Where you using 2.0 BC? from what i hear there is some incompatability between IC and BC 2.0 right now due to the introduction of the Minecraft Forge. Try it with an older version of BC
No i'm still using 1.6.6.4 but thanks, I actually found out the problems though. I set up a testing environment for 3 mods to use with cubic chunks: IC, BC and Planes mod.
I wanted to see if they would work with the cubic chunks mod so I started with each one individually.
IC was tested and I was able to get to the menu screen and I was able to join a game and rejoin.
Issues: IF you go above/below the regular height limit and leave thats when the crash happens with the endless "saving chunks"
BC was tested and it worked perfectly, no issues.
Planes had the same issues has IC
I found out that both IC and planes have conflicting class files with Cubic chunks. For IC it is fd.class and for planes it is px.class.
@Predator95:
1. "EDIT: Sorry but now there are two opportunities." Do you mean options?
2. Do the holes still re-create themselves? If they aren't at y ~= 0, they definitely shouldn't. I'm not surprised the terrain damage stays there (I said "back up your worlds" for a reason), but it should'nt re-create itself.
3. "But its great you made the saves smaller" Thanks. I definitely agree!
@kinnikinnick: I've added a really nice constructor to Chunk for converting a 16X16X<any power of 2> block array into ChunkCubes block arrays. Here's a fragment of the ChunkLoader code:
int len = 3;//the base-2-log of the number of ChunkCubes the array covers
if(blocks.length == 1 << 15)
{/*len=3;*/}
else if(blocks.length == 1 << 16)
{len=4;}
else if(blocks.length == 1 << 17)
{len=5;}
else if(blocks.length == 1 << 18)
{len=6;}
else if(blocks.length == 1 << 19)
{len=7;}
boolean isTerrainPopulated;
chunk = new Chunk(world, blocks, x, z, isTerrainPopulated, len);
Hope this helps.
@daedroug: Thanks. :biggrin.gif: I'm trying to make a CC / PTM merge in my spare time, but I don't really have the time to become the maintainer of PTM. Plus, I'm not that great at Chunk Generation...
@MineCrak:
1. Thanks.
2. If you directly play a YMod map, it will show you the "Converting World to Scaevolus' McRegion /n (This might take a while)" message. It will convert to CC McRegion, instead of Vanilla McRegion.
3. Precisely.
@daedroug: I hope someone writes it. I don't have the time. Sorry.
@MineCrak: "You Sir have hit it out of the park with v1.31!" Thank You.
Glad to hear the Converter works for CC transition. I didn't realize it doesn't work for Vanilla to YMod. I'm firing up Eclipse now. Thanks for testing.
Glad to hear CC V1.31 works well. :biggrin.gif:
Thanks for finding a way to make HDFix work. (Actually I think I saw a later Nadine post that could use that info...)
@Predator95: I've seen some lighting bugs myself. I'll try to make it more reliable, but if it eventually works itself out, it's not my top priority.
@creator4: You got it working later on, I'll comment there...
@MineCrak: RMob told me to tell you, "Glad to hear the space-mod patch works with V1.31. I like flying." :biggrin.gif:
@daedroug: (Thanks for helping :biggrin.gif: )
@MineCrak: Feel free to post an ideas, etc. Sounds cool, though I don't have time to help.
@nadine: In the bottom of post #440, MineCrak said to patch ModLoader, then CC, then HD Texture fix.
@creator4:
fd.class is World.java. I changed half of that class, for various reasons. CC needs it to function.
px.class is EntityRenderer.java. I modified that chiefly to try (unsuccesfully) to fix rain. Feel free to overwrite it.
@creator4: No, it doesn't actually change the skybox. Sorry.
@creator4: fd.class is World.java. I change half of that class. px.class is EntityRenderer.java. I modified that chiefly to try (unsuccesfully) to fix rain. Feel free to overwrite.
@creator4: No, it doesn't actually change the skybox. Sorry.
Ok thanks, will try to fix that tommorow morning. Though I did try to put fd.class from IC after cubic chunks and I still got the same errors.
@Robinton.. IC! Is this in your current OP release download? What function is this from?
