: 0.4.7-dev03082013

https://www.dropbox.com/s/59mr2f4uny9m149/minetest-0.4.7-dev03082013.zip


Fixes formspecs issue, labels are now displayed correct
 

User avatar
PilzAdam
Member
 
Posts: 4026
Joined: Fri Jul 20, 2012 16:19
Location: Germany
GitHub: PilzAdam
IRC: PilzAdam

by PilzAdam » Sat Aug 03, 2013 15:15

BlockMen wrote:Fixes formspecs issue, labels are now displayed correct

What was the problem?
 

User avatar
BlockMen
Developer
 
Posts: 768
Joined: Fri Mar 01, 2013 17:24
Location: Germany
GitHub: BlockMen

by BlockMen » Sat Aug 03, 2013 16:26

PilzAdam wrote:
BlockMen wrote:Fixes formspecs issue, labels are now displayed correct

What was the problem?


Im not sure, it may be an incorrect conversion from wstring to wchar_t*, which is IMO unnecessary at all. so i changed the var declaration of all labels from wchar_t* to wstring...
 

User avatar
BlockMen
Developer
 
Posts: 768
Joined: Fri Mar 01, 2013 17:24
Location: Germany
GitHub: BlockMen

by BlockMen » Sun Aug 04, 2013 23:23

New build: 0.4.7-dev04082013

https://www.dropbox.com/s/uz91hi7cv87fdhv/minetest-0.4.7-dev04082013.zip


a lot new stuff, e.g.
- Texture Pack selection via main menu
- anticheat
- and many fixes
 

User avatar
BlockMen
Developer
 
Posts: 768
Joined: Fri Mar 01, 2013 17:24
Location: Germany
GitHub: BlockMen

by BlockMen » Tue Aug 06, 2013 22:02

New build: 0.4.7-dev06082013

https://www.dropbox.com/s/gdyneo0u6d8zl92/minetest-0.4.7-dev06082013.zip


Commits since last build:
[spoiler]
* Simplify code of mainmenu world sort 779165144e
* Fix full crack texture being shown when releasing dig button 7fbc8152bf
* Add support for different drowning damage and allow drowning in other nodetypes 7b13d119ed
* Fix worldlist in servertab being filtered by selected game ba65e2ae6c
* Rename LagPool's member variables to avoid MSVC freaking up due to it's #define max 53bf62bb83
* Clean up server's log messages and give a better error to client when its player is in use 61f240946a
* Add minetest.registered_biomes 14eab22d81
* Fix crack overlay for animated textures 96c34d369e
[/spoiler]
 

User avatar
BlockMen
Developer
 
Posts: 768
Joined: Fri Mar 01, 2013 17:24
Location: Germany
GitHub: BlockMen

by BlockMen » Sun Aug 18, 2013 16:06

New build: 0.4.7-dev18082013

https://www.dropbox.com/s/b54no74izsyne8o/minetest-0.4.7-dev18082013.zip

[spoiler=Commits since last build]
Reenable image scaling in formspecs
Fix trailing nils being dropped by deprecated minetest.env handler
Add translation for main menu
Send player damage to all clients and apply [brighten
Diagonal liquid animation
Fix modstore pagecount
Use get_texturepath() instead of get_gamepath()/../textures
Use errorstream instead of std::cout in pathfinder.cpp
Remove debug output
Sort modlist alphabetically
Add ability to activate mods with doubleclick (remove old_style_mod_selection)
Don't automatically scroll listbox when selecting an item in the middle
Formspec textlist: Black Irrlicht magic to detect fake doubleclicks
Fix formspec escaping, add escaping to info.txt for texture packs.
Fix documentation about colors in formspec
Add virtual destructor to IBackgroundBlockEmerger to silence warning
Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenu
Fix my name.
Fix typos
Add support for entities to automatic face movement direction
Dont write directly to files but rather write and copy a tmp file
Remove farmesh
Decoration: Fix schematic probability mess with new MTS file version
Dont crash if facedir > 23
Dont download modstore info if its isnt needed
Don't freak out when a client sends multiple TOSERVER_INIT packets; also log one thing more.
Fix various memory access problems detected by valgrind
Fix path of mono font in defaultsettings.cpp
Fix stored XSS vulnerability in the serverlist
Fix uninitialized irr::SEvent fields in guiFormSpecMenu.cpp
[/spoiler]
 

