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Map Limitations

Posted:
Sat Oct 13, 2012 05:47
by Gambit
I know that MineTest has an infinite-world block setup and everyone here is proud of that. However, what if someone (say myself) wanted to limit that maps' ratio? A built-in feature that does not require an average user to recompile.
Now before anyone goes on and post things such as "do not want", "-200", or any other phrases that contradicts open source; This is an optional choice for the owner of that map.
More options the better.
When the player creates a new world, there could be a select option to allow you to adjust the size of the map. Perhaps even how far up the sky you can be or how far underground you can go.
The invisible wall will most likely rest on the water to keep people from trying to go out. Also no new land will generate outside the invisible wall so it'll only show infinite sea. Also land inside the playable space should generate far enough away from the wall to avoid islands or mountain getting sliced.
So let's say I wanted to start a Hunger Games Server. Instead of building a huge wall on each corner around the playing field, I could create a new map with 300 x 300. Or if I wanted to make an adventure map that didn't require all that space such as an island survival challenge that is 50 x 50.
I just thought it would an excellent feature to have in MineTest.

Posted:
Sat Oct 13, 2012 05:51
by Calinou
You can easily make that with a Lua mod... see the Bedrock mod.

Posted:
Sat Oct 13, 2012 05:59
by Gambit
Yes, but I'm not suggesting a mod. I'm more so advocating it be part of the engine by default and as user friendly as possible.
Think of it as opening a new project in Gimp and how they have a dialog box with the current sizes. Users can choose to easily input the size they want or leave it as infinite.

Posted:
Sat Oct 13, 2012 14:36
by nomohakon
+1 This could be very useful! Especialy on slower PC's.

Posted:
Sat Oct 13, 2012 15:02
by Menche
I have done that, but it requires recompiling. Find this line the source file constants.h, currently line 63:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
- Code: Select all
#define MAP_GENERATION_LIMIT (31000)
Just change 31000 to whatever number you want, then of course recompile. The actual map limits will be slightly lower for some reason.

Posted:
Sat Oct 13, 2012 15:09
by PilzAdam
nomohakon wrote:+1 This could be very useful! Especialy on slower PC's.
This it not useful for slow PCs.

Posted:
Sat Oct 13, 2012 16:38
by nomohakon
It is useful when PC is slowed down by harddisk. For example, i have old 6GB harddisk (little slow piece of Sith).

Posted:
Sat Oct 13, 2012 16:43
by cHyper
Menche wrote:I have done that, but it requires recompiling. Find this line the source file constants.h, currently line 63:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
- Code: Select all
#define MAP_GENERATION_LIMIT (31000)
Just change 31000 to whatever number you want, then of course recompile. The actual map limits will be slightly lower for some reason.
can somebody make a minetest-version with highter Map-Limit for fast computers... (win32)....
thanxs....

Posted:
Sun Oct 14, 2012 11:19
by Gambit
can somebody make a minetest-version with highter Map-Limit for fast computers... (win32)....
thanxs....
Wrong thread.

Posted:
Sun Oct 14, 2012 12:03
by cornernote
nomohakon wrote:It is useful when PC is slowed down by harddisk. For example, i have old 6GB harddisk (little slow piece of Sith).
Is it faster with less blocks? I would have thought it wouldnt make much difference once the SQLite indexes are loaded into ram.

Posted:
Sun Oct 14, 2012 14:11
by Sokomine
I got the impression that servers lag more when one enters new areas which have to be generated first. It may be due to mods that place all kind of desirable things (flowers etc.) on newly generated ground. But I may be mistaken.

Posted:
Sun Oct 14, 2012 14:30
by nomohakon
Yes, a lot faster. That is the reason for building this:

All in one place without unnecesary blocks.
Edit: ...unnecesary blocks
in sight i mean.

Posted:
Sun Oct 14, 2012 17:29
by CTMN
Such stone walls r often generated. It´s the seed, not the mods.

Posted:
Thu Mar 14, 2013 01:39
by Tedypig
When you are at the 'single player/create world' screen there is a configure button. Why not utilize it with map sizes and types, turn mods on / off, stuff like that? I know in 0.4.4 it just said "nothing to do" or something, now it doesn't, I guess it works now.

Posted:
Thu Mar 14, 2013 15:20
by lord_james
+200
I think that it's cool add a menu for world generation. It's nice add features like the restriction of the world's size.

Posted:
Sat Sep 07, 2013 22:03
by Gambit
Since this topic was brought up back in 0.4.4, but now with 0.4.7 and 0.4.8 coming soon what are the conditions for this type of feature?

Posted:
Sun Sep 08, 2013 01:02
by paramat
The future mapgen V7 is intended to have 3 types of definable realms: sky realm, surface and underworld, but these are meant to be reachable physically.
It's an excellent idea to have horizontal dividers that could seal off the realms in the realm stack that are meant to be other dimensions only reachable by portal. I hadn't thought of vertical dividers too, since each realm in the realm stack usually extends to the world's edge in all 4 directions.
It would be good if these invisible impassable barriers show only air even if there are nodes actually stored just behind the barrier.

Posted:
Sun Sep 15, 2013 00:34
by Gambit
paramat wrote:The future mapgen V7 is intended to have 3 types of definable realms: sky realm, surface and underworld, but these are meant to be reachable physically.
It's an excellent idea to have horizontal dividers that could seal off the realms in the realm stack that are meant to be other dimensions only reachable by portal. I hadn't thought of vertical dividers too, since each realm in the realm stack usually extends to the world's edge in all 4 directions.
It would be good if these invisible impassable barriers show only air even if there are nodes actually stored just behind the barrier.
I like the vertical concept, especially the underworld. Perhaps a player who digs 30000 deep might fall into the abyss and chased by evil things.
What does this mapgen V7 do or is this all that is designed for?

Posted:
Sun Sep 15, 2013 01:17
by paramat
If you're interested enough in MGV7 search the last few months of IRC logs minetest-dev channel for hmmm's posts especially, he doesn't post here much but he's the mapgen dev.