@Gandorf_Killer: You're welcome, and I just released an update that fixes the map problem (and adds two other bugfixes and an optimization). You should even be able to re-load the world that you crafted a map in that kept crashing.
@Gandorf_Killer: You're welcome, and I just released an update that fixes the map problem (and adds two other bugfixes and an optimization). You should even be able to re-load the world that you crafted a map in that kept crashing.
Fantastic! Just in time for me to work on that Cubic Install walk-through and such. I have been massively restructuring my Higher Worlds Thread for easier navigation, better links etc, and have more to do yet. But I will definitely have a helpful section devoted to this core critical mod in it. :smile.gif:
btw: I see that the Map Converter has been updated too, from 0.9 to 0.95 . Any info on the update and how well the conversion works with Little Big Planet now?
btw-2: Once fully and properly converted to Cubic from ymod, the LittleBigPlanet map is going to be a HUGE ready playground for people to quickly find out what having a higher map is like! :biggrin.gif:
@MineCrak: I did a test conversion with Tool V0.9, and you can see the pic on page 5, post #85. The wool all became white, because of the MetaData-loss conversion bug that I fixed in Tool V0.95 and Mod V1.25. I'm running a test conversion with Tool V0.95 now.
Tool V0.95 is two main updates:
1. Block Metadatas are now retained during conversion to Cubic Chunks format. This means placed wool blocks will no longer turn white every time you convert from Vanilla or YMod to CC.
2. CC HeightMaps are now saved as NBTTagShortArrays. Formerly, I had had to use a convoluted array-copy algorithm to copy the short array into a byte array (two bytes to the short) and save the byte array as a NBTTagByteArray. Then when it was loaded, I had to use another convoluted array-copy algorithm to copy the byte array into a short array (two bytes to the short) and use the new short array as the HeightMap. Now I just save, then load. No complicated (inefficient) conversions.
P.S. The HeightMap format change will very easily autoconvert :biggrin.gif:.
There was a bug in the Conversion Tool that caused short arrays to be saved as short arrays, but to be tagged as int arrays. This of course, meant that the loading code completely misloaded short arrays, actually trying to load parts of the save-file that it shouldn't have. Fortunately, I just fixed the bug.
Bother! The save-size increased from 54 MB to 486 MB! I wonder if this means I have an inefficient format, or if it is a conversion bug?
Now to test...
LOL, well, that's the wonderful thing about having nadine's map to test with. You'll be able to iron out these core issues much faster and not have them surprise you later. :wink.gif:
EDIT: Ouch! Oh, bother! I misnumbered the short array in the conversion tool! Hang on a second while I fix that...
EDIT2: Fixed. Please re-download Conversion Tool V0.95.
Sweet! It's a relief that it was just something simple! whew..
I just added progress feedback to the conversion tool and upped the version to V0.96. The tool now tells you how far along it is every 1000 chunks (helpful, esp. in Little Big World, where there are 13720 chunks and the conversion might take 5 min). The map-conversion process mostly seems to work quite nicely, but I have a sneaking suspicion that some of the objects above y=128 got chopped off, and that not all of this wool should be white:
@MineCrak: (Ninjad!) You're right: one change in ChunkProviderGenerate for removing y<0 caves to keep down lag. Give me a few moments, and I'll have the released code updated. (The ChunkProvider tree-generation fix wasn't actually in the released code.)
EDIT: Done.
EDIT: according to MCEdit, the wool is white, and the player starts the level floating in midair. Why on earth that would be, I don't know, but it appears to be true.
Ok, I'm not waiting anymore. I'm stepping up my efforts to contact nadine. Sick or not nadine should be in on this happy occasion! And could also verify some of what you are seeing for you.
@Raqn: (I added this to my readme file; the file wasn't the easiest readme to read, was it. Sorry.)
