[Windows/Linux] Clonti: Mineclonia-specific Luanti builds with halon's (SS)CSM

Post Reply
User avatar
rudzik8
Member
Posts: 270
Joined: Wed Jun 02, 2021 04:13
GitHub: rudzik8
In-game: db75c and rudzik8
Location: Siberia

[Windows/Linux] Clonti: Mineclonia-specific Luanti builds with halon's (SS)CSM

by rudzik8 » Post

Clonti

Mineclonia-specific portable (RUN_IN_PLACE=1) desktop Luanti builds with halon's (SS)CSM support enabled

About

This is a desktop Luanti binary distribution with a few tweaks:
  1. halon's Luanti fork is used instead of the usual Luanti source tree to enable Mineclonia-specific SSCSM additions
  2. mcl_localplayer CSM and the settings needed for it to work are enabled by default
  3. User content is (for now) stored alongside the binary, making the builds portable
  4. Some low-cost visual tweaks are applied by default (mipmapping, anisotropic filtering & FSAA for antialiasing)
  5. [E] is bound to open the inventory and [F] is bound to Aux1 (sprinting) by default
  6. Double-jumping to fly is enabled by default
  7. Pixel ImPerfection is included but disabled by default
While it could theoretically be posted to Engine Builds (though I'm not sure if they allow builds so dirty?), I plan on making it more Mineclonia-centered in the future.

What does it do, actually?

Outside of Mineclonia and servers that enable halon's (SS)CSM support, not much. Otherwise, thanks to halon (not me!),
  • flying with elytras isn't jittery and uncomfortable
  • swimming is much smoother and pitch-controlled (you look up = you swim up)
  • riding on animals/boats is much more comfortable
  • ambient lighting in nether/end and night vision work
  • item & player physics in general are much more like Minecraft
  • some animations look better due to being moved client-side
  • and more!!!
Keep in mind that this is still all experimental and there are bugs (gasp!), which is why I even have to patch Mineclonia itself to have it enable mcl_serverplayer by default.

I don't care, where can I get this?

Codeberg is used to distribute builds, at least for now.
Go to Releases and locate the zip file if you're on Windows or the tarball if you're on Linux and extract it wherever you want to. When installing updates (for which you'll be notified thanks to me spoofing the version code checks), just replace all contents of wherever you extracted Clonti before, as your user data is stored separately and you don't have to worry about it when updating.

Good luck and have fun!
Last edited by rudzik8 on Tue Feb 24, 2026 02:24, edited 1 time in total.
maintainer of Voxelgarden and VoxeLibre former dev and modder || Codeberg

bgstack15
Member
Posts: 66
Joined: Fri Feb 28, 2025 02:31

Re: [Windows/Linux] Clonti: Mineclonia-specific Luanti builds with halon's (SS)CSM

by bgstack15 » Post

Thank you, this is awesome! I have some non-free OS-based users and I wasn't looking forward to dealing with getting the CSM set up on that. So this package sounds great for that use case.
cdb_5ea39b4225fd

User avatar
Blockhead
Moderator
Posts: 2927
Joined: Wed Jul 17, 2019 10:14
GitHub: Montandalar
IRC: Blockhead256
In-game: Blockhead Blockhead256
Location: Land Down Under
Contact:

Re: [Windows/Linux] Clonti: Mineclonia-specific Luanti builds with halon's (SS)CSM

by Blockhead » Post

rudzik8 wrote:
Tue Nov 18, 2025 15:02
While it could theoretically be posted to Engine Builds (though I'm not sure if they allow builds so dirty?), I plan on making it more Mineclonia-centered in the future.
I don't see an issue with it being there, but I won't move it unless you really want it there.
/˳˳_˳˳]_[˳˳_˳˳]_[˳˳_˳˳\ Advtrains enthusiast | My map: Noah's Railyard | My Content on ContentDB ✝️♂

bgstack15
Member
Posts: 66
Joined: Fri Feb 28, 2025 02:31

Re: [Windows/Linux] Clonti: Mineclonia-specific Luanti builds with halon's (SS)CSM

by bgstack15 » Post

Do you have a release of Clonti that includes the January 13 commit of mcl_localplayer? I am preparing to distribute to my mates who use Windows. If you need manpower to help run CI builds or something, let me know. I don't have any Windows environments for manual builds.
cdb_5ea39b4225fd

User avatar
rudzik8
Member
Posts: 270
Joined: Wed Jun 02, 2021 04:13
GitHub: rudzik8
In-game: db75c and rudzik8
Location: Siberia

Re: [Windows/Linux] Clonti: Mineclonia-specific Luanti builds with halon's (SS)CSM

by rudzik8 » Post

I have a runner VPS that I plan to use in the future for automated builds. I had been holding out on making new builds because of reported build failures on the halon/Minetest repo (as well as the fact that all the commits are dated prior to this report). I will retry now though, thanks for the reminder!
maintainer of Voxelgarden and VoxeLibre former dev and modder || Codeberg

User avatar
rudzik8
Member
Posts: 270
Joined: Wed Jun 02, 2021 04:13
GitHub: rudzik8
In-game: db75c and rudzik8
Location: Siberia

Re: [Windows/Linux] Clonti: Mineclonia-specific Luanti builds with halon's (SS)CSM

by rudzik8 » Post

Uploaded a new build with every repo updated. Download
maintainer of Voxelgarden and VoxeLibre former dev and modder || Codeberg

User avatar
Walker
Member
Posts: 2362
Joined: Tue Oct 03, 2017 09:22
In-game: Walker
Contact:

Re: [Windows/Linux] Clonti: Mineclonia-specific Luanti builds with halon's (SS)CSM

by Walker » Post

rudzik8 wrote:
Tue Nov 18, 2025 15:02

Clonti

Mineclonia-specific desktop Luanti builds with user content stored globally (RUN_IN_PLACE=1) and halon's (SS)CSM support enabled

[...]
isnt "RUN_IN_PLACE=1" locally ?

shouldnt it be "RUN_IN_PLACE=0" for globally ???