I'm pretty sure the only problem I have right now is that the code is still translating the 65536/256 sized array as tho it's 32768/128..
I'm not positive though. Basically I've followed the instructions in Ryans letter to Notch and after changing the "codebase for « 11 and « 7, replace with « 12 and « 8 as necessary." I end up with a line (x or z axis) of blocks at ~y60 followed by a gap that reaches y0 then another ~y60 ect. I'll dig around in Chunk some more.
@Predator95: Yes, I would definitely like to have a copy of your world. The holes definitely shouldn't re-create themselves. I'm not sure what's up with that.
@creator4: Sorry I wasn't clear enough: "fd.class" is crucial to CC. "px.class" on the other hand, can be overwritten. I edited my earlier post to make that clear.
@kinnikinnick: What I gave you is a code fragment from ChunkLoader.java, which isn't in the released source code, but is in CC V1.31. The code is to show you more about Chunk's 5-argument constructor. The Ctor parses a newly generated / old save chunk block array into ChunkCubes. It also sets the thus created ChunkCubes's isTerrainPopulated field to the last boolean argument.
Also, it sounds as though you're right about the block data translation. Try using the 5-arg ctor thus:
byte[] data = new byte[1<<12];
int x, z;
new Chunk(data, x, z, false, 4);
Hey, i downloaded the volcano mod, modloader, and TMI, but my game crashes.
Is it updated to 1.7.3?
(Yes, i deleted META-INF)
~Edit
Nevermind, i derped.
COULD you update it? it looks awesome.
Ok thanks, will try to fix that tommorow morning. Though I did try to put fd.class from IC after cubic chunks and I still got the same errors.
Thanks!
It would be cool if it changed the sky though =)
If i remmember correctly the FD class from IC is only neccessary if you insist on using teleporters.
As such you should be able to overwrite it with the CC fd.class without too much issues, so long as you don't use teleporters.
On a side note the change that IC makes to the FD.class is only 1 line if you wanted to make a merged class i doubt it would be hard.
@Primus: limits(512,1024,2048) are coming right up. I'm going to fix the BiomeTerrainMod to read the ini and let uses set the height they want. On a side note, the mountains in my neighborhood are ~2000-3000 meters... sooo.. real sized mountains may not be that far away??
@Robinton: I'm going to work on making the terrain generate in 3D soon I guess.. Man, it seems intimidating for some reason, but I'm sure I can do it. Are you going to implement compressed far off chunks soon? That's what I'd like to see most now. SMP will be nice but compressed chunks will be amazing!
@creator4: Sorry I wasn't clear enough: "fd.class" is crucial to CC. "px.class" on the other hand, can be overwritten. I edited my earlier post to make that clear.
Ok, that would explain the bugs earlier =)
I'm gonna try your solution, I've already talked to alblaka(Creator of IC) about it and he told me to overwrite fd.class because it isn't important to him. Still got those bugs but I'll figure it out.
If i remmember correctly the FD class from IC is only neccessary if you insist on using teleporters.
As such you should be able to overwrite it with the CC fd.class without too much issues, so long as you don't use teleporters.
On a side note the change that IC makes to the FD.class is only 1 line if you wanted to make a merged class i doubt it would be hard.
Yeah I was thinking about that. Is there any way to do this without getting the source code? I got a decompiler to read the codes but they seem exactly the same. I would put up the two codes but I don't think I can do that without getting in trouble
@Robinton: I'm going to work on making the terrain generate in 3D soon I guess.. Man, it seems intimidating for some reason, but I'm sure I can do it. Are you going to implement compressed far off chunks soon? That's what I'd like to see most now. SMP will be nice but compressed chunks will be amazing!
Yeah Compressed chunks is what I'd like to see. It would let you actually SEE the world! Even if it is compressed down, I think that would be so epic.
OK here's an update on the situation. I decided to remove px.class altogether from cubic chunks and run it to see what happens. I took a fresh vanilla jar and put only modloader and CC in it. I did not add px.class into it either.
When I ran the game and started a new world, it loaded up and immediately went to "saving chunks".
update: just removed fd.class from IC and ran it. It works great and runs fine.
I'm now going to add cubic chunks and see what happens.