1. Unzip the .zip file to any sub-directory (aka sub-folder) of ".minecraft". An obvious choice would be ".minecraft/SaveConverter". 2. If you are running Windows Vista or 7, or some other Operating Systems, you may have to move the file to "My Documents" for editing to succeed. If so, move it now. 3. Right-click "SaveConverter.bat". Choose Edit from the options menu. 4. You should see the following text:
5. Edit "CCTest" to be whatever save folder you want to convert to another format. 6. Edit "ConversionTest" to be whatever save folder you want to store the converted world in. If this is the same as the source folder, please PM me your results, as same-folder conversion is untested (and probably unadvisable, due to back-it-up theory). 7. Edit "CubicChunks" to whatever format your "CCTest" world was. IE: the format you want to convert from. 8. Edit "Vanilla" to whatever format you want the tool to convert to. 9. Save the edited "SaveConverter.bat" file. 10. If you moved the "SaveConverter.bat" file in step 2, move it back to where it originally was. You will probably have to provide administrator permission. 11. Open (double-click for windows users) "SaveConverter.bat". 12. Watch the dialog screen... 13. When the save is finished converting, copy the "level.dat", "level.dat_old", and "session.lock" files and the "data" folder from your source world folder to your destination world folder. 14. Open the destination world in Minecraft. *Profit* :biggrin.gif:
@Raqn: I have no idea. However, if it is a Vanilla world, you can load it directly from the Cubic Chunks Mod (though I'd advise you to back it up first), and the mod will automatically convert any chunks you approach to CC format, without converting the entire map.
Theoretically, you might also be able to load YMod worlds directly with the CC mod, but I haven't tested that.
@Gandorf_Killer: INVEdit doesn't know to tell maps that they center around your current saved location, so I daresay INVEdit centered the blank map around (x=0, z=0), which is 1000s of blocks away from your current position. A crafting bench is a whole different matter.
@Raqn:
1. Did you try exploring a little, then saving, quitting, and reloading? That usually helps performance for me.
2. I've definitely seen this glitch at the bottom of a quarry. Could you send me some screenshots?
@Gandorf_Killer:
1. This is my bug-fixing day. Always Post/PM me as many bugs as you can find, but do so twice as much today.
2. I think dungeons are always supposed to generate? Is that true?
3. OOPS! (I forgot to take out an invincibility test-hack when I updated.) Give me a few minutes. Updated. Only 1 class changed, which I uploaded here.
The Meaning of Life, the Universe, and Everything.
Join Date:
10/7/2010
Posts:
46
Member Details
I'm still noticing the issue with tall grass sometimes spawning invisibly. I've got some pictures to show what happens:
Before:
After I hit the highlighted block:
You can see the grass on the left of the screen blinking into existence after I destroy the invisible highlighted one.
I don't even know if this is an issue with your mod (could be a Minecraft issue, I suppose), but I've never noticed it before. And I'm noticing it a lot with your mod running.
Argh, your Cubic Chunks mod and Optimine don't play well together. I guess I'll be ditching Optimine. :tongue.gif: Here's the error log in case you're interested. Both kv and n classes were overwrote by your mod.
Mods loaded: 1
ModLoader Beta 1.7.3
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT e9df3db --------
Generated 7/20/11 10:08 PM
Minecraft: Minecraft Beta 1.7.3
OS: Windows 7 (x86) version 6.1
Java: 1.7.0-ea, Oracle Corporation
VM: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
LWJGL: 2.4.2
OpenGL: GeForce 6150SE nForce 430/PCI/SSE2/3DNOW! version 2.1.2, NVIDIA Corporation
java.lang.NoSuchFieldError: ofGrass
at Config.isGrassFancy(Config.java:539)
at px.b(EntityRenderer.java:405)
at EntityRendererProxy.b(EntityRendererProxy.java:14)
at net.minecraft.client.Minecraft.run(Minecraft.java:514)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT e93eed3 ----------
I also noticed that your coordinate mod is baked into this one. Would you mind taking it out, please? It's less immersive if I have to stare at where exactly I'm at everywhere I go.
Looks like your vertical chunk generation could use some optimization as well. Every time I hit a new chunk above the normal 128 minecraft visibly lagged for a split second.
I also noticed that your coordinate mod is baked into this one. Would you mind taking it out, please? It's less immersive if I have to stare at where exactly I'm at everywhere I go.
@MrManNo1: I've never seen this problem before. Does saving and reloading fix the problem? If not, could you send me a save file that you have this problem on?
@mDiyo: I guess it's not compatible, I'll look into it eventually if no one else does first (*hint*). And I'll make sure to have the Coords Info disabled by default (just hit F4 to bring it back up) in the CC Mod next release. Also, I put a CoordsInfo option in options.txt, which you can edit to disable Coords Info by default.
