Also i like your work on coloured lighting. I'd thought that wish was long since dead.
Rollback Post to RevisionRollBack
I'm not active on these forums, so forgive me if I don't respond!
If you want to contact me, try going through Discord or you can find me on GitHub where I am still updating the below mods (and more):
Minecraft was >100x slower probably because VMWare used software rendering for OpenGL (does the VM support OpenGL?). It's still possibe that Minecraft would be slower, but not 100x slower.
Alright, I think I've gotten to the bottom of what was going on to make Minecraft 1.8.1 run at 1-2 fps in the VM. OpenGL 2.1 WAS active though. When other games I tested required a higher level of OpenGL than the VM supported it did not do software rendering, it errored out with an opengl error of some sort.
I was finally able to get 1.8.1 running at an average of 25-45 fps by tweaking the Minecraft video settings. It looks like some settings just do not work well with the VM's OpenGL, the Host Video card supports OpenGL 4.x so that's not the problem. The render distance was left at the default of 12. Turning MIP-Mapping completely off and turning V-Sync off are what made the largest difference, I'm not sure if anything else I messed with had any real affect but those two things raised the fps from 1-2 to 25-45 with much higher peaks.
So thankfully it looks like I will be able to play Minecraft in VM if I really want to, just not at 60fps unless I'm willing to drop the view distance. Now I need to do the Minecraft vs Block Story comparison outside of the VM..
Rollback Post to RevisionRollBack
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
If you were to estimate how much percent of this project is complete until release, how much?
I'd say somewhere between 5% and 95%.
Trying to slap a number on to how "complete" a piece of art is is more difficult than creating the art itself. And everytime someone asks for ETA's or related, the developer has to stop work and spend a few hours calculating the estimate
Also, will I be able to run this mod on a server alongside forge mods?
Yes, providing M3L has Forge compatibility from the beginning (very likely).
Alright, I think I've gotten to the bottom of what was going on to make Minecraft 1.8.1 run at 1-2 fps in the VM. OpenGL 2.1 WAS active though. When other games I tested required a higher level of OpenGL than the VM supported it did not do software rendering, it errored out with an opengl error of some sort.
I was finally able to get 1.8.1 running at an average of 25-45 fps by tweaking the Minecraft video settings. It looks like some settings just do not work well with the VM's OpenGL, the Host Video card supports OpenGL 4.x so that's not the problem. The render distance was left at the default of 12. Turning MIP-Mapping completely off and turning V-Sync off are what made the largest difference, I'm not sure if anything else I messed with had any real affect but those two things raised the fps from 1-2 to 25-45 with much higher peaks.
So thankfully it looks like I will be able to play Minecraft in VM if I really want to, just not at 60fps unless I'm willing to drop the view distance. Now I need to do the Minecraft vs Block Story comparison outside of the VM..
VMWare only has Direct3D hardware acceleration within Windows guests. No OpenGL, it's all software rendering. You're out of luck there, you may never get a playable framerate of Minecraft in VMWare unless you have a Core i7 @ 4GHz+ or something crazy. GPU OpenGL capability is irrelevant, so the level would depend on the guest OS's capability to calculate OpenGL... it could be equal/higher than 2.1 though, which is the highest Minecraft uses last I checked. Those games that crashed out were likely because they needed something higher than whatever OpenGL version the OS supports via software wrapper.
Why, pray tell, are you using a VM? Java supports all the common consumer systems.
If your guest is on Windows XP or later, consider googling for a OpenGL to Direct3D wrapper... I'm not sure if any modern one exists though, nor if it will be faster or even compatible with OpenGL 2.1 in Minecraft - however this is one possibility for getting HW accelerated OpenGL in VMWare (by wrapping it to Direct3D which VMWare *can* virtualize on your host GPU).
Quote from 128k�
Also, will I be able to run this mod on a server alongside forge mods?
Eventually, yes. I don't know if we'll launch with Forge compatibility on day one. I'd really just like to release the simplest possible beta version first and then build from there.
No, VMWare Workstation has supported Hardware accelerated OpenGL 2.1 since at least Workstation 5 and it's equivalent VMware Player. I haven't found any sign of it supporting anything higher than 2.1 yet but I really hope they get off their duffs and push it higher, I'd even pay for the upgrade if they did.
