Ability to log all seen map tiles to a 2d image file(i.e. to build your own world map, on SMP)
Ability to log all seen map chunks to a 3d .schematic file
Be able to have the map show a specific level, instead of a relative level
As you may have noticed, you get a lot of bad chunks on SMP servers, depending on the amount of lag you have, because the world has not yet completely loaded. If we stored all map tiles to a 2d image file, it would be littered with bad chunks unless you were very careful to refresh the chunk cache all the time (The default key for that is X by the way; it helps a LOT in SMP).
...
I want this too--to record your own SMP map that is. :< What do the bad chunks look like? Would it be impossible to filter them out before updating the image file?
I want this too--to record your own SMP map that is. :< What do the bad chunks look like? Would it be impossible to filter them out before updating the image file?
Bad chunks look like big black or white areas usually. It might be possible to filter them.
So, if we implement SMP map saving, it would probably have to be a simple 1-pixel-per-block map like the current static map in singleplayer. To do a full resolution map with 16x16 textures requires 256 times as many pixels (much, much, much more space in memory and on the disk).
The biggest issue is we can only detect when you load or change SMP servers - we can not tell which server you are on without modding another of Notch's classes (and therefore make AutoMap incompatible with any other mod that used the new class too). In order to find out where to save/load the SMP map info, we would either need to ask the user what the server was called every time the world gets loaded, or we would have to mod another class file.
Ask the user the IP address they connected to, perhaps?
Could AutoMap perhaps detect what IP minecraft.jar is connecting to on its own accord, without modifying minecraft.jar?
Since it's a Windows only application, I'm sure there's some add-in that could sniff an application for you. Firewalls manage to do it, but I realize that's quite a complex thing...
I think many users will be on one SMP server at a time. So have it ask the user to name the saved image the first time, and thereafter to keep using it automatically. They can change to a new one or back to the old one as they need to. For people who do play on multiple servers at once, an optional flag to ask every time, with the last image chosen highlighted as the default.
Edit: I haven't actually used your program yet, I just installed the .NET stuff now :tongue.gif:
So I have no idea how much of a GUI you have. So if the above is too much, the image filename in a config amounts to the same thing.
I think many users will be on one SMP server at a time. So have it ask the user to name the saved image the first time, and thereafter to keep using it automatically. They can change to a new one or back to the old one as they need to. For people who do play on multiple servers at once, an optional flag to ask every time, with the last image chosen highlighted as the default.
Edit: I haven't actually used your program yet, I just installed the .NET stuff now :tongue.gif:
So I have no idea how much of a GUI you have. So if the above is too much, the image filename in a config amounts to the same thing.
GUI stuff is really easy with .NET. Especially dialog boxes.
Quote from Zebulan »
Ask the user the IP address they connected to, perhaps?
Could AutoMap perhaps detect what IP minecraft.jar is connecting to on its own accord, without modifying minecraft.jar?
Since it's a Windows only application, I'm sure there's some add-in that could sniff an application for you. Firewalls manage to do it, but I realize that's quite a complex thing...
Just an idea.
It would be tricky to sniff the network traffic. Easier to modify another of Notch's classes and have it send AutoMap the new server address whenever it changes. I've already located one or two candidates for modification that should do the trick.
I have a question, is there any way to tell what is on my level of the map, above me and below me? I love it, but it's hard to tell if I need to go up or down for certain ores I see.
Right now you just have to compare the shading of the floor under you with the shading of the ores. We haven't come up with a better method to display height yet.
Ah ok, thanks for the reply but hearing that I do have a suggestion if you and your team haven't already thought of it. You could add an option to only show what's on the players current level, but it's a great item anyway and fun to use.
I have a question, is there any way to tell what is on my level of the map, above me and below me? I love it, but it's hard to tell if I need to go up or down for certain ores I see.
Right now you just have to compare the shading of the floor under you with the shading of the ores. We haven't come up with a better method to display height yet.
Ah ok, thanks for the reply but hearing that I do have a suggestion if you and your team haven't already thought of it. You could add an option to only show what's on the players current level, but it's a great item anyway and fun to use.
