[0.4.12] Release Candidate builds
[0.4.12] Release Candidate builds
We plan to release 0.4.12 Soon™.
These RC builds are ment for testing and to help us to find bugs before we release the final version.
If you find bugs in these builds, please report them on the bugtracker.
Get them here:
Windows (32-bit): https://www.dropbox.com/s/ufehji6rvz7xq ... 1.zip?dl=0
Windows (64-bit): https://www.dropbox.com/s/9yn7rvb94hvp2 ... 1.zip?dl=0
These RC builds are ment for testing and to help us to find bugs before we release the final version.
If you find bugs in these builds, please report them on the bugtracker.
Get them here:
Windows (32-bit): https://www.dropbox.com/s/ufehji6rvz7xq ... 1.zip?dl=0
Windows (64-bit): https://www.dropbox.com/s/9yn7rvb94hvp2 ... 1.zip?dl=0
- Wuzzy
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Re: [0.4.12] Release Candidate builds
What are the most notable changes in 0.4.12 Release Candidate?
This would help a lot with testing.
This would help a lot with testing.
Re: [0.4.12] Release Candidate builds
One of the bigger changes is that biomes for v5/v7 maps have changed so please click on the following link for more information:
viewtopic.php?f=3&t=10860
viewtopic.php?f=3&t=10860
- addi
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Re: [0.4.12] Release Candidate builds
the bug with the wielditems is still not fixed. viewtopic.php?f=6&t=10862
and the UI and Formspecs does look - uhm diffrent - First too small and unreadable, and if i changing the gui Scale, that the Mainmenu gets readable, the Formspecs ingame exploding my screen, times too big. Not the formspec of the default sign: this is still small.
and the UI and Formspecs does look - uhm diffrent - First too small and unreadable, and if i changing the gui Scale, that the Mainmenu gets readable, the Formspecs ingame exploding my screen, times too big. Not the formspec of the default sign: this is still small.
- Krock
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Re: [0.4.12] Release Candidate builds
Important changes:
- [New Network codes -> master branch only]
- Performance optimizations
- Improvements in MGv5/7
- Removed internal sqlite3 library
- GUI scaling fixes
- New Lua MG functions minetest.generate_ores() and minetest.generate_decorations()
- VManip (+ light calculation) optimizations
- Better progress bar on server join
- display_gamma setting for contrasts
- "blob" and "vein" ore type
- [New Network codes -> master branch only]
- Performance optimizations
- Improvements in MGv5/7
- Removed internal sqlite3 library
- GUI scaling fixes
- New Lua MG functions minetest.generate_ores() and minetest.generate_decorations()
- VManip (+ light calculation) optimizations
- Better progress bar on server join
- display_gamma setting for contrasts
- "blob" and "vein" ore type
Last edited by Krock on Wed Feb 18, 2015 17:04, edited 1 time in total.
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>
- Casimir
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Re: [0.4.12] Release Candidate builds
I fail to use them successfully. Can someone please provide an example?Krock wrote:- "blob" and "vein" ore type
-
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Re: [0.4.12] Release Candidate builds
Here's an example of the blob ore type that's working for me.Casimir wrote:I fail to use them successfully. Can someone please provide an example?
Code: Select all
minetest.register_ore({
ore_type = "blob",
ore = "default:lava_source",
wherein = "default:stone",
clust_scarcity = 16*16*16,
clust_num_ores = 16,
clust_size = 40,
height_min = -31000,
height_max = 64,
noise_threshhold = 0.8,
noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=37, octaves=3, persist=0.70}
})
I can't say I'm particularly fond of the smaller font size in the main menu either. Think of the old people!
Edit.
I should also mention that minetest.generate_decoration greatly simplifies seeding the world. My plant generation files are half the size they were before. Great addition.
- Napiophelios
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Re: [0.4.12] Release Candidate builds
I think so far the most notable change is the start up;
my screen stays pretty calm till the game is loaded...even when preloading textures.
Before it would kinda go crazy till every thing finished loading,
it would scare me sometimes the way it would go black and forth black and forth so to speak.
Splitting up gui/formspec and hotbar scaling is also very cool. I like having seperate settings for each.
my screen stays pretty calm till the game is loaded...even when preloading textures.
Before it would kinda go crazy till every thing finished loading,
it would scare me sometimes the way it would go black and forth black and forth so to speak.
Splitting up gui/formspec and hotbar scaling is also very cool. I like having seperate settings for each.
Re: [0.4.12] Release Candidate builds
Please update http://dev.minetest.net/Changelog.
There is 0.4.11 not released...
Is the test only for windows, or get I the same version when I build it from github?
I have build a new version today and it says it is 0.4.11-dev!
Should it not bee 0.4.12-dev?
There is 0.4.11 not released...
Is the test only for windows, or get I the same version when I build it from github?
I have build a new version today and it says it is 0.4.11-dev!
Should it not bee 0.4.12-dev?
- Krock
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Re: [0.4.12] Release Candidate builds
https://github.com/minetest/minetest/tree/freeze-0.4.12solars wrote:Should it not bee 0.4.12-dev?
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>
- Linuxdirk
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Re: [0.4.12] Release Candidate builds
So it’s still broken in the same way as it is with 0.4.11 for me …addi wrote:First too small and unreadable, and if i changing the gui Scale, that the Mainmenu gets readable, the Formspecs ingame exploding my screen, times too big. Not the formspec of the default sign: this is still small.
-
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Re: [0.4.12] Release Candidate builds
No Krock, network code isn't in 0.4.12, it's on master only