I just scanned through a comment don't have much time, but I noticed he said to toggle plants on or off when/if you add them, I think this would be even cooler if you could toggle everything on or off so say you only wanted to see diamonds you could get it to display torches and diamonds only so you can place them around until your close to a diamond area and just dig down to them.. that would be great :smile.gif:
Okay, for some reason i can't get this working on my work PC it has XP sp3 i have downloaded the C++ 2010 x86 and the launcher and dll file is in the same folder but when i click the exe i get an error...
"The application failed to initialize properly (0xc0000135). Click on OK to terminate the application."
Okay, for some reason i can't get this working on my work PC it has XP sp3 i have downloaded the C++ 2010 x86 and the launcher and dll file is in the same folder but when i click the exe i get an error...
"The application failed to initialize properly (0xc0000135). Click on OK to terminate the application."
Any idea as to whats gong on?
It does require the .net framework as well.. but usually it gives an error saying as much.
Still getting an error no big deal i will just bump around in the dark at work and if i get lost i can find myself when i get home to my pc.
From what I can find, C0000135 means it failed to load all of its components. Since it only loads MinutorMap.dll when you actually choose a world, the error must be related to the .NET framework. Have you been able to run any other .net apps on that machine?
Still getting an error no big deal i will just bump around in the dark at work and if i get lost i can find myself when i get home to my pc.
From what I can find, C0000135 means it failed to load all of its components. Since it only loads MinutorMap.dll when you actually choose a world, the error must be related to the .NET framework. Have you been able to run any other .net apps on that machine?
Its not a big deal i can't get to involved with the game at work anyway. I will just stay close when i have time to play here.
Thanks! That was on my todo list and I never got around to it.
edit: I'm going to tweak it a bit though, if you notice, I included an alpha channel in the block list for semi-transparent tiles.. so I'll use that. That'll fix glass too.
Nice program. I have a suggestion. Could you consider slightly modifying the colour of blocks that have air above them, to distinguish them from blocks that are covered? That would make caves/tunnels appear better. Currently north-south running tunnels and caves are very difficult to distinguish because their walls don't reflect light or cast shadow.
I noticed a post showcasing a modified version that supports a cave map overlay. Is that patch going to be added to the main branch? It looks good.
What will really be nice is if someone can put together a renderer which specifically allows you to view along any arbitrary vector, and slice on any arbitrary plane or group of planes, and only shows "back-side" blocks -- that is, blocks that are behind air blocks relative to the view. I think this would be possible using some kind of particle system to represent the blocks. I suppose that's more the domain of a full-on editor, but something to think about.
bastronaut, the underground covering and air-only render sound like good ideas.
Quote from mrkite77 »
edit: I'm going to tweak it a bit though, if you notice, I included an alpha channel in the block list for semi-transparent tiles.. so I'll use that. That'll fix glass too.
I noticed, but the water rendering doesn't follow proper alpha layering-- if there are four layers of water above a rock, then the final color is rock/5+water*4/5. If theres only one, then the final color is rock/2+water/2. It's faster, and I don't think alpha compositing lets you do the same sorts of things.
I don't have the capability to modify the cross-platform GUI, but could you add a row of toggleable buttons above the slice bar, and then pass their state in as a bitmask to the draw function?
Cave mode would show hidden open spaces as shadows, and render buried would select whether or not to display blocks that don't have air above them (bastronaut's air-only idea).
I don't have the capability to modify the cross-platform GUI, but could you add a row of toggleable buttons above the slice bar, and then pass their state in as a bitmask to the draw function?
I thought that would get crowded, so instead I'm adding menubars to all platforms, and I'll put the options in there (like cave mode, etc).
I thought that would get crowded, so instead I'm adding menubars to all platforms, and I'll put the options in there (like cave mode, etc).
Sounds good. How difficult would it be to have a counter that gets incremented whenever an option changes? Right now it's not hard to verify whether the cache is current, but as you add more options it will become more cumbersome.
Maybe you should mention that Minutor is a fast, real-time mapping program in the thread title-- it certainly distinguishes it from the competition.
"The application failed to initialize properly (0xc0000135). Click on OK to terminate the application."
Any idea as to whats gong on?
It does require the .net framework as well.. but usually it gives an error saying as much.
Try installing it from http://www.microsoft.com/downloads/en/details.aspx?FamilyID=9cfb2d51-5ff4-4491-b0e5-b386f32c0992&displaylang=en.
From what I can find, C0000135 means it failed to load all of its components. Since it only loads MinutorMap.dll when you actually choose a world, the error must be related to the .NET framework. Have you been able to run any other .net apps on that machine?
Its not a big deal i can't get to involved with the game at work anyway. I will just stay close when i have time to play here.
It says:
"Couldn't load world: Unable to load DLL "MinutorMap.dll": The specified module could not be found. (Exception from HRESULT: 0x8007007E)
Any solutions?
Wouldn't it be more helpful if it was one big package?
I'm running Windows XP.
Install the VC++ 2010 Redistributable, you'll find a link to it under Support Files on the Minutor site.
Here are all my patches in one changeset that should be importable with hg import: http://mod.ifies.com/f/101003_minutor_c ... ater.patch
Before:
After:
Thanks! That was on my todo list and I never got around to it.
edit: I'm going to tweak it a bit though, if you notice, I included an alpha channel in the block list for semi-transparent tiles.. so I'll use that. That'll fix glass too.
I noticed a post showcasing a modified version that supports a cave map overlay. Is that patch going to be added to the main branch? It looks good.
What will really be nice is if someone can put together a renderer which specifically allows you to view along any arbitrary vector, and slice on any arbitrary plane or group of planes, and only shows "back-side" blocks -- that is, blocks that are behind air blocks relative to the view. I think this would be possible using some kind of particle system to represent the blocks. I suppose that's more the domain of a full-on editor, but something to think about.
I noticed, but the water rendering doesn't follow proper alpha layering-- if there are four layers of water above a rock, then the final color is rock/5+water*4/5. If theres only one, then the final color is rock/2+water/2. It's faster, and I don't think alpha compositing lets you do the same sorts of things.
I don't have the capability to modify the cross-platform GUI, but could you add a row of toggleable buttons above the slice bar, and then pass their state in as a bitmask to the draw function?
Something like:
[Cave Mode] [Render Buried]
[----------------|----------------------------------]
Cave mode would show hidden open spaces as shadows, and render buried would select whether or not to display blocks that don't have air above them (bastronaut's air-only idea).
I thought that would get crowded, so instead I'm adding menubars to all platforms, and I'll put the options in there (like cave mode, etc).
Sounds good. How difficult would it be to have a counter that gets incremented whenever an option changes? Right now it's not hard to verify whether the cache is current, but as you add more options it will become more cumbersome.
Maybe you should mention that Minutor is a fast, real-time mapping program in the thread title-- it certainly distinguishes it from the competition.