Those screenshots (on the front page) look beautiful! Thanks again for making this, and for being open to so many suggestions. I can't wait until I can try the update myself!
Edit:
Got some time to toy around with it! These aren't exactly bugs, but I figure I may as well flag them.
Observations:
Right clicking a marker when it is not selected attempts to make a new marker on the same spot.
The default change marker hotkey (',') does not work in GUI mode.
The help menu does not state that pageup and pagedown will zoom in and out in GUI mode.
The black box which gives marker info in GUI mode does not fit names over 16 characters properly.
Saving a PNG of the world should probably have a confirm option in case of accidental keypress. (as much as I doubt someone would accidentally hit the key).
Mapwriter.cfg is generated empty in the configs folder.
Markers are stored in a file called 'Mapwriter.cfg' in the respective maps folder. Perhaps this should be renamed to markers or waypoints?
The data folder in the map folder seems to be unused. (for MP maps)
With the introduction of using the mousewheel over a marker to change it's color, the keyboard option could be used to bring up a color wheel or sliders to choose a custom color.
Panning the map in minimap mode does not work anymore.
Double clicking on a marker could be another way to teleport there.
If I find anything else I'll let you know
Edit 2:
Almost forgot a suggestion for if you decide to make the server side modification of this:
A player tracker, (configurable, of course, options for [DISABLED /OPS / ALL_PLAYERS])
Edit 3:
Crashes when regenerating zoom levels.
2013-02-22 18:43:37 [INFO] [STDOUT] MapWriter: recreating zoom levels for all regions
2013-02-22 18:43:37 [INFO] [STDOUT] MapWriter: recreating zoom levels for region image '-1.-1.png'
2013-02-22 18:43:37 [INFO] [STDOUT] MapWriter: recreating zoom levels for region image '-1.-2.png'
2013-02-22 18:43:37 [INFO] [STDOUT] MapWriter: recreating zoom levels for region image '-1.-3.png'
2013-02-22 18:43:37 [INFO] [STDOUT] MapWriter: recreating zoom levels for region image '-1.-4.png'
2013-02-22 18:43:37 [INFO] [STDOUT] MapWriter: recreating zoom levels for region image '-1.-5.png'
2013-02-22 18:43:37 [INFO] [STDOUT] MapWriter: recreating zoom levels for region image '-1.-6.png'
2013-02-22 18:43:37 [INFO] [STDOUT] MapWriter: recreating zoom levels for region image '-1.-7.png'
2013-02-22 18:43:38 [INFO] [STDOUT] MapWriter: recreating zoom levels for region image '-1.0.png'
2013-02-22 18:43:38 [INFO] [STDOUT] MapWriter: recreating zoom levels for region image '-1.1.png'
2013-02-22 18:43:38 [INFO] [STDOUT] MapWriter: recreating zoom levels for region image '-1.2.png'
2013-02-22 18:43:38 [INFO] [STDOUT] MapWriter: recreating zoom levels for region image '-1.3.png'
2013-02-22 18:43:38 [INFO] [STDERR] t: Updating screen events
2013-02-22 18:43:38 [INFO] [STDERR] at net.minecraft.client.Minecraft.l(Minecraft.java:1518)
2013-02-22 18:43:38 [INFO] [STDERR] at net.minecraft.client.Minecraft.J(Minecraft.java:846)
2013-02-22 18:43:38 [INFO] [STDERR] at net.minecraft.client.Minecraft.run(Minecraft.java:771)
2013-02-22 18:43:38 [INFO] [STDERR] at java.lang.Thread.run(Unknown Source)
2013-02-22 18:43:38 [INFO] [STDERR] Caused by: java.lang.IndexOutOfBoundsException
2013-02-22 18:43:38 [INFO] [STDERR] at java.io.RandomAccessFile.readBytes(Native Method)
2013-02-22 18:43:38 [INFO] [STDERR] at java.io.RandomAccessFile.read(Unknown Source)
2013-02-22 18:43:38 [INFO] [STDERR] at javax.imageio.stream.FileImageInputStream.read(Unknown Source)
2013-02-22 18:43:38 [INFO] [STDERR] at com.sun.imageio.plugins.common.SubImageInputStream.read(Unknown Source)
2013-02-22 18:43:38 [INFO] [STDERR] at com.sun.imageio.plugins.common.InputStreamAdapter.read(Unknown Source)