User avatar
BlockMen
Developer
 
Posts: 768
Joined: Fri Mar 01, 2013 17:24
Location: Germany
GitHub: BlockMen

by BlockMen » Sun Aug 25, 2013 17:41

New build: 0.4.7-dev25082013

https://www.dropbox.com/s/fyqv8yslm9c6pxa/minetest-0.4.7-dev25082013.zip

[spoiler=Commits since last build]
Add support for using textures in hotbar
Fix aliases not working in shapeless crafting recipes
Run util/updatepo.sh
Add a setting for HighPrecisionFPU (fixes #763).
Fix *.po errors caused by rebase.
Translated using Weblate (Ukrainian)
Translated using Weblate (Russian)
Translated using Weblate (Norwegian Bokmål)
Translated using Weblate (Estonian)
Translated using Weblate (Dutch)
Translated using Weblate (Hungarian)
Translated using Weblate (Dutch)
Translated using Weblate (Russian)
Translated using Weblate (French)
Translated using Weblate (French)
Translated using Weblate (Ukrainian)
Fix umlauts/special character issue in lua gettext
Fix gettext for tabs (windows)
Allow SIGINT to kill mainmenu again
World config dialog: Use engine determined path for game mods
GUIFormSpecMenu focus fixes
[/spoiler]
 

User avatar
Inocudom
Member
 
Posts: 3080
Joined: Sat Sep 29, 2012 01:14
IRC: Inocudom
In-game: Inocudom

by Inocudom » Mon Aug 26, 2013 02:34

Add a setting for HighPrecisionFPU (fixes #763)... What effect does this have on DirectX 9? It sounds like it would make it smoother, but does it?
Last edited by Inocudom on Mon Aug 26, 2013 02:34, edited 1 time in total.
You can now find my videos at BitChute: https://www.bitchute.com/channel/some_cheeky_jinuskian/
 

User avatar
sfan5
Moderator
 
Posts: 3829
Joined: Wed Aug 24, 2011 09:44
Location: Germany
GitHub: sfan5
IRC: sfan5

by sfan5 » Mon Aug 26, 2013 08:08

Inocudom wrote:Add a setting for HighPrecisionFPU (fixes #763)... What effect does this have on DirectX 9? It sounds like it would make it smoother, but does it?

# Makes DirectX work with LuaJIT. Disable if it causes troubles.

https://github.com/minetest/minetest/commit/d05b15df779940ef3907704ea07d5dd529b0b2b1#L0R393
Mods: Mesecons | WorldEdit | Nuke & Minetest builds for Windows (32-bit & 64-bit)
 

User avatar
BlockMen
Developer
 
Posts: 768
Joined: Fri Mar 01, 2013 17:24
Location: Germany
GitHub: BlockMen

by BlockMen » Wed Sep 04, 2013 15:52

New build: 0.4.7-dev04092013

https://www.dropbox.com/s/gf6vecadz8com7h/minetest-0.4.7-dev04092013.zip

[spoiler=Commits since last build]
- Add backtrace to error function
- Fix remnants of s32 enable_shaders
- Fix enable_fog = false not having any effect when shaders are enabled
- Server::ProcessData(): call getBanName once instead of twice (#639)
- Add minetest.parse_json, engine.parse_json
- Use wstring for vertlabels
- Fix bug in pathfinder causing endless loop in some situations
- Translated using Weblate (Spanish)
- Translated using Weblate (Russian)
- Translated using Weblate (Russian)
- Translated using Weblate (Russian)
- Translated using Weblate (Russian)
- Translated using Weblate (Russian)
- Translated using Weblate (Russian)
- Translated using Weblate (Russian)
- Translated using Weblate (German)
- Normalized heat and adjusted humidity
- Add escaping to world list in main menu (fixes #896)
- Remove "po/du". "du" is invalid language code (fixes #881)
[/spoiler]
 

User avatar
BlockMen
Developer
 
Posts: 768
Joined: Fri Mar 01, 2013 17:24
Location: Germany
GitHub: BlockMen

by BlockMen » Mon Sep 09, 2013 00:37

New build: 0.4.7-dev09092013

https://www.dropbox.com/s/4jkbztbe4kzszbs/minetest-0.4.7-dev09092013.zip

[spoiler=Commits since last build]
- Run updatepo.sh
- Add fallback font support for some languages.
- Add minetest.get_gametime() API function, that returns the number of seconds since the world was created.
- Translated using Weblate (Portuguese)
- Translated using Weblate (German)
- Translated using Weblate (Chinese (China))
- Add mapgen_stair_cobble alias to minimal
- Standardized method of getting node info in dungeon mapgen.
- Add sanity check to sort function
- Fix selectionbox not honoring anaglyph mode 3d distortion
- Fix crash on lua exception
- Use player:set_hotbar_image() instead of hardcoded hotbar.png
[/spoiler]
 

Next

Return to Builds



Who is online

Users browsing this forum: No registered users and 1 guest