Ok IC and CC are running together, Huge lag spikes though. Gonna build a tower above the height limit to see what happens
Alright at 150 left and rejoined and no saving chunks error!
Sucess!
EDIT: I entered a previous IC world and did the same procedure as above but I got the saving chunks error.
Post note: Robinton are you sure that px.class is not needed?
@MineCrak: RMob told me to tell you, "Glad to hear the space-mod patch works with V1.31. I like flying." :biggrin.gif: @MineCrak: Feel free to post an ideas, etc. Sounds cool, though I don't have time to help.
Thanks! Plus the lower gravity is the only chance I have to keep ahead of RMob! :biggrin.gif:
Are you going to implement compressed far off chunks soon? That's what I'd like to see most now. SMP will be nice but compressed chunks will be amazing!
Yeah Compressed chunks is what I'd like to see. It would let you actually SEE the world! Even if it is compressed down, I think that would be so epic.
As always; I completely AGREE with this! I'm really looking forward to that feature. :smile.gif:
btw: kinnikinnick: Congrats on your success with the Terrain Gen!!! Those pics are Insane!! I want a full-color print of that last pic on my wall!!!! :biggrin.gif:
About the Cart Mod I mentioned yesterday. I've tested a pre-alpha version and it works! Two problems though are that it can't keep up with the player, keeps falling behind, and it can't be pulled back uphill even on one-block inclines although it can be pulled downhill. If these two things could be fixed I think it would be pretty much done! If anyone knows enough about the classes that would affect these factors then I'm sure jordanske would appreciate any input. Thanks! Below are a couple of cart pics:
Rollback Post to RevisionRollBack
- 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.
@kinnikinnick: You might want to try using the 5-argument ctor directly, it looks like your code modifies Chunk, which might not be wise...
@kinnikinnick: Cool! It's a zebra world! :biggrin.gif:
@levilee207: The topic poll has an "integrate / update VolcanoMod" option. The more people vote on that, the faster I'll work on VolcanoMod.
@kinnikinnick: My first thought is to put the Global Variables in ChunkProviderGenerate, but feel free to put them wherever you want.
@Primius: "Impressive" Seconded.
@daedroug: Do you know what the 1-line change is? I could integrate it if I knew what it is.
@kinnikinnick: Thanks for your gen work. *DBlock* !
3D Terrain Gen seems intimidating to me too...
Well, an extremely optimistic estimate for SMP would have it done (not yet bukkit compatible) by the end of the week... I'll start on Compressed Chunks after I'm done with SMP.
@Nocte: Thanks again for the RegionFile help!
@daedroug: I bookmarked Minecraft Forge. I'll look into adding it someday.
@kinnikinnick: WOW! It needs more work if you want to make it realistic... But that terrain! It's AWESOME!
@Predator95: Thanks, and thanks for the warning.
@creator4: Thanks, and sorry there are still bugs...
@creator4: I'll try to someday, but if someone could get the creator of IC to tell me the 1-line edit...
@creator4: "Yeah Compressed chunks is what I'd like to see" Well, it's second on the TODO list.
@creator4: Well, I double-checked that EntityRenderer.java is px.class, then diff-ed the original EntityRenderer and my latest modified EntityRenderer, and the only changes I can see is for rendering rain / snow...
No i'm still using 1.6.6.4 but thanks, I actually found out the problems though. I set up a testing environment for 3 mods to use with cubic chunks: IC, BC and Planes mod.
I wanted to see if they would work with the cubic chunks mod so I started with each one individually.
IC was tested and I was able to get to the menu screen and I was able to join a game and rejoin.
Issues: IF you go above/below the regular height limit and leave thats when the crash happens with the endless "saving chunks"
BC was tested and it worked perfectly, no issues.
Planes had the same issues has IC
I found out that both IC and planes have conflicting class files with Cubic chunks. For IC it is fd.class and for planes it is px.class.
Is there any way to fix this?
It only lowers the gravity? Does it change the skybox? Because that would be awesome to actually "enter" space.
@Predator95:
1. "EDIT: Sorry but now there are two opportunities." Do you mean options?
