Minetest 5.0.0 is on the road

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Calinou
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Re: Minetest 0.5 is on the road

by Calinou » Post

ThatOneChris wrote:One thing I'm actually hoping for in 0.5 or later versions is smoother player movement in multiplayer. It looks kinda janky at times, and is quite annoying if you're in a PvP situation or are just trying to keep track of where a friend is. I've seen it in lots of servers, so I'm not sure if it's a server problem or just the game, but I hope it's implemented if it is a problem with the game.
If the server runs on an faster step rate (for example, in minetest.conf, setting dedicated_server_step = 0.05 instead of dedicated_server_step = 0.1, which doubles the server step rate from 10 Hz to 20 Hz), other player movement will look more responsive. This will increase the server's CPU and bandwidth usage, but it should be acceptable if the server isn't running on very old hardware or on a low-end VPS.

We could perhaps default dedicated_server_step to 0.05, but it has to be tested on large servers first.
rubenwardy wrote:The issue is that Minetest uses extrapolation not interpolation IIRC.
Actually, Minetest only interpolates other player positions (and doesn't extrapolate them). Extrapolating networked entity movement is not a very common practice, but it can be done to decrease the latency between the "smoothed" entity position and the "actual" entity position at a given time. When interpolating positions, there's always a tradeoff between low latency and smoothness – if you want both, you need to send entity positions more often, which is what lowering dedicated_server_step does.

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Re: Minetest 0.5 is on the road

by Byakuren » Post

I thought that the client only send player positions at 0.1 intervals anyway, though. Does the client try to match the server rate?
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Re: Minetest 0.5 is on the road

by nrz » Post

default server step can be reduced if needed, our current optimizations should permit a such loop optimization

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Re: Minetest 0.5 is on the road

by rubenwardy » Post

Calinou wrote:Actually, Minetest only interpolates other player positions (and doesn't extrapolate them). Extrapolating networked entity movement is not a very common practice, but it can be done to decrease the latency between the "smoothed" entity position and the "actual" entity position at a given time. When interpolating positions, there's always a tradeoff between low latency and smoothness – if you want both, you need to send entity positions more often, which is what lowering dedicated_server_step does.
Doesn't the server send a players position and velocity, then the client moves from that?
Or does it do it properly and have the client interpolate to the sent position.
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Re: Minetest 0.5 is on the road

by zargulthewizard » Post

Will any future versions of minetest include a video recorder? I like doing demonstration videos.
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Re: Minetest 0.5 is on the road

by Otter » Post

zargulthewizard wrote:Will any future versions of minetest include a video recorder? I like doing demonstration videos.
There may be a touch of a learning curve, but OBS Studio will give you all the video recorder you need and more.
https://obsproject.com/

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Re: Minetest 0.5 is on the road

by nrz » Post

video recording is intended to be done by an external problem, like OBS, it's not the functional responsibility of a game

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Re: Minetest 0.5 is on the road

by nrz » Post

Just as a note: i updated changelog on the 16 aug

http://dev.minetest.net/Changelog#0.4.1 ... 816_Aug.29

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Re: Minetest 0.5 is on the road

by nrz » Post


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Re: Minetest 0.5 is on the road

by ManElevation » Post

Sounds like something great is coming soon!
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Re: Minetest 0.5 is on the road

by Sergey » Post

When v0.5 is planned to be released?

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Re: Minetest 0.5 is on the road

by Andrey01 » Post

ManElevation wrote:Sounds like something great is coming soon!
Aha! I feel 0.5.0 has already near been to coming if judge speed of changelog updates!

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Re: Minetest 0.5 is on the road

by Andrey01 » Post

Developers, please don`t add mobs from Simple Mobs as many users use Mobs Redo that can conflict with default mod. Best way is to add mobs no from mods and invent by one.

