Minetest 5.0 release candidate 2 (5.0.0-rc2)

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Minetest 5.0 release candidate 2 (5.0.0-rc2)

by rubenwardy » Post

Hi all! We'd be very grateful for some help testing a prerelease version of Minetest 5.0.0.

This is the second release candidate. At this point, all blocking issues have been fixed which means that this could be released as the final 5.0.0.

Please go crazy, and break all the things! If you spot a bug, don't just assume that it's intentional

There have been rather big changes to rotation. Testing in this are would be much appreciated

Highlights

As a recap, here's the highlights:
  • Add online content repository (games, mods, modpacks, texture packs)
  • Add Carpathian mapgen
  • Android: Rewritten controls. Add joystick and modify up on-screen buttons
  • Mods and games can be translated
  • Rename 'subgame' to 'game'
  • Modding: More node drawtypes: disconnected nodeboxes (more ways to create connected blocks), plantlike_rooted (useful for algae and other seaplants)
  • Modding: Customizeable max. health and max. breath for players
  • Modding: Custom player collision box
  • Modding: A great deal of new map generator features
See the Changelog for more details

Known Remaining Issues

  • Translations haven't been merged yet

Breaking Changes

As a major release, 5.0.0 will break some mods written for 0.4.x versions.
We tried to keep the breakages as small as possible whilst fixing long standing issues.
All worlds and most mods should continue to work. Most (sub)games are likely to break if they don't receive updates
  • Minetest now uses C++11 instead of C++03, make sure you have a compatible system (Windows Vista, Debian 8, Ubuntu 16.04, CentOS 7, macOS 10.7, …)
  • Breaks network compatibility with 0.4.x. 0.4.x clients won't be able to connect to 5.x servers and vice-versa. Fix: update clients and servers to 5.x
  • Attachment and entity model positions have changed. Fix: **todo**
  • Formspec theming using prepended strings. This may cause wrong backgrounds to appear on formspecs. Fix: see viewtopic.php?f=18&t=20646
  • depends.txt and description.txt have been deprecated. Fix: use ''description'', ''depends'', and ''optional_depends'' in mod.conf, game.conf, modpack.conf, or texture_pack.conf instead
  • modpack.txt has been deprecated. Fix: rename to or add ''modpack.conf''.
  • Use of deprecated methods such as ''object:setpos()'' is now warned about. Fix: replace them with correct functions
  • ''player:get/set_attribute()'' is now deprecated. Fix: use ''player:get_meta()'' instead
  • ''nodeupdate()'' was removed. Fix: replace with ''minetest.check_for_falling''.
  • Clouds API: changed speed param from 'y' to 'z'
  • Some client-side scripting functions were removed (see below)

Downloads

  • Win32: https://gitlab.com/minetest/minetest/-/ ... s/download
  • Win64: https://gitlab.com/minetest/minetest/-/ ... s/download
  • Android: coming soon
  • Ubuntu:

    .deb: https://gitlab.com/minetest/minetest/-/ ... s/download

    Compile portable build:

    Code: Select all

    sudo apt-get install -y git build-essential libirrlicht-dev libgettextpo0 libfreetype6-dev cmake libbz2-dev libpng12-dev libjpeg8-dev libxxf86vm-dev libgl1-mesa-dev libsqlite3-dev libogg-dev libvorbis-dev libopenal-dev libcurl4-openssl-dev libluajit-5.1-dev liblua5.1-0-dev libleveldb-dev; cd; git clone https://github.com/minetest/minetest.git; cd minetest/games; git clone https://github.com/minetest/minetest_game.git; cd ..; cmake . -DRUN_IN_PLACE=1 -DENABLE_GETTEXT=1 -DENABLE_FREETYPE=1 -DENABLE_LEVELDB=1; make -j$(nproc); cd ../bin; ./minetest; echo -e "\n\n\e[1;33mYou can run Minetest again by double-clicking \"minetest\" in the \"bin\" folder of the \"minetest\" folder in your home folder.\nYou can install mods in ~/minetest/mods, too.\e[0m"
Reference: 0ad96
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TillCoyote
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Re: Minetest 5.0 release candidate 2 (5.0.0-rc2)

by TillCoyote » Post

Minetest 5 gets better!

