Quick update while I'm working on it, SMP compatibility is 99% finished - dont get your hopes up yet, keep reading.
As it is right now, it's ModLoader/MP and forge compatible. It DOES require a small update to forge, although that keeps it compatible with any forge-compatible mod.
It would be complete right now (The MapFrame was rewritten, it is now thinner and can be placed on walls AND ground (or tables or whatever) but for a single little problem - mapData, as it is in notch's code right now, is hardcoded in a way which prevents me from updating maps from frames, or from anything basically. Meaning if you connect to a server, you wont have the hanging maps showing up until you remove them, hold them in your hands until it updates, then put them back in And also that you won't have any saved map datas. This comes from an incompatibility between my way of handling maps and the way they are stored/saved/sent. And since I don't want to touch notch's code, to keep compatibility with other mods, here's what is going to happen now :
I am busy rewriting my own MapData and MapDataManager classes from scratch. My maps are going to be saved separately from notch's. They are also going to gain a lot of flexibility at the same time - meaning possibly more useful functions on maps eventually (multi-layered maps, fixed-height maps, and the likes).
Basically, I've got about a week of work to do to make this working. Until then, I'm going to keep on posting work updates about once every few days. Don't think I'm dead, I'm not.
See you soon.
Edit : I'll post a couple pictures of SMP maps tomorrow, just to keep you drooling and crying.
that sounds amazing i will keep an eye out on this so i dont miss the release :3
What do you mean with "Small update" to forge? O.o
Simply means there are hooks lacking in forge right now, Eloraam is looking into adding them in a later release. In the meantime, I'll be using my own hook library, built over Forge - so basically, anything requiring forge will still work perfectly. Anything modifying base files on top of forge MIGHT not work.
(Specifically, any other mod which modifies the base class ItemRenderer is going to be incompatible. Which means no mod that I know of.)
Simply means there are hooks lacking in forge right now, Eloraam is looking into adding them in a later release. In the meantime, I'll be using my own hook library, built over Forge - so basically, anything requiring forge will still work perfectly. Anything modifying base files on top of forge MIGHT not work.
(Specifically, any other mod which modifies the base class ItemRenderer is going to be incompatible. Which means no mod that I know of.)
You had me scared for a second there good sir, ill patiently await for this wonderful mod with Modloader/Forge Compatibility.
For a Pre-Alpha-0.00000001a release, it's actualy quite stable.
SMP Alpha release should be up today. There are still a couple things not working perfectly right (map updating in mutiplayer is not COMPLETELY fixed yet, but at least you do get the maps when you connect. Which is half the job.)
I'll release it as an alpha. Meaning I will not be cleaning out bugs just now - I'll finish the mapsharing code beforehand, then release Alpha2, then clear a couple bugs (if any important bug surfaces), then I'll be up to finishing my custom MapData code. Which will mean a couple weeks before anything new.
I've started looking into map possibilities (since I'm better off thinking them up before finalizing the MapData and MapInfo classes), and just to get you guys your idea fix, here are a few things I will eventually (read : in the next 10 years) implement :
- Multi-layered maps (Use : making indoor maps of houses/constructions without changing map)
- Underground maps (This is going to be a pain.)
- Custom map markers (Locations, Areas)
- Examination table (Basically a Map Frame, table-sided, with a magnifying glass. Will be used to "zoom in" on maps. Will most probably implement a feature where you can choose to draw a map using actual ingame textures instead of pixels.)
- Geomatic trinket (A useless item that shows your position on all maps when in inventory. Shows a pointing arrow outside of the map if you are not in the map's bounds.)
And quite a few others.
I will kind of be taking suggestions. Meaning I'm not. But ideas are welcome.
Bumpedy bump - I just uploaded the first Alpha version of AdvancedMap.
Couple of things :
- Map data does not always gets fully transfered to clients. I'm working on it - don't flood me with messages about that.