User avatar
rudzik8
Member
Posts: 270
Joined: Wed Jun 02, 2021 04:13
GitHub: rudzik8
In-game: db75c and rudzik8
Location: Siberia

Re: [Windows/Linux] Clonti: Mineclonia-specific Luanti builds with halon's (SS)CSM

by rudzik8 » Post

Walker wrote:
Mon Feb 23, 2026 08:36
rudzik8 wrote:
Tue Nov 18, 2025 15:02

Clonti

Mineclonia-specific desktop Luanti builds with user content stored globally (RUN_IN_PLACE=1) and halon's (SS)CSM support enabled

[...]
isnt "RUN_IN_PLACE=1" locally ?

shouldnt it be "RUN_IN_PLACE=0" for globally ???
globally is in reference to user content and is relative to the "installation" that is produced by extracting the tarball/zip. All user content in this case is stored where the binaries are and all users (if more than one) would be sharing the same user content. locally then would mean every user stores their content at their own home folder, not where the binary is.
If you have a better term for this, please share it with me. I think I put "locally" instead of "globally" there originally but then flipped it because that seemed more logical.
maintainer of Voxelgarden and VoxeLibre former dev and modder || Codeberg

User avatar
Blockhead
Moderator
Posts: 2927
Joined: Wed Jul 17, 2019 10:14
GitHub: Montandalar
IRC: Blockhead256
In-game: Blockhead Blockhead256
Location: Land Down Under
Contact:

Re: [Windows/Linux] Clonti: Mineclonia-specific Luanti builds with halon's (SS)CSM

by Blockhead » Post

rudzik8 wrote:
Mon Feb 23, 2026 15:12
Walker wrote:
Mon Feb 23, 2026 08:36
rudzik8 wrote:
Tue Nov 18, 2025 15:02

Clonti

Mineclonia-specific desktop Luanti builds with user content stored globally (RUN_IN_PLACE=1) and halon's (SS)CSM support enabled

[...]
isnt "RUN_IN_PLACE=1" locally ?

shouldnt it be "RUN_IN_PLACE=0" for globally ???
globally is in reference to user content and is relative to the "installation" that is produced by extracting the tarball/zip. All user content in this case is stored where the binaries are and all users (if more than one) would be sharing the same user content. locally then would mean every user stores their content at their own home folder, not where the binary is.
If you have a better term for this, please share it with me. I think I put "locally" instead of "globally" there originally but then flipped it because that seemed more logical.
We're getting tied up in knots about what these two terms "local" and "global" in reference to what run in place does - Walker taking the (probably more correct) view that "the files are local to the installation directory", whereas you ended up at the view "the files are globally shared between users". It is more helpful to say that the files are all in relative paths to the installation directory and not some expected global installation like %appdata%\.minetest. But is that really expected? Because the official builds of Luanti for Windows were all run-in-place=true builds for years, and only recently are they experimenting with the installers (okay, I think a long time ago there were installers too, anyway...)
/˳˳_˳˳]_[˳˳_˳˳]_[˳˳_˳˳\ Advtrains enthusiast | My map: Noah's Railyard | My Content on ContentDB ✝️♂

User avatar
Walker
Member
Posts: 2362
Joined: Tue Oct 03, 2017 09:22
In-game: Walker
Contact:

Re: [Windows/Linux] Clonti: Mineclonia-specific Luanti builds with halon's (SS)CSM

by Walker » Post

Blockhead wrote:
Mon Feb 23, 2026 18:04
[...] Walker taking the (probably more correct) view [...]
Thanks Blockhead :)

I thought I was going crazy here xDDD
Blockhead wrote:
Mon Feb 23, 2026 18:04
[...] Because the official builds of Luanti for Windows were all run-in-place=true builds for years [...]
yes.

that one confused me too

User avatar
rudzik8
Member
Posts: 270
Joined: Wed Jun 02, 2021 04:13
GitHub: rudzik8
In-game: db75c and rudzik8
Location: Siberia

Re: [Windows/Linux] Clonti: Mineclonia-specific Luanti builds with halon's (SS)CSM

by rudzik8 » Post

I'll just call them portable then XD
maintainer of Voxelgarden and VoxeLibre former dev and modder || Codeberg

bgstack15
Member
Posts: 66
Joined: Fri Feb 28, 2025 02:31

Re: [Windows/Linux] Clonti: Mineclonia-specific Luanti builds with halon's (SS)CSM

by bgstack15 » Post

This build is awesome! I have at least one user on Windows, and we learned that before he could connect to a network instance of Mineclonia, he had to run a local world just once.

Before instantiating his own local world for just one second, he tried connecting to a network instance, but got stuck at 100% media. We didn't get so far as to find the luanti debug.txt which I assume would have had some detail, but we tried again and then it got stuck at 25% media. So running a local world just once, somehow got it unstuck, and then he could connect to a network world with Clonti for Windows.
cdb_5ea39b4225fd

Post Reply

Who is online

Users browsing this forum: No registered users and 0 guests