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Minetest

Build Status Translation status License

Minetest is a free open-source voxel game engine with easy modding and game creation.

Copyright (C) 2010-2022 Perttu Ahola [email protected] and contributors (see source file comments and the version control log)

Table of Contents

  1. Further Documentation
  2. Default Controls
  3. Paths
  4. Configuration File
  5. Command-line Options
  6. Compiling
  7. Docker
  8. Version Scheme

Further documentation

Default controls

All controls are re-bindable using settings. Some can be changed in the key config dialog in the settings tab.

Button Action
Move mouse Look around
W, A, S, D Move
Space Jump/move up
Shift Sneak/move down
Q Drop itemstack
Shift + Q Drop single item
Left mouse button Dig/punch/use
Right mouse button Place/use
Shift + right mouse button Build (without using)
I Inventory menu
Mouse wheel Select item
0-9 Select item
Z Zoom (needs zoom privilege)
T Chat
/ Command
Esc Pause menu/abort/exit (pauses only singleplayer game)
+ Increase view range
- Decrease view range
K Enable/disable fly mode (needs fly privilege)
J Enable/disable fast mode (needs fast privilege)
H Enable/disable noclip mode (needs noclip privilege)
E Aux1 (Move fast in fast mode. Games may add special features)
C Cycle through camera modes
V Cycle through minimap modes
Shift + V Change minimap orientation
F1 Hide/show HUD
F2 Hide/show chat
F3 Disable/enable fog
F4 Disable/enable camera update (Mapblocks are not updated anymore when disabled, disabled in release builds)
F5 Cycle through debug information screens
F6 Cycle through profiler info screens
F10 Show/hide console
F12 Take screenshot

Paths

Locations:

  • bin - Compiled binaries
  • share - Distributed read-only data
  • user - User-created modifiable data

Where each location is on each platform:

  • Windows .zip / RUN_IN_PLACE source:
    • bin = bin
    • share = .
    • user = .
  • Windows installed:
    • bin = C:\Program Files\Minetest\bin (Depends on the install location)
    • share = C:\Program Files\Minetest (Depends on the install location)
    • user = %APPDATA%\Minetest or %MINETEST_USER_PATH%
  • Linux installed:
    • bin = /usr/bin
    • share = /usr/share/minetest
    • user = ~/.minetest or $MINETEST_USER_PATH
  • macOS:
    • bin = Contents/MacOS
    • share = Contents/Resources
    • user = Contents/User or ~/Library/Application Support/minetest or $MINETEST_USER_PATH

Worlds can be found as separate folders in: user/worlds/

Configuration file

  • Default location: user/minetest.conf
  • This file is created by closing Minetest for the first time.
  • A specific file can be specified on the command line: --config <path-to-file>
  • A run-in-place build will look for the configuration file in location_of_exe/../minetest.conf and also location_of_exe/../../minetest.conf

Command-line options

  • Use --help

Compiling

Docker

Version scheme

We use major.minor.patch since 5.0.0-dev. Prior to that we used 0.major.minor.

  • Major is incremented when the release contains breaking changes, all other numbers are set to 0.
  • Minor is incremented when the release contains new non-breaking features, patch is set to 0.
  • Patch is incremented when the release only contains bugfixes and very minor/trivial features considered necessary.

Since 5.0.0-dev and 0.4.17-dev, the dev notation refers to the next release, i.e.: 5.0.0-dev is the development version leading to 5.0.0. Prior to that we used previous_version-dev.

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blog's Issues

Use an issue form/template for the blog submission

Description

If we add an issue form/template for submitting blogs, it'll make it much easier to contribute to new blog posts and know exactly what information is needed, and even have required fields which the users must answer.

What do you think about this? Thanks. 🙂

[Post(s)/Content] Jam Games: Where Are They Now?

As a Post, or a series of Posts, or as Content, I'd like to see summary information (possibly periodic updates) of ongoing changes with Jam games.

It would nice to show that even if jam games are lackluster at the time of their submission, when they gain a lot of exposure, at least some of them improve significantly afterwards. We saw dramatic examples of this last year, e.g. ColourHop, Minegistics. We've seen at least one this year (Piranesi Restoration Project). I've also heard some discussion about other projects (e.g. Space Club) wanting to continue.

Jam game authors who are still working on their projects might not be cognizant of the need to submit news to Minetest Blog, so it may be a good idea to go check on CDB and source trackers to see whether anything is happening, and/or to try to contact the authors and prod them to share news.

