When you say the previous release used less CPU, do you mean 0.7.0.0 (the one with the new static map format), or 0.6.whatever (old static map format)?
Did you lower AM's process priority in the options and restart AM? This should be the same effect as turning down the priority in task manager, except it should be remembered if you set it in options.
@SteveB1872
Sounds like you missed one or both of the frameworks. They are linked on the downloads page.
So I was thinking what would be particularly useful would be some sort of display priority list.
For each square, what's rendered is whatever terrain is in that column that has the highest priority. This would make it easier to find stuff which is partially what a mapping tool is for.
Along with this, it may also be useful if lava/water adjacency is also shown for selected squares. This would show an additional mark for those squares indicating that it may be dangerous to mine the particular square.
Implemented as:
For each column, select the cube of material with the highest priority. If there are no cubes of any of the materials on the priority list, fall back to the usual method of picking cubes. If there are more than one cube of that particular material in the column, pick the one which is closest in depth to the player's current depth. If this cube's material has been flagged for adjacency checking and it is adjacent to water/lava, also mark it appropriately.
So I was thinking what would be particularly useful would be some sort of display priority list.
For each square, what's rendered is whatever terrain is in that column that has the highest priority. This would make it easier to find stuff which is partially what a mapping tool is for.
Along with this, it may also be useful if lava/water adjacency is also shown for selected squares. This would show an additional mark for those squares indicating that it may be dangerous to mine the particular square.
Implemented as:
For each column, select the cube of material with the highest priority. If there are no cubes of any of the materials on the priority list, fall back to the usual method of picking cubes. If there are more than one cube of that particular material in the column, pick the one which is closest in depth to the player's current depth. If this cube's material has been flagged for adjacency checking and it is adjacent to water/lava, also mark it appropriately.
Interesting ideas. I have been thinking for a long time about adding an advanced ore detection system so that you could specify ores and priorities, and the ores with the highest priority would appear on the map regardless of elevation and regardless of what is above or below the ore. Basically what you described, or at least part of what you described. However, I have been putting off this advanced ore detection for two reasons: 1. This system would have to be manually turned on and off depending on what you were doing, or else you'd have half the map covered in unwanted and irrelevant ores. 2. This system would use a lot more CPU, because AM would have to process every block in every column (though I admit I do not know what kind of performance penalty this would be).
The water/lava adjacency thing is a really tricky subject because I have to display the map in 2-dimensional space and as such it would be near impossible to tell exactly which block AM was telling you is dangerous to break.
I actually turned the priority up to Normal from Below Normal because if I have it turned down there's around 10 seconds between updates for my location and it frequently stays stuck at "18 seconds until dynamic map update".
With the priority up - AM is much more responsive and does it's job the same as 0.7.0.0 (maybe half a second behind player movements etc). But then it chews up around 75%-90% processor crippling minecraft in the process.
What is your CPU, how much RAM do you have, and how large is your static map on the world that is giving you issues? If you create a new world, does AM still perform poorly, or does it run better?
I posted 0.7.2.0 yesterday while the forum was still down. Please give it a try.
Anyhow, I'm still not sure why 0.7.1.0 would have the slightest bit of performance difference (it certainly did not for me). Perhaps you are using different settings?? Try increasing your static map update interval, particularly if you have a very large map. Though to be honest, loading the static map shouldn't be all that large of a strain on the system. The only time you should really need to increase the update interval is when it takes longer than the interval to load the map.
The most important setting to look at on a slow system is the Realtime Map Min Width. If this is high, then AM cannot do any real speed optimization when it is zoomed in. The benefit from having a high value here is that the Multiplayer static map gets updated only when a chunk gets processed by AM, and high Min Width ensures that a lot of chunks get processed. Also try lowering the Realtime Map max width, Virtual Ceiling, Indoor and Outdoor Draw Depths. Lowering these numbers directly affects the amount of work that AM must do in order to draw the world.
Interesting ideas. I have been thinking for a long time about adding an advanced ore detection system so that you could specify ores and priorities, and the ores with the highest priority would appear on the map regardless of elevation and regardless of what is above or below the ore. Basically what you described, or at least part of what you described. However, I have been putting off this advanced ore detection for two reasons: 1. This system would have to be manually turned on and off depending on what you were doing, or else you'd have half the map covered in unwanted and irrelevant ores. 2. This system would use a lot more CPU, because AM would have to process every block in every column (though I admit I do not know what kind of performance penalty this would be).
With the priority list being editable and the possibility of a material having no priority, there's no reason for unwanted materials to show up. Only the stuff the user is interested in would take priority over the default mapping.