That wrapper thing sounds interesting though, I'll have to check into that.
Funny thing about the current Minecraft System Reqs; It says OpenGL2.1 supported for Integrated graphics but 3.1 required for add-on cards... In any case, I'll be testing it on the Host system itself soon to see how it fairs with the actual video card etc.
In answer to your question I want to move as many of my games and software to VM's when my main new system is ready as is possible. The grand majority of my games are not very graphics intensive and my current tests with this particular VM on my smaller test system indicate that many of them should work more than well enough to make me happy. Oil Rush, for example, with all settings maxed out and set to DX9 looks fantastic and plays smoothly in this VM.
The reason why to do it is so that my software (most of it) will be permanently activated (and backed up in that state) regardless of whether or not the company servers for activation remain on in the future. Also so that I don't have to reinstall several hundred games and other assorted software when, not if, I eventually move to new hardware and or OS. This also keeps all game saves where they need to be etc. ALSO; it keeps software permanently installed on the version of OS that they are compatible with, no worries about them breaking with Windows 10 15 or 20. I will also have some XP VM's for games and such that work best on XP. The pain will be things like XP games that have heavy DRM that won't allow them to work in a VM... For those I will need to just wait until I can buy them from GOG without that particular DRM. For games with Heavy DRM like that which will work on Win 7 I will install them on a dual-boot DRM partition of my Project box, away from my main system where it can't screw up my OS etc. But from the way it's looking I'll likely keep copies of my Minecraft installs functional in a VM while also having a copy on the main system outside of the VMs for the sake of performance.
And of course I do have a back-up plan for those VMs.
Rollback Post to RevisionRollBack
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
The test was conducted in a new clean free VMWare Player 7 (ws11) VM under Windows 7 Ultimate 64bit.
- The VM was given 2 cores at 3.0 Ghz each, 8GB Ram and plenty of HD space. It ran 64bit Windows 7 Home Premium and had NO JAVA installed. Hardware Acceleration for DirectX 9 and OpenGL 2.1 were enabled for the VM:
- Minecraft was downloaded and installed directly from minecraft.net from within the VM. The Windows installers at minecraft.net are the new one that set up their ideal version of JAVA themselves.
- Block Story was installed via Steam (Yes, happily I have found that Steam can work in at least a VMWare VM, though the games with Securom and worse DRM will likely crash since they don't like being in a VM). VMWare VM's since VMWare Workstation 7 have full support for DX9, the only VM I know to do so.
Minecraft 1.8.1 (with it's launcher provided perfect Java) and all Default settings except [V-Sync=OFF and MIPmaps=0] ran at 25to 45 fps in seed "1710" created with mc1.8.1. The best speed I could get while changing the fewest defaults and keeping Rendering Distance at 12. For some reason at this time the camera was almost uncontrollable whereas the camera in Block Story worked fine. (I will test this again with a mouse instead of touch pad).
Block Story (v8.1.3 from Steam) with all Video settings at maximum except render distances left at default 40h/40v ran smoothly at over 360 fps.
Block Story (v8.1.3 from Steam) with all Video settings at maximum and render distances pushed up to 200h/100v ran smoothly at over 165 fps.
Block Story (v8.1.3 from Steam) with all Video settings at maximum and render distances pushed up to MAX 500h/300v ran smoothly at 70 to 105 fps.
NOT in a VM:
4 Cores @ 3.0 Ghz each. 16 GB Ram and plenty of HD space. Windows 7 Ultimate 64bit
Radeon HD 6670 Video Card
Minecraft 1.8.1 (with it's launcher provided perfect Java) and all Default settings except [V-Sync=OFF and VBO=ON] ran smoothly at 70to 90 fps in seed "1710" created with mc1.8.1. Mouse camera controls worked properly.
Minecraft 1.8.1 (with it's launcher provided perfect Java) and all Default settings except [V-Sync=OFF and VBO=ON and Render Distance MAXed to 32] ran at 15fps in seed "1710" created with mc1.8.1. Mouse camera controls worked properly.
Block Story (8.04 DRM Free) with all Video settings at maximum except render distances left at default 40h/40v ran smoothly at 1000 to 1100 fps.
Block Story (8.04 DRM Free) with all Video settings at maximum and render distances pushed up to 200h/100v ran smoothly at over 330 fps.
