How about you remove all water source blocks around it within an 8 block radius (since water flows 7 blocks)
and if there is water above it without any blocks to stop the water (e.g. in an ocean) then it will remove those source blocks above it as well, but it won't remove them if there are solid blocks to stop the water (e.g. in a cave under an ocean)
This is just a basic idea...
But it will have to do until someone can figure out a way to stop all water from flowing in (water can flow more that 7 blocks if it goes down)
Hope this helps... a bit =)
-XDMickeYXD
See, this is what I meant—that's a lot of block checking to do for what I think is generally not going to be an issue (i.e. vanilla above sea level). It would make the program take probably two or three times as long to run. Making the path into a cave would work, but would introduce lighting problems and is much less satisfying than running over hills and oceans and the natural landscape. It's also another problem that can be avoided once I add .schematic exports.
e: and regarding mcregion—I'm not doing any of the actual hard work with Minecraft and still understand very little about how the map formats are laid out. My program depends heavily on codewarrior's pymclevel, and at this point it doesn't look like it has mcregion support (I could be wrong about this). I'd have to leave that kind of thing up to him or another actual programmer.
Yeah--World1 or whatever (this should probably work on More Worlds too, but I haven't tested it) needs to already exist. It should give you that error specifically, though, and shouldn't crash the program.
Well, I've worked on it for a few hours, which guarantees I'll be spending a million more the next few nights. I'll go ahead and upload the version that works with the new map format (thanks codewarrior for making this the easiest thing ever!) and the beginning signs of .schematic support (just in the code, the program doesn't have the option yet). The only other change implemented right now is that the GUI only shows existing worlds (this makes more sense with the new map formats). Keep checking for more updates!
e: That harmless Windows error is back--I'll fix it tomorrow. Other fixes I want to get to tomorrow are finishing schematic support and hopefully adding automated sfx removal. Thanks!
Can someone upload the world - or hell, at least a video of the passport.mid and/or canyon.mid from the default installation of Windows 98? Those 2 files are easy to find online if you don't have them saved.
I love passport.mid!
Rollback Post to RevisionRollBack
Minecraft Land Generator | Memory issues? Try this:java -Xincgc-Xmx1024M -Xms512M -jar Minecraft.jar "We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
Have you tried using my program? It's meant to make this easy for anyone to convert whatever MIDI they want.
alright, you talked me into it.
Rollback Post to RevisionRollBack
Minecraft Land Generator | Memory issues? Try this:java -Xincgc-Xmx1024M -Xms512M -jar Minecraft.jar "We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
honestly, i couldnt even tell which song was which (I put them both in the same map at different locations) or if i was playing them forward or backward.
I say keep working on it, You have a fantastic project here, but you need to include more instruments not mapped to "clicks"
and redstone circuits should be added for automation. push one button - song plays.
good work so far!
...and you wernt kidding when you said destructive!
Rollback Post to RevisionRollBack
Minecraft Land Generator | Memory issues? Try this:java -Xincgc-Xmx1024M -Xms512M -jar Minecraft.jar "We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
You should have been more clear—I had some snarky reply typed up about there only being two instruments available with Note Blocks when I decided that I'd better check it out first, only to hear completely percussion. Here's why: the version of canyon.mid I downloaded is MIDI Format 0, which only contains one track of notes. Format 1 contains multiple tracks, each of which have a track header that I'm using for instrument information. I don't know a ton about the history of MIDI, but most MIDIs you find on sites today are going to be Format 1. I converted canyon.mid using a DOS program I found at http://www.gnmidi.com/gnfreeen.htm and it worked fine, although it could still benefit from heavy tweaking—it's got too many instruments and lots of range issues. You can definitely tell which song it is, though.
Also: this was the first long MIDI that I've converted with the new map format, though, and I realized I'm having issues with random chunks of the path missing. I'll try and have that fixed by the next release!
I also haven't thought of any good way to do automated redstone playback—what sort of layouts are people using for big music boxes? There's obviously no way to do them for arbitrary length (at some point, the notes are going to be too far away to be heard or you're going to run out of height) and I think that's what really bugs me.
