Compiling minetest 0.3.1?
- azekill_DIABLO
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Re: Compiling minetest 0.3.1?
oh thank you for trying! i relised that after 0.4 i can compile like i want so thanks, i solved my problems!
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Re: Compiling minetest 0.3.1?
i would like my thread to be bumped with something more interesting.
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- stormchaser3000
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Re: Compiling minetest 0.3.1?
i managed to compile 0.3.1 on manjaro linux by installing gcc43 from the AUR and then compiling minetest 0.3.1 against irrlicht 1.7.3 using gcc 4.3. there is also apparently an issue where it is neccissary to change filesys.cpp adding "#include <unistd.h>" (without quotes)
there is an odd glitch that i seem to get in both minetest 0.3.1 and voxelands (which is based on minetest 0.3.1) with the wield item for some reason but i am sure there is a fix for it.
Main Menu:

Ingame:

there is an odd glitch that i seem to get in both minetest 0.3.1 and voxelands (which is based on minetest 0.3.1) with the wield item for some reason but i am sure there is a fix for it.
Main Menu:

Ingame:

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Re: Compiling minetest 0.3.1?
wow, thank you! will try that! (actually, you should also try with Irrlicht 1.7.2, i think this should solve the wielditem bug!)
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Re: Compiling minetest 0.3.1?
I don't think if this is windows, i don't use linux.
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Re: Compiling minetest 0.3.1?
programming is better on linux anyway. Linux is better in all way :)Enrikoo wrote:I don't think if this is windows, i don't use linux.
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Re: Compiling minetest 0.3.1?
After experiments, I finally hit the same barrier as you. It's a problem with GCC version; it may have been different in the past.wes wrote:I tried to compile it myself and I also failed.
The README gives these instructions:When I runInstall dependencies. Here's an example for Debian/Ubuntu:
$ apt-get install build-essential libirrlicht-dev cmake libbz2-dev libpng12-dev libjpeg8-dev libxxf86vm-dev libgl1-mesa-dev libsqlite3-dev
Download source, extract (this is the URL to the latest of source repository, which might not work at all times):
$ wget https://github.com/celeron55/minetest/tarball/master -O master.tar.gz
$ tar xf master.tar.gz
$ cd celeron55-minetest-286edd4 (or similar)
Build a version that runs directly from the source directory:
$ cmake . -DRUN_IN_PLACE=1
$ make -j2
Run it:
$ cd bin
$ ./minetestEverthing works, but I getCode: Select all
apt-get install build-essential libirrlicht-dev cmake libbz2-dev libpng12-dev libjpeg8-dev libxxf86vm-dev libgl1-mesa-dev libsqlite3-dev
When I run CMake, I don't get any errors, but finally, when I run make, I get compiler errorsPackage libpng12-dev is not available, but is referred to by another package.
This may mean that the package is missing, has been obsoleted, or
is only available from another sourceIt didn't even get as far yours did.Code: Select all
minetest-0.3.1/src/inventory.h:586:18: error: call of overloaded ‘stoi(std::__cxx11::string&)’ is ambiguous
The error doesn't look related to my libpeng12-dev package problem either.
I don't know what to tell you.
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Re: Compiling minetest 0.3.1?
So I attempted to fix each of these errors, starting with the stoi/stof overloading errors.
Once I got over that I backported some code in order to make it compile with irrlicht 1.8.4.
The mapgen was generating oddly after that with jungle trees everywhere etc and a lot of bugs and the only way I could stop it for a while was using no optimizations and -O0, but after looking at voxelands it showed that certain unsafe optimizations that were apparently causing all these issues, so I fixed that and it's all working normally now like it used to.
If anyone is interested in my attempt:
https://github.com/MistUnky/minetest
EDIT: if anyone is interested in the bizarre mapgen for some reason:
https://imgur.com/a/Fut7NkH images of odd mapgen, almost everything in the origin is jungle tree biomes that go up 500-600 Y somehow, no caves, papyrus underground, etc.
EDIT2: added clean minetest0.3 repo instead
Once I got over that I backported some code in order to make it compile with irrlicht 1.8.4.
The mapgen was generating oddly after that with jungle trees everywhere etc and a lot of bugs and the only way I could stop it for a while was using no optimizations and -O0, but after looking at voxelands it showed that certain unsafe optimizations that were apparently causing all these issues, so I fixed that and it's all working normally now like it used to.
If anyone is interested in my attempt:
https://github.com/MistUnky/minetest
EDIT: if anyone is interested in the bizarre mapgen for some reason:
https://imgur.com/a/Fut7NkH images of odd mapgen, almost everything in the origin is jungle tree biomes that go up 500-600 Y somehow, no caves, papyrus underground, etc.
EDIT2: added clean minetest0.3 repo instead
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Re: Compiling minetest 0.3.1?
Your efforts are truly amazing, I thought this task was a lost cause!chaosomnium wrote: ↑Thu Mar 18, 2021 08:41So I attempted to fix each of these errors, starting with the stoi/stof overloading errors.
Once I got over that I backported some code in order to make it compile with irrlicht 1.8.4.
The mapgen was generating oddly after that with jungle trees everywhere etc and a lot of bugs and the only way I could stop it for a while was using no optimizations and -O0, but after looking at voxelands it showed that certain unsafe optimizations that were apparently causing all these issues, so I fixed that and it's all working normally now like it used to.
If anyone is interested in my attempt:
https://github.com/MistUnky/minetest
EDIT: if anyone is interested in the bizarre mapgen for some reason:
https://imgur.com/a/Fut7NkH images of odd mapgen, almost everything in the origin is jungle tree biomes that go up 500-600 Y somehow, no caves, papyrus underground, etc.
EDIT2: added clean minetest0.3 repo instead
All my attempts only resulted in painful failures and you seem to have done quite a clean work! thank you so much for your dedication, I shall explore the changes when I get back on my main PC, and i'll even try for myself!
Yet again thank you!
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- rudzik8
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Re: Compiling minetest 0.3.1?
Compiled your Minetest 0.3.3 from source today, and I indeed don't see jungle trees everywhere. Just half cut trees. Is it how it should be?..chaosomnium wrote: ↑Thu Mar 18, 2021 08:41The mapgen was generating oddly after that with jungle trees everywhere etc and a lot of bugs and the only way I could stop it for a while was using no optimizations and -O0, but after looking at voxelands it showed that certain unsafe optimizations that were apparently causing all these issues, so I fixed that and it's all working normally now like it used to.

