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[Windows] BlockMen's builds (32 & 64bit): LevelDB, DirectX
Posted: Sun Jul 28, 2013 16:02
by BlockMen
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.
Posted: Mon Jul 29, 2013 08:46
by webdesigner97
Which advantages does DirectX have?
Posted: Mon Jul 29, 2013 09:54
by Calinou
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.
Posted: Mon Jul 29, 2013 10:30
by webdesigner97
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

Posted: Mon Jul 29, 2013 11:00
by BlockMen
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.
Posted: Mon Jul 29, 2013 11:31
by cHyper
How must the minetest.conf file look like?
is this correct?
Posted: Mon Jul 29, 2013 11:38
by PilzAdam
cHyper wrote:How must the minetest.conf file look like?
is this correct?
Yes. You should see the driver you use in the console when starting Minetest.
Posted: Mon Jul 29, 2013 16:56
by Inocudom
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?
Posted: Tue Jul 30, 2013 19:22
by LionsDen
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.
Posted: Tue Jul 30, 2013 20:57
by BlockMen
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.
Posted: Tue Jul 30, 2013 21:39
by PilzAdam
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?
Posted: Tue Jul 30, 2013 21:51
by BlockMen
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/co ... 527f22c08d
Posted: Wed Jul 31, 2013 07:28
by sfan5
Inocudom wrote:
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
Posted: Fri Aug 02, 2013 04:53
by BlockMen
New build: 0.4.7-dev01082013
https://www.dropbox.com/s/qn5l50o1dqeru ... 082013.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
Posted: Sat Aug 03, 2013 15:05
by BlockMen
New build: 0.4.7-dev03082013
https://www.dropbox.com/s/59mr2f4uny9m1 ... 082013.zip
Fixes formspecs issue, labels are now displayed correct
Posted: Sat Aug 03, 2013 15:15
by PilzAdam
BlockMen wrote:Fixes formspecs issue, labels are now displayed correct
What was the problem?
Posted: Sat Aug 03, 2013 16:26
by BlockMen
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...
Posted: Sun Aug 04, 2013 23:23
by BlockMen
New build: 0.4.7-dev04082013
https://www.dropbox.com/s/uz91hi7cv87fd ... 082013.zip
a lot new stuff, e.g.
-
Texture Pack selection via main menu
- anticheat
- and many fixes
Posted: Tue Aug 06, 2013 22:02
by BlockMen
New build: 0.4.7-dev06082013
https://www.dropbox.com/s/gdyneo0u6d8zl ... 082013.zip
Commits since last build:
* 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
Posted: Sun Aug 18, 2013 16:06
by BlockMen
New build: 0.4.7-dev18082013
https://www.dropbox.com/s/b54no74izsyne ... 082013.zip
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
Posted: Sun Aug 25, 2013 17:41
by BlockMen
New build: 0.4.7-dev25082013
https://www.dropbox.com/s/fyqv8yslm9c6p ... 082013.zip
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
Posted: Mon Aug 26, 2013 02:34
by Inocudom
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?
Posted: Mon Aug 26, 2013 08:08
by sfan5
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/co ... 2b1#L0R393
Posted: Wed Sep 04, 2013 15:52
by BlockMen
New build: 0.4.7-dev04092013
https://www.dropbox.com/s/gf6vecadz8com ... 092013.zip
- 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)
Posted: Mon Sep 09, 2013 00:37
by BlockMen
New build: 0.4.7-dev09092013
https://www.dropbox.com/s/4jkbztbe4kzsz ... 092013.zip
- 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