Even having to scan every block of a 127 unit cube shouldn't take that much time. Certainly less than a second even on an old machine.
The water/lava adjacency thing is a really tricky subject because I have to display the map in 2-dimensional space and as such it would be near impossible to tell exactly which block AM was telling you is dangerous to break.
The relative height difference indicator would let you know which block in a stack it was talking about. The lava/water adjacency indicator would only apply to whatever block was chosen to be displayed. And, of course, this would also be toggle-able.
The Meaning of Life, the Universe, and Everything.
Join Date:
4/27/2011
Posts:
60
Member Details
Need a clue here...
I think everything was installed where and how it should be.
When I open the MC client, start on a map, the screen shows "AutoMap Java Code V10a Initialized."
When I open AutoMap it closes and the details:
MinecratfAM has stopped working.
Problem signature:
Problem Event Name: APPCRASH
Application Name: MinecraftAM.exe
Application Version: 0.7.1.0
Application Timestamp: 4dfe874a
Fault Module Name: KERNELBASE.dll
Fault Module Version: 6.1.7600.16385
Fault Module Timestamp: 4a5bdbdf
Exception Code: e0434352
Exception Offset: 0000b727
OS Version: 6.1.7600.2.0.0.768.3
Locale ID: 1033
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789
If I were you I would try uninstalling .NET 4.0 and XNA 4.0, then reinstall them from the links on the AM download page. Delete and redownload AM too while you are at it, in case something went wrong there.
If that doesn't fix it, then there is nothing I can do to help. I've had machines that would give errors like that on all sorts of random things and the only thing that would fix it was a full OS reinstall. Some part of your windows installation my be corrupted.
If I were you I would try uninstalling .NET 4.0 and XNA 4.0, then reinstall them from the links on the AM download page. Delete and redownload AM too while you are at it, in case something went wrong there.
If that doesn't fix it, then there is nothing I can do to help. I've had machines that would give errors like that on all sorts of random things and the only thing that would fix it was a full OS reinstall. Some part of your windows installation my be corrupted.
I did what you said, got an updated AutoMap, it works! Awesome! Thank you very much! *happy dance* LOL
I will try to get AM updated for MC 1.7.2 tomorrow evening (24 hrs from now, give or take a few). If ModLoader isn't updated by then, I will push it back til Saturday, but I expect it won't be a problem. Also, if I look at the wiki and see a bunch of really nasty bugs (like at 1.6 launch), that will delay me too.
I will try to get AM updated for MC 1.7.2 tomorrow evening (24 hrs from now, give or take a few). If ModLoader isn't updated by then, I will push it back til Saturday, but I expect it won't be a problem. Also, if I look at the wiki and see a bunch of really nasty bugs (like at 1.6 launch), that will delay me too.
On a side note, I did some stress testing on the static map (using click-to-teleport, haha), and it WILL crash if you go way out into the distance with it. I teleported about 200,000 blocks away. It takes a while for the static map to grow this large, but by the time it hit 2 GB, AM had crashed. Probably some file size limit or other BS. Anyway it is what it is (which is a lot better than it used to be).
But if a Piston is redstone-powered, it shows a blue block where the extended piston should be. Also the text saying you that AM will try to reconnect while you change the world is missing.
And if you cut leaves, they are shown grey, which is in my opinion good).
Thanks for the bug reports. I thought I got all the block IDs mapped to textures but apparently I missed extended pistons somehow.
The leaf texture is gray, and I never programmed it to be drawn green when it is on the ground like I did for when it is placed in the world (or still on the tree) :biggrin.gif: Perhaps I won't change that.
Is there something we can put in our MOTD on our servers to prevent the use of your mod, or prevent the use of the ore functionality?
Well, unless there is something specifically implemented for that, the current answer is 'no'
when Minecraft sends chunk information to the client, it sends everything from sky to bedrock, and this mapper just views that chunk data for its information. All of the mapping information that is used is client-side, not server-side.
Also, from what I see, MOTD is a classic server.properties option. This mod doesn't work on the browser-based clients, if I read all the documentation properly.
...then again, I didn't think there was ore in classic. which brings the question, why would you want to disable ore detection anyways? there are literally acres and acres and acres of ore in a map, and the map continually generates more as you expand the borders.
if you're thinking of griefers...well, I can't help you there, as that is a legitimate concern.
Yes an economic griefing. Servers that have an economy and rely on the players to find the rare'er resources like diamonds would be griefed to hell with this mod.
MOTD is in bukkit servers, in one of the plugins.
I know there is a Fly mod that we can put a certain color code combination in the MOTD and it prevents that mod from being used on SMP. Was hoping to find the same thing here to prevent people ecogriefing the servers.
