Next - development branch with lot of unmerged pulls

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proller
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Next - development branch with lot of unmerged pulls

by proller » Mon Aug 26, 2013 17:05

!!!
this topic and branch is outdated.
Development of all features continued here - http://freeminer.org/ , https://github.com/freeminer/freeminer
!!!

30+ various changes.
More features, faster, better, less bugs.
But need testing from you.

Windows msvs build by xyz http://minetest.setun.net/next/minetest-0.4.8-next.zip
or
git clone --recursive -b next https://github.com/proller/minetest.git minetest_next
cd minetest_next
cmake . -DRUN_IN_PLACE=1

branch here:
minetest: https://github.com/proller/minetest/tree/next
minetest_game: https://github.com/proller/minetest_game/tree/next

merge report: https://github.com/proller/minetest/blob/next_tools/util/next/report.log

some pulls skipped with conflicts: https://github.com/proller/minetest/blob/next_tools/util/next/minetest.log

Automatic merging every day

if you want to update this branch:
git pull
git submodule update --init --recursive


most important changes:
- 99% lag-free. optimized server, can handle 50-100-... players, no problems with laggy mods, even on slow hardware (ARM)
- much faster on client (vbo, can eat memory), increased view,send range
- nicer looks (#799)
- better dynamic weather and liquids
- less bugs
- weather defined water or ice on map generation. (freezed oceans if low temperature)
and dirt_with_snow instead of dirt_with_grass when too cold.
- weather defined tree and flowers growing
- cave trees in huge caves (indev mapgen)
- optimized falling (much less mid-air stuck, limited max falling speed)
- fixed and optimized headless client (you can run 30-50 bots on one PC)
- hell (very hot at -30500), anything melting and burning

API changes:
new node groups: freeze melt hot cold (define temperatures) how to use here -https://github.com/proller/minetest_game/compare/dynamic
minetest.register_abm({..., action(...,...,...,...,neighbor) -- who founded from neighbors
minetest.register_abm({...,neighbors_range = 4 -- find neighbors around, max nodes (for melting snow in 4x4 area around torch or something else)
Last edited by proller on Fri Nov 29, 2013 12:17, edited 1 time in total.
 

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by sfan5 » Mon Aug 26, 2013 17:28

Last edited by sfan5 on Mon Aug 26, 2013 17:51, edited 1 time in total.
Mods: Mesecons | WorldEdit | Nuke & Minetest builds for Windows (32-bit & 64-bit)
 

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by Casimir » Mon Aug 26, 2013 17:29

Zeg9:wieldlight 816
MirceaKitsune:sun_moon_coloring 799

Thank you. Compiling now.
 

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by hoodedice » Tue Aug 27, 2013 05:52

Nice. I've been waiting for this.
7:42 PM - Bauglio: I think if you go to staples you could steal firmware from a fax machine that would run better than win10 does on any platform
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
 

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by Inocudom » Tue Aug 27, 2013 15:22

proller wrote:branch here: https://github.com/proller/minetest/tree/next

list of included pulls here:
https://github.com/proller/minetest/blob/next_tools/util/next/next.pl#L35

Successful merged branches here: https://github.com/proller/minetest/commits/next

some pulls skipped on conflicts. (todo: commit conflict log)

failed merges:
fail Zeg9:wieldlight 1 https://github.com/minetest/minetest/pull/816
fail khonkhortisan:diagonal_rail 1 https://github.com/minetest/minetest/pull/528
fail Novatux:master 1 https://github.com/minetest/minetest/pull/606
fail BlockMen:hotbar 1 https://github.com/minetest/minetest/pull/849
fail ShadowNinja:protection_support 1 https://github.com/minetest/minetest/pull/856



can somebody make windows build?


These look like very significant fixes to the game. Why were they forgotten? Also, will this testing build be able to test RealBadAngel's parallax mapping? People might like it more if they understand what it does.
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by Nore » Tue Aug 27, 2013 17:15

I rebased #606 against current master.
 

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by proller » Tue Aug 27, 2013 18:04

updated, #606 included
 

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by Nore » Thu Aug 29, 2013 08:03

I rebased #688, so you can merge it now.
 

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by Wuzzy » Tue Oct 01, 2013 00:59

You wanted testing?
You get testing!

Diagonal rails: WTF, I placed them like in the screenshots but the rails don’t arrange in any diagonal shape. The rails just behave like normal.

Volumentric Fog: This is awesome, much better than before.

Math mapgen: I do not know how to use the other configurations. What file do I have to change?

Free fall: It is inacceptable. I fall down 2000 nodes and only lose some heats. It goes up to 9.5 hearts. This appears again and again. This fall was not interrupted by unloaded blocks (they got loaded at the first fall). I would expect to fucking die after falling down a height like this. Also the claim that I can teleport to (0,30000,0) and fall down without speed loss is sadly false, because I regulary collide with block borders.

