Minutor stopped working when the 1.7 snapshots came out. I would think it also doesn't work if there's a 1.7 world in your saves folder. I haven't tested in a while. We will have to wait until a fix is posted for it, the author knows about it, just hasn't had time to fix it yet I expect.
Yep. I haven't taken the time to see what changed in 1.7. Too busy with Terraria
for me it more looks like 32-bit limitation -> 32bit Intiger for caching much over 2M pixels to draw
Yeah, it's compiled as a 32-bit app on Windows (64 bit on Linux and OSX). Another problem is that I think I've got the cache size set a little too low.
In chunkcache.cpp there's a cache.setMaxCost(5000); which means it'll cache 5000 chunks or 1,280,000 blocks.
I'm thinking at the very least, that should be set to 8200. That would be a large enough cache to cover a 1080p resolution if each pixel were a block. (If the view window gets larger than the cache, problems occur)
I've been looking at making a 64-bit version on Windows.. I'm not entirely sure how to do that with Qt. If I get it figured out, I'll push out a new version that also doubles the size of the chunk cache.
If you're feeling adventurous, you can make the change yourself and compile it. The README tells you how.
OK, fair enough. Just have to keep the window size under control. How much RAM we talking about here? I have 16GB on this machine, not sure if that's relevant or not, but if it's there.....
Anyway, I threw the biggest map I have at it, the Mindcrack server world. Did a render to PNG and it took a while, but worked fine. Something like 50,000 blocks on a side that one is, though there are huge areas that are blank, seems someone went for a walkabout in one direction, the main area might be 20,000 blocks on a side, but no other mapping program I've tried has been able to handle it, so that's nice.
The ram is a little hard to calculate, but basically, each chunk takes up roughly 198k. I keep 5000 chunks in ram, so that's just about 1 gig of ram for the chunk cache. So there's room to grow if necessary, but I wanted to keep it around the same ram usage as minecraft itself (it'd be dumb if someone could run minecraft but didn't have the ram to run minutor). I may add a slider or something in the future so you could increase the cache.
As far as the PNG export goes, I wrote the PNG encoder by hand, designed specifically to handle huge maps. The only limit is really the width of the map, since it works a row at a time. This allows it to handle *giant* maps. Like absolutely enormous. If you have 8 gigs of ram, you can render a map that's 130 million blocks wide, by an infinite number of blocks tall... it'd take forever, but you could do it.
Though on preliminary testing, it seems if I make the window big enough to be useful, never mind going full screen, it gets wonky and slows down, and even crashed once. Going full screen, forget it, map doesn't render at all, even on a small world. Keeping the window in it's tiny, almost useless, default size seems to make it run a bit more smoothly, but at that size, it's well, not very useful.
If you make the window bigger than the cache size, then it'll run into problems where it exhausts the cache as it's drawing the map. The cache size is roughly 1100x1100 blocks. It scales geometrically, so bumping that up to 1600x1600 would require twice as much ram.
Ahgh! not QT, its arch nemesis, why cant you stay in GTK? In my humble opinion GTK 3 looks much sexier then QT5. And I HATE rounding up the libraries to compile QT applications, and QT does not look nice on my beautiful Cinnamon Desktop.
I have yet to find a better cross-platform library. Gtk is a nightmare on windows and osx. wxWidgets sucks everywhere. I went with Qt because Ubuntu is adopting Qt for all its apps, and I like the environment. I've tried to keep the requirements down though. It only uses QtWidgets, QtNetwork, and QtBase.
Anyways, I went ahead and released the 2.0 beta.
It now uses "packs" to manage the block ids. So you can add new blocks and new biomes yourself. There's a webtool (linked from the website) that makes it easier to make these packs. So you can not only add support for mods, but you can add new blocks from snapshots etc without waiting for updates. It's even easier to share these packs since you can specify a URL for the pack and clients will download new versions of that pack automatically.
This is all very "beta" though, so features are missing (cave mode etc), but I've been really busy and was sick of delaying the release just so I can add features that maybe no one cares about.
Any news on the next update? or is this dying too D:
It's coming along. I've been working on getting the binaries on all the platforms to compile statically (basically, not requiring you to download and install 3rd party libraries). Switching to Qt5 was a huge change, and totally changes my compiling environment.
I'm hoping to have a beta of 2.0 out sometime in the next week.
This is unrelated, but something I thought was really cool.
Minecraft recently passed 10 million in sales. I checked my email and found my receipt. Then used the wayback machine to check the stats from when I bought it. Looks like I was one of the first 50,000 people to purchase Minecraft. That's awesome.
Not yet. 2.0 is a full ground-up rewrite, so it's taking a while and I'm not sure when it'll be ready. I'll probably release a beta version in a week or so, so people can find bugs and understand that not all features from the previous version are available. If you know how to use git, you could check out the code and compile it yourself if you want. It's under the 2.0beta branch.
Awesome! Let me guess: Twilight Forest / FTB support and/or easily customizable block naming and coloring! Sweet. Custom biomes too? No more "unknown biome" readouts?