Yes an economic griefing. Servers that have an economy and rely on the players to find the rare'er resources like diamonds would be griefed to hell with this mod.
MOTD is in bukkit servers, in one of the plugins.
I know there is a Fly mod that we can put a certain color code combination in the MOTD and it prevents that mod from being used on SMP. Was hoping to find the same thing here to prevent people ecogriefing the servers.
Considering that the source code is available, I can't see that such a thing would be effective.
Also, do you actually have a problem with this kind of 'griefing' on a particular server? While it makes it a hell of a lot easier to find things like diamond than, for example, strip mining, making a significant dent in available rare materials still takes a lot more time and effort than your usual griefer is willing to put into griefing.
Yes an economic griefing. Servers that have an economy and rely on the players to find the rare'er resources like diamonds would be griefed to hell with this mod.
MOTD is in bukkit servers, in one of the plugins.
I know there is a Fly mod that we can put a certain color code combination in the MOTD and it prevents that mod from being used on SMP. Was hoping to find the same thing here to prevent people ecogriefing the servers.
That looks like a good way to protect the ores not only from AM but from everything else as well. Apparently that mod works by actually changing the ores into stone and then restoring them once they become visible by legitimate means. I'm glad to see that someone made this kind of mod.
Eventually, I'd like to create a bukkit plugin that can run on servers to enhance or disable AM in multiplayer (working teleports and explosions, server-side player visibility, and yes, even a limited way to disable ore detection or all of AM). However this server-side code to disable AM and its features would not by any means be fool proof (it would be easy to hack around in the source code).
When you say the previous release used less CPU, do you mean 0.7.0.0 (the one with the new static map format), or 0.6.whatever (old static map format)?
Did you lower AM's process priority in the options and restart AM? This should be the same effect as turning down the priority in task manager, except it should be remembered if you set it in options.
@SteveB1872
Sounds like you missed one or both of the frameworks. They are linked on the downloads page.
Have you tried Minecraft AutoMap?
For each square, what's rendered is whatever terrain is in that column that has the highest priority. This would make it easier to find stuff which is partially what a mapping tool is for.
Along with this, it may also be useful if lava/water adjacency is also shown for selected squares. This would show an additional mark for those squares indicating that it may be dangerous to mine the particular square.
Implemented as:
For each column, select the cube of material with the highest priority. If there are no cubes of any of the materials on the priority list, fall back to the usual method of picking cubes. If there are more than one cube of that particular material in the column, pick the one which is closest in depth to the player's current depth. If this cube's material has been flagged for adjacency checking and it is adjacent to water/lava, also mark it appropriately.
Interesting ideas. I have been thinking for a long time about adding an advanced ore detection system so that you could specify ores and priorities, and the ores with the highest priority would appear on the map regardless of elevation and regardless of what is above or below the ore. Basically what you described, or at least part of what you described. However, I have been putting off this advanced ore detection for two reasons: 1. This system would have to be manually turned on and off depending on what you were doing, or else you'd have half the map covered in unwanted and irrelevant ores. 2. This system would use a lot more CPU, because AM would have to process every block in every column (though I admit I do not know what kind of performance penalty this would be).
The water/lava adjacency thing is a really tricky subject because I have to display the map in 2-dimensional space and as such it would be near impossible to tell exactly which block AM was telling you is dangerous to break.
What is your CPU, how much RAM do you have, and how large is your static map on the world that is giving you issues? If you create a new world, does AM still perform poorly, or does it run better?
I posted 0.7.2.0 yesterday while the forum was still down. Please give it a try.
Anyhow, I'm still not sure why 0.7.1.0 would have the slightest bit of performance difference (it certainly did not for me). Perhaps you are using different settings?? Try increasing your static map update interval, particularly if you have a very large map. Though to be honest, loading the static map shouldn't be all that large of a strain on the system. The only time you should really need to increase the update interval is when it takes longer than the interval to load the map.
The most important setting to look at on a slow system is the Realtime Map Min Width. If this is high, then AM cannot do any real speed optimization when it is zoomed in. The benefit from having a high value here is that the Multiplayer static map gets updated only when a chunk gets processed by AM, and high Min Width ensures that a lot of chunks get processed. Also try lowering the Realtime Map max width, Virtual Ceiling, Indoor and Outdoor Draw Depths. Lowering these numbers directly affects the amount of work that AM must do in order to draw the world.
Have you tried Minecraft AutoMap?
:unsure.gif:
Did you install anything new that may be throttling background processes?
Have you tried Minecraft AutoMap?
With the priority list being editable and the possibility of a material having no priority, there's no reason for unwanted materials to show up. Only the stuff the user is interested in would take priority over the default mapping.
