[Windows] ROllerozxa's RUN_IN_PLACE=0 builds (64-bit & 32-bit, dev & stable)

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[Windows] ROllerozxa's RUN_IN_PLACE=0 builds (64-bit & 32-bit, dev & stable)

by ROllerozxa » Post

Backstory & info:

Traditionally on Windows, with the official portable builds built with RUN_IN_PLACE=1, the user data is stored alongside the engine (share) data. This causes a bit of a mess when updating, since you will need to isolate your own files from the files provided by the engine, and then move it onto the new version. However when Luanti is built with RUN_IN_PLACE=0 it will now place the user data in %APPDATA%/Minetest/ by default, creating a clear distinction and separation between the user and engine data.

So that is what these builds are, they are built with RUN_IN_PLACE=0 meaning user data will be stored separately from the engine data inside a directory in %APPDATA%. However, this is not an installer. No administrator privileges are required, and it comes in a .7z file to be extracted anywhere you like.

To find your new Luanti user data directory, you can click the "Open User Data Directory" button in the About tab. You can also open the start menu and type %APPDATA% into the search bar, there will be a "Minetest" folder in the opened folder in Explorer. If you want the user data location to be somewhere else, then you can define the %MINETEST_USER_PATH% environment variable to provide a custom path where it will be stored.

Download:

Latest stable:

Luanti 5.14.0: 64-bit - 32-bit

Distributed as .7z to save you time. Install 7-Zip if you somehow haven't already (or use Windows 11's built-in archiver which supports .7z now). Extract it somewhere, make a shortcut to the luanti.exe executable somewhere nice such as your desktop, move your previous user data to %APPDATA% and enjoy.

The builds link against UCRT, which comes with Windows 10. UCRT should also be available as far back as Windows 7 if you have a fully updated system, though YMMV running such an old version of Windows.

Previous builds:

Technical build details:

The builds are produced using the buildbot script in the Luanti source tree which uses a cross-compiled LLVM-mingw toolchain. This is the same setup as the official builds use, and include LuaJIT as well as LevelDB. It is built off of the relevant Luanti commit tagged for the version, but with some patches applied to the source code. The builds are now made in GitHub Workflows and the repository for the scripts and patches can be found here.

Previously the 5.8.0 build was built in the MSYS2 UCRT64 environment, and 5.9.0 was built manually using the buildbot. Now it has become a lot more automated.
Last edited by ROllerozxa on Sun Oct 05, 2025 16:13, edited 14 times in total.
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Re: [Windows] ROllerozxa's RUN_IN_PLACE=0 builds

by ROllerozxa » Post

A build for 5.9.0 is now available. This time I'm directly using the buildbot scripts that the official builds use, which now also use UCRT along with the LLVM/Clang toolchain. RUN_IN_PLACE is still set to 0 so upgrading from 5.8.0 will be simple!
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Re: [Windows] ROllerozxa's RUN_IN_PLACE=0 builds

by ROllerozxa » Post

A 5.10.0-dev build is now available. Minetest has been renamed to Luanti, and the 5.10.0 release cycle is nearing its completion so this build is likely to coincide with the official RC1 build that will soon be released.

I have reworked my pipeline for making these builds such that they are fully automated with Github Actions (repo is here), which should make providing new builds quicker and providing more development builds.
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Re: [Windows] ROllerozxa's RUN_IN_PLACE=0 builds (64-bit & 32-bit, dev & stable)

by ROllerozxa » Post

A build for Luanti 5.10.0-dev-5c55386 is now available. This build corresponds with the release candidate 1 for 5.10.0.

As usual, see the OP for up to date download links.
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Re: [Windows] ROllerozxa's RUN_IN_PLACE=0 builds (64-bit & 32-bit, dev & stable)

by ROllerozxa » Post

A build for Luanti 5.10.0 is now available.

As usual, see the OP for up to date download links.
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Re: [Windows] ROllerozxa's RUN_IN_PLACE=0 builds (64-bit & 32-bit, dev & stable)

by ROllerozxa » Post

A build for Luanti 5.11.0-dev-83bc27d is now available, built off what is currently the latest commit on the master branch.

As usual, see the OP for up to date download links.
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Re: [Windows] ROllerozxa's RUN_IN_PLACE=0 builds (64-bit & 32-bit, dev & stable)

by ROllerozxa » Post

A build for Luanti 5.11.0-dev-c8b5e3b is now available, built off what is currently the latest commit on the master branch.

Of note since the previous build is that the newer opengl3 video driver is now the default in 5.11.0-dev. If you run into graphical issues with this compared to the old opengl driver (switchable using the video_driver setting), then it is of importance to open an issue on the Luanti issue tracker about it.