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Re: Minetest 0.5 is on the road

by rubenwardy » Post

Andrey01 wrote:Developers, please don`t add mobs from Simple Mobs as many users use Mobs Redo that can conflict with default mod. Best way is to add mobs no from mods and invent by one.
Mobs aren't going to be a part of 0.5.0, it's only a few months away
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Re: Minetest 0.5 is on the road

by u34 » Post

rubenwardy wrote:
Andrey01 wrote:Developers, please don`t add mobs from Simple Mobs as many users use Mobs Redo that can conflict with default mod. Best way is to add mobs no from mods and invent by one.
Mobs aren't going to be a part of 0.5.0, it's only a few months away
When will be mobs part of the vanilla game? Maybe sometime in the future?!

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Re: Minetest 0.5 is on the road

by Sergey » Post

cHyper wrote:
rubenwardy wrote:Mobs aren't going to be a part of 0.5.0, it's only a few months away
When will be mobs part of the vanilla game? Maybe sometime in the future?!
I hope never!

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Re: Minetest 0.5 is on the road

by Wolfshippie » Post

Sergey wrote:
cHyper wrote:
rubenwardy wrote:Mobs aren't going to be a part of 0.5.0, it's only a few months away
When will be mobs part of the vanilla game? Maybe sometime in the future?!
I hope never!
Me too...

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Re: Minetest 0.5 is on the road

by Linuxdirk » Post

Wolfshippie wrote:
Sergey wrote:
cHyper wrote:When will be mobs part of the vanilla game? Maybe sometime in the future?!
I hope never!
Me too...
Mobs, no ... that would not be good. But a decent mobs API: definitely yes.

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Re: Minetest 0.5 is on the road

by Andrey01 » Post

Then why did nrz promise about it? Request: can you return menu section for installing of mods? I remember it was before.

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Re: Minetest 0.5 is on the road

by BBmine » Post

I'm hanging in there with a 0.4.16 stable, and a 0.5.0-dev. I sure hope 0.5.0 doesn't ruin everything.

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Re: Minetest 0.5 is on the road

by nrz » Post

Andrey01 wrote:Then why did nrz promise about it? Request: can you return menu section for installing of mods? I remember it was before.
I didn't promise it, but it's in my internal roadmap and sofar roadmap to have a nice mod API in core engine permitting modders to stop develop 50 times the same API, we just need time. I'm not sure this can be done for 0.5.0 as sofar and me are busy these days, and i'm working on client mods

Note: we just added mod channels support to core engine, you can now have client mods which talks between clients and server (if server join the channel), then you can send data to broadcast to mod channel members permitting to enhance user experience with or without involving server :) (controversy but concrete CSM mod example: oredetect send message to its channel and other users receive coordinates of the ore detected to go with user and mine with him)

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Re: Minetest 0.5 is on the road

by Inocudom » Post

There needs to be a post stating what operating systems will no longer be supported by Minetest. If Windows XP is being dropped, then many other operating systems are likely to share the same fate. I myself need to know if I have to update to Linux Mint 18 in order to keep up.

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Re: Minetest 0.5 is on the road

by Linuxdirk » Post

nrz wrote:Note: we just added mod channels support to core engine, you can now have client mods which talks between clients and server
Speaking of CSM features. Are client-side mods already able to create and alter own HUD elements?

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Re: Minetest 0.5 is on the road

by Reedych » Post

Nyarg wrote:
nrz wrote:Windows XP is not supported anymore
M$ again :( draw my money.

Q:
What exactly component will obtained that make MT unworkable on XP ?
Render ? Audio subsystem ? Sockets ?

Why ???
Only C++11 standart. If you find gcc/clang compiler for win XP and with C++11 support, minetest will work, i think...
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Re: Minetest 0.5 is on the road

by zing269 » Post

Reedych wrote: Only C++11 standart. If you find gcc/clang compiler for win XP and with C++11 support, minetest will work, i think...
So far sfan5's x64 builds work for me on XP64.

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