- COPY and ERASE functions of the Map Maker are temporarily disabled. I'm currently replacing them with something else.
just tryed it
nice to see froge support
i had to kick out 2 small mods to get 2 free block ids but its working
the only problem i have it crashes my video drivers xD
i was a bit shocked first when i got a total blackscreen but then my desktop came back and windows told me it had to restart the drivers
i tested it again and i got the same problem when i tryed to drag a map from my quickbar to my inventory, the crash happen the second i drop it in the inventory
not realy a crashlog as minecraft is not realy crashed its frozen acctualy it still hangs out there so i could coppy the "crashlog" from the dos box
some more things that would be cool:
give the block a name it shows up as unnamed in inventory and TMI
the frame dont shows up in TMI, plz make it show up to ease the testing
if it is possible use only one block id for both blocks
very nice to finaly see good maps in minecraft keep it up :smile.gif:
just tryed it
nice to see froge support
i had to kick out 2 small mods to get 2 free block ids but its working
the only problem i have it crashes my video drivers xD
i was a bit shocked first when i got a total blackscreen but then my desktop came back and windows told me it had to restart the drivers
i tested it again and i got the same problem when i tryed to drag a map from my quickbar to my inventory, the crash happen the second i drop it in the inventory
not realy a crashlog as minecraft is not realy crashed its frozen acctualy it still hangs out there so i could coppy the "crashlog" from the dos box
some more things that would be cool:
give the block a name it shows up as unnamed in inventory and TMI
the frame dont shows up in TMI, plz make it show up to ease the testing
if it is possible use only one block id for both blocks
very nice to finaly see good maps in minecraft keep it up :smile.gif:
I'm honestly unable to reproduce that bug on my side right now - I tried every single way. Before/after save and load, from maps on the ground, to maps directly in the map maker, it all seems to work fine =/
This mod looks so awesome!
But the class files it uses and fills is just... argh!
Now I'm not much into modding and all that, but it just seems weird how all of those class files are needed, mostly because of the MCForge.
It'd be a dream come true if you found a way to slip around all those .class files and leave it small and simple.
I haven't been able to use this mod but I would love to
"Class files it uses and fills" ?!?
It uses two itemIds, and two BlockIds. Honestly, if that is a large bothersome thing to you, then, don't use it.
Kthxbye.
(And yeah, I'd love to keep it small and simple, but we are talking about so much more things behind the scene than you can possibly figure out since you are "not much into modding". We are talking client-server data exchange, we are talking GUI, we are talking Items, Blocks, Tile Entities, amongst others. Got seriously no idea what you are complaining about anyway, since all you have to do is copy 3 files in your jar, and then put a zipped file into a folder. Gosh, that is SO HARD.)
Edit: By the way, have you EVER used Forge or ModLoader? They are Hooking Apis. Hooking means that they dont actually DO anything, simply allow the ModMaker to ACCESS things they could'nt access without that (without changing the base classes). The code size for a Forge based mod is pretty much the same than the code size of a mod WITHOUT Forge.
just tryed it
nice to see froge support
i had to kick out 2 small mods to get 2 free block ids but its working
the only problem i have it crashes my video drivers xD
i was a bit shocked first when i got a total blackscreen but then my desktop came back and windows told me it had to restart the drivers
i tested it again and i got the same problem when i tryed to drag a map from my quickbar to my inventory, the crash happen the second i drop it in the inventory
Did you have the map in hand when moving it from the quick bar to the inventory? (Ergo was the map equiped?)
Lovely mod, couldn't use it on my server. It has IC2 1.15 BC 1.81, and while yours installs fine, attempting to use a map maker triggers a client side crash. In single player, the mod works beautifully and is a treat and a treasure. However, back in the day I used to make maps for a server I played on, giant annoying beasts that took up a whole floor of a castle with roads and little signs depicting locations... anyway. Would kill small puppies to get this working.
this could be used with the tool that gives maps custom images to make custom pictures :biggrin.gif: thats pretty neat.
I support Better Books: http://www.minecraftforum.net/topic/166606-better-books-suggestion-making-books-fun-v12/
that sounds amazing i will keep an eye out on this so i dont miss the release :3
Simply means there are hooks lacking in forge right now, Eloraam is looking into adding them in a later release. In the meantime, I'll be using my own hook library, built over Forge - so basically, anything requiring forge will still work perfectly. Anything modifying base files on top of forge MIGHT not work.
(Specifically, any other mod which modifies the base class ItemRenderer is going to be incompatible. Which means no mod that I know of.)
You had me scared for a second there good sir, ill patiently await for this wonderful mod with Modloader/Forge Compatibility.
but is sometimes buggy
For a Pre-Alpha-0.00000001a release, it's actualy quite stable.