P.S. 1.5 years ago O_o
Is it a necropost? Maybe, but I just wanted some 0.3.x experience.
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Re: Compiling minetest 0.3.1?
Nice! The version looks not really different to todays. Ok the textures do but nevertheless.
Ps.: I don't remember that necropost is disallowed in minetest
Ps.: I don't remember that necropost is disallowed in minetest
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Re: Compiling minetest 0.3.1?
It isn't, it's just that necroposting is generally not welcome on forums. But <2 years is OK I guessdebiankaios wrote: ↑Fri Oct 07, 2022 06:13I don't remember that necropost is disallowed in minetest
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Re: Compiling minetest 0.3.1?
Oops. Seems like chaosomnium's 0.3.3 crashes. Interesting...

I don't think creating issue in their fork is a good idea (considering chaosomnium didn't reply to this topic), so I'll leave it there. Maybe we're on a way of creating Minetest-c55 0.3.4? :D

Code: Select all
mika@mika-desktop:~/minetest03$ ./bin/minetest
signal_handler_init()
Using relative paths (RUN_IN_PLACE)
path_data = /home/mika/minetest03/bin/../data
path_userdata = /home/mika/minetest03/bin/..
Debug streams initialized, disable_stderr=0
17:37:55: ACTION[main]: minetest with SER_FMT_VER_HIGHEST=20, VER=0.3.3 RUN_IN_PLACE=1 USE_GETTEXT=0 INSTALL_PREFIX=/usr/local BUILD_TYPE=Release
INFO: Initial run of init_mapnode with g_texturesource=NULL. If this segfaults, there is a bug with something not checking for the NULL value.
Irrlicht Engine version 1.8.5
Linux 5.15.0-48-generic #54-Ubuntu SMP Fri Aug 26 13:26:29 UTC 2022 x86_64
Using renderer: OpenGL 3.3.0
GeForce 210/PCIe/SSE2: NVIDIA Corporation
OpenGL driver version is 1.2 or better.
GLSL version: 3.3
PNG warning: iCCP: known incorrect sRGB profile
INFO: Full run of init_mapnode with g_texturesource!=NULL
Loaded texture: /home/mika/minetest03/data/mud.png
Loaded texture: /home/mika/minetest03/data/menulogo.png
locale has been set to:en_US.UTF-8
locale has been set to:C
locale has been set to:en_US.UTF-8
locale has been set to:C
locale has been set to:en_US.UTF-8
locale has been set to:C
17:37:58: ERROR[main]: Error opening configuration file for writing: "/home/mika/minetest03/bin/../minetest.conf"
INFO: Full run of init_mapnode with g_texturesource!=NULL
AuthManager: loading from /home/mika/minetest03/bin/../world/auth.txt
BanManager: loading from /home/mika/minetest03/bin/../world/ipban.txt
17:37:58: ACTION[ServerThread]: rudzik8 joins game. List of players: rudzik8
Loaded texture: /home/mika/minetest03/data/skybox1.png
Loaded texture: /home/mika/minetest03/data/skybox3.png
Loaded texture: /home/mika/minetest03/data/skybox2.png
Clouds::Clouds(irr::scene::ISceneNode*, irr::scene::ISceneManager*, irr::s32, float, irr::u32)
locale has been set to:en_US.UTF-8
locale has been set to:C
Loaded texture: /home/mika/minetest03/data/heart.png