Block Story (8.04 DRM Free) with all Video settings at maximum and render distances pushed up to MAX 500h/300v ran smoothly at 170 to 220 fps.
There are definitely some HUGE differences in performance between the two engines, both IN and OUT of a VM. And remember, One of those Block Story versions is from 2 years ago... Just imagine where Minecraft could have been today if managed properly.
* One of the things this proves is that a Cubic Chunks system can work amazingly well performance-wise.
Rollback Post to RevisionRollBack
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
I've heard that NBTExplorer allows editing of "cubic chunks" suggesting that SOME implementation is available of this mod, or else they wouldn't have added this capability in NBTExplorer. People don't usually add features to software that are completely useless, or that depend on something else being released by somebody else that has not yet been released. Any idea where I can get this mod? Any "unofficial channels" I could use to get a copy of this mod?
I've heard that NBTExplorer allows editing of "cubic chunks" suggesting that SOME implementation is available of this mod, or else they wouldn't have added this capability in NBTExplorer. People don't usually add features to software that are completely useless, or that depend on something else being released by somebody else that has not yet been released. Any idea where I can get this mod? Any "unofficial channels" I could use to get a copy of this mod?
The mod is not available to anyone at the moment. I don't even have a working copy. The copy I have is still suuuuper broken. I can fix it, but it just takes time.
I very much doubt that some editor supports editing tall worlds.
I've heard that NBTExplorer allows editing of "cubic chunks" suggesting that SOME implementation is available of this mod, or else they wouldn't have added this capability in NBTExplorer. People don't usually add features to software that are completely useless, or that depend on something else being released by somebody else that has not yet been released. Any idea where I can get this mod? Any "unofficial channels" I could use to get a copy of this mod?
It probably supports editing Robinton's CubicChunks format. World format used by TWM is completely different, and I don't think NBTExplorer supports it.
The mod is not available to anyone at the moment. I don't even have a working copy. The copy I have is still suuuuper broken. I can fix it, but it just takes time.
I very much doubt that some editor supports editing tall worlds.
Your source of information is suspect. =P
Some editors are not format sensitive. Like a hex editor for instance. I haven't used NBTexplorer, but if it's reported working with the old cubic chunks mod and / or other save file variants i would assume it to be just a way to gain access to the file for manual editing.
Rollback Post to RevisionRollBack
"What is done out of love always takes place beyond good and evil."
Some editors are not format sensitive. Like a hex editor for instance. I haven't used NBTexplorer, but if it's reported working with the old cubic chunks mod and / or other save file variants i would assume it to be just a way to gain access to the file for manual editing.
How is that relevant? Hex editors, NBT editors and other binary/byte editors are not format sensitive no - they are format ambiguous and position sensitive which is even *more* complicated. Binary/byte editing expects on various hard-coded indicators in order to open/close particular data streams when parsing, and some parts (e.g. header/footer) may have to follow a strict size with zero-padding.
Never mind the fact that you're arguing with the mod developer who knows more than anybody about how Tall Worlds handles it's world data, what's your point?
I was just throwing in my two cents since someone brought it up. had no intention of arguing with anyone. I really am sorry if it seamed like I was.
my only point was that I guess some programs may be able to read the file, but that any editing would have to be manual, since no save editor would know what to do with the data.
span>No other mod currently uses the exact same save file structure as Tall World Mod will use. Infact, tall worlds saves into a database and not some generic file, so even a hex editor and manual editing wouldn't help much there unless you are also able to decrypt and uncompress data with the exact same method the database uses
How do all these tree punchers know the details of a mod that hasn't even been created yet?
Jokes~
Also i like your work on coloured lighting. I'd thought that wish was long since dead.
If you want to contact me, try going through Discord or you can find me on GitHub where I am still updating the below mods (and more):
PRESENCE FOOTSTEPS - (github)
VOID FOG - (github)
Alright, I think I've gotten to the bottom of what was going on to make Minecraft 1.8.1 run at 1-2 fps in the VM. OpenGL 2.1 WAS active though. When other games I tested required a higher level of OpenGL than the VM supported it did not do software rendering, it errored out with an opengl error of some sort.