@MrManNo1: Correct. :biggrin.gif: *Insert Hermione's quote about reading*
@Raqn: It will probably, in fact, almost certainly, require a client mod.
@Gandorf_Killer: That would be a problem, but honestly, I doubt you could even load ChunkCubes without a client mod.
Everyone: Any more bugs (or more info on the invisible tall grass bug) for me to fix before I work on SMP?
How much of a hassle would it be to make this compatible with Zan's Minimap Mod? I'm not very intelligent when it comes to mods or codes and whatnot, but I did notice that both CC and the minimap overwrite the Net folder and uq.class. Once again, I'm not very tech savvy but seeing as there are only 2 conflicts, would that make it easier to fix?
P.S. I absolutely love your mods! When I first used CC, I used single player commands and dug straight down at a breakneck speed. In the 1x1 space below my spawn, I hit 6 dungeons before -2000. You sir, are a genius! If I could, I would give you a firm handshake to congratulate you but this will have to suffice:
Rollback Post to RevisionRollBack
Our posturings, our imagined self-importance, the delusion that we have some privileged position in the Universe, are challenged by this point of pale light. Our planet is a lonely speck in the great enveloping cosmic dark. In our obscurity, in all this vastness, there is no hint that help will come from elsewhere to save us from ourselves.
wow thats great!!! please can you explain for me on the map converter .. i dont understand what should i type instead of CubicChunks , i typed Ymod but it wont work also i dont understand what should i type in Vanilla , can you give me further explanations on this
Methinks I found a bug. I had a map I was working on, then I installed CC. I went to find my bed to sleep and it became two squares of the beds end (non-pillow side) perpendicular to the direction it was facing
Our posturings, our imagined self-importance, the delusion that we have some privileged position in the Universe, are challenged by this point of pale light. Our planet is a lonely speck in the great enveloping cosmic dark. In our obscurity, in all this vastness, there is no hint that help will come from elsewhere to save us from ourselves.
nadine, creator of the Little Big World ymod map, is back and excited!nadine had, per a PM with me, given up on Minecraft due to the height issue but since nadine got my email about Robinton's Cubic Chunks mod and the World Save Converter, nadine is excited and hoping to be able to come back full time! That's just one of many lives you are touching with this mod Robinton, again Thanks! :smile.gif:
** Concerning the remaining ymod conversion issues listed in the Map Converter 0.96 Readme file; What is the prognosis on those issues? nadine is back now to help with troubleshooting. Is there any hope for those remaining issues to be fixed?
----
Map Converter v 0.96
KNOWN BUGS/PROBLEMS:
SaveConverter.jar has a known bug that causes sea-level in worlds converted from YMod to be 16, instead of 64 as it should be.
Recently converted YMod worlds may move quite slowly, due to conversion and lighting updates. Lighting glitches in recently loaded ChunkCubes may persist for quite some time, possibly indefinitely.
-----------------
Fantastic! Just in time for me to work on that Cubic Install walk-through and such. I have been massively restructuring my Higher Worlds Thread for easier navigation, better links etc, and have more to do yet. But I will definitely have a helpful section devoted to this core critical mod in it. :smile.gif:
btw: I see that the Map Converter has been updated too, from 0.9 to 0.95 . Any info on the update and how well the conversion works with Little Big Planet now?
btw-2: Once fully and properly converted to Cubic from ymod, the LittleBigPlanet map is going to be a HUGE ready playground for people to quickly find out what having a higher map is like! :biggrin.gif:
- 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
Tool V0.95 is two main updates:
1. Block Metadatas are now retained during conversion to Cubic Chunks format. This means placed wool blocks will no longer turn white every time you convert from Vanilla or YMod to CC.
2. CC HeightMaps are now saved as NBTTagShortArrays. Formerly, I had had to use a convoluted array-copy algorithm to copy the short array into a byte array (two bytes to the short) and save the byte array as a NBTTagByteArray. Then when it was loaded, I had to use another convoluted array-copy algorithm to copy the byte array into a short array (two bytes to the short) and use the new short array as the HeightMap. Now I just save, then load. No complicated (inefficient) conversions.
P.S. The HeightMap format change will very easily autoconvert :biggrin.gif:.