As usual, see the OP for up to date download links.
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Re: [Windows] ROllerozxa's RUN_IN_PLACE=0 builds (64-bit & 32-bit, dev & stable)

by TheGhostZz » Post

hey, quick question, is there a way to use DirectX as the renderer? if so, do i have to do it trough the config? for some reason the game won't run very well on my computer, but i know it's not me, i have an RTX 2060 wich is MORE than enough to run anything, just seems like the default Opengl renderer isn't stable on this game, i tried switching to the other 2 options avaliable but won't run any better
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Re: [Windows] ROllerozxa's RUN_IN_PLACE=0 builds (64-bit & 32-bit, dev & stable)

by LMD » Post

TheGhostZz wrote:
Wed Feb 05, 2025 11:18
hey, quick question, is there a way to use DirectX as the renderer?
There is not. It was removed a while ago. (And even if it was still there, I doubt it would necessarily help with performance: The OGL renderer(s) are generally more maintained.)

There are two things you can try to improve performance:

- Disable transparency sorting (set transparency_sorting_distance = 0).
- Increase client_mesh_chunk. Try values of 2, 3, 4.
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Re: [Windows] ROllerozxa's RUN_IN_PLACE=0 builds (64-bit & 32-bit, dev & stable)

by TheGhostZz » Post

thank you for the solution, i found the issue thou, it was nvidia's control panel fault, it would turn vsync on automatically hence why it felt sluggish, the input lag was caused by the FPS locked at 60, as soon as i overridden the thing using the limit fps settings in nvidia's control panel (i set the max frame rate to 240 and i forced VSYNC to turned off) now it works , i see my fps never drop below 240

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Re: [Windows] ROllerozxa's RUN_IN_PLACE=0 builds (64-bit & 32-bit, dev & stable)

by ROllerozxa » Post

A build for Luanti 5.11.0 is now available. As has been the case for some releases now, SDL2 has been disabled again.

As usual, see the OP for up to date download links.
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Re: [Windows] ROllerozxa's RUN_IN_PLACE=0 builds (64-bit & 32-bit, dev & stable)

by ROllerozxa » Post

A build for Luanti 5.12.0 is now available. This time Luanti is finally using SDL2 in a stable release! Keybindings might have changed as a result, but the main menu will tell you this when you start up Luanti for the first time with existing keybinds.

As usual, see the OP for up to date download links.
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Re: [Windows] ROllerozxa's RUN_IN_PLACE=0 builds (64-bit & 32-bit, dev & stable)

by ROllerozxa » Post

A build for Luanti 5.13.0 is now available.

As usual, see the OP for up to date download links.
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Re: [Windows] ROllerozxa's RUN_IN_PLACE=0 builds (64-bit & 32-bit, dev & stable)

by ROllerozxa » Post

A build for Luanti 5.14.0 is now available.

As usual, see the OP for up to date download links.
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Re: [Windows] ROllerozxa's RUN_IN_PLACE=0 builds (64-bit & 32-bit, dev & stable)

by cris » Post

Hi, I have just created an account on this forum to say it is nice to have Luanti portable .zip with RUN_IN_PLACE=0
The official Luanti portable .zip should not have RUN_IN_PLACE=1 hardcoded. That's a really bad design! They should provide the possibility to change this with a .ini (or any other editable config file).

How can I specify a different path than %APPDATA% ?
I am using Luanti portable in Windows from a usb key and this usb key has 2 main folders:
- /Programs
- /Data
I want Luanti data to be stored in /Data/Luanti/ and not in %APPDATA%.

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Re: [Windows] ROllerozxa's RUN_IN_PLACE=0 builds (64-bit & 32-bit, dev & stable)

by ROllerozxa » Post

Hi, you're able to change the path that it will save the user data to using the MINETEST_USER_PATH environment variable as mentioned in the OP. However if you want to store it on an USB key I assume you don't want to modify system settings to get it running. You can also set environment variables temporarily in a batch file, like such (save as a .bat and put it next to the luanti.exe executable):

Code: Select all

@echo off
set MINETEST_USER_PATH=data/
start luanti.exe
This should save it into a folder called data relative to the executable when running Luanti using the batch file.

I tried to do the setup you wanted where the data is stored at ../../Data/Luanti/ but there seems to be a bug with the mainmenu that causes the cache directory to be messed up when using relative paths that go up directories. I'll try to get it reported upstream when I have the time.
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Re: [Windows] ROllerozxa's RUN_IN_PLACE=0 builds (64-bit & 32-bit, dev & stable)

by cris » Post

I have test with a .bat with:
"@echo off
set MINETEST_USER_PATH=<absolute path>
start luanti.exe"
=> It works.

but it does not work with a relative path (ie. ../../):
"@echo off
set MINETEST_USER_PATH=<relative path>
start luanti.exe"

Apparently the problem is that luanti does not start when you have a relative path inside MINETEST_USER_PATH

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