2013-02-22 18:43:38 [INFO] [STDERR] at java.io.SequenceInputStream.read(Unknown Source)
2013-02-22 18:43:38 [INFO] [STDERR] at java.io.SequenceInputStream.read(Unknown Source)
2013-02-22 18:43:38 [INFO] [STDERR] at java.util.zip.InflaterInputStream.fill(Unknown Source)
2013-02-22 18:43:38 [INFO] [STDERR] at java.util.zip.InflaterInputStream.read(Unknown Source)
2013-02-22 18:43:38 [INFO] [STDERR] at java.io.BufferedInputStream.fill(Unknown Source)
2013-02-22 18:43:38 [INFO] [STDERR] at java.io.BufferedInputStream.read1(Unknown Source)
2013-02-22 18:43:38 [INFO] [STDERR] at java.io.BufferedInputStream.read(Unknown Source)
2013-02-22 18:43:38 [INFO] [STDERR] at java.io.DataInputStream.readFully(Unknown Source)
2013-02-22 18:43:38 [INFO] [STDERR] at com.sun.imageio.plugins.png.PNGImageReader.decodePass(Unknown Source)
2013-02-22 18:43:38 [INFO] [STDERR] at com.sun.imageio.plugins.png.PNGImageReader.decodeImage(Unknown Source)
2013-02-22 18:43:38 [INFO] [STDERR] at com.sun.imageio.plugins.png.PNGImageReader.readImage(Unknown Source)
2013-02-22 18:43:38 [INFO] [STDERR] at com.sun.imageio.plugins.png.PNGImageReader.read(Unknown Source)
2013-02-22 18:43:38 [INFO] [STDERR] at javax.imageio.ImageIO.read(Unknown Source)
2013-02-22 18:43:38 [INFO] [STDERR] at javax.imageio.ImageIO.read(Unknown Source)
2013-02-22 18:43:38 [INFO] [STDERR] at mapwriter.client.MapWriterRegion.readImage(MapWriterRegion.java:95)
2013-02-22 18:43:38 [INFO] [STDERR] at mapwriter.client.MapWriterRegionManager.recreateRegionFileZoomLevels(MapWriterRegionManager.java:80)
2013-02-22 18:43:38 [INFO] [STDERR] at mapwriter.client.MapWriterRegionManager.recreateAllZoomLevels(MapWriterRegionManager.java:115)
2013-02-22 18:43:38 [INFO] [STDERR] at mapwriter.client.MapWriterGui.a(MapWriterGui.java:343)
2013-02-22 18:43:38 [INFO] [STDERR] at aul.n(SourceFile:153)
2013-02-22 18:43:38 [INFO] [STDERR] at aul.m(SourceFile:115)
2013-02-22 18:43:38 [INFO] [STDERR] at net.minecraft.client.Minecraft.l(Minecraft.java:1511)
2013-02-22 18:43:38 [INFO] [STDERR] ... 3 more
2013-02-22 18:43:48 [INFO] [STDOUT] Stopping!
Those screenshots (on the front page) look beautiful! Thanks again for making this, and for being open to so many suggestions. I can't wait until I can try the update myself!
Edit:
Got some time to toy around with it! These aren't exactly bugs, but I figure I may as well flag them.
Observations:
Right clicking a marker when it is not selected attempts to make a new marker on the same spot.
The default change marker hotkey (',') does not work in GUI mode.
The help menu does not state that pageup and pagedown will zoom in and out in GUI mode.
The black box which gives marker info in GUI mode does not fit names over 16 characters properly.
Saving a PNG of the world should probably have a confirm option in case of accidental keypress. (as much as I doubt someone would accidentally hit the key).
Mapwriter.cfg is generated empty in the configs folder.
Markers are stored in a file called 'Mapwriter.cfg' in the respective maps folder. Perhaps this should be renamed to markers or waypoints?
The data folder in the map folder seems to be unused. (for MP maps)
With the introduction of using the mousewheel over a marker to change it's color, the keyboard option could be used to bring up a color wheel or sliders to choose a custom color.
Panning the map in minimap mode does not work anymore.
Double clicking on a marker could be another way to teleport there.
If I find anything else I'll let you know
Edit 2:
Almost forgot a suggestion for if you decide to make the server side modification of this:
A player tracker, (configurable, of course, options for [DISABLED /OPS / ALL_PLAYERS])
Edit 3:
Crashes when regenerating zoom levels.
