Luanti logo

IRC log for #luanti, 2025-03-24

| Channels | #luanti index | Today | | Google Search | Plaintext

All times shown according to UTC.

Time Nick Message
00:34 germ joined #luanti
00:51 FileX joined #luanti
01:52 FileX joined #luanti
01:54 FileX joined #luanti
01:57 cheapie If anyone is still maintaining a misspellings collection, I just saw "lulanti" in a bug report elsewhere
02:48 amfl2 joined #luanti
03:53 FileX joined #luanti
04:00 MTDiscord joined #luanti
04:13 dabbill joined #luanti
04:14 SFENCE joined #luanti
04:34 Verticen joined #luanti
05:18 SFENCE joined #luanti
05:36 fling joined #luanti
05:36 YuGiOhJCJ joined #luanti
05:36 SFENCE joined #luanti
05:39 diemartin joined #luanti
05:45 silverwolf73828 joined #luanti
05:56 FileX joined #luanti
06:30 MTDiscord <siliconsniffer> Regarding OSM and contributing: if you want to easily contribute to OSM yourself you could try out "Streetcomplete", it's OSS and available in both the Play store and F-Droid.
06:44 wew joined #luanti
06:52 Meli joined #luanti
06:56 SFENCE joined #luanti
08:32 ireallyhateirc joined #luanti
09:12 swee joined #luanti
10:06 mrkubax10 joined #luanti
10:17 SwissalpS joined #luanti
10:47 SliverFlowCipher joined #luanti
11:25 yezgromafic joined #luanti
11:55 MTDiscord <prolller> i'm slowly making osm-based c++ mapgen, it already makes buildngs from one type of stone, if anybody want help to speedup - welcome
12:02 silverwolf73828 joined #luanti
12:21 Noisytoot joined #luanti
12:47 SliverFlowCipher joined #luanti
13:06 wew joined #luanti
13:29 MTDiscord <prolller> final target - whole earth 1:1 with all cities, roads, weather, ...
13:31 amfl joined #luanti
13:33 wew joined #luanti
13:38 wew joined #luanti
13:51 FileX joined #luanti
14:18 MTDiscord <bastrabun> If your PR ever makes it in, at least I will make use of it. We're already running out of space and need to resort to different y planes
14:19 jaca122 joined #luanti
14:28 MTDiscord <prolller> your problem was solved mane years ago https://github.com/luanti-org/luanti/pull/12142
14:36 silverwolf73828 joined #luanti
15:00 wew joined #luanti
15:00 wew70 joined #luanti
15:01 wew joined #luanti
15:01 wew14 joined #luanti
15:04 wew joined #luanti
15:04 wew joined #luanti
15:05 wew joined #luanti
15:20 bodiccea joined #luanti
15:25 ireallyhateirc joined #luanti
15:30 sinvet joined #luanti
15:51 sinvet joined #luanti
15:52 MTDiscord <corarona> THIS HAS NEVER HAPPENED MINETEST WORLDS ARE LARGE ENOUGH!!1 IT IS NOT A REAL PROBLEM 😛
15:56 ireallyhateirc just divide your Luanti world to layers and spawn the player one layer below when they reach a border
15:56 ireallyhateirc infinite fun
15:56 MTDiscord <bastrabun> It is not a real problem yet - the surface has ofc still enough space for everyone, but we have area distance rules both for private areas and cities, which will make it more and more challenging to find a suitable place.
15:57 ireallyhateirc In my game I will have a copy of the surface city below
15:57 ireallyhateirc which I call the basement or simply hell
16:00 sfan5 technically there would be nothing preventing the server to map parts of the world in and out of existence with totally different contents, sort of like how virtual memory works
16:03 swee joined #luanti
16:04 MTDiscord <bastrabun> You mean on the database itself? Or on lua level?
16:04 swee joined #luanti
16:06 sinvet joined #luanti
16:07 erstazi joined #luanti
16:07 sfan5 neither
16:13 MTDiscord <warr1024> There are a couple of games that already do the "swap out terrain" thing to some extent: Piranesi and Citadel.  It sort of works, for singleplayer without lag ... but it's very hard to reliably control the client-side cache, especially over a network, and seeing old stale terrain can be rather janky.