2. Do the holes still re-create themselves? If they aren't at y ~= 0, they definitely shouldn't. I'm not surprised the terrain damage stays there (I said "back up your worlds" for a reason), but it should'nt re-create itself.
3. "But its great you made the saves smaller" Thanks. I definitely agree!
@kinnikinnick: I've added a really nice constructor to Chunk for converting a 16X16X<any power of 2> block array into ChunkCubes block arrays. Here's a fragment of the ChunkLoader code:
@daedroug: Thanks. :biggrin.gif: I'm trying to make a CC / PTM merge in my spare time, but I don't really have the time to become the maintainer of PTM. Plus, I'm not that great at Chunk Generation...
@MineCrak:
1. Thanks.
2. If you directly play a YMod map, it will show you the "Converting World to Scaevolus' McRegion /n (This might take a while)" message. It will convert to CC McRegion, instead of Vanilla McRegion.
3. Precisely.
@daedroug: I hope someone writes it. I don't have the time. Sorry.
@MineCrak: "You Sir have hit it out of the park with v1.31!" Thank You.
Glad to hear the Converter works for CC transition. I didn't realize it doesn't work for Vanilla to YMod. I'm firing up Eclipse now. Thanks for testing.
Glad to hear CC V1.31 works well. :biggrin.gif:
Thanks for finding a way to make HDFix work. (Actually I think I saw a later Nadine post that could use that info...)
@Predator95: I've seen some lighting bugs myself. I'll try to make it more reliable, but if it eventually works itself out, it's not my top priority.
@creator4: You got it working later on, I'll comment there...
@MineCrak: RMob told me to tell you, "Glad to hear the space-mod patch works with V1.31. I like flying." :biggrin.gif:
@daedroug: (Thanks for helping :biggrin.gif: )
@MineCrak: Feel free to post an ideas, etc. Sounds cool, though I don't have time to help.
@nadine: In the bottom of post #440, MineCrak said to patch ModLoader, then CC, then HD Texture fix.
@creator4:
fd.class is World.java. I changed half of that class, for various reasons. CC needs it to function.
px.class is EntityRenderer.java. I modified that chiefly to try (unsuccesfully) to fix rain. Feel free to overwrite it.
@creator4: No, it doesn't actually change the skybox. Sorry.
Ok thanks, will try to fix that tommorow morning. Though I did try to put fd.class from IC after cubic chunks and I still got the same errors.
Thanks!
It would be cool if it changed the sky though =)
I'm pretty sure the only problem I have right now is that the code is still translating the 65536/256 sized array as tho it's 32768/128..
I'm not positive though. Basically I've followed the instructions in Ryans letter to Notch and after changing the "codebase for « 11 and « 7, replace with « 12 and « 8 as necessary." I end up with a line (x or z axis) of blocks at ~y60 followed by a gap that reaches y0 then another ~y60 ect. I'll dig around in Chunk some more.
@creator4: Sorry I wasn't clear enough: "fd.class" is crucial to CC. "px.class" on the other hand, can be overwritten. I edited my earlier post to make that clear.
@kinnikinnick: What I gave you is a code fragment from ChunkLoader.java, which isn't in the released source code, but is in CC V1.31. The code is to show you more about Chunk's 5-argument constructor. The Ctor parses a newly generated / old save chunk block array into ChunkCubes. It also sets the thus created ChunkCubes's isTerrainPopulated field to the last boolean argument.
Also, it sounds as though you're right about the block data translation. Try using the 5-arg ctor thus:
Chunk.java Line 36:
public Chunk(World world, byte abyte0[], int i, int j)
{
this(world, abyte0, i, j, false, 4);//kin f**k me! this is it?!?! 4 = 3
}
No more problems with the gaps! I can see now that I'm not generating blocks past 127 in the array still.. but at least I can tell if I get it!!
THANKS!!! I'm having way too much fun right now! ;P
Donno about chunkLoader.java tho.. I cant read it without going cross-eyed just yet.
HA! Still buggy as you can see BUT I couldn't wait..
O BABY!
Is it updated to 1.7.3?
(Yes, i deleted META-INF)
~Edit
Nevermind, i derped.