Even having to scan every block of a 127 unit cube shouldn't take that much time. Certainly less than a second even on an old machine.
The relative height difference indicator would let you know which block in a stack it was talking about. The lava/water adjacency indicator would only apply to whatever block was chosen to be displayed. And, of course, this would also be toggle-able.
I think everything was installed where and how it should be.
When I open the MC client, start on a map, the screen shows "AutoMap Java Code V10a Initialized."
When I open AutoMap it closes and the details:
MinecratfAM has stopped working.
Problem signature:
Problem Event Name: APPCRASH
Application Name: MinecraftAM.exe
Application Version: 0.7.1.0
Application Timestamp: 4dfe874a
Fault Module Name: KERNELBASE.dll
Fault Module Version: 6.1.7600.16385
Fault Module Timestamp: 4a5bdbdf
Exception Code: e0434352
Exception Offset: 0000b727
OS Version: 6.1.7600.2.0.0.768.3
Locale ID: 1033
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789
Read our privacy statement online:
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C:\Windows\system32\en-US\erofflps.txt
Quad core with 4GB ram.
Anyone know what's going on here?
If that doesn't fix it, then there is nothing I can do to help. I've had machines that would give errors like that on all sorts of random things and the only thing that would fix it was a full OS reinstall. Some part of your windows installation my be corrupted.
Have you tried Minecraft AutoMap?
I did what you said, got an updated AutoMap, it works! Awesome! Thank you very much! *happy dance* LOL
Have you tried Minecraft AutoMap?
Thanks BP!
ModLoader is 1.7.2 compatible, so I will update AM in a few hours when I get off work :smile.gif:
Have you tried Minecraft AutoMap?
On a side note, I did some stress testing on the static map (using click-to-teleport, haha), and it WILL crash if you go way out into the distance with it. I teleported about 200,000 blocks away. It takes a while for the static map to grow this large, but by the time it hit 2 GB, AM had crashed. Probably some file size limit or other BS. Anyway it is what it is (which is a lot better than it used to be).
Enjoy!
Have you tried Minecraft AutoMap?
Thanks for the bug reports. I thought I got all the block IDs mapped to textures but apparently I missed extended pistons somehow.
The leaf texture is gray, and I never programmed it to be drawn green when it is on the ground like I did for when it is placed in the world (or still on the tree) :biggrin.gif: Perhaps I won't change that.
Have you tried Minecraft AutoMap?
Well, unless there is something specifically implemented for that, the current answer is 'no'
when Minecraft sends chunk information to the client, it sends everything from sky to bedrock, and this mapper just views that chunk data for its information. All of the mapping information that is used is client-side, not server-side.
Also, from what I see, MOTD is a classic server.properties option. This mod doesn't work on the browser-based clients, if I read all the documentation properly.
...then again, I didn't think there was ore in classic. which brings the question, why would you want to disable ore detection anyways? there are literally acres and acres and acres of ore in a map, and the map continually generates more as you expand the borders.
if you're thinking of griefers...well, I can't help you there, as that is a legitimate concern.
MOTD is in bukkit servers, in one of the plugins.
I know there is a Fly mod that we can put a certain color code combination in the MOTD and it prevents that mod from being used on SMP. Was hoping to find the same thing here to prevent people ecogriefing the servers.
Considering that the source code is available, I can't see that such a thing would be effective.
Also, do you actually have a problem with this kind of 'griefing' on a particular server? While it makes it a hell of a lot easier to find things like diamond than, for example, strip mining, making a significant dent in available rare materials still takes a lot more time and effort than your usual griefer is willing to put into griefing.
Wouldn't help, after all this app is, like Ouroborus said, open source. If you're really concerned about this, then check out this bukkit plugin: http://forums.bukkit.org/threads/sec-antixray-v0-6-10-protecting-ore-from-xray-mod-and-transparent-texturepacks-860.12527/
External server browser: Created by me, made for you.Not working atm, and will not get updated in the near future, sorry.
That looks like a good way to protect the ores not only from AM but from everything else as well. Apparently that mod works by actually changing the ores into stone and then restoring them once they become visible by legitimate means. I'm glad to see that someone made this kind of mod.
Eventually, I'd like to create a bukkit plugin that can run on servers to enhance or disable AM in multiplayer (working teleports and explosions, server-side player visibility, and yes, even a limited way to disable ore detection or all of AM). However this server-side code to disable AM and its features would not by any means be fool proof (it would be easy to hack around in the source code).
Have you tried Minecraft AutoMap?
Lol.
This comic was posted in one of the CS labs back at school. I figure you'll appreciate it.
Have you tried Minecraft AutoMap?