SMP Alpha release should be up today. There are still a couple things not working perfectly right (map updating in mutiplayer is not COMPLETELY fixed yet, but at least you do get the maps when you connect. Which is half the job.)
I'll release it as an alpha. Meaning I will not be cleaning out bugs just now - I'll finish the mapsharing code beforehand, then release Alpha2, then clear a couple bugs (if any important bug surfaces), then I'll be up to finishing my custom MapData code. Which will mean a couple weeks before anything new.
I've started looking into map possibilities (since I'm better off thinking them up before finalizing the MapData and MapInfo classes), and just to get you guys your idea fix, here are a few things I will eventually (read : in the next 10 years) implement :
- Multi-layered maps (Use : making indoor maps of houses/constructions without changing map)
- Underground maps (This is going to be a pain.)
- Custom map markers (Locations, Areas)
- Examination table (Basically a Map Frame, table-sided, with a magnifying glass. Will be used to "zoom in" on maps. Will most probably implement a feature where you can choose to draw a map using actual ingame textures instead of pixels.)
- Geomatic trinket (A useless item that shows your position on all maps when in inventory. Shows a pointing arrow outside of the map if you are not in the map's bounds.)
And quite a few others.
I will kind of be taking suggestions. Meaning I'm not. But ideas are welcome.
Couple of things :
- Map data does not always gets fully transfered to clients. I'm working on it - don't flood me with messages about that.
- COPY and ERASE functions of the Map Maker are temporarily disabled. I'm currently replacing them with something else.
Bug reports are welcome.
Have fun, see ya soon.
I'll be on for another couple hours, so, now's the time or never if you have some quick bug fixes to ask for.
nice to see froge support
i had to kick out 2 small mods to get 2 free block ids but its working
the only problem i have it crashes my video drivers xD
i was a bit shocked first when i got a total blackscreen but then my desktop came back and windows told me it had to restart the drivers
i tested it again and i got the same problem when i tryed to drag a map from my quickbar to my inventory, the crash happen the second i drop it in the inventory
crashlog:
BlockMapMaker.blockActivated
BlockMapMaker.displayGUIMapMaker
GuiMapMaker 186,66,254)
BlockMapMaker.blockActivated
BlockMapMaker.displayGUIMapMaker
GuiMapMaker 186,66,254)
BlockMapMaker.blockActivated
BlockMapMaker.displayGUIMapMaker
GuiMapMaker 186,66,254)
not realy a crashlog as minecraft is not realy crashed its frozen acctualy it still hangs out there so i could coppy the "crashlog" from the dos box
some more things that would be cool:
give the block a name it shows up as unnamed in inventory and TMI
the frame dont shows up in TMI, plz make it show up to ease the testing
if it is possible use only one block id for both blocks
very nice to finaly see good maps in minecraft keep it up :smile.gif:
I'll probably post a fix in a couple minutes.
Sorry.
Looks like a cool mod for people who use maps.
My youtube channel: http://www.youtube.com/user/FG10sAdventure?feature=mhee
I'm honestly unable to reproduce that bug on my side right now - I tried every single way. Before/after save and load, from maps on the ground, to maps directly in the map maker, it all seems to work fine =/
Can you reproduce that bug everytime?
"Class files it uses and fills" ?!?
It uses two itemIds, and two BlockIds. Honestly, if that is a large bothersome thing to you, then, don't use it.
Kthxbye.
(And yeah, I'd love to keep it small and simple, but we are talking about so much more things behind the scene than you can possibly figure out since you are "not much into modding". We are talking client-server data exchange, we are talking GUI, we are talking Items, Blocks, Tile Entities, amongst others. Got seriously no idea what you are complaining about anyway, since all you have to do is copy 3 files in your jar, and then put a zipped file into a folder. Gosh, that is SO HARD.)
Edit: By the way, have you EVER used Forge or ModLoader? They are Hooking Apis. Hooking means that they dont actually DO anything, simply allow the ModMaker to ACCESS things they could'nt access without that (without changing the base classes). The code size for a Forge based mod is pretty much the same than the code size of a mod WITHOUT Forge.
Did you have the map in hand when moving it from the quick bar to the inventory? (Ergo was the map equiped?)
Thought notch said copying maps was gonna be in the game..