2013-02-22 18:43:37 [INFO] [STDOUT] MapWriter: recreating zoom levels for all regions
2013-02-22 18:43:37 [INFO] [STDOUT] MapWriter: recreating zoom levels for region image '-1.-1.png'
2013-02-22 18:43:37 [INFO] [STDOUT] MapWriter: recreating zoom levels for region image '-1.-2.png'
2013-02-22 18:43:37 [INFO] [STDOUT] MapWriter: recreating zoom levels for region image '-1.-3.png'
2013-02-22 18:43:37 [INFO] [STDOUT] MapWriter: recreating zoom levels for region image '-1.-4.png'
2013-02-22 18:43:37 [INFO] [STDOUT] MapWriter: recreating zoom levels for region image '-1.-5.png'
2013-02-22 18:43:37 [INFO] [STDOUT] MapWriter: recreating zoom levels for region image '-1.-6.png'
2013-02-22 18:43:37 [INFO] [STDOUT] MapWriter: recreating zoom levels for region image '-1.-7.png'
2013-02-22 18:43:38 [INFO] [STDOUT] MapWriter: recreating zoom levels for region image '-1.0.png'
2013-02-22 18:43:38 [INFO] [STDOUT] MapWriter: recreating zoom levels for region image '-1.1.png'
2013-02-22 18:43:38 [INFO] [STDOUT] MapWriter: recreating zoom levels for region image '-1.2.png'
2013-02-22 18:43:38 [INFO] [STDOUT] MapWriter: recreating zoom levels for region image '-1.3.png'
2013-02-22 18:43:38 [INFO] [STDERR] t: Updating screen events
2013-02-22 18:43:38 [INFO] [STDERR] at net.minecraft.client.Minecraft.l(Minecraft.java:1518)
2013-02-22 18:43:38 [INFO] [STDERR] at net.minecraft.client.Minecraft.J(Minecraft.java:846)
2013-02-22 18:43:38 [INFO] [STDERR] at net.minecraft.client.Minecraft.run(Minecraft.java:771)
2013-02-22 18:43:38 [INFO] [STDERR] at java.lang.Thread.run(Unknown Source)
2013-02-22 18:43:38 [INFO] [STDERR] Caused by: java.lang.IndexOutOfBoundsException
2013-02-22 18:43:38 [INFO] [STDERR] at java.io.RandomAccessFile.readBytes(Native Method)
2013-02-22 18:43:38 [INFO] [STDERR] at java.io.RandomAccessFile.read(Unknown Source)
2013-02-22 18:43:38 [INFO] [STDERR] at javax.imageio.stream.FileImageInputStream.read(Unknown Source)
2013-02-22 18:43:38 [INFO] [STDERR] at com.sun.imageio.plugins.common.SubImageInputStream.read(Unknown Source)
2013-02-22 18:43:38 [INFO] [STDERR] at com.sun.imageio.plugins.common.InputStreamAdapter.read(Unknown Source)
2013-02-22 18:43:38 [INFO] [STDERR] at java.io.SequenceInputStream.read(Unknown Source)
2013-02-22 18:43:38 [INFO] [STDERR] at java.io.SequenceInputStream.read(Unknown Source)
2013-02-22 18:43:38 [INFO] [STDERR] at java.util.zip.InflaterInputStream.fill(Unknown Source)
2013-02-22 18:43:38 [INFO] [STDERR] at java.util.zip.InflaterInputStream.read(Unknown Source)
2013-02-22 18:43:38 [INFO] [STDERR] at java.io.BufferedInputStream.fill(Unknown Source)
2013-02-22 18:43:38 [INFO] [STDERR] at java.io.BufferedInputStream.read1(Unknown Source)
2013-02-22 18:43:38 [INFO] [STDERR] at java.io.BufferedInputStream.read(Unknown Source)
2013-02-22 18:43:38 [INFO] [STDERR] at java.io.DataInputStream.readFully(Unknown Source)
2013-02-22 18:43:38 [INFO] [STDERR] at com.sun.imageio.plugins.png.PNGImageReader.decodePass(Unknown Source)
2013-02-22 18:43:38 [INFO] [STDERR] at com.sun.imageio.plugins.png.PNGImageReader.decodeImage(Unknown Source)
2013-02-22 18:43:38 [INFO] [STDERR] at com.sun.imageio.plugins.png.PNGImageReader.readImage(Unknown Source)
2013-02-22 18:43:38 [INFO] [STDERR] at com.sun.imageio.plugins.png.PNGImageReader.read(Unknown Source)
2013-02-22 18:43:38 [INFO] [STDERR] at javax.imageio.ImageIO.read(Unknown Source)
2013-02-22 18:43:38 [INFO] [STDERR] at javax.imageio.ImageIO.read(Unknown Source)
2013-02-22 18:43:38 [INFO] [STDERR] at mapwriter.client.MapWriterRegion.readImage(MapWriterRegion.java:95)
2013-02-22 18:43:38 [INFO] [STDERR] at mapwriter.client.MapWriterRegionManager.recreateRegionFileZoomLevels(MapWriterRegionManager.java:80)
2013-02-22 18:43:38 [INFO] [STDERR] at mapwriter.client.MapWriterRegionManager.recreateAllZoomLevels(MapWriterRegionManager.java:115)
2013-02-22 18:43:38 [INFO] [STDERR] at mapwriter.client.MapWriterGui.a(MapWriterGui.java:343)
2013-02-22 18:43:38 [INFO] [STDERR] at aul.n(SourceFile:153)
2013-02-22 18:43:38 [INFO] [STDERR] at aul.m(SourceFile:115)
2013-02-22 18:43:38 [INFO] [STDERR] at net.minecraft.client.Minecraft.l(Minecraft.java:1511)
2013-02-22 18:43:38 [INFO] [STDERR] ... 3 more
2013-02-22 18:43:48 [INFO] [STDOUT] Stopping!
