Minetest 5.9.0

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rubenwardy
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Minetest 5.9.0

by rubenwardy » Post

Minetest 5.9.0 has been released!

Blog post https://blog.minetest.net/2024/08/12/5.9.0-released/

Highlights

  • Rendering performance improvements (''paradust7'', ''sfan5'' & ''x2048'')
  • Added godrays shader (''x2048'')
  • New multithreaded Lua mapgen API to improve performance of custom mapgens. (''sfan5'')
  • Android: Punch with short tap (''grorp'')
  • Work in the background on switching to SDL2 for windowing and input (but not enabled in this release)
Changelog: https://dev.minetest.net/Changelog#5.8. ... 6.92_5.9.0
Source code: https://github.com/minetest/minetest/tree/5.9.0

Downloads

Refer to the Assets section on the GitHub release page: Minetest 5.9.0

Which "minetest-5.9.0-XXXXX" download do I need?
  • Windows: win64 (common), win32 (old systems)
  • MacOS: macos. Note: M1+ users might need to sign the application before running.
  • Android: arm64-v8a (newer), armabi-v7a (more widely used), x86 (ChromeOS, budget), x86_64 (ChromeOS)
  • Linux: check for updates in your package manager (WIP)

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Yay!

by TenPlus1 » Post

W00t! Thanks to everyone who worked on 5.9.0, have already got it installed, let the testing begin :)

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Re: Minetest 5.9.0

by LCDev » Post

Thanks to everyone who works so hard on improving Minetest...

@celeron55
In reply to celeron55's question "Has anyone been able to try out touchscreen input on desktop?"
( viewtopic.php?p=438177#p438177 )

I tried it (5.9.0 RC, as I did not see this post yet about the actual release of 5.9.0... and it seems to not be on the Minetest website yet) on my Lenovo ThinkPad L380 touchscreen and it works pretty much as on a mobile device with the touch interface. Just weird that when I enable the touchscreen option on my laptop, it changes the entire GUI to a larger size (lower resolution?) and also makes using my mouse impossible while playing in-game... if I disable (deselect) the touchscreen support, I can use my mouse again while playing in Minetest game (did not try any other games yet), and the GUI screenres becomes higher (smaller and much narrower GUI elements on screen in the menus, etc.).

Edit: I am using Windows 10 21H2 on my Lenovo laptop with touchscreen and have Intel HD 620 iGPU. Will try the final release later - on the laptop and on my Minisforum AMD Ryzen mini PC with RDNA3 graphics and USB C touch screen, running on MX Linux 23.2

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Re: Minetest 5.9.0

by LCDev » Post

I just got the 5.9.0 release version (Windows 64-bit) from GitHub releases... and find it amusing that it is like a Matroska doll... another minetest-5.9.0-win64.zip inside the minetest-5.9.0-win64.zip that I downloaded LOL...

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Re: Minetest 5.9.0

by PiTTi » Post

running on our mineclonia server, everything's been fine so far. (client runs on Linux Mint 22) Thank you to everyone who made the switch so easy for me after 12 years of Minecraft - and the complete switch in June 2023 :-)
Englsh is not my native language, so expect errors :-)

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Re: Minetest 5.9.0

by rubenwardy » Post

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Re: Minetest 5.9.0

by debiankaios » Post

Developer you did a great job in developing this! I played last years very inactive minetest and wanted now to finish a mod by me. And now i played this and saw this version and i saw the progress. When i played minecraft with my friends again after years i saw no progress. You make a great job in developing minetest.

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Re: Minetest 5.9.0

by ronoaldo » Post

Hello! I just tested Minetest 5.9 and I would like to say a huge congratulations for the work done in the graphics part ... I got massive FPS improvements and the visuals are awesome. ❤️
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Re: Minetest 5.9.0

by Astrobe » Post

Adding new features while taking the time to optimize existing ones, that's one of the reasons I love FOSS projects.

Thanks.
My game? It's Minefall.

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Re: Minetest 5.9.0

by wheat8 » Post

Thank you for the update ! It seems that there is performance improvement with my PC :)

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Re: Minetest 5.9.0

by rob123 » Post

no godrays, even if mod installed. Also no settings related to godrays. mistake maybe?
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Re: Minetest 5.9.0

by TenPlus1 » Post

@rob123 - Godrays need to be enabled in game.