16:14 MTDiscord <warr1024> Also, if you want to "wrap around" the player when they approach a world edge, to simulate the world being larger along that dimension, then there's some jank in handling that teleport.
16:14 kamdard joined #luanti
16:15 MTDiscord <warr1024> There doesn't seem to be a way to tell the client "you're about to teleport to this location, so prepare to display terrain there."  You can do most of the pieces, so the terrain is already generated and loaded by the client, but you still have to wait for it to generate meshes, at least.
16:17 MTDiscord <prolller> how many years core devs will invent any overcomplicated methods to store large worlds instead of simple change int type?
16:18 sinvet joined #luanti
16:18 sfan5 zero, because nobody is doing that
16:18 sfan5 (or not core devs at least)
16:22 sinvet joined #luanti
16:23 MTDiscord <warr1024> I think we've already proven that just changing the int type itself was already too overcomplicated to begin with.
16:42 MTDiscord <prolller> proven how?
16:44 sfan5 I don't think there's anything wrong with the approach. just that current coredev consensus is to not pursue it
16:55 MTDiscord <wsor4035> might be worth a meeting point at some point since its been a few years now? see if anything has changed
17:06 sys4 joined #luanti
17:06 fling joined #luanti
17:07 sec^nd joined #luanti
17:07 tibtoblezob joined #luanti
17:14 sinvet joined #luanti
17:16 kamdard joined #luanti
17:21 Talkless joined #luanti
17:56 MTDiscord <mistere_123> I would love to see larger worlds, since it can be done backwards-compatibly. It would be great if it could be discussed again.
17:56 SFENCE joined #luanti
18:01 SFENCE joined #luanti
18:05 sinvet joined #luanti
18:13 SFENCE joined #luanti
18:17 sinvet joined #luanti
18:24 sinvet joined #luanti
18:30 kamdard joined #luanti
18:41 sinvet joined #luanti
18:44 SFENCE joined #luanti
18:51 kamdard joined #luanti
19:08 diemartin joined #luanti
19:15 SFENCE joined #luanti
19:18 ireallyhateirc How does luanti handle shadows. What will happen if I add a ceiling or floating islands 100+ nodes above the surface?
19:19 ireallyhateirc I'd like to have stuff above without casting shadows
19:34 SFENCE joined #luanti
19:43 MTDiscord <mistere_123> I think it handles node-based shadows by a process like ABMs. If there's a roof or a shadow above in the currently loaded area it propogates it down. To prevent propogation, you need to prevent a layer of mapblocks from ever being loaded, probably using solid airlike walls
19:58 SFENCE joined #luanti
20:05 SFENCE joined #luanti
20:11 SFENCE joined #luanti
20:15 SFENCE joined #luanti
20:23 Verticen joined #luanti
20:28 sys4 joined #luanti
20:30 Amino joined #luanti
20:33 SFENCE joined #luanti
20:35 MinetestBot [git] ashtrayoz -> luanti-org/luanti: Fix logic inversion for dynamic media (server-side fix) (#15870) b1363fc https://github.com/luanti-org/luanti/commit/b1363fce8e60ba49fa104f1776b63c352ae7ce68 (2025-03-24T20:35:20Z)
20:58 SFENCE joined #luanti
21:03 SFENCE joined #luanti
21:53 loggingbot_ joined #luanti
21:53 Topic for #luanti is now The official Luanti (formerly Minetest) channel | General, player and modding discussion is on-topic. If in doubt, post here | Responses may take a while, be patient | Rules: https://dev.luanti.org/irc/#rules | Development: #luanti-dev | Server list: https://luanti.org/servers | IRC logs: https://irc.luanti.org/
21:53 loggingbot_ joined #luanti
21:53 Topic for #luanti is now The official Luanti (formerly Minetest) channel | General, player and modding discussion is on-topic. If in doubt, post here | Responses may take a while, be patient | Rules: https://dev.luanti.org/irc/#rules | Development: #luanti-dev | Server list: https://luanti.org/servers | IRC logs: https://irc.luanti.org/
22:09 Kimapr joined #luanti
22:50 Kimapr joined #luanti
23:34 panwolfram joined #luanti

| Channels | #luanti index | Today | | Google Search | Plaintext