Right clicking a marker when it is not selected attempts to make a new marker on the same spot.
The default change marker hotkey (',') does not work in GUI mode.
The help menu does not state that pageup and pagedown will zoom in and out in GUI mode.
The black box which gives marker info in GUI mode does not fit names over 16 characters properly.
I will fix these issues in the next update.
Mapwriter.cfg is generated empty in the configs folder.
Is that when you open Minecraft and close it without entering a world? The default sections are only generated when the mini map is first displayed in game.
Markers are stored in a file called 'Mapwriter.cfg' in the respective maps folder. Perhaps this should be renamed to markers or waypoints?
I named it 'MapWriter.cfg' so that in the future if world specific data other than markers needed to be saved I could add it there.
The data folder in the map folder seems to be unused. (for MP maps)
The data folder is created by the game automatically when chunks are saved in Anvil format. It is unused because MapWriter only saves the block data. NPC village information and other data usually stored in that folder is not saved.
With the introduction of using the mousewheel over a marker to change it's color, the keyboard option could be used to bring up a color wheel or sliders to choose a custom color.
Good idea, but too much work at the moment for the increase in functionality it would provide.
Panning the map in minimap mode does not work anymore.
That was intentional actually. I figured that when you are moving around in game there would be little need to pan the map away from the players position. Plus it reduces the number of keys that MapWriter reserves.
Double clicking on a marker could be another way to teleport there.
Another good idea. I would just be worried about players attempting to move a marker and accidentally double clicking it. Especially if the marker is in the sky and they fall to their deaths.
Crashes when regenerating zoom levels.
Doh! I messed up. The zoom level recreation code reads the image files in the main thread, while all other image reads and writes are in the background thread. That's just asking for race conditions!
Is that when you open Minecraft and close it without entering a world? The default sections are only generated when the mini map is first displayed in game.
I just checked it again, it seemed to populate it when the game was closed.
Hey, great mod! Looked through other map mods and it seems like this is the only one that actually saves the map you explored. A couple things, I'm not sure if they've been mentioned.
I noticed a lot of the times my waypoints and waypoint groups don't get saved between sessions. Sometimes only some of the new waypoints get saved. Not sure why this is, sorry if I couldn't be more descriptive.
Another thing is I'd love to be able to save the "infrared" map (forgot the name for it) at the current elevation level. Or at least to be able to zoom out on it. I have a pretty extensive branch mine network running on one elevation level right now and I'd love to see a full version of it.
Again, thanks for the great mod!
Edit: It appears my noob self is still using the older version (1.2.8) I installed it a few days ago and after using it decided to provide some feedback but it looks like you released 1.3 since then, so some of my concerns may have already been addressed.
Just a bug fix release this time:
- Fixed crash on zoom level recreation due to concurrent file IO in different
threads.
- Fixed crash upon selecting delete world after a death in hardcore mode.
- Mouseover box in GUI now scales with marker name length.
- Added help description for Page Up and Page Down keys.
- Right clicking a non selected marker now no longer creates a new marker on top
of the old marker.
- Fixed large map borders not being configurable.
Still no joy getting MapWriter to work properly on Multiverse servers though.
Hey, great mod! Looked through other map mods and it seems like this is the only one that actually saves the map you explored. A couple things, I'm not sure if they've been mentioned.
I noticed a lot of the times my waypoints and waypoint groups don't get saved between sessions. Sometimes only some of the new waypoints get saved. Not sure why this is, sorry if I couldn't be more descriptive.
Another thing is I'd love to be able to save the "infrared" map (forgot the name for it) at the current elevation level. Or at least to be able to zoom out on it. I have a pretty extensive branch mine network running on one elevation level right now and I'd love to see a full version of it.
