Time Nick Message 01:57 cheapie If anyone is still maintaining a misspellings collection, I just saw "lulanti" in a bug report elsewhere 06:30 MTDiscord 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. 11:55 MTDiscord i'm slowly making osm-based c++ mapgen, it already makes buildngs from one type of stone, if anybody want help to speedup - welcome 13:29 MTDiscord final target - whole earth 1:1 with all cities, roads, weather, ... 14:18 MTDiscord 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 14:28 MTDiscord your problem was solved mane years ago https://github.com/luanti-org/luanti/pull/12142 15:52 MTDiscord 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 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 16:04 MTDiscord You mean on the database itself? Or on lua level? 16:07 sfan5 neither 16:13 MTDiscord 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 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. 16:15 MTDiscord 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 how many years core devs will invent any overcomplicated methods to store large worlds instead of simple change int type? 16:18 sfan5 zero, because nobody is doing that 16:18 sfan5 (or not core devs at least) 16:23 MTDiscord I think we've already proven that just changing the int type itself was already too overcomplicated to begin with. 16:42 MTDiscord 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 might be worth a meeting point at some point since its been a few years now? see if anything has changed 17:56 MTDiscord I would love to see larger worlds, since it can be done backwards-compatibly. It would be great if it could be discussed again. 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 19:43 MTDiscord 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 20:35 MinetestBot 02[git] 04ashtrayoz -> 03luanti-org/luanti: Fix logic inversion for dynamic media (server-side fix) (#15870) 13b1363fc https://github.com/luanti-org/luanti/commit/b1363fce8e60ba49fa104f1776b63c352ae7ce68 (152025-03-24T20:35:20Z)