In the current version, you can modify the "Live Map Tweaks" options to change the size of the slice that will be shown. Play around with those numbers until you find something you like. The outdoor draw depth is used when there is nothing but air above you as high as the virtual ceiling. If there is an obstruction over your head, the indoor draw depth is used instead. For example, if you set virtual ceiling to 1 and the draw depths both to 3 or 4, you will see a slice that is just taller than your body.
In the current version, you can modify the "Live Map Tweaks" options to change the size of the slice that will be shown. Play around with those numbers until you find something you like. The outdoor draw depth is used when there is nothing but air above you as high as the virtual ceiling. If there is an obstruction over your head, the indoor draw depth is used instead. For example, if you set virtual ceiling to 1 and the draw depths both to 3 or 4, you will see a slice that is just taller than your body.
Ah nice, that will help a lot thank you very much!
For some reason, this mod just doesn't run at all. When I start up the .exe, I just get a crash notice and a prompt asking if I want to debug it or close it. Any ideas?
For some reason, this mod just doesn't run at all. When I start up the .exe, I just get a crash notice and a prompt asking if I want to debug it or close it. Any ideas?
Please return to the download page and grab the two Microsoft frameworks. Install .NET first, then XNA.
Having similar problem as wolfkun, however Windows gives me an error, as shown below, and it never actually starts, instead it immediately closes. No crash report is in the main folder, or any other folder. I deleted the bin folder in the %APPDATA%.minecraft folder and restarted MC to get a fresh one. The PatchMinecraft Application works, though it originally gave me issues about the dm.class not being original, not sure why, but its since stopped that error since I deleted the bin folder. It creates the backup, but then when I try to start the MinecraftAM Application it gives me the below error. If you need any more information please let me know. I'm hoping this is something that can be fixed, I was looking forward to this :sad.gif:
Having similar problem as wolfkun, however Windows gives me an error, as shown below, and it never actually starts, instead it immediately closes. No crash report is in the main folder, or any other folder. I deleted the bin folder in the %APPDATA%.minecraft folder and restarted MC to get a fresh one. The PatchMinecraft Application works, though it originally gave me issues about the dm.class not being original, not sure why, but its since stopped that error since I deleted the bin folder. It creates the backup, but then when I try to start the MinecraftAM Application it gives me the below error. If you need any more information please let me know. I'm hoping this is something that can be fixed, I was looking forward to this :sad.gif:
My Error:
Problem signature:
Problem Event Name: APPCRASH
Application Name: MinecraftAM.exe
Application Version: 0.3.6.0
Application Timestamp: 4cba51fd
Fault Module Name: KERNELBASE.dll
Fault Module Version: 6.1.7600.16385
Fault Module Timestamp: 4a5bdbdf
Exception Code: e0434352
Exception Offset: 0000b727
OS Version: 6.1.7600.2.0.0.256.1
Locale ID: 1033
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789
I hate these generic errors when they don't just mean you haven't installed a necessary framework. So, get this: I Googled for another XNA game so I could have you try it on your machine and see if it worked. I found one called "BattleHood Demo." I decided to try it myself so I could tell you what to expect. And guess what.... yep. EXACTLY that same error.
So, I will now try to see if I can get BattleHood to run. I will reply here with my results.
Update:
Hmmmmm... I did get the BattleHood game to run, eventually, by installing the XNA 2.0 framework from an auto-updating package.
If you do this and still get the error, I have another idea (granted, it is a really long shot). Go to this page (which has links to various XNA framework installers) and start installing, one at a time, the older XNA Frameworks. Try AutoMap between each one. Maybe one of them installs a dependency that got missed from the XNA 4 distribution.
Please let us know what you try and what happens.
On a very slightly related note, we just posted AutoMap 0.3.6.1 tonight which adds a setting "sHostName" to the MinecraftAMSettings.txt file. If you have another computer on the network that will run MinecraftAM, you can install it there and change that hostname value to the name or IP address of the computer running Minecraft. It will not be able to generate a static world map, but the other features will work.
Am I supposed to be able to view the static map in multiplayer? The static map works fine in singleplayer, but in multiplayer there's just a light blue screen at the edge of the real-time map.
Am I supposed to be able to view the static map in multiplayer? The static map works fine in singleplayer, but in multiplayer there's just a light blue screen at the edge of the real-time map.
The static map is generated from save files which are not stored on your PC when you play multiplayer. You can import a north-up map in the options though, if you have one available. Tell AutoMap where the image is, what the width and height of the image is, and then tweak the two offsets until your arrow is on the correct tile.