Again, thanks for the great mod!
Edit: It appears my noob self is still using the older version (1.2.8) I installed it a few days ago and after using it decided to provide some feedback but it looks like you released 1.3 since then, so some of my concerns may have already been addressed.
There was a 1.2.8 version uploaded for a few hours that wasn't updating the old version markers properly.
So hopefully the markers will work correctly for you in 1.3.
I deliberately made the underground map mode short range only so that it doesn't feel too much like a cheat.
In the future I want to replace it with a proper underground map that can show all the caves you have explored (but not the caves you haven't). I think this would be much better as it would allow you to track your progress as you explore underground cave systems.
This is a great minimap mod, I use it over Rei's, there's just 2 things that I think it's missing. The ability to see other players in multiplayer (Could care less about mobs) and a death waypoint for when you die.
This is a great minimap mod, I use it over Rei's, there's just 2 things that I think it's missing. The ability to see other players in multiplayer (Could care less about mobs) and a death waypoint for when you die.
I'm glad you like the mod!
There have been death waypoints in MapWriter since version 1.2.6.
I probably won't be adding the ability to see other players on the map any time soon. With the mod being open source, any measure I put in to let server admins restrict the ability could be easily countered.
I deliberately made the underground map mode short range only so that it doesn't feel too much like a cheat.
In the future I want to replace it with a proper underground map that can show all the caves you have explored (but not the caves you haven't). I think this would be much better as it would allow you to track your progress as you explore underground cave systems.
I deliberately made the underground map mode short range only so that it doesn't feel too much like a cheat.
In the future I want to replace it with a proper underground map that can show all the caves you have explored (but not the caves you haven't). I think this would be much better as it would allow you to track your progress as you explore underground cave systems.
Ah I see. It's not a problem on the server I play on as it has anti-xray which spawns rare ores everywhere that you haven't mined yet, and despawns them as soon as they become visible so the mod couldn't be used to find rare ores anyway but I guess not all servers have that. Looking forward to the update to underground maps.
Feature Request:
1. Be able to disable teleporting via config.
2. Use colors of user's texture pack as map colors.
3. Implement a "Soften" feature like Rei's. Less noise and easier on the eyes.
If those three things are remedied, I will personally recommend this to all my friends who use Rei's minimap! Amazing mod and keep up the great work
so, I was wondering if this minimap has multiworld support when I am on a server? Like, if it would recognize which world I was in and automatically show the right waypoints.
Feature Request:
1. Be able to disable teleporting via config.
2. Use colors of user's texture pack as map colors.
3. Implement a "Soften" feature like Rei's. Less noise and easier on the eyes.
If those three things are remedied, I will personally recommend this to all my friends who use Rei's minimap! Amazing mod and keep up the great work
1. Be able to disable teleporting via config.
Sure i'll add an option in the config.
Is this to make certain you don't accidentally try to teleport on a multiplayer server?
At the moment you can unbind the teleport to marker key. Then you only have to worry about not
pressing 't' in the map GUI.
2. Use colors of user's texture pack as map colors.
I'm working on this at the moment. I might have to change how the explored regions are saved on disk
so that when you change texture pack, you don't have to re-explore the whole world to update the
colours.
3. Implement a "Soften" feature like Rei's. Less noise and easier on the eyes.
Ok, only requires changes to a couple of lines of code. I'll add a config option for this.
It gets quite blurry when you are zoomed in though.
so, I was wondering if this minimap has multiworld support when I am on a server? Like, if it would recognize which world I was in and automatically show the right waypoints.
No I haven't yet found a good way for the mod to tell two different worlds apart on a multiworld server.
My best idea so far is to use the bedrock blocks of each chunk and the chunks position as a signature to decide which world is which. The advantages of using the bedrock blocks is that they are unlikely to change, and are usually different for each chunk. It would be very unlikely for two chunks at the same coordinates in different worlds to have the exact same bedrock configuration.
This method would only work if you enter each world at a point that you have already explored. Otherwise the mod would have no chunks to compare against and would have to assume that the world you entered is a new world.
So in short, I want to support multiworld servers, but don't know how.
How would I go about adding blocks from mods to the minimap? I tried to add marble from redpower (block ID 255 so FF in hex) but it just shows up as transparent on the minimap?
How would I go about adding blocks from mods to the minimap? I tried to add marble from redpower (block ID 255 so FF in hex) but it just shows up as transparent on the minimap?
Can you post the exact line you added to the config file?