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Re: Minetest 5.0 release candidate 2 (5.0.0-rc2)

by piecubed » Post

BLEEEEEEP. no macOS download

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Re: Minetest 5.0 release candidate 2 (5.0.0-rc2)

by Festus1965 » Post

nice, just I had time and the wish to go
my main (only) server "Celines Wildes Thailand 0.4.17.1" has switched to "Minetest Thailand 5.0.0-rc2"
thanks for your work, I am working on it
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Re: Minetest 5.0 release candidate 2 (5.0.0-rc2)

by Zen » Post

piecubed wrote:BLEEEEEEP. no macOS download
Not an official DMG file, but you can get the latest zip version here: github krondor.

Use the unarchive utility by double clicking the zip file, drag the minetest.app into the Applications folder.
Try running it. If the system complains that the program came from an unknown developer, open up the
security panel in preferences and select the "open anyway" option. It takes me couple of tries, but I always
get it running.

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Re: Minetest 5.0 release candidate 2 (5.0.0-rc2)

by ratmix » Post

We have just re-launched our server today using an rc2 equivalent: Minetest 5.0.0-dev-0ad96cc7

This is a new King of the Hill (CapturePoint) game mode using Ruben's teams functionality from his CTF mod. (thanks Ruben!)

We need testers this Saturday, February 23rd at 2:00pm US Central Time for load testing and feedback. This would be a great chance to test server and client versions of MT5-rc2. If you can help test, please see https://forum.minetest.net/viewtopic.php?f=3&t=22175&p=344128

The server is running now if you would like to preview: ratmix.com:30000
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Re: Minetest 5.0 release candidate 2 (5.0.0-rc2)

by TillCoyote » Post

ratmix wrote:We have just re-launched our server today using an rc2 equivalent: Minetest 5.0.0-dev-0ad96cc7

This is a new King of the Hill (CapturePoint) game mode using Ruben's teams functionality from his CTF mod. (thanks Ruben!)

We need testers this Saturday, February 23rd at 2:00pm US Central Time for load testing and feedback. This would be a great chance to test server and client versions of MT5-rc2. If you can help test, please see https://forum.minetest.net/viewtopic.php?f=3&t=22175&p=344128

The server is running now if you would like to preview: ratmix.com:30000
Nope, I only get up at 3am cst. My local time differs from CST for 12 hours!
Last edited by TillCoyote on Fri Feb 22, 2019 18:04, edited 1 time in total.

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Re: Minetest 5.0 release candidate 2 (5.0.0-rc2)

by twoelk » Post

TillCoyote wrote:
ratmix wrote:We have just re-launched our server today using an rc2 equivalent: Minetest 5.0.0-dev-0ad96cc7

This is a new King of the Hill (CapturePoint) game mode using Ruben's teams functionality from his CTF mod. (thanks Ruben!)

We need testers this Saturday, February 23rd at 2:00pm US Central Time for load testing and feedback. This would be a great chance to test server and client versions of MT5-rc2. If you can help test, please see https://forum.minetest.net/viewtopic.php?f=3&t=22175&p=344128

The server is running now if you would like to preview: ratmix.com:30000
Nope, I only get up at 3pm cst. My local time differs from CST for 12 hours!

for those in continental Europe
CST+6=UTC
UTC+1=CET
CST+7=CET
2pm=14:00
14:00+7:00=21:00
hmm

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Re: Minetest 5.0 release candidate 2 (5.0.0-rc2)

by Wuzzy » Post

Translations haven't been merged yet
I think you misunderstood.

The source strings on Weblate need updating. It seems it always needs a real human to push a button, otherwise, nothing will happen. :-/ (btw, why hasn't this been automated away years ago?!)

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Re: Minetest 5.0 release candidate 2 (5.0.0-rc2)

by Khyota » Post

Is this supposed to happen? I was confused at first as to why it would say PvP enabled and Damage enabled when obviously it is not. Perhaps enabled refers to enabled or not in this context, but I would expect it to say enabled or disabled instead.
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Re: Minetest 5.0 release candidate 2 (5.0.0-rc2)

by Stix » Post

I sucesfully compiled it but i cant figure out how to run it. is there an excutable i need to double-click? i compiled the portable build.

