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cheapie |
If anyone is still maintaining a misspellings collection, I just saw "lulanti" in a bug report elsewhere |
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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. |
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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 |
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MTDiscord |
<prolller> final target - whole earth 1:1 with all cities, roads, weather, ... |
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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 |
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14:28 |
MTDiscord |
<prolller> your problem was solved mane years ago https://github.com/luanti-org/luanti/pull/12142 |
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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 |
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MTDiscord |
<bastrabun> You mean on the database itself? Or on lua level? |
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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. Â 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. |
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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." Â 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? |
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16:18 |
sfan5 |
zero, because nobody is doing that |
16:18 |
sfan5 |
(or not core devs at least) |
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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 |
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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. |
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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 |
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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 |
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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) |
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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/ |
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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/ |
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