If you wanted to make a block with ID 255 appear light grey you would add the line:
S:0ff=ffc0c0c0
The colour code is 8 hex characters long, the first two hex characters are the alpha channel.
For opaque blocks the first two characters should be 'ff' (for 100% opacity) followed by the 6 digit hex colour code (like you would use in a web page).
If you use only the 6 digit colour code the block will be transparent, as the alpha channel would be 00.
1. Be able to disable teleporting via config.
Sure i'll add an option in the config.
Is this to make certain you don't accidentally try to teleport on a multiplayer server?
At the moment you can unbind the teleport to marker key. Then you only have to worry about not
pressing 't' in the map GUI.
2. Use colors of user's texture pack as map colors.
I'm working on this at the moment. I might have to change how the explored regions are saved on disk
so that when you change texture pack, you don't have to re-explore the whole world to update the
colours.
3. Implement a "Soften" feature like Rei's. Less noise and easier on the eyes.
Ok, only requires changes to a couple of lines of code. I'll add a config option for this.
It gets quite blurry when you are zoomed in though.
1. No, I just don't trust myself to not use the ability if I'm stuck in my mines
2. Is it possible to just add a sort of overlay-on-save sort of thing in order to do that?
3. Possibly dynamically reduce the blur on zoom in?
No I haven't yet found a good way for the mod to tell two different worlds apart on a multiworld server.
My best idea so far is to use the bedrock blocks of each chunk and the chunks position as a signature to decide which world is which. The advantages of using the bedrock blocks is that they are unlikely to change, and are usually different for each chunk. It would be very unlikely for two chunks at the same coordinates in different worlds to have the exact same bedrock configuration.
This method would only work if you enter each world at a point that you have already explored. Otherwise the mod would have no chunks to compare against and would have to assume that the world you entered is a new world.
So in short, I want to support multiworld servers, but don't know how.
Couldn't you use the dimension ID to save the data under different headings?
2. Is it possible to just add a sort of overlay-on-save sort of thing in order to do that?
Not sure what you mean by overlay-on-save, but the problem is that currently only the final block colours are saved, not the block ID used to produce that colour. It isn't possible to get the original block ID from the colour as some block ID's map to the same colour. This means that when you change the colour of a block ID the mod can't update the entire map as it doesn't know which block ID produced which colour.
3. Possibly dynamically reduce the blur on zoom in?
Yeah, I'll just have to stop the 'softening' after you zoom past a certain point ('softening' is really just switching the texture scaling filter from nearest pixel to bilinear).
Couldn't you use the dimension ID to save the data under different headings?
No the dimension ID is always 0 for overworlds, -1 for nether worlds, and 1 for end worlds. If there are multiple overworlds on the server, they will all have a dimension ID of 0.
Minecraft used to send the world seed number to the client which would have made supporting multi-world servers simple, but it doesn't anymore.
No the dimension ID is always 0 for overworlds, -1 for nether worlds, and 1 for end worlds. If there are multiple overworlds on the server, they will all have a dimension ID of 0.
Minecraft used to send the world seed number to the client which would have made supporting multi-world servers simple, but it doesn't anymore.
Ah, I assume you are speaking of bukkit servers then. I thought they were referring to Mystcraft, which has separate dimension IDs.
As for the map saving; wouldn't it just be easier to code something that used the in-game renderer (the one that adds custom texture support to the map) and then have it basically take a big screenshot of it i the background? That way whenever someone pressed M for saving it, you could invisibly pull up the whole map and save it using the in game pre-coded texture support. I might be terribly wrong, since I'm only a beginner at coding. If I am tell me how though
As for the map saving; wouldn't it just be easier to code something that used the in-game renderer (the one that adds custom texture support to the map) and then have it basically take a big screenshot of it i the background? That way whenever someone pressed M for saving it, you could invisibly pull up the whole map and save it using the in game pre-coded texture support. I might be terribly wrong, since I'm only a beginner at coding. If I am tell me how though
So you mean render the world from a top-down perspective in 3D and use that as the map image?
It might be possible... at least it is possible to change the perspective and to render to a framebuffer object (though I don't know how much base code would need to be modified).
A couple of difficulties would be making the lighting consistent and correcting the 3D perspective projection. Otherwise blocks directly beneath the viewpoint would appear larger and blocks at the edges would appear stretched.
I think it would be a lot more work than just getting the custom texture and generating a block colour from it.
Edit:
I may have missed the main point, you definitely can't render the entire world at once. The client only has access to chunks in a certain area around the player's position. So this would still not solve the problem of updating the map colours for areas away from the player.
I'm just going to make the mod save the block ID's rather than the generated pixel colours for each map image. Then the colours can be calculated at run-time from the user's custom texture pack.
