• 0

    posted a message on VoxelMap [1.12/1.11.2/1.10/1.9.4/1.8.9/1.7.10/1.6.4] - a minimap and worldmap

    new version

    1.6.23


    1.9 and up fix for optifine CTM method overlay, could cause blocks to appear black on map (Sphax BDCraft for example)
    1.10 and up fixed polar bear icon
    1.11.2 and up re-added some Twilight Forest icons now that mod is resurrected
    1.12 fixed parrot icon
    1.12 added Illusioner icon
    Fix for possible periodic flash with the radar turned on (when failing to create mob icon). Prevented flash; also won't continue to try to make that mob's icon
    Map can use custom icons (in resource pack etc) for built-in mobs too now

    Posted in: Minecraft Mods
  • 2

    posted a message on VoxelMap [1.12/1.11.2/1.10/1.9.4/1.8.9/1.7.10/1.6.4] - a minimap and worldmap

    to be fair, there weren't directions. I just assumed it would be obvious. I was wrong! Could probably trigger a save if the focus leaves the input area instead of just on enter.


    TBH I just copied it from the coordinate input field on the worldmap. Click on the coordinates to be able to enter new ones. Didn't want to actually jump the map there until the user was done and satisfied, so I chose on enter. That behavior just got copied to the seed entry field for better or worse

    Posted in: Minecraft Mods
  • 1

    posted a message on VoxelMap [1.12/1.11.2/1.10/1.9.4/1.8.9/1.7.10/1.6.4] - a minimap and worldmap
    Quote from ragger»

    If you change the pack format to 3, then deselect the pack then select it again (just F3+T doesn't work), the dirt will be black, even the dirt that doesn't have an overlay on it. Actually, all the blocks in the matchBlocks will be black, which are stone cobblestone sandstone dirt gravel farmland.


    Fixed. Was a new CTM method (overlay) I wasn't familiar with. No idea why things look fine with pack format 2, that really shouldn't change anything (it *should* have been broken there too). Anyway, fixed with format 3. Thanks for the report

    Quote from Romaq»

    I also note that I have the seed for my own server, and I tried entering the seed value in on VoxelMap. VM doesn't save the seed value, and of course I have no option to reveal the slime chunks. I saw this was discussed earlier in the thread, but I didn't catch the result of that conversation.


    are you pressing enter after typing in the seed
    Posted in: Minecraft Mods
  • 0

    posted a message on VoxelMap [1.12/1.11.2/1.10/1.9.4/1.8.9/1.7.10/1.6.4] - a minimap and worldmap
    Quote from Romaq»

    Where do you have a list of the permissions nodes for VoxelMap when used with the ClientPermissions plugin? I want to test the plugin, and VoxelMap is one that will work with the plugin. :)


    all default to off with clientpermissions installed and voxelmap added
    mod.voxelmap.radarplayers
    mod.voxelmap.radarmobs
    mod.voxelmap.radar (gives both of the above)
    mod.voxelmap.cavemode

    Quote from BigUnitCraft»

    In 1.12, panning the map with the mouse doesn't appear to be working any longer. Is this a known issue, or is that functionality no longer possible? Awesome mod and thanks for getting it working with 1.12!


    hrnnnggg.. I had that issue, and it was present in testing all the way back to 1.7.10, then I rebooted and it went away, but apparently not in 1.12. Definitely don't want to do without that, will double check and upload fixed version if neede

    *EDIT* booted into a different OS, same issue, including with versions for old MC. Also can't click and drag scroll bars in regular Minecraft screens, like the SP world selection screen. Something weird going on, but it doesn't appear to be my issue. Mouse.isButtonDown(0) just isn't registering, in my GUI or Minecraft's. With no mods even.

    Let me know if you are seeing it too. With no mods loaded at all, try to open the language selection screen and scroll by grabbing the scroll handle and dragging. If it isn't working for you, that would be why the map isn't pannable with the mouse, and it's something you can report to Mojang (without mentioning mods, as you tested it without any)


    *EDIT2* booted back into my main OS, no issues with scrolling in Minecraft GUIs, or panning with the mouse. Something weird with a windows update, or jinput or something. Pretty sure it's a MC issue

    OR

    https://www.reddit.com/r/feedthebeast/comments/6afrjv/ftb_beyond_unable_to_drag_scrollbars/

    something running in the "background" eating some mouse input. Would explain what I was seeing

    Posted in: Minecraft Mods
  • 0

    posted a message on VoxelMap [1.12/1.11.2/1.10/1.9.4/1.8.9/1.7.10/1.6.4] - a minimap and worldmap

    just never really had someone wanting to make custom icon sets :) At least not someone who actually went and put in the work to actually do it. Pretty much everything in the mod is skinnable but the vanilla mobs. I wouldn't mind changing that. Honestly wouldn't be too hard to have a list of the unobfuscated classnames for use in looking for custom icons. I'll see if I can work it in. Right now I am a bit focused on warding off eventual doom with 1.13 and the end of number based metadata and a consistent blockstate ID in storage from chunk to chunk