COULD you update it? it looks awesome.
This screen is only 256 height and I'm standing at 64! Lag and loads are NP for my tower.
@Robinton: I need to decide where to put the global variables for TerrainHeight.. Any suggestions?
If i remmember correctly the FD class from IC is only neccessary if you insist on using teleporters.
As such you should be able to overwrite it with the CC fd.class without too much issues, so long as you don't use teleporters.
On a side note the change that IC makes to the FD.class is only 1 line if you wanted to make a merged class i doubt it would be hard.
@Robinton: I'm going to work on making the terrain generate in 3D soon I guess.. Man, it seems intimidating for some reason, but I'm sure I can do it. Are you going to implement compressed far off chunks soon? That's what I'd like to see most now. SMP will be nice but compressed chunks will be amazing!
Ok, that would explain the bugs earlier =)
I'm gonna try your solution, I've already talked to alblaka(Creator of IC) about it and he told me to overwrite fd.class because it isn't important to him. Still got those bugs but I'll figure it out.
Yeah I was thinking about that. Is there any way to do this without getting the source code? I got a decompiler to read the codes but they seem exactly the same. I would put up the two codes but I don't think I can do that without getting in trouble
Yeah Compressed chunks is what I'd like to see. It would let you actually SEE the world! Even if it is compressed down, I think that would be so epic.
When I ran the game and started a new world, it loaded up and immediately went to "saving chunks".
update: just removed fd.class from IC and ran it. It works great and runs fine.
I'm now going to add cubic chunks and see what happens.
Ok IC and CC are running together, Huge lag spikes though. Gonna build a tower above the height limit to see what happens
Alright at 150 left and rejoined and no saving chunks error!
Sucess!
EDIT: I entered a previous IC world and did the same procedure as above but I got the saving chunks error.
Post note: Robinton are you sure that px.class is not needed?
Thanks! Plus the lower gravity is the only chance I have to keep ahead of RMob! :biggrin.gif:
As always; I completely AGREE with this! I'm really looking forward to that feature. :smile.gif:
btw: kinnikinnick: Congrats on your success with the Terrain Gen!!! Those pics are Insane!! I want a full-color print of that last pic on my wall!!!! :biggrin.gif:
About the Cart Mod I mentioned yesterday. I've tested a pre-alpha version and it works! Two problems though are that it can't keep up with the player, keeps falling behind, and it can't be pulled back uphill even on one-block inclines although it can be pulled downhill. If these two things could be fixed I think it would be pretty much done! If anyone knows enough about the classes that would affect these factors then I'm sure jordanske would appreciate any input. Thanks! Below are a couple of cart pics:
- 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
@kinnikinnick: Cool! It's a zebra world! :biggrin.gif:
@levilee207: The topic poll has an "integrate / update VolcanoMod" option. The more people vote on that, the faster I'll work on VolcanoMod.
@kinnikinnick: My first thought is to put the Global Variables in ChunkProviderGenerate, but feel free to put them wherever you want.
@Primius: "Impressive" Seconded.
@daedroug: Do you know what the 1-line change is? I could integrate it if I knew what it is.
@kinnikinnick: Thanks for your gen work. *DBlock* !
3D Terrain Gen seems intimidating to me too...
Well, an extremely optimistic estimate for SMP would have it done (not yet bukkit compatible) by the end of the week... I'll start on Compressed Chunks after I'm done with SMP.
@Nocte: Thanks again for the RegionFile help!
@daedroug: I bookmarked Minecraft Forge. I'll look into adding it someday.
@kinnikinnick: WOW! It needs more work if you want to make it realistic... But that terrain! It's AWESOME!
@Predator95: Thanks, and thanks for the warning.
@creator4: Thanks, and sorry there are still bugs...
@creator4: I'll try to someday, but if someone could get the creator of IC to tell me the 1-line edit...
@creator4: "Yeah Compressed chunks is what I'd like to see" Well, it's second on the TODO list.
@creator4: Well, I double-checked that EntityRenderer.java is px.class, then diff-ed the original EntityRenderer and my latest modified EntityRenderer, and the only changes I can see is for rendering rain / snow...
@MineCrak: I agree.