This way will also allow users to share maps and have the map display the correct colours for each user depending on their texture pack.
Edit 2:
I've just discovered that you can change the GL projection mode from perspective to orthogonal to fix the 3D perspective distortion.
Can you post the exact line you added to the config file?
If you wanted to make a block with ID 255 appear light grey you would add the line:
S:0ff=ffc0c0c0
The colour code is 8 hex characters long, the first two hex characters are the alpha channel.
For opaque blocks the first two characters should be 'ff' (for 100% opacity) followed by the 6 digit hex colour code (like you would use in a web page).
If you use only the 6 digit colour code the block will be transparent, as the alpha channel would be 00.
blockcolour {
S:0FF=ffffffff
}
Also is it possible to add blocks with a data value? 255:1, 255:2 etc?
So you mean render the world from a top-down perspective in 3D and use that as the map image?
It might be possible... at least it is possible to change the perspective and to render to a framebuffer object (though I don't know how much base code would need to be modified).
A couple of difficulties would be making the lighting consistent and correcting the 3D perspective projection. Otherwise blocks directly beneath the viewpoint would appear larger and blocks at the edges would appear stretched.
I think it would be a lot more work than just getting the custom texture and generating a block colour from it.
Edit:
I may have missed the main point, you definitely can't render the entire world at once. The client only has access to chunks in a certain area around the player's position. So this would still not solve the problem of updating the map colours for areas away from the player.
I'm just going to make the mod save the block ID's rather than the generated pixel colours for each map image. Then the colours can be calculated at run-time from the user's custom texture pack.
This way will also allow users to share maps and have the map display the correct colours for each user depending on their texture pack.
Edit 2:
I've just discovered that you can change the GL projection mode from perspective to orthogonal to fix the 3D perspective distortion.
I actually meant render mapwriter's map in full. That way if you get in-game texture pack colors to work, you could have the map-saving aspect work as well.
Edit:
Got some time to toy around with it! These aren't exactly bugs, but I figure I may as well flag them.
Observations:
Edit 2:
Almost forgot a suggestion for if you decide to make the server side modification of this:
Crashes when regenerating zoom levels.
Doh! I messed up. The zoom level recreation code reads the image files in the main thread, while all other image reads and writes are in the background thread. That's just asking for race conditions!
I'll fix this in the next version.
I just checked it again, it seemed to populate it when the game was closed.
I noticed a lot of the times my waypoints and waypoint groups don't get saved between sessions. Sometimes only some of the new waypoints get saved. Not sure why this is, sorry if I couldn't be more descriptive.
Another thing is I'd love to be able to save the "infrared" map (forgot the name for it) at the current elevation level. Or at least to be able to zoom out on it. I have a pretty extensive branch mine network running on one elevation level right now and I'd love to see a full version of it.
Again, thanks for the great mod!
Edit: It appears my noob self is still using the older version (1.2.8) I installed it a few days ago and after using it decided to provide some feedback but it looks like you released 1.3 since then, so some of my concerns may have already been addressed.
Just a bug fix release this time:
- Fixed crash on zoom level recreation due to concurrent file IO in different
threads.
- Fixed crash upon selecting delete world after a death in hardcore mode.
- Mouseover box in GUI now scales with marker name length.
- Added help description for Page Up and Page Down keys.
- Right clicking a non selected marker now no longer creates a new marker on top
of the old marker.
- Fixed large map borders not being configurable.
Still no joy getting MapWriter to work properly on Multiverse servers though.
There was a 1.2.8 version uploaded for a few hours that wasn't updating the old version markers properly.
So hopefully the markers will work correctly for you in 1.3.
I deliberately made the underground map mode short range only so that it doesn't feel too much like a cheat.
In the future I want to replace it with a proper underground map that can show all the caves you have explored (but not the caves you haven't). I think this would be much better as it would allow you to track your progress as you explore underground cave systems.
I'm glad you like the mod!
There have been death waypoints in MapWriter since version 1.2.6.
I probably won't be adding the ability to see other players on the map any time soon. With the mod being open source, any measure I put in to let server admins restrict the ability could be easily countered.
Really looking forwards to this!
Ah I see. It's not a problem on the server I play on as it has anti-xray which spawns rare ores everywhere that you haven't mined yet, and despawns them as soon as they become visible so the mod couldn't be used to find rare ores anyway but I guess not all servers have that. Looking forward to the update to underground maps.