Loaded texture: /home/mika/minetest03/data/oerkki1.png
GUIPauseMenu: Not allowing focus change.
17:38:06: ACTION[ServerThread]: rudzik8 digs (-38,15,39), gets material 2049, mineral 0
17:38:07: ERROR[ServerThread]: ERROR: An unhandled exception occurred: Cannot open chunk metadata
In thread 7f02dc9a3640:
/home/mika/minetest03/src/server.cpp:105: virtual void* ServerThread::Thread(): Assertion '0' failed.
Debug stacks:
DEBUG STACK FOR THREAD 7f02d77fe640:
#0 virtual void* MeshUpdateThread::Thread()
DEBUG STACK FOR THREAD 7f02dc9a3640:
#0 virtual void* ServerThread::Thread()
(Leftover data: #1 void Server::AsyncRunStep())
(Leftover data: #2 virtual void ServerMap::save(bool))
(Leftover data: #3 void ServerMap::saveMapMeta())
(Leftover data: #4 void BlockEmergeQueue::addBlock(irr::u16, v3s16, irr::u8))
DEBUG STACK FOR THREAD 7f02e2892780:
#0 int main(int, char**)
(Leftover data: #1 void ClientMap::renderMap(irr::video::IVideoDriver*, irr::s32))
(Leftover data: #2 virtual void ClientEnvironment::step(float))
(Leftover data: #3 void Client::Receive())
(Leftover data: #4 void Client::ProcessData(irr::u8*, irr::u32, irr::u16))
(Leftover data: #5 void MeshUpdateQueue::addBlock(v3s16, MeshMakeData*, bool))
Aborted (core dumped)
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Re: Compiling minetest 0.3.1?
In continuation to my previous reply:
Seems like the error sends us to src/server.cpp:105. There's an END_DEBUG_EXCEPTION_HANDLER(errorstream):

Dunno what's wrong with it actually (maybe nothing, as it contains DEBUG_EXCEPTION in it?..)
Seems like the error sends us to src/server.cpp:105. There's an END_DEBUG_EXCEPTION_HANDLER(errorstream):

Dunno what's wrong with it actually (maybe nothing, as it contains DEBUG_EXCEPTION in it?..)
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Re: Compiling minetest 0.3.1?
Some more observation:
I've decided to recompile it again from chaosomnium's sources and specifying Debug build. Got new error, which isn't like previous one:

Now it doesn't even let me see the main menu, just instant crash. I can say that it happens after restarting the PC with 0.3.3-chaosomnium (I think that's the right name) built and trying to run ./bin/minetest again.
I've started Minetest 2 times actually before restart. Seems like on first one screenshots and debugs were written into /bin/ folder (where they obviously should be) but on second one they were written to /bin/../ (and on third one, which have crashed but wrote some logs)
Weird things going on with it actually. I can't say that these bugs were or weren't in original 0.3.3 (because I just can't build it), but those are bugs and very annoying.
Attaching two debug.txt files via pastebin cause forum doesn't let me do other way. This one was in MINETESTDIR/bin/, and this one in MINETESTDIR/ (latest)
I've decided to recompile it again from chaosomnium's sources and specifying Debug build. Got new error, which isn't like previous one:

Now it doesn't even let me see the main menu, just instant crash. I can say that it happens after restarting the PC with 0.3.3-chaosomnium (I think that's the right name) built and trying to run ./bin/minetest again.
I've started Minetest 2 times actually before restart. Seems like on first one screenshots and debugs were written into /bin/ folder (where they obviously should be) but on second one they were written to /bin/../ (and on third one, which have crashed but wrote some logs)
Weird things going on with it actually. I can't say that these bugs were or weren't in original 0.3.3 (because I just can't build it), but those are bugs and very annoying.
Attaching two debug.txt files via pastebin cause forum doesn't let me do other way. This one was in MINETESTDIR/bin/, and this one in MINETESTDIR/ (latest)
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Re: Compiling minetest 0.3.1?
I've created a fork of 0.3.3-chaosomnium on Mesehub (Gitea hosting for Minetest stuff). It's in an organization called oerkki (how original) and I'm looking for C developers that can try to fix it again (so everyone can access this part of Minetest history without any trouble). Will add you to the org if needed!
Updated README.txt there: now links are archived, build instructions for GNU/Linux updated and some minor NOTEs added.
Check this out:
https://git.minetest.land/oerkki/minetest
After it's done a topic in "Minetest-related projects" will be created so anyone interested could find it without digging into this one :-)
Updated README.txt there: now links are archived, build instructions for GNU/Linux updated and some minor NOTEs added.
Check this out:
https://git.minetest.land/oerkki/minetest
After it's done a topic in "Minetest-related projects" will be created so anyone interested could find it without digging into this one :-)
Re: Compiling minetest 0.3.1?
please upload these two file-archivs again... old post but i wanna try this precompiled versions under ubuntu out.azekill_DIABLO wrote: ↑Sat Jul 08, 2017 09:25I have 64 bits and i will forever remember what you've done!CWz wrote:Do you have a 32 or 64 bit os?
Minetest 0.3.3 64 bit: https://ufile.io/vxt6q
Minetest 0.3.3 32 bit: https://ufile.io/s5c30
These will probably only work for Ubuntu based Linux distros
![]()
Re: Compiling minetest 0.3.1?
https://www.indiedb.com/games/minetest/ ... netest-031
its 4 windows... sorry, but available maybe wine can execute this code ;-)
i was wrong and found following:
https://www.indiedb.com/games/minetest/ ... buntu-1110
its 4 windows... sorry, but available maybe wine can execute this code ;-)
i was wrong and found following:
https://www.indiedb.com/games/minetest/ ... buntu-1110
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Re: Compiling minetest 0.3.1?
You're supposed to run minetest from the bin folder, not from the tree folder.
See if that makes the error goes away.
Edit: the original minetest had some trees chopped off like that, i remember.
editedit: the jungletrees everywhere was a glitch if you compiled the original source with a modern gcc, not my fork
the only changes i've made, are to make it compile and run correctly, none of the bugs that were in the original version were fixed
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Re: Compiling minetest 0.3.1?
ty, will look at it if I find time and remember to do so!cHyper wrote: ↑Thu Oct 13, 2022 16:58https://www.indiedb.com/games/minetest/ ... netest-031
its 4 windows... sorry, but available maybe wine can execute this code ;-)
i was wrong and found following:
https://www.indiedb.com/games/minetest/ ... buntu-1110
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Re: Compiling minetest 0.3.1?
just to insert my 5 coins: i recently man run minetest 0.3.1 on my asus windows 8, it was epic, playing a old version of mt, i also PLAYED THE FIRST EVER VERSION OF MINETEST.
also we have sfan5's minetest classic game on github
also we have sfan5's minetest classic game on github
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Re: Compiling minetest 0.3.1?
also guys, theres packages.8dromeda.net which has celeron55's old files including all minetest releases from 2010 to 2013 you can download them they worked when i ran 0.0.01 0.3dev and 0.3.1. they all worked.
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