*Time passes while I write response*
Conversion finished. Output:
Num Chunks in world: 13720
Wrong location! 12 entries
Wrong location! 13 entries
Wrong location! 11 entries
Wrong location! 11 entries
Wrong location! 11 entries
Wrong location! 11 entries
Wrong location! 12 entries
Wrong location! 9 entries
Wrong location! 9 entries
Wrong location! 9 entries
Wrong location! 9 entries
Wrong location! 9 entries
Wrong location! 9 entries
Wrong location! 9 entries
Wrong location! 9 entries
Wrong location! 13 entries
Wrong location! 13 entries
Wrong location! 13 entries
Wrong location! 13 entries
Wrong location! 13 entries
Wrong location! 13 entries
Wrong location! 13 entries
Wrong location! 13 entries
Wrong location! 13 entries
Bother! The save-size increased from 54 MB to 486 MB! I wonder if this means I have an inefficient format, or if it is a conversion bug?
Now to test...
EDIT: Ouch! Oh, bother! I misnumbered the short array in the conversion tool! Hang on a second while I fix that...
EDIT2: Fixed. Please re-download Conversion Tool V0.95.
There was a bug in the Conversion Tool that caused short arrays to be saved as short arrays, but to be tagged as int arrays. This of course, meant that the loading code completely misloaded short arrays, actually trying to load parts of the save-file that it shouldn't have. Fortunately, I just fixed the bug.
LOL, well, that's the wonderful thing about having nadine's map to test with. You'll be able to iron out these core issues much faster and not have them surprise you later. :wink.gif:
Great progress today though, Thanks!
[Edit]
Sweet! It's a relief that it was just something simple! whew..
- 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
- 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
but I have a sneaking suspicion that some of the objects above y=128 got chopped off, and that not all of this wool should be white:@MineCrak: (Ninjad!) You're right: one change in ChunkProviderGenerate for removing y<0 caves to keep down lag. Give me a few moments, and I'll have the released code updated. (The ChunkProvider tree-generation fix wasn't actually in the released code.)
EDIT: Done.
EDIT: according to MCEdit, the wool is white, and the player starts the level floating in midair. Why on earth that would be, I don't know, but it appears to be true.
[EDIT] Email sent.
- 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
1. Unzip the .zip file to any sub-directory (aka sub-folder) of ".minecraft". An obvious choice would be ".minecraft/SaveConverter".
2. If you are running Windows Vista or 7, or some other Operating Systems, you may have to move the file to "My Documents" for editing to succeed. If so, move it now.
3. Right-click "SaveConverter.bat". Choose Edit from the options menu.
4. You should see the following text:
5. Edit "CCTest" to be whatever save folder you want to convert to another format.
6. Edit "ConversionTest" to be whatever save folder you want to store the converted world in. If this is the same as the source folder, please PM me your results, as same-folder conversion is untested (and probably unadvisable, due to back-it-up theory).
7. Edit "CubicChunks" to whatever format your "CCTest" world was. IE: the format you want to convert from.
8. Edit "Vanilla" to whatever format you want the tool to convert to.
9. Save the edited "SaveConverter.bat" file.
10. If you moved the "SaveConverter.bat" file in step 2, move it back to where it originally was. You will probably have to provide administrator permission.
11. Open (double-click for windows users) "SaveConverter.bat".
12. Watch the dialog screen...
13. When the save is finished converting, copy the "level.dat", "level.dat_old", and "session.lock" files and the "data" folder from your source world folder to your destination world folder.
14. Open the destination world in Minecraft. *Profit* :biggrin.gif:
Theoretically, you might also be able to load YMod worlds directly with the CC mod, but I haven't tested that.
BTW, did you INVEdit the map in directly? If you did, try INVEditing in 8 paper and 1 compass, and crafting a map from that.
@Raqn:
1. Did you try exploring a little, then saving, quitting, and reloading? That usually helps performance for me.
2. I've definitely seen this glitch at the bottom of a quarry. Could you send me some screenshots?
1. This is my bug-fixing day. Always Post/PM me as many bugs as you can find, but do so twice as much today.
2. I think dungeons are always supposed to generate? Is that true?
3. OOPS! (I forgot to take out an invincibility test-hack when I updated.)
Give me a few minutes.Updated. Only 1 class changed, which I uploaded here.Before:
After I hit the highlighted block:
You can see the grass on the left of the screen blinking into existence after I destroy the invisible highlighted one.