Sorry for the noob questions...
Hey, what can i say? I'm the bad guy.

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Re: Minetest 5.0 release candidate 2 (5.0.0-rc2)

by Andrey01 » Post

Stix wrote:I sucesfully compiled it but i cant figure out how to run it. is there an excutable i need to double-click? i compiled the portable build.

Sorry for the noob questions...
You should run a file that is in ./bin/minetest. It is a compiled file.

And also thank you for new pre-release!

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Re: Minetest 5.0 release candidate 2 (5.0.0-rc2)

by ratmix » Post

TillCoyote wrote:Nope, I only get up at 3am cst. My local time differs from CST for 12 hours!
We'll still be running the server for testing when you get up. Hope you can make it.
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Re: Minetest 5.0 release candidate 2 (5.0.0-rc2)

by Sires » Post

If there are no bugs detected then will rc2 go directly to the final version? Will we finally have Minetest 5.0 :D ?
I don't have anything important to say.

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Re: Minetest 5.0 release candidate 2 (5.0.0-rc2)

by Khyota » Post

Sires wrote:If there are no bugs detected then will rc2 go directly to the final version? Will we finally have Minetest 5.0 :D ?
It's looking close! https://github.com/minetest/minetest/projects/4

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Re: Minetest 5.0 release candidate 2 (5.0.0-rc2)

by kestral » Post

Will we really see an Android build of rc2? The rc1 announcement also said soon. I was using stu's builds, but his last one dates from a Jan 16 commit, and a lot has changed since then. I'd like to validate my 5.0 mod updates with Android before I release them.

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Re: Minetest 5.0 release candidate 2 (5.0.0-rc2)

by rubenwardy » Post

I can't produce an Android build, and nerzhul has been pretty unresponsive
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Re: Minetest 5.0 release candidate 2 (5.0.0-rc2)

by Khyota » Post

rubenwardy wrote:I can't produce an Android build, and nerzhul has been pretty unresponsive
Well it is night time over there.

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Re: Minetest 5.0 release candidate 2 (5.0.0-rc2)

by ratmix » Post

FYI, we tested with multiple players on ratmix.com:3000 King of the Hill and found no issues running a 5.0.0-dev rc2 dedicated server.
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Re: Minetest 5.0 release candidate 2 (5.0.0-rc2)

by TillCoyote » Post

Sires wrote:If there are no bugs detected then will rc2 go directly to the final version? Will we finally have Minetest 5.0 :D ?
Yes, there's only one issue left in the project. Need to check that minetest.conf.example is fully correct.

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Re: Minetest 5.0 release candidate 2 (5.0.0-rc2)

by ratmix » Post

TillCoyote wrote:Yes, there's only one issue left in the project.
Seems like this should be fixed too though: https://github.com/minetest/minetest/issues/8256
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Re: Minetest 5.0 release candidate 2 (5.0.0-rc2)

by TillCoyote » Post

ratmix wrote:
TillCoyote wrote:Yes, there's only one issue left in the project.
Seems like this should be fixed too though: https://github.com/minetest/minetest/issues/8256
Devs have to mark it blocking.

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Re: Minetest 5.0 release candidate 2 (5.0.0-rc2)

by Wuzzy » Post

@translators: The source texts on the Weblate platform have just been updated. It seems the devs don't intend to make further changes, so it should be safe to translate now. I don't know if this counts as string freeze, but it probably is:

https://hosted.weblate.org/projects/minetest/minetest/

So if you have still time, please help translating! Thanks!

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Re: Minetest 5.0 release candidate 2 (5.0.0-rc2)

by Sires » Post

Welp 2 things. When I click to update serverlist and I click in one of the servers looks like the list updates again and new servers show up(I can record it if you want). Also when I'm zooming and I stop, entities get drawn before the map, not sure if is a bug but I can use it to locate players hiding from me, useful for minigames.
I don't have anything important to say.

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Re: Minetest 5.0 release candidate 2 (5.0.0-rc2)

by ratmix » Post

Sires wrote:when I'm zooming and I stop, entities get drawn before the map
Now I know your tricks! XD
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