    Posted in: Minecraft Mods
  • 0

    posted a message on VoxelMap [1.12/1.11.2/1.10/1.9.4/1.8.9/1.7.10/1.6.4] - a minimap and worldmap

    that's a tough one. Never really considered replacing the icons for default mobs. If I had, I would have had to deal with the classnames changing. When you play (without Forge at least) the classnames are obfuscated. Voxelmap matches up icons to class names *at runtime*. I actually don't think it's possible to override the constructed icons, but if it were, the names would be something like bzd.png or ipfj.png :( And they'd be different with each version


    I can probably add some code to recognize the unobfuscated classname for each mob. A pain, but doable at least since the set of vanilla mobs is finite :) Though TBH it might be easier for us both for me to add an option to the mod to use dots for everything, with colors chosen similar to the current ugly square with question mark when no icon can be found or made (and with mobs from mods still able to be overwritten, with some other color if desired)

    Posted in: Minecraft Mods
  • 0

    posted a message on VoxelMap [1.12/1.11.2/1.10/1.9.4/1.8.9/1.7.10/1.6.4] - a minimap and worldmap

    the squid texture is a lot larger compared to the mob than most other mobs' textures. I shrink the vanilla squid body texture to half to create the icon. If there is another mob that is based on the squid it's probably picking up which part of the texture to use but not the shrinking part. You can either create a .png for it, or a .properties file (in the same folder, VoxelMap has some examples) named path.of.SquidDerivativeClass.properties with the line

    scale:.5

    in it.


    There are some other possibilities with the .properties file, like specifying which parts of a model are used to make the icon, which way if any to rotate (to view from the side, like a horse, or the top, like an aether flower).


    I like the idea of the dots, I know some people would prefer those to the icons. If you get your packs done I'd love to link to them

    Posted in: Minecraft Mods
  • 0

    posted a message on VoxelMap [1.12/1.11.2/1.10/1.9.4/1.8.9/1.7.10/1.6.4] - a minimap and worldmap

    drzhark.mocreatures.entity.passive.MoCEntityBunny.png would be the correct filename, in the assets\minecraft\textures\icons folder (you have a typo in the folder path in your post, make sure it's not there in your resource pack) So those look correct.


    That needs to be in a mod jar, or a resource pack (can you load resource packs from a .zip file? haha I don't know) and you'd have to have the resource pack selected in the resource pack screen. If nothing else you could stick it in the VoxelMap litemod file next to the icons that come with it


    *EDIT* of course resource packs can be loaded from a zip, I was up a little too late last night!

    Posted in: Minecraft Mods
  • 3

    posted a message on VoxelMap [1.12/1.11.2/1.10/1.9.4/1.8.9/1.7.10/1.6.4] - a minimap and worldmap

    new version


    1.6.22

    • initial release for 1.12
    • fixed nether waypoint icons on the worldmap
    • trimmed llama icon (1.11+)
    • fixed possible crash with Minecraft-Flux (1.11.2)
    Posted in: Minecraft Mods
  • 3

    posted a message on LiteLoader

    1.12? ok fine....


    If I can even remember how stuff goes


    *edit* oh only 446 errors to start with!

    *edit2* down to 0. Running now to see what broke. Also still need to add parrots and maybe other stuff.

    Posted in: Minecraft Mods
  • 1

    posted a message on VoxelMap [1.12/1.11.2/1.10/1.9.4/1.8.9/1.7.10/1.6.4] - a minimap and worldmap

    edge tends to change it from .litemod to .zip. Since Windows Explorer can open zip files almost like folders, perhaps there's some confusion there. Or maybe it is actually unzipping it for him too. Haven't seen that with Edge but it happens on Macs sometimes and is great fun.


    Anyway, if someone is going to insist on using Edge to download, you'll get a .zip. Change it back to a .litemod file like so: http://quehow.com/how-to-change-a-file-extension-in-windows-10/4450.html Or use Firefox to download and don't worry about it

    Posted in: Minecraft Mods
  • 1

    posted a message on VoxelMap [1.12/1.11.2/1.10/1.9.4/1.8.9/1.7.10/1.6.4] - a minimap and worldmap
    Quote from OcAMD»

    @MamiyaOtaru


    I had a weird issue with Minecraft-Flux and reported an issue there. If it is possible can you take a look at the issue there? The mod author claims it has something to do on your end but when I remove Minecraft-Flux I have no issues with about 90 mods; go figure; but I did state I would inform you. Thank you for your consideration and thank you for your mods; Minecraft simply wouldn't be the same without them!




    an error happened during initialization of VoxelMap. When Liteloader tries to call it later it gets a null pointer exception, since VoxelMap isn't there. The actual error that caused VoxelMap to fail to load happened earlier. I'd need to see the full game output, not just the crash log.