I was finally able to get 1.8.1 running at an average of 25-45 fps by tweaking the Minecraft video settings. It looks like some settings just do not work well with the VM's OpenGL, the Host Video card supports OpenGL 4.x so that's not the problem. The render distance was left at the default of 12. Turning MIP-Mapping completely off and turning V-Sync off are what made the largest difference, I'm not sure if anything else I messed with had any real affect but those two things raised the fps from 1-2 to 25-45 with much higher peaks.
So thankfully it looks like I will be able to play Minecraft in VM if I really want to, just not at 60fps unless I'm willing to drop the view distance. Now I need to do the Minecraft vs Block Story comparison outside of the VM..
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
I'd say somewhere between 5% and 95%.
Trying to slap a number on to how "complete" a piece of art is is more difficult than creating the art itself. And everytime someone asks for ETA's or related, the developer has to stop work and spend a few hours calculating the estimate
Yes, providing M3L has Forge compatibility from the beginning (very likely).
VMWare only has Direct3D hardware acceleration within Windows guests. No OpenGL, it's all software rendering. You're out of luck there, you may never get a playable framerate of Minecraft in VMWare unless you have a Core i7 @ 4GHz+ or something crazy. GPU OpenGL capability is irrelevant, so the level would depend on the guest OS's capability to calculate OpenGL... it could be equal/higher than 2.1 though, which is the highest Minecraft uses last I checked. Those games that crashed out were likely because they needed something higher than whatever OpenGL version the OS supports via software wrapper.
Why, pray tell, are you using a VM? Java supports all the common consumer systems.
If your guest is on Windows XP or later, consider googling for a OpenGL to Direct3D wrapper... I'm not sure if any modern one exists though, nor if it will be faster or even compatible with OpenGL 2.1 in Minecraft - however this is one possibility for getting HW accelerated OpenGL in VMWare (by wrapping it to Direct3D which VMWare *can* virtualize on your host GPU).
=D =D =D ^^^ this
Eventually, yes. I don't know if we'll launch with Forge compatibility on day one. I'd really just like to release the simplest possible beta version first and then build from there.
That wrapper thing sounds interesting though, I'll have to check into that.
Funny thing about the current Minecraft System Reqs; It says OpenGL2.1 supported for Integrated graphics but 3.1 required for add-on cards... In any case, I'll be testing it on the Host system itself soon to see how it fairs with the actual video card etc.
In answer to your question I want to move as many of my games and software to VM's when my main new system is ready as is possible. The grand majority of my games are not very graphics intensive and my current tests with this particular VM on my smaller test system indicate that many of them should work more than well enough to make me happy. Oil Rush, for example, with all settings maxed out and set to DX9 looks fantastic and plays smoothly in this VM.
The reason why to do it is so that my software (most of it) will be permanently activated (and backed up in that state) regardless of whether or not the company servers for activation remain on in the future. Also so that I don't have to reinstall several hundred games and other assorted software when, not if, I eventually move to new hardware and or OS. This also keeps all game saves where they need to be etc. ALSO; it keeps software permanently installed on the version of OS that they are compatible with, no worries about them breaking with Windows 10 15 or 20. I will also have some XP VM's for games and such that work best on XP. The pain will be things like XP games that have heavy DRM that won't allow them to work in a VM... For those I will need to just wait until I can buy them from GOG without that particular DRM. For games with Heavy DRM like that which will work on Win 7 I will install them on a dual-boot DRM partition of my Project box, away from my main system where it can't screw up my OS etc. But from the way it's looking I'll likely keep copies of my Minecraft installs functional in a VM while also having a copy on the main system outside of the VMs for the sake of performance.
And of course I do have a back-up plan for those VMs.
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
Minecraft vs Block Story - Basic Performance Test
- The VM was given 2 cores at 3.0 Ghz each, 8GB Ram and plenty of HD space. It ran 64bit Windows 7 Home Premium and had NO JAVA installed. Hardware Acceleration for DirectX 9 and OpenGL 2.1 were enabled for the VM:
- Minecraft was downloaded and installed directly from minecraft.net from within the VM. The Windows installers at minecraft.net are the new one that set up their ideal version of JAVA themselves.