1. Be able to disable teleporting via config.
2. Use colors of user's texture pack as map colors.
3. Implement a "Soften" feature like Rei's. Less noise and easier on the eyes.
If those three things are remedied, I will personally recommend this to all my friends who use Rei's minimap! Amazing mod and keep up the great work
1. Be able to disable teleporting via config.
Sure i'll add an option in the config.
Is this to make certain you don't accidentally try to teleport on a multiplayer server?
At the moment you can unbind the teleport to marker key. Then you only have to worry about not
pressing 't' in the map GUI.
2. Use colors of user's texture pack as map colors.
I'm working on this at the moment. I might have to change how the explored regions are saved on disk
so that when you change texture pack, you don't have to re-explore the whole world to update the
colours.
3. Implement a "Soften" feature like Rei's. Less noise and easier on the eyes.
Ok, only requires changes to a couple of lines of code. I'll add a config option for this.
It gets quite blurry when you are zoomed in though.
No I haven't yet found a good way for the mod to tell two different worlds apart on a multiworld server.
My best idea so far is to use the bedrock blocks of each chunk and the chunks position as a signature to decide which world is which. The advantages of using the bedrock blocks is that they are unlikely to change, and are usually different for each chunk. It would be very unlikely for two chunks at the same coordinates in different worlds to have the exact same bedrock configuration.
This method would only work if you enter each world at a point that you have already explored. Otherwise the mod would have no chunks to compare against and would have to assume that the world you entered is a new world.
So in short, I want to support multiworld servers, but don't know how.
Can you post the exact line you added to the config file?
If you wanted to make a block with ID 255 appear light grey you would add the line:
S:0ff=ffc0c0c0
The colour code is 8 hex characters long, the first two hex characters are the alpha channel.
For opaque blocks the first two characters should be 'ff' (for 100% opacity) followed by the 6 digit hex colour code (like you would use in a web page).
If you use only the 6 digit colour code the block will be transparent, as the alpha channel would be 00.
1. No, I just don't trust myself to not use the ability if I'm stuck in my mines
2. Is it possible to just add a sort of overlay-on-save sort of thing in order to do that?
3. Possibly dynamically reduce the blur on zoom in?
Couldn't you use the dimension ID to save the data under different headings?
Not sure what you mean by overlay-on-save, but the problem is that currently only the final block colours are saved, not the block ID used to produce that colour. It isn't possible to get the original block ID from the colour as some block ID's map to the same colour. This means that when you change the colour of a block ID the mod can't update the entire map as it doesn't know which block ID produced which colour.
Yeah, I'll just have to stop the 'softening' after you zoom past a certain point ('softening' is really just switching the texture scaling filter from nearest pixel to bilinear).
No the dimension ID is always 0 for overworlds, -1 for nether worlds, and 1 for end worlds. If there are multiple overworlds on the server, they will all have a dimension ID of 0.
Minecraft used to send the world seed number to the client which would have made supporting multi-world servers simple, but it doesn't anymore.
Ah, I assume you are speaking of bukkit servers then. I thought they were referring to Mystcraft, which has separate dimension IDs.
As for the map saving; wouldn't it just be easier to code something that used the in-game renderer (the one that adds custom texture support to the map) and then have it basically take a big screenshot of it i the background? That way whenever someone pressed M for saving it, you could invisibly pull up the whole map and save it using the in game pre-coded texture support. I might be terribly wrong, since I'm only a beginner at coding. If I am tell me how though
Yes, I was referring to bukkit servers running Multiverse or World Portal.
So you mean render the world from a top-down perspective in 3D and use that as the map image?
It might be possible... at least it is possible to change the perspective and to render to a framebuffer object (though I don't know how much base code would need to be modified).
A couple of difficulties would be making the lighting consistent and correcting the 3D perspective projection. Otherwise blocks directly beneath the viewpoint would appear larger and blocks at the edges would appear stretched.
I think it would be a lot more work than just getting the custom texture and generating a block colour from it.
Edit:
I may have missed the main point, you definitely can't render the entire world at once. The client only has access to chunks in a certain area around the player's position. So this would still not solve the problem of updating the map colours for areas away from the player.
I'm just going to make the mod save the block ID's rather than the generated pixel colours for each map image. Then the colours can be calculated at run-time from the user's custom texture pack.
This way will also allow users to share maps and have the map display the correct colours for each user depending on their texture pack.
Edit 2:
I've just discovered that you can change the GL projection mode from perspective to orthogonal to fix the 3D perspective distortion.
Also is it possible to add blocks with a data value? 255:1, 255:2 etc?
I actually meant render mapwriter's map in full. That way if you get in-game texture pack colors to work, you could have the map-saving aspect work as well.