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.

Long range terrain approximation test

June 18th, 2011 by celeron55

Here’s something for you to try out:
minetest-0.2.20110618_0_dev-win32.zip
Source: 42aae17d1a1f.tar.gz 42aae17d1a1f.zip

EDIT: The source package was missing the texture for the trees drawn in the distance. Updated the link to point to a working one.

You should end up with something like this:

It draws a rough estimate of the terrain quite far away on client-side, based on the map seed and the noise functions used by the actual generator.

Have fun! 8)

More info in the next post.

Map format documentation

June 6th, 2011 by celeron55

The format is old, but probably won’t be updated for months. The good thing about the old format is that it is quite accessible for quick experimentation. :-)

Bug fix update 0.2.2011-06-02_0

June 2nd, 2011 by celeron55

After a couple of days of bug fixing, I am happy to upload a quite stable version of the release! This fixes three problems:
- Password crash on windows fixed
- Optimized server CPU usage a lot
- Furnaces now work also while players are not near to them

Download page.

Contributions and licensing

May 31st, 2011 by celeron55

There has been some debate about the licensing of Minetest-c55 and its contributions. I would like to clear up the main point of what is going on.

I am not making this up now, it has been my plan right from the starting of this project. I might change it if the situation some day forces me to, but currently I have no reason to. I have no plans of doing what the plan would allow me to do, though.

Currently the vast majority of the code has been made by me (released under GPL), and the part made by others is under a “do whatever you want to” BSD license.

What this means is that I can for example make a contract to build an engine for some indie game from it, which I feel is fair because I have made most of it.

Now, to me it would be totally fine to have everything made by different people under GPL if the contributions made the majority of the game.

What I don’t like is the transition phase (assuming people will continue to contribute) from the point where I have made the vast majority of the code to the point where I have not.

The problem is, if there were some small GPL’d contributions in the code on which additions made by me would then depend, I couldn’t make the contract (as used in the example), which is not fair because I would have done most of it and started the whole thing. CLARIFICATION: It would force the source code, possibly consisting of huge amounts of added stuff in addition to the Minetest codebase, to be released, which usually is not the way commercial software is made.

Someone could say “just remove the contributions”, but that will probably not be possible, because many new things might depend on them. And it wouldn’t make any sense to pretend making the same stuff again by myself anyway.

What I am going to do is I will first take only BSD licensed contributions. Once (if ever) the contributions start being a major part of the codebase, I will switch to allowing GPL contributions, or alternatively switch everything to BSD, depending on what the best contributors prefer at that time.

If I then won’t do that, people will make their own fork of the existing codebase and choose someone else to manage it.

EDIT 2011-06-05:
I could think of adding GPL’d code even now, if it only contains game content and no engine stuff (or the related engine stuff is under BSD). It would make sense, and wouldn’t contradict the much hated “original plan”. I will leave further thinking for the time when somebody makes some great code and would like to use this scheme.

EDIT 2011-06-23:
I will now take any GPL licensed code.

A new version is out!

May 29th, 2011 by celeron55

0.2.20110529:
- Optimized smooth lighting
- A number of small fixes
- Added clouds and simple skyboxes
- The glass block added
- Added key configuration to config file
- Player privileges on server
- Slightly updated map format
- Player passwords
- All textures first searched from texture_path
- Map directory (“map”) has been renamed to “world” (just rename it to load an old world)
- Mouse inversion (invert_mouse)
- Grass doesn’t grow immediately anymore
- Fence added

Done a bit in a hurry, but should work. I will fix reported bugs ASAP.
CiaranG has been of great help in the making of this release.

The initial bugs and problems after the initial release have been now fixed.

Download page: http://celeron.55.lt/~celeron55/minetest/download

You may want to see this wiki page about the new player privilege system.