You should have been more clear—I had some snarky reply typed up about there only being two instruments available with Note Blocks when I decided that I'd better check it out first, only to hear completely percussion. Here's why: the version of canyon.mid I downloaded is MIDI Format 0, which only contains one track of notes. Format 1 contains multiple tracks, each of which have a track header that I'm using for instrument information. I don't know a ton about the history of MIDI, but most MIDIs you find on sites today are going to be Format 1. I converted canyon.mid using a DOS program I found at http://www.gnmidi.com/gnfreeen.htm and it worked fine, although it could still benefit from heavy tweaking—it's got too many instruments and lots of range issues. You can definitely tell which song it is, though.
Also: this was the first long MIDI that I've converted with the new map format, though, and I realized I'm having issues with random chunks of the path missing. I'll try and have that fixed by the next release!
I also haven't thought of any good way to do automated redstone playback—what sort of layouts are people using for big music boxes? There's obviously no way to do them for arbitrary length (at some point, the notes are going to be too far away to be heard or you're going to run out of height) and I think that's what really bugs me.
Ahh, i learned something today! I never knew there were different formats of midi.
I had tried to give you constructive criticism, because i too write code, and i know how challenging it is.
I'll try out the converted file when i get home. (i converted it on my lunch break at work, and my copy was also Format 0)
as for automated redstone, thats a good question. There are some amazing things on youtube.
Maybe - instead of of having a note block for each note, you make a note block for every possible note, and design a custom circuit that plays the song in order and chooses which note block to play. this way the note blocks can be close together, and the circuits can be huge. --just a thought, probably too much work.
Rollback Post to RevisionRollBack
Minecraft Land Generator | Memory issues? Try this:java -Xincgc-Xmx1024M -Xms512M -jar Minecraft.jar "We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
Thanks for the ideas—I hadn't thought about the fact that the circuitry can extend beyond the audibility distance (it looks like Redstone used to go 300 blocks; I'm not sure if that's still true). It sounds ridiculous to try and figure it out that way (building circuits is a lot harder than building the very literal conversions I have right now). Maybe one day I'll have an amazing idea and start work on that, but for now I"m going to work on this method. I also haven't used the new Redstone repeaters yet, but I guess I'll need to take a look at them before I do serious Redstone work.
The Meaning of Life, the Universe, and Everything.
Join Date:
1/21/2011
Posts:
311
Member Details
here's an idea: ditch the pressure plates instead, try using the new 'redstone repeater block' in delay mode (wait though, that might mean you'd have to set them all manually :sad.gif: )
I appreciate everyone's feedback, but nearly every post in this thread is telling me to switch to a redstone-only conversion method. I've described MIDICraft from the beginning as a program that converts MIDIs using pressure plate paths, and I like this idea for a lot of reasons (it's a much easier problem to address; paths allow for songs of arbitrary length; I even think the paths actually look pretty cool with the noteblock towers). Half of my responses are describing why my program works the way it does, and I've only received one or two actual useful pieces of advice about using a redstone-only system.
I hope I'm not coming off like a bad sport, it's just really annoying to have someone tell me in huge font to completely rewrite the way my program works immediately after I've addressed the exact same point. Come on guys !
Hey can someone help me out here? I downloaded Python 2.7 and Numpy 2.7, but every time I click midicraft.py, I get a quick glimpse of a command prompt and then it disappears.
Sorry if this is some n00b problem that should be obvious.
I appreciate everyone's feedback, but nearly every post in this thread is telling me to switch to a redstone-only conversion method. I've described MIDICraft from the beginning as a program that converts MIDIs using pressure plate paths, and I like this idea for a lot of reasons (it's a much easier problem to address; paths allow for songs of arbitrary length; I even think the paths actually look pretty cool with the noteblock towers). Half of my responses are describing why my program works the way it does, and I've only received one or two actual useful pieces of advice about using a redstone-only system.