Yep. Minutor 2.0 will use "definition packs" which can define blocks, biomes, and dimensions. So, someone could make a definition pack for, say, Divine RPG (which has 7 dimensions and all sorts of new blocks), and everyone can easily import that pack.
The second screenshot is from the pack editor, which is actually a web application (I'm working on documentation for it now).
Since things have been quiet for a little while, I figured I'd give a little preview of what I've been working on. This might be confusing to some of you, and interesting to people who know what it represents.
Greetings.... would it be possible to add other maps, like twilight forest mod's map? So far I love it as it is, but that would be handy for sure... hee hee
It's tricky because not only do I have to add support for the dimension, but all the custom blocks that the twilight forest adds.. and the block ids can change depending on if the twilight forest is part of a mod pack or not.
I've been working on a solution though, so support for mods like the twilight forest is coming in a future update.
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Yep. I haven't taken the time to see what changed in 1.7. Too busy with Terraria
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Thanks for the investigation. I'll be looking into it.
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Yeah, it's compiled as a 32-bit app on Windows (64 bit on Linux and OSX). Another problem is that I think I've got the cache size set a little too low.
In chunkcache.cpp there's a cache.setMaxCost(5000); which means it'll cache 5000 chunks or 1,280,000 blocks.
I'm thinking at the very least, that should be set to 8200. That would be a large enough cache to cover a 1080p resolution if each pixel were a block. (If the view window gets larger than the cache, problems occur)
I've been looking at making a 64-bit version on Windows.. I'm not entirely sure how to do that with Qt. If I get it figured out, I'll push out a new version that also doubles the size of the chunk cache.
If you're feeling adventurous, you can make the change yourself and compile it. The README tells you how.
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It's a standalone app.
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The ram is a little hard to calculate, but basically, each chunk takes up roughly 198k. I keep 5000 chunks in ram, so that's just about 1 gig of ram for the chunk cache. So there's room to grow if necessary, but I wanted to keep it around the same ram usage as minecraft itself (it'd be dumb if someone could run minecraft but didn't have the ram to run minutor). I may add a slider or something in the future so you could increase the cache.
As far as the PNG export goes, I wrote the PNG encoder by hand, designed specifically to handle huge maps. The only limit is really the width of the map, since it works a row at a time. This allows it to handle *giant* maps. Like absolutely enormous. If you have 8 gigs of ram, you can render a map that's 130 million blocks wide, by an infinite number of blocks tall... it'd take forever, but you could do it.
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If you make the window bigger than the cache size, then it'll run into problems where it exhausts the cache as it's drawing the map. The cache size is roughly 1100x1100 blocks. It scales geometrically, so bumping that up to 1600x1600 would require twice as much ram.
0
I have yet to find a better cross-platform library. Gtk is a nightmare on windows and osx. wxWidgets sucks everywhere. I went with Qt because Ubuntu is adopting Qt for all its apps, and I like the environment. I've tried to keep the requirements down though. It only uses QtWidgets, QtNetwork, and QtBase.
Anyways, I went ahead and released the 2.0 beta.
It now uses "packs" to manage the block ids. So you can add new blocks and new biomes yourself. There's a webtool (linked from the website) that makes it easier to make these packs. So you can not only add support for mods, but you can add new blocks from snapshots etc without waiting for updates. It's even easier to share these packs since you can specify a URL for the pack and clients will download new versions of that pack automatically.
This is all very "beta" though, so features are missing (cave mode etc), but I've been really busy and was sick of delaying the release just so I can add features that maybe no one cares about.
The .deb has the dependencies marked properly, so if Qt5 is available on Mint, it should dpkg no problem. It was packaged on Ubuntu Raring.
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It's coming along. I've been working on getting the binaries on all the platforms to compile statically (basically, not requiring you to download and install 3rd party libraries). Switching to Qt5 was a huge change, and totally changes my compiling environment.
I'm hoping to have a beta of 2.0 out sometime in the next week.
0
Minecraft recently passed 10 million in sales. I checked my email and found my receipt. Then used the wayback machine to check the stats from when I bought it. Looks like I was one of the first 50,000 people to purchase Minecraft. That's awesome.
0
Not yet. 2.0 is a full ground-up rewrite, so it's taking a while and I'm not sure when it'll be ready. I'll probably release a beta version in a week or so, so people can find bugs and understand that not all features from the previous version are available. If you know how to use git, you could check out the code and compile it yourself if you want. It's under the 2.0beta branch.
0
Yep. Minutor 2.0 will use "definition packs" which can define blocks, biomes, and dimensions. So, someone could make a definition pack for, say, Divine RPG (which has 7 dimensions and all sorts of new blocks), and everyone can easily import that pack.
The second screenshot is from the pack editor, which is actually a web application (I'm working on documentation for it now).
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and a related image:
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It's tricky because not only do I have to add support for the dimension, but all the custom blocks that the twilight forest adds.. and the block ids can change depending on if the twilight forest is part of a mod pack or not.
I've been working on a solution though, so support for mods like the twilight forest is coming in a future update.
0