Code: Select all

minetest.register_on_joinplayer(function(player)
	player:set_lighting({
		shadows = { intensity = 0.33 },
		volumetric_light = { strength = 0.2 } -- godrays
	})
end)

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Re: Minetest 5.9.0

by Blockhead » Post

rob123 wrote:
Wed Aug 14, 2024 10:13
no godrays, even if mod installed. Also no settings related to godrays. mistake maybe?
The setting to enable it doesn't actually use the words "god rays" but "volumetric lighting". Here's a visual guide to enabling the setting:
how_to_enable_volumetrics-godrays.png
how_to_enable_volumetrics-godrays.png (156.65 KiB) Viewed 3440 times

Other than that, good job from everyone on the core team and all the contributors for another release, and for keeping everyone happy with this one. You really would struggle to come up with reasons not to upgrade to this release. You took the time to sort out thorny issues instead of releasing in a state that would put people off. I know it's frustrating to still be stuck with Irrlicht (by default) for now, but thanks for listening to feedback about the keyboard input problems.

I hope we get a Minetest Game release soon too. I've been told MTG has moved to rolling release, and won't be tagging engine versions (below post by rubenwardy, GitHub response. Also
Minetest Game README.md wrote: The Minetest Game GitHub master HEAD is generally compatible with the GitHub master HEAD of the Minetest engine.
Meaning you need to either assess if the latest master is backwards-compatible yourself or manually compare the release dates. Seems a bit odd to me, but I guess the core devs would rather not bother. Anyway, most of the updates to MTG are small quality upgrades anyway.

For anyone wanting to match MTG to a 5.9.0 engine, and not wanting to research if any commits break backwards-compatibility, I recommend the current latest commit 88ecab34d98550c8eb77f49ac2866b480a6e707a (direct zip download).
Last edited by Blockhead on Wed Aug 14, 2024 11:56, edited 1 time in total.
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Re: Minetest 5.9.0

by rubenwardy » Post

Blockhead wrote:
Wed Aug 14, 2024 11:24
I hope we get a Minetest Game release soon too.
Minetest Game is rolling release now so won't receive any more tagged updates
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Re: Minetest 5.9.0

by Wuzzy » Post

Let's GOOOOOOOO!

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Re: Minetest 5.9.0

by Gcbarden » Post

How do I download it but keep my worlds?
~ Me

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Re: Minetest 5.9.0

by Blockhead » Post

Gcbarden wrote:
Thu Aug 15, 2024 01:27
How do I download it but keep my worlds?
Download it, unzip it, then copy the following directories into the new version's directory:
  • client
  • clientmods (if you have it)
  • games
  • mods
  • screenshots
  • sounds (if you have it)
  • textures (if you have it)
  • worlds
Then you will keep all your important stuff. Don't copy the bin folder, that would downgrade the engine.
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Re: Minetest 5.9.0

by rudzik8 » Post

Blockhead wrote:
Thu Aug 15, 2024 04:59
Gcbarden wrote:
Thu Aug 15, 2024 01:27
How do I download it but keep my worlds?
Download it, unzip it, then copy the following directories into the new version's directory:
  • client
Why would you backup that? It contains the shaders and the serverlist. It will only cause problems.
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Re: Minetest 5.9.0

by Blockhead » Post

rudzik8 wrote:
Thu Aug 15, 2024 07:20
Why would you backup that? It contains the shaders and the serverlist. It will only cause problems.
To start with, it's not a backup, it's a copy. Backing up is when you put the files in a separate medium (drive you own, cloud storage) etc., so that if you lose the files you have another copy. Even if you count old copies of the files as "backups", they lose relevance over time, hence they become less useful compared to recent backups.

The first thing you mentioned is shaders. I didn't realise it contained shaders, since I don't play with ones that aren't in the engine. Shaders are installed glsl format, so they're not compiled and operating-system specific. They may or may not work on newer versions, so you're quite right, that's something to worry about. Personally I'd check if they work and delete them if they don't.

Second, you pointed out that it contained the server list (which is the list of favourites). I think that is important to keep actually. I've played on a lot of different servers and the favourites list helps me choose which server I'm going to play on.

The third thing, which hasn't been mentioned, is that it contains the client mod storage. This is also quite important to keep if you rely on client-side mods. Mine has all my waypoints for cs_waypoints, as well as my trundle wheel data, my toolbuddy settings, etc. (I use a fair few CSMs).

It's worth pointing out this copy isn't necessary on most Linux users' systems, since it keeps stuff in your home directory under ~/.minetest . So in Windows-land, people lose their stuff by default and have to figure out what to copy. Meanwhile Linux users might have incompatible shaders installed and the new Minetest version freaks out. Nothing's perfect, alas!
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Re: Minetest 5.9.0

by Astrobe » Post

Blockhead wrote:
Thu Aug 15, 2024 07:50
So in Windows-land, people lose their stuff by default and have to figure out what to copy.
I just unzip straight in the folder of the current installation. This means that obsolete files are not cleaned up I guess, but not a big deal.
My game? It's Minefall.

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