I hope I'm not coming off like a bad sport, it's just really annoying to have someone tell me in huge font to completely rewrite the way my program works immediately after I've addressed the exact same point. Come on guys !
yeah, i know how you feel. i keep getting "hey! can you make this program easier?" requests for my program, and "are you going to update to 1.3?" for another which i've said i'm not.
Rollback Post to RevisionRollBack
Minecraft Land Generator | Memory issues? Try this:java -Xincgc-Xmx1024M -Xms512M -jar Minecraft.jar "We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
I love the program as is, my only complaint would be that i wish it would work with ALL midi files. I'm getting probably less than 10% working ratio. I would REALLY love for it to work on the ancient midi's i have ripped directly from old DOS games. I also realize this most likely isn't a limitation of your program but probably a limitation of the midi parsing plugin your using.
Please don't let the other people make you abandon this project. I wowed my friends with this by converting SOAD's Chop Suey which actually came out rather decent except for about half way through the tunnel collapses on you suffocating you.
See, this is what I meant—that's a lot of block checking to do for what I think is generally not going to be an issue (i.e. vanilla above sea level). It would make the program take probably two or three times as long to run. Making the path into a cave would work, but would introduce lighting problems and is much less satisfying than running over hills and oceans and the natural landscape. It's also another problem that can be avoided once I add .schematic exports.
e: and regarding mcregion—I'm not doing any of the actual hard work with Minecraft and still understand very little about how the map formats are laid out. My program depends heavily on codewarrior's pymclevel, and at this point it doesn't look like it has mcregion support (I could be wrong about this). I'd have to leave that kind of thing up to him or another actual programmer.
I don't understand Chinese.
Click Me for Forum Mafia!
http://www.mediafire.com/?4dvmtx4zzuu1xx2
e: That harmless Windows error is back--I'll fix it tomorrow. Other fixes I want to get to tomorrow are finishing schematic support and hopefully adding automated sfx removal. Thanks!
I love passport.mid!
"We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
alright, you talked me into it.
"We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
honestly, i couldnt even tell which song was which (I put them both in the same map at different locations) or if i was playing them forward or backward.
I say keep working on it, You have a fantastic project here, but you need to include more instruments not mapped to "clicks"
and redstone circuits should be added for automation. push one button - song plays.
good work so far!
...and you wernt kidding when you said destructive!
"We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
Also: this was the first long MIDI that I've converted with the new map format, though, and I realized I'm having issues with random chunks of the path missing. I'll try and have that fixed by the next release!
I also haven't thought of any good way to do automated redstone playback—what sort of layouts are people using for big music boxes? There's obviously no way to do them for arbitrary length (at some point, the notes are going to be too far away to be heard or you're going to run out of height) and I think that's what really bugs me.
Ahh, i learned something today! I never knew there were different formats of midi.
I had tried to give you constructive criticism, because i too write code, and i know how challenging it is.
I'll try out the converted file when i get home. (i converted it on my lunch break at work, and my copy was also Format 0)
as for automated redstone, thats a good question. There are some amazing things on youtube.
Maybe - instead of of having a note block for each note, you make a note block for every possible note, and design a custom circuit that plays the song in order and chooses which note block to play. this way the note blocks can be close together, and the circuits can be huge. --just a thought, probably too much work.
"We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
Awesome Minecraft mod! clicky!
I hope I'm not coming off like a bad sport, it's just really annoying to have someone tell me in huge font to completely rewrite the way my program works immediately after I've addressed the exact same point. Come on guys !
Sorry if this is some n00b problem that should be obvious.
yeah, i know how you feel. i keep getting "hey! can you make this program easier?" requests for my program, and "are you going to update to 1.3?" for another which i've said i'm not.
"We must be that generation that stands athwart history yelling: 'Hey, jackass, get your government off my freedom!'" - Jason Mattera
Please don't let the other people make you abandon this project. I wowed my friends with this by converting SOAD's Chop Suey which actually came out rather decent except for about half way through the tunnel collapses on you suffocating you.