Quote from Kroshiou »
Mine is just a blue screen D:
Need more information. What did you do to get to this point? Was minecraft running when you started AM? Did any dialog boxes appear? Is there any status text in the corner? Have you deleted the Minecraft bin folder and reinstalled minecraft, then re-patched it to make sure you have the correct version?
Quote from stevetronik »
What does the patching of the minecraft automapper do? Just wondering
a simple explanation will do.
The patch process that occurs the first time you start MinecraftAM simply pulls the terrain and item graphics out of minecraft.jar, inserts the mod files, and deletes the two mojang files that prevent mods from running. It also patches dm.class, which is one of Notch's, to make it initialize the mod.
What would be really cool, is if you built a version for Linux. I realise that would involve ditching the .NET framework, but myself and many other Linux minecrafters would be greatly appreciative of a Linux version if you made one!
What would be really cool, is if you built a version for Linux. I realise that would involve ditching the .NET framework, but myself and many other Linux minecrafters would be greatly appreciative of a Linux version if you made one!
Not only would it mean ditching .NET, but ditching XNA as well and learning from scratch how to use opengl. My brother has never programmed in Java (though I have) and his opengl experience is nearly 10 years old. I have never used opengl. However, we both have a lot of experience using .NET and I personally had used XNA for several projects in the past, making that the clear path to take. If we had tried to make this cross platform, it would have meant leaving all our experience behind and it would have been a disaster. We would have burned out on the first night and nobody would have even heard of this. :smile.gif:
Anyway, the project is open source so some ambitious developer with cross platform experience could try to make it run with Mono and opengl. (or build a Java client that uses opengl)
Right now you just have to compare the shading of the floor under you with the shading of the ores. We haven't come up with a better method to display height yet.
What if you put in a little bar? Like so:
The bar's magnitude would indicate relative heights. Or, if you wanted to make it simpler, you could just put a little
+ or - in the corner.
Right now you just have to compare the shading of the floor under you with the shading of the ores. We haven't come up with a better method to display height yet.
What if you put in a little bar? Like so:
The bar's magnitude would indicate relative heights. Or, if you wanted to make it simpler, you could just put a little
+ or - in the corner.
I want this too--to record your own SMP map that is. :< What do the bad chunks look like? Would it be impossible to filter them out before updating the image file?
Bad chunks look like big black or white areas usually. It might be possible to filter them.
So, if we implement SMP map saving, it would probably have to be a simple 1-pixel-per-block map like the current static map in singleplayer. To do a full resolution map with 16x16 textures requires 256 times as many pixels (much, much, much more space in memory and on the disk).
The biggest issue is we can only detect when you load or change SMP servers - we can not tell which server you are on without modding another of Notch's classes (and therefore make AutoMap incompatible with any other mod that used the new class too). In order to find out where to save/load the SMP map info, we would either need to ask the user what the server was called every time the world gets loaded, or we would have to mod another class file.
Thoughts?
Have you tried Minecraft AutoMap?
Could AutoMap perhaps detect what IP minecraft.jar is connecting to on its own accord, without modifying minecraft.jar?
Since it's a Windows only application, I'm sure there's some add-in that could sniff an application for you. Firewalls manage to do it, but I realize that's quite a complex thing...
Just an idea.
Edit: I haven't actually used your program yet, I just installed the .NET stuff now :tongue.gif:
So I have no idea how much of a GUI you have. So if the above is too much, the image filename in a config amounts to the same thing.
GUI stuff is really easy with .NET. Especially dialog boxes.
It would be tricky to sniff the network traffic. Easier to modify another of Notch's classes and have it send AutoMap the new server address whenever it changes. I've already located one or two candidates for modification that should do the trick.
Have you tried Minecraft AutoMap?
Ah ok, thanks for the reply but hearing that I do have a suggestion if you and your team haven't already thought of it. You could add an option to only show what's on the players current level, but it's a great item anyway and fun to use.
In the current version, you can modify the "Live Map Tweaks" options to change the size of the slice that will be shown. Play around with those numbers until you find something you like. The outdoor draw depth is used when there is nothing but air above you as high as the virtual ceiling. If there is an obstruction over your head, the indoor draw depth is used instead. For example, if you set virtual ceiling to 1 and the draw depths both to 3 or 4, you will see a slice that is just taller than your body.