[content] Asuna is now available on ContentDB

Who is working on the project?

EmptyStar

Description

Asuna is a new work-in-progress game that brings together some of the very best biome and world decoration mods that the Minetest community has to offer. Journey through a potpourri of natural wonders as you traverse beautiful and breathtaking landscapes. Forests, meadows, jungles, tundras, deserts, swamps, and more await you at every horizon.

Screenshots

Screenshot of Asuna's main menu by EmptyStar:

image

[Post] 5.7.0 release

We'll need lots of screenshots to demonstrate new features. Ideally freely licensed so the press can reuse them. Should include bloom, shadows, and long view range.

Notes:

  • Jude Melton-Houghton
  • Graphics
    • New graphical effects: postprocessing shaders, bloom, and dynamic exposure
    • Improved performance on high-end systems at large view ranges (some report 60FPS at 1000 nodes view range)
    • Improved mapblock meshgen performance (will result in faster map loading)
    • Dynamic shadow improvements
  • Lots of other performance improvements
  • Rotating entity selection boxes
  • Android: support for using a fixed crosshair, like on desktop
  • Mods can now find out the player's window size, which will allow for full-screen and more responsive GUIs
  • Deprecations
    • It's no longer possible to load a world if mods have unsatisfied dependencies. Before, Minetest would automatically disable these mods - but it led to confusion. You will need to add the missing dependency or disable the mods

[content] Minetest workshops for teachers at the exploreandlearn online conference

From July 3 to July 6, 2022, online workshops on Minetest, Game-based Learning, coding and robotics were held during the exploreandlearn@LMZ event. Teachers and others interested in education could participate in workshops and presentations from the three categories ‘playandlearn’, ‘buildandlearn’, and ‘codeandlearn’.

exploreandlearn_logo
exploreandlearn@LMZ logo by Landesmedienzentrum Baden-Württemberg, Germany

On Tuesday, July 5, there was a one-day workshop concerned with future-oriented learning and how to develop learning scenarios for educational contexts. The workshop was held by Chris Binder and Tammo Engelhard, who are both freelance trainers for the Landesmedienzentrum Baden-Württemberg, Germany (LMZ BW). In the workshop, teachers were introduced to Minetest and its potentials for learning. Starting from some gameplay examples, the participants developed learning scenarios in small groups and later on, built prototypes of their ideas.

eal_01
workshop screenshot by chbinder

On Thursday, July 7, two shorter workshops were held to introduce a map template that can be used by teachers in conjunction with the BLOCKALOT web dashboard for Minetest servers.
The swampy landscape offers different points of interest that each pose their own challenges to the learners. These POI can be modified by teachers to cater to their curricula or intended learning outcomes. However, it is crucial that learners remain active and not just passive recipients of knowledge. One point of interest is an area with floating islands and an old house that needs to be renovated with sustainability in mind.
Then, the learners choose sustainable development goals themselves and build the settlement according to their own plans. The whole group can discuss and evaluate the results after the building phase.
The players are provided with useful materials in a cave, where they may also write ideas about sustainable building on the walls.

eal_02
workshop screenshot by chbinder

The BLOCKALOT team is currently in the process of translating its BLOCKALOT dashboard and companion wiki into English. Take a look at www.blockalot.de if you are interested in how to use Minetest for future-oriented learning! If you need assistance, the BLOCKALOT team is happy to help with any questions in English, French, and German.

[Content] Definition Ripper Mod Released

Include who is working on the project.

Warr1024 (author of NodeCore and Klots)

Include a brief description. Keep it short. Links to further details are encouraged.

Minetest Definition Ripper was developed as part of the development process of Klots, for the Game Jam, and publicly released in late November.

It's a tool for more efficient game development, using existing community art assets (node definitions, textures, and media) without including problematic behavior or other game logic in new games. It also helps prune unused assets, which can shrink download sizes, improve load times, and reduce memory usage.

See the ContentDB description for more details:

https://content.minetest.net/packages/Warr1024/defripper/

This tool was used to maintain the "scenery" building node definitions for Klots, enabling the developer to focus on gameplay mechanics, level building, and overall design, without going through the tedium of recreating all the basic terrain nodes from scratch yet again.

