Love the idea, as I'm using Robinton's CubicChunks (currently at v1.54 Test 2 without Forge compatibility which he's working on) I came across your mod and thought great, at last a workable alternative to Lawhrans and