Have you tried Minecraft AutoMap?
Ah nice, that will help a lot thank you very much!
Please return to the download page and grab the two Microsoft frameworks. Install .NET first, then XNA.
Have you tried Minecraft AutoMap?
My Specs:
I'm running Windows 7 (x64)
AMD Phenom 9600 Quad Core 2.3GHz
4GB RAM
NVIDIA GeForce GTX 260
.Net Framework 4.0
XNA Framework 4.0
My Error:
Problem signature:
Problem Event Name: APPCRASH
Application Name: MinecraftAM.exe
Application Version: 0.3.6.0
Application Timestamp: 4cba51fd
Fault Module Name: KERNELBASE.dll
Fault Module Version: 6.1.7600.16385
Fault Module Timestamp: 4a5bdbdf
Exception Code: e0434352
Exception Offset: 0000b727
OS Version: 6.1.7600.2.0.0.256.1
Locale ID: 1033
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789
Other Awesome Mods: GLSL, Mineup, Risugami's mods, and Equivalent Exchange
I hate these generic errors when they don't just mean you haven't installed a necessary framework. So, get this: I Googled for another XNA game so I could have you try it on your machine and see if it worked. I found one called "BattleHood Demo." I decided to try it myself so I could tell you what to expect. And guess what.... yep. EXACTLY that same error.
So, I will now try to see if I can get BattleHood to run. I will reply here with my results.
Update:
Hmmmmm... I did get the BattleHood game to run, eventually, by installing the XNA 2.0 framework from an auto-updating package.
So here is what I am going to recommend to you. Download and install this XNA 4 redist from here: http://www.microsoft.com/downloads/en/details.aspx?FamilyID=a88c6dec-aeae-42cd-a108-d35c013c3b97&displaylang=en
If you do this and still get the error, I have another idea (granted, it is a really long shot). Go to this page (which has links to various XNA framework installers) and start installing, one at a time, the older XNA Frameworks. Try AutoMap between each one. Maybe one of them installs a dependency that got missed from the XNA 4 distribution.
Please let us know what you try and what happens.
On a very slightly related note, we just posted AutoMap 0.3.6.1 tonight which adds a setting "sHostName" to the MinecraftAMSettings.txt file. If you have another computer on the network that will run MinecraftAM, you can install it there and change that hostname value to the name or IP address of the computer running Minecraft. It will not be able to generate a static world map, but the other features will work.
Have you tried Minecraft AutoMap?
a simple explanation will do.
The static map is generated from save files which are not stored on your PC when you play multiplayer. You can import a north-up map in the options though, if you have one available. Tell AutoMap where the image is, what the width and height of the image is, and then tweak the two offsets until your arrow is on the correct tile.
Need more information. What did you do to get to this point? Was minecraft running when you started AM? Did any dialog boxes appear? Is there any status text in the corner? Have you deleted the Minecraft bin folder and reinstalled minecraft, then re-patched it to make sure you have the correct version?
The patch process that occurs the first time you start MinecraftAM simply pulls the terrain and item graphics out of minecraft.jar, inserts the mod files, and deletes the two mojang files that prevent mods from running. It also patches dm.class, which is one of Notch's, to make it initialize the mod.
Have you tried Minecraft AutoMap?
Not only would it mean ditching .NET, but ditching XNA as well and learning from scratch how to use opengl. My brother has never programmed in Java (though I have) and his opengl experience is nearly 10 years old. I have never used opengl. However, we both have a lot of experience using .NET and I personally had used XNA for several projects in the past, making that the clear path to take. If we had tried to make this cross platform, it would have meant leaving all our experience behind and it would have been a disaster. We would have burned out on the first night and nobody would have even heard of this. :smile.gif:
Anyway, the project is open source so some ambitious developer with cross platform experience could try to make it run with Mono and opengl. (or build a Java client that uses opengl)
Have you tried Minecraft AutoMap?
What if you put in a little bar? Like so:
The bar's magnitude would indicate relative heights. Or, if you wanted to make it simpler, you could just put a little
+ or - in the corner.
You, sir, are a genius.
Have you tried Minecraft AutoMap?