I don't even know if this is an issue with your mod (could be a Minecraft issue, I suppose), but I've never noticed it before. And I'm noticing it a lot with your mod running.
Mods loaded: 1
ModLoader Beta 1.7.3
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT e9df3db --------
Generated 7/20/11 10:08 PM
Minecraft: Minecraft Beta 1.7.3
OS: Windows 7 (x86) version 6.1
Java: 1.7.0-ea, Oracle Corporation
VM: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
LWJGL: 2.4.2
OpenGL: GeForce 6150SE nForce 430/PCI/SSE2/3DNOW! version 2.1.2, NVIDIA Corporation
java.lang.NoSuchFieldError: ofGrass
at Config.isGrassFancy(Config.java:539)
at px.b(EntityRenderer.java:405)
at EntityRendererProxy.b(EntityRendererProxy.java:14)
at net.minecraft.client.Minecraft.run(Minecraft.java:514)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT e93eed3 ----------
I also noticed that your coordinate mod is baked into this one. Would you mind taking it out, please? It's less immersive if I have to stare at where exactly I'm at everywhere I go.
Looks like your vertical chunk generation could use some optimization as well. Every time I hit a new chunk above the normal 128 minecraft visibly lagged for a split second.
Also... OMG UNLIMITED HEIGHT AMAZING O___o
You can get rid of it with F4.
@mDiyo: I guess it's not compatible, I'll look into it eventually if no one else does first (*hint*). And I'll make sure to have the Coords Info disabled by default (just hit F4 to bring it back up) in the CC Mod next release. Also, I put a CoordsInfo option in options.txt, which you can edit to disable Coords Info by default.
@MrManNo1: Correct. :biggrin.gif: *Insert Hermione's quote about reading*
@Raqn: It will probably, in fact, almost certainly, require a client mod.
@Gandorf_Killer: That would be a problem, but honestly, I doubt you could even load ChunkCubes without a client mod.
Everyone: Any more bugs (or more info on the invisible tall grass bug) for me to fix before I work on SMP?
P.S. I absolutely love your mods! When I first used CC, I used single player commands and dug straight down at a breakneck speed. In the 1x1 space below my spawn, I hit 6 dungeons before -2000. You sir, are a genius! If I could, I would give you a firm handshake to congratulate you but this will have to suffice:
thank you :smile.gif:
<!-- l -->List of all my other mods,creations,maps,etc..:
viewtopic.php?f=1039&t=325080&p=4488802#p4488802
<!-- l -->Breaking it yielded two beds
nadine, creator of the Little Big World ymod map, is back and excited! nadine had, per a PM with me, given up on Minecraft due to the height issue but since nadine got my email about Robinton's Cubic Chunks mod and the World Save Converter, nadine is excited and hoping to be able to come back full time! That's just one of many lives you are touching with this mod Robinton, again Thanks! :smile.gif:
I have massively restructured my How to have a Higher Map thread and started adding Install directions and Info for http://www.minecraftforum.net/topic/437213-maps-how-to-have-a-higher-map-256-512-1024-4096-vs-128/#cubic" target=""Cubic Chunks in addition to the ymod info I already had there. There is more work to be done but I believe what is there is already useful. Robinton; If you want to link to any part of that http://www.minecraftforum.net/topic/437213-maps-how-to-have-a-higher-world-256-512-1024-4096-vs-128/" target=""thread, like the Install sub-sections and such, in your OP here feel free. :wink.gif:
+ How to have a Higher map ( 256 / 512 / 1024 / 4096 ) instead of 128 +
[ http://www.minecraftforum.net/topic/437213-maps-how-to-have-a-higher-map-256-512-1024-4096-vs-128/#options" target=""Options / Cubic Chunks Installation / World Save Converter / CC Terrain Generator ]
-----------------------
** Concerning the remaining ymod conversion issues listed in the Map Converter 0.96 Readme file; What is the prognosis on those issues? nadine is back now to help with troubleshooting. Is there any hope for those remaining issues to be fixed?
----
Map Converter v 0.96
KNOWN BUGS/PROBLEMS:
SaveConverter.jar has a known bug that causes sea-level in worlds converted from YMod to be 16, instead of 64 as it should be.
Recently converted YMod worlds may move quite slowly, due to conversion and lighting updates. Lighting glitches in recently loaded ChunkCubes may persist for quite some time, possibly indefinitely.
-----------------
- 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