Weather: How do I use this? I added “weather = 1” to the minetest.conf?
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by proller » Tue Oct 01, 2013 12:55

Diagonal rails: tried, works for me.

Math mapgen: yes, it need to describe too.
someshing working:
mg_math = {"generator":"menger_sponge", "iterations":7, "size":100, "invert":0}
also intresting values to play: "scale":0.01, "distance":0.01

Free fall: very strange, press f5 - what is your fall speed?
or maybe you can record video (with f5 debug info)?

weather = 1
liquid_finite = 1
water starts freezing-melting depend on current temp.
and you can try correct rain-snow mod: https://github.com/proller/minetest-mod-weather/tree/weather (!! weather branch !!)



also you can try build something from sand/gravel
 

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by PilzAdam » Tue Oct 01, 2013 15:03

Wuzzy wrote:Diagonal rails: WTF, I placed them like in the screenshots but the rails don’t arrange in any diagonal shape. The rails just behave like normal.

Have you updated minetest_game for that too?
 

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by Casimir » Tue Oct 01, 2013 17:03

When I do
Code: Select all
git clone https://github.com/proller/minetest/tree/next.git

I get
Code: Select all
Klone nach 'next'...
fatal: https://github.com/proller/minetest/tree/next.git/info/refs?service=git-upload-pack not found: did you run git update-server-info on the server?

Did the same for minetest-plus just a second before and it worked.
 

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by proller » Tue Oct 01, 2013 17:41

added some submodule magic:
git clone --recursive -b next https://github.com/proller/minetest.git minetest_next

it will fetch minetest_game with minetest-mod-weather
Last edited by proller on Sun Oct 13, 2013 21:15, edited 1 time in total.
 

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by Wuzzy » Tue Oct 01, 2013 22:03

PilzAdam wrote:
Wuzzy wrote:Diagonal rails: WTF, I placed them like in the screenshots but the rails don’t arrange in any diagonal shape. The rails just behave like normal.

Have you updated minetest_game for that too?

I have taken the minetest_game from proller’s repository, so I think the answer is “Yes.”.
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by proller » Tue Oct 01, 2013 23:59

Wuzzy wrote:I have taken the minetest_game from proller’s repository, so I think the answer is “Yes.”.

with 'next' branch?
try now
git pull
git submodule update --init --recursive
 

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by MirceaKitsune » Fri Oct 11, 2013 00:35

The Next branch is a good idea! Great way to get things tested more quickly. I checked out the latest GIT and gave it a shot. Analyzed 4 of the features I found important, and this is what I think about them:

- Sun / Moon colored fog: I already know how it works since I coded it :) At this stage I think it's ready and should be added to Minetest master. The view with it is very beautiful, and it will enhance visuals greatly.

- VBO: As usual, playing with this enabled enhances FPS greatly. I militated for it to be added, and am looking forward to them moment when it will finally be in. This time I don't believe I noticed any memory leaks either, though I didn't test intensively.

- Diagonal rails: Tried them out a little. They look fine to me, and I see nothing to object to. They might be a bit more than we need however. Overall I'm neither for or against this one.

- Weather: The idea is great and I've long waited to see rain and snow in Minetest! I think the latest version of the mod is clearly on the right track, but IMO it still has issues. Primarily the particle system, which is very laggy and doesn't properly handle showing / hiding precipitation indoor / outdoor. I also think weather needs some sounds, but finding and looping a few shouldn't be hard at this stage.
 

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by Inocudom » Fri Oct 11, 2013 01:25

I don't think VBO has any effect on glass, leaves, and nodeboxes.
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by MirceaKitsune » Fri Oct 11, 2013 11:04

Inocudom wrote:I don't think VBO has any effect on glass, leaves, and nodeboxes.


Hard to test how much those alone affect performance. But looking at a normal landscape, FPS is still almost double for me with VBO.

What I remember VBO does is storing instances of a mesh on the video card, rather than the CPU having to stream them to the GPU every single frame. This uses less resources and GPU bandwidth, which obviously means a lot more speed.
 

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by Inocudom » Fri Oct 11, 2013 20:03

I asked Fess to make a 64-bit build of this fork of Minetest.
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by MirceaKitsune » Fri Oct 11, 2013 23:59

I posted more observations and suggestions on the weather system in this post. As a bonus, here are some screenshots of rain combined with volumetric fog colors:

[spoiler]Image

Image

Image[/spoiler]
 

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by webdesigner97 » Sun Oct 13, 2013 18:09

The download doesn't work anymore?
Edit: works again
Last edited by webdesigner97 on Mon Oct 14, 2013 09:53, edited 1 time in total.
 

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