Mirrored as part of a study of Minetest events of 2010 to 2019 and people involved, and in connection with a related book, events in 2017 to 2018, in particular, conferring upon host legal rights related to Fair Use.

Archive for the ‘Minetest’ Category

Cool and quiet? Pentium 4? IMPOSSIBRU!

Sunday, April 15th, 2012

Oh don’t mind the occasional c55.me server downtime today, I’m just figuring out how to put the fans in this thing to keep it cool but quiet enough and the HDD cables and whatnot tend to get pulled out (goddamn SATA power connectors…) :-D

Tweaking c55.me

“Servers” page added

Friday, April 13th, 2012

Today I created this page: http://minetest.net/servers.php

I have no idea how many players my server can handle at it’s current settings, but… well, gotta hope for the best. 8)

Also figured out a reward for people donating for the server – check it out.

EDIT 2015-09-05: The URL of that page these days is http://minetest.net/servers

Dev snapshot build 0.4.dev-20120408

Monday, April 9th, 2012
A desert in Minetest.

A desert in Minetest.

Download for Windows:
https://github.com/downloads/celeron55/minetest/minetest-0.4.dev-20120408-win32.zip

What’s new (since 0.4.dev-20120326-24953ba):

  • Added deserts, with cactuses, dry shrubs, desert sand and desert stone
  • Re-added papyrus (or whatever it is) generation
  • Added fire. Currently you can only ignite it with lava – but check out the mods after a while. Also /giveme fire:basic_flame.
  • Added new way to install texture packs: Put all texture files in textures/all/, without subfolders
  • Support placing a minetest game inside $world/game for easy creation of custom adventure maps
  • Optimized leaf decay
  • Modding API additions:
    - PerlinNoise
    - EnvRef:find_node_near(pos, radius, nodenames)
    - EnvRef:find_nodes_in_area(minp, maxp, nodenames)
    - minetest.get_node_group(name, group)
    - Allow looping of local and positional sounds
  • Fixed sound direction
  • A lot of smaller improvements and fixes
cisoun's house on fire

Oh my gawd, what did I do?!

Tip of the day: When using 0.4, you can open any world from any place by opening the world.mt file in the world’s directory, and selecting minetest.exe for opening it.

Dev snapshot build 0.4.dev-20120326-24953ba

Thursday, April 5th, 2012

https://github.com/downloads/celeron55/minetest/minetest-0.4.dev-20120326-24953ba-win32.zip

Just a few minor fixes, but anyway.

Development snapshot build 0.4.dev-20120326-b9b56ba

Tuesday, April 3rd, 2012

Here’s a random unversioned snapshot build I made using a mingw cross-compiler:

minetest-0.4.dev-20120326-b9b56ba-win32.zip (github)

It’s larger and slower (than MSVC-built ones) and doesn’t support Direct3D (because the Irrlicht guys are lazy), but it’s goddamn easy to build; no need for Windows or any crap like that. I’ll probably make these as the snapshot builds in the future.

Altough not having an actual version number, this one is pretty stable (as far as development snapshots go); feel free to use it.

Compared to the previous snapshot, it contains a boatload of things and changes. Most notably:

- Sound support added
- The map generator has been replaced with a different kind of one
- Added the privileges 'fly' and 'fast' and the underlying framework. They are disabled by default in the singleplayer mode; to get them, use "/grant singleplayer fly,fast", or set the configuration setting "default_privs = shout,interact,fly,fast"
- Mods can define additional privileges
- Mods can replace the default world/auth.txt authentication handler
- Improved Lua API for adding chat commands; they are also included in /help
- Improved some chat commands (check out /help)
- Leaf decay
- Mods can use the ABM nodename "group:<name-of-group>" to trigger on certain groups. Check out the leaf decay code for an example.
- This existed in the previous ones too, but I think it wasn't mentioned: You can get a chat console for improved chatting and command input by pressing F10. (largely contributed by kahrl.)
EDIT: Oh, yeah - it has doors too.

I built it using this full cross-build script that I made yesterday.