    *EDIT* tried loading flux and VoxelMap at the same time, same result as you. In my game output, the relevant bit was


    [05:35:57] [Client thread/ERROR]: Exception caught during firing event [email protected]:
    java.lang.NullPointerException
    	at szewek.mcflux.wrapper.InjectWrappers.wrapEntity(InjectWrappers.java:108) ~[InjectWrappers.class:?]
    	at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_106_InjectWrappers_wrapEntity_AttachCapabilitiesEvent.invoke(.dynamic) ~[?:?]
    	at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:90) ~[ASMEventHandler.class:?]
    	at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:185) [EventBus.class:?]
    	at net.minecraftforge.event.ForgeEventFactory.gatherCapabilities(ForgeEventFactory.java:568) [ForgeEventFactory.class:?]
    	at net.minecraftforge.event.ForgeEventFactory.gatherCapabilities(ForgeEventFactory.java:553) [ForgeEventFactory.class:?]
    	at net.minecraft.entity.Entity.<init>(Entity.java:212) [sn.class:?]
    	at com.mamiyaotaru.voxelmap.util.t.<init>(Unknown Source) [t.class:?]
    	at com.mamiyaotaru.voxelmap.u.<init>(Unknown Source) [u.class:?]
    	at com.mamiyaotaru.voxelmap.t.do(Unknown Source) [t.class:?]
    	at com.mamiyaotaru.voxelmap.litemod.LiteModVoxelMap.onInitCompleted(Unknown Source) [LiteModVoxelMap.class:?]
    	at com.mumfrey.liteloader.client.LiteLoaderEventBrokerClient.onStartupComplete(LiteLoaderEventBrokerClient.java:299) [LiteLoaderEventBrokerClient.class:1.11.2-SNAPSHOT+jnks-b1.git-62eaf16e1d9d75ac6f59bb635e26cbb5b805daf1]
    	at com.mumfrey.liteloader.client.ClientProxy.onStartupComplete(ClientProxy.java:55) [ClientProxy.class:1.11.2-SNAPSHOT+jnks-b1.git-62eaf16e1d9d75ac6f59bb635e26cbb5b805daf1]
    	at net.minecraft.client.Minecraft.handler$onStartupComplete$zbp000(Minecraft.java:46) [bes.class:?]
    	at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:556) [bes.class:?]
    	at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:352) [bes.class:?]
    	at net.minecraft.client.main.Main.main(SourceFile:124) [Main.class:?]
    	at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_77]
    	at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) ~[?:1.8.0_77]
    	at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_77]
    	at java.lang.reflect.Method.invoke(Method.java:498) ~[?:1.8.0_77]
    	at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) [launchwrapper-1.12.jar:?]
    	at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.12.jar:?]

    That might mean more to the Flux developer. It's happening on spawning an Entity with a null world. That entity (used to draw waypoints) is quickly replaced by an Entity that is spawned in the current world, and is only there to catch a corner case where a deathpoint was being added before a world loaded.


    So I can try to not create one without a World (to use before the player enters a world), and hope I don't run into a NullPointerException when a deathpoint or something tries to add itself to the waypoint Entity. Or the Flux maintainer can figure out why an Entity that is initialized with a null world causes a crash with his mod and no other ones. Ideally, I can prevent my NPE *AND* he can fix his NPE.

    Posted in: Minecraft Mods
  • 1

    posted a message on VoxelMap [1.12/1.11.2/1.10/1.9.4/1.8.9/1.7.10/1.6.4] - a minimap and worldmap
    Quote from Iaeyan_Elyuex»

    This is probably unfixable. I play localhost with Voxelmap. I have a few different servers I boot up from time to time. The map screen has artifacts from other servers loaded on it. I play my lightly-modded server mostly (More Player Models is all there is) and I'm still seeing Pokémon Centers on the map screen from my old Pixelmon server. Not game-breaking, just annoying, and like I said, how would one patch that?


    easiest way would be to run each server on a different port. Not really necessary normally since they don't run at the same time, but VoxelMap will see them as separate addresses then and keep their data apart. Probably have to reset the cache to get rid of multiple worlds' data being mashed into one
    Quote from jhkh»

    Thank you so much MamiyaOtaru,


    Copying original overworld files over to newly named "original" world, .cache/*/world/Overworld (dimension 0), and editing old relevant points from *world:* to *world:world* totally fixed it.


    great :) that all looks a tad more confusing with a generic name like "world"; glad you got it sorted
    Posted in: Minecraft Mods
  • 0

    posted a message on VoxelMap [1.12/1.11.2/1.10/1.9.4/1.8.9/1.7.10/1.6.4] - a minimap and worldmap

    I can fix the bug (by using the getter methods) without setting them to private, that's just something for the future to save me from making the same dumb mistake somewhere else. 1.6.22 or whatever the next number is will have this fixed

    Posted in: Minecraft Mods
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