- Block Story was installed via Steam (Yes, happily I have found that Steam can work in at least a VMWare VM, though the games with Securom and worse DRM will likely crash since they don't like being in a VM). VMWare VM's since VMWare Workstation 7 have full support for DX9, the only VM I know to do so.
Minecraft 1.8.1 (with it's launcher provided perfect Java) and all Default settings except [V-Sync=OFF and MIPmaps=0] ran at 25 to 45 fps in seed "1710" created with mc1.8.1. The best speed I could get while changing the fewest defaults and keeping Rendering Distance at 12. For some reason at this time the camera was almost uncontrollable whereas the camera in Block Story worked fine. (I will test this again with a mouse instead of touch pad).
Block Story (v8.1.3 from Steam) with all Video settings at maximum except render distances left at default 40h/40v ran smoothly at over 360 fps.
Block Story (v8.1.3 from Steam) with all Video settings at maximum and render distances pushed up to 200h/100v ran smoothly at over 165 fps.
Block Story (v8.1.3 from Steam) with all Video settings at maximum and render distances pushed up to MAX 500h/300v ran smoothly at 70 to 105 fps.
NOT in a VM:
Radeon HD 6670 Video Card
Minecraft 1.8.1 (with it's launcher provided perfect Java) and all Default settings except [V-Sync=OFF and VBO=ON] ran smoothly at 70 to 90 fps in seed "1710" created with mc1.8.1. Mouse camera controls worked properly.
Minecraft 1.8.1 (with it's launcher provided perfect Java) and all Default settings except [V-Sync=OFF and VBO=ON and Render Distance MAXed to 32] ran at 15 fps in seed "1710" created with mc1.8.1. Mouse camera controls worked properly.
Block Story (8.04 DRM Free) with all Video settings at maximum except render distances left at default 40h/40v ran smoothly at 1000 to 1100 fps.
Block Story (8.04 DRM Free) with all Video settings at maximum and render distances pushed up to 200h/100v ran smoothly at over 330 fps.
Block Story (8.04 DRM Free) with all Video settings at maximum and render distances pushed up to MAX 500h/300v ran smoothly at 170 to 220 fps.
There are definitely some HUGE differences in performance between the two engines, both IN and OUT of a VM. And remember, One of those Block Story versions is from 2 years ago... Just imagine where Minecraft could have been today if managed properly.
* One of the things this proves is that a Cubic Chunks system can work amazingly well performance-wise.
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
Let's do some math.
1/3 = 0.333...
1/3 * 3 = 1
0.333... * 3 = 0.999...
1 = 0.999...
1 - 0.999... = 0.999... - 0.999...
0.0...1 = 0
0.0...1 * 10... = 0 * 10...
1 = 0
The mod is not available to anyone at the moment. I don't even have a working copy. The copy I have is still suuuuper broken. I can fix it, but it just takes time.
I very much doubt that some editor supports editing tall worlds.
Your source of information is suspect. =P
It probably supports editing Robinton's CubicChunks format. World format used by TWM is completely different, and I don't think NBTExplorer supports it.
Cubic chunks discord server
I finally got my mod loader back into a working state! We're one step closer to getting Tall Worlds working again. =D
I've updated the M3L thread with more info:
AWESOME!
I wasn't expecting a working modloader for another month or two honestly.
You make it look easy.
These forums are dumb and break my links. I'm bubbleawsome on steam too.
Some editors are not format sensitive. Like a hex editor for instance. I haven't used NBTexplorer, but if it's reported working with the old cubic chunks mod and / or other save file variants i would assume it to be just a way to gain access to the file for manual editing.
"What is done out of love always takes place beyond good and evil."
How is that relevant? Hex editors, NBT editors and other binary/byte editors are not format sensitive no - they are format ambiguous and position sensitive which is even *more* complicated. Binary/byte editing expects on various hard-coded indicators in order to open/close particular data streams when parsing, and some parts (e.g. header/footer) may have to follow a strict size with zero-padding.
Never mind the fact that you're arguing with the mod developer who knows more than anybody about how Tall Worlds handles it's world data, what's your point?
my only point was that I guess some programs may be able to read the file, but that any editing would have to be manual, since no save editor would know what to do with the data.
Also, I meant to quote Videogamer555 XD
"What is done out of love always takes place beyond good and evil."
How do all these tree punchers know the details of a mod that hasn't even been created yet?