Screenshots

Probably the best currently-available screenshots to use for this might be the ones from Klots, which show example "ripped" node definitions used in an actual game. https://content.minetest.net/uploads/706c4d1a07.jpg in particular shows a lot of MTG and scifi_nodes textures reused in Klots, which was done almost entirely through this tool. All screenshots for Klots were taken by Warr1024.

[Content] AP Airship mod

https://github.com/APercy/ap_airship

This mod is an experiment with attachments and some other ideas I'm testing. It's derived from Steampunk Blimp, but with some special features like clickable seats, control, ladder, etc. The fuel is disabled at this moment, so it can fly forever, but in future I'll think something to make it interesting. And it is affected by winds, including the climate_api from TestificateMods.

The current walk_map.lua used on it is an evolution from the first walk mechanism and in future I want to make it a library mod

[Content] Updates to Traitor (Among Us knockoff)

Traitor has recently received two long requested features, vents and level sabotage. The vents have been adapted from Joe7575's hyperloop mod and allow for traitors and ghosts to instantly travel from vent to vent on levels, if the level builders add them of course. This feature has been requested for over a year. Level sabotage, while slightly buggy, is available. Currently there is only one node that can be sabotaged by the traitor, the switch. Level designers can choose how long the players have to repair the sabotaged node, and if repairing, or failing to repair, the node should result in the match ending.
Traitor is running on the 'In Our Midst' server where there is currently work being done on an academy which further explains game mechanics for players and builders.

post
(Pictured: Switch that can be sabotaged, and an access point to the vent system)

[mod news] OTP

Raw markdown

[OTP](https://content.minetest.net/packages/mt-mods/otp/) is a mod by [BuckarooBanzai](https://content.minetest.net/users/BuckarooBanzay/) published under the [mt-mods](https://content.minetest.net/users/mt-mods/) umbrella.
It allows security-aware players to use a second factor to protect their accounts.

Rendered

OTP is a mod by BuckarooBanzai published under the mt-mods umbrella. It allows security-aware players to use a second factor to protect their accounts.

Links

Git: https://github.com/mt-mods/otp/
ContentDB: https://content.minetest.net/packages/mt-mods/otp/

Screenshots

OTP Setup
screenshot2

OTP verification
screenshot1

Art/Buildings: two screenshots


Central Ercavica, a medieval city built by doggo on Tunnelers' Abyss.

An industrial facility in Walton's Forest, a 19th-century themed city built by TomBuilder on Tunnelers' Abyss.
Screenshot by pups.

Please rephrase this as necessary, it isn't particularly clever at the moment :-)

Blockexchange upgrades

Raw markdown

[Blockexchange](https://blockexchange.minetest.ch/) got a few new features, including the possibility to update the uploaded
schematics incrementally, that means larger builds can be updated in smaller parts without uploading the whole build again.

Rendered

Blockexchange got a few new features, including the possibility to update the uploaded
schematics incrementally, that means larger builds can be updated in smaller parts without uploading the whole build again.

Links

Screenshots

Screenshot_2023-01-29_15-50-47

[Content] Tunnelers' Abyss opens its longest train line.

On 29th June 2022, the extension of the express line R2 on Tunnelers' Abyss was opened. It was elongated by 7.4 km, reaching its total length 15 km. This makes the line R2 the longest train line in Tunnelers' Abyss. It leads from Will Beach via Spawn and File not Found to Docker and reaches the maximum speed 160 km/h. The prior record was held by the line S1 with its length 13.1 km, spanning from Southern Cliff to Fort Harko.

While building this extension, it was necessary to cope with several challenges. The track passes over Fourier Mountains and Trolly Hills. The slope from File not Found, the previous endpoint of R2, up to Noot Noot is quite flat. However, the slope from Noot Noot down to Densevlad is very steep and therefore it was necessary to choose a longer curvy trajectory. The maximal speed there drops to 90 km/h. Trolly Hills are not higher than Fourier Mountains but they are very jaggy at some places. Therefore, it was necessary to dig there two tunnels. On the other hand, the Legendrian Basin is quite flat and building the track was a pleasure there. The track ends at the Docker station, which is both a train station and a harbour.

[Content] Advtrains Supplemental's news on february

During the month of february, the Advtrains Supplemental organisation worked on the London S7 mod (https://notabug.org/advtrains_supplemental/tfl_s7_stock_modpack) and added a custom livery function that lets you change the color in certain parts of the body.
It was also notable the merged PR for the NY Subway (https://notabug.org/advtrains_supplemental/advtrains_subway_ny) which received during that month some code additions (like throttle sound) and some tweaks to its texture.
We have mirrored Marnack's new mods (classic coaches and all its ecosystem) and migrated other old/abandoned mods.

Atom feed is broken in production

Looks like GitHub uses an outdated version that doesn't have atom feeds by default

This isn't a huge deal as we have RSS and JSONFeed

Additional context for Minetest art projects

I think the blog posts should include additional context for Minetest art projects. Right now they just include a screenshot, the name of the work and the name of the author. This leaves me with some questions. Is the world available for downlaod? Was it made on a creative server? If so which and what are the coordinates? Or is this just something that someone made in a single player game and shared a screenshot? If so where is the original post where the screenshot was shared?

[content] randungeon (dungeon generator mod anncement)

who is working on the project.

me (Phii)

Include a brief description. Keep it short. Links to further details are encouraged

I wrote a procedual dungeon generator in minetest for complex highly randomized big dungeons, with treasure rooms and forest caves and randomized materials, using almost exclusively the blocks provided my minetest game. I think out of all the mods that tried themselves at tile-based dungeon generation so far this one pushes the limits the most, as far as i can tell.

ContentDB Link: https://content.minetest.net/packages/Phii/randungeon/
full documentation on GitHub: https://github.com/phseiff/randungeon

Include a screenshot and who took it

screenshot:

screenshot

(screenshot taken by me)

Additional Notes

I hope I understood correctly that it's okay/appreciated to submit ones own mods as a content suggestion for the blog posts?

I released the mod some days ago this january so i'm sharing it in case this mod meets your requirements for being good/big/contentfull enough to be included in the january blog post (it certainly meets the last two requirements, i think).

[Content: Oct] Urban planning workshop with Minetest

On October 25, 26 and 27, Lemente and Thomate organised a workshop with Minetest for the city of Maubeuge in France.
Each day, a group of young citizens, between 10 and 16 years old, shared ideas to improve the public space in their neighborhood, and then built these ideas in an ingame map of their city.

This gave the opportunity to urban planners to see what young people wanted for their local area, and discuss current issues with them.

minetest_workshop_maubeuge_2022_lemente_thomate
(photos and screenshots by Lemente and Thomate)
on the left: some of the areas built by participants
on the bottom right: Fabien (director of the urban planning agency) with Julien (in charge of the urban renewal project for the city) and Thomas (one of the workshop organizer/animator) discussing the project

5.6.0 release post

Graphics

  • Dynamic shadows
  • transparency sorting
  • Irrlicht strip down (SDL, std::list)
  • animated particle spawners

UI

  • Login/register
  • select mods changes (dep icons, virtual paths, titles instead of names)
  • 9-slice images
  • Clickable chat links

Security

Mod API

  • Deprecate game.conf name, use title instead
  • Deprecate unresolved world deps
  • Async worker API
  • HUD flag to hide debug info

[content] opening of an unofficial Minetest Edu discord server

Would this be enough? Should I add more details?

You can now join a Discord server dedicated to the usage of Minetest for Education, Workshops, and more!
It is a place made to discussing existing projects, sharing resources and helping each other.

https://discord.gg/hUs9xT634S

we could add this?

There are many people trying to use Minetest for all kinds of purposes, but sadly their projects often stay at the state of prototypes. Starting a Minetest project requires a specific set of skills, like creating a game, hosting a server, setting moderation tools within the game, developing custom mods, ...
For teachers, educators and workshop facilitators, this can be a complicated and time consuming task.

The goal of this discord server is to bring together anyone interested in using Minetest as a virtual tool, whether it is for education, artistic or creative workshops, citizen participation in urban planning, or any other use you might think of.

This will allow us to learn from existing projects, share specific resources we have produced that might be useful to others, and create new ones together.

[content] Piranesi Restoration Project

  • For people interested in Piranesi from the jam, but who found crashes and bugs made it impossible to complete, give this game a try.
  • Aims to recreate the puzzles in Piranesi as originally intended, but with bugfixes, refinements, quality-of-life improvements, improved accessibility, and translations. More highlights of improvements in the CDB description.
  • iarbat does not intend to continue the original Piranesi now, and endorses Piranesi Restoration Project as its successor.
  • Good screenshots on CDB. My favorite is probably the Clock Room one, since that room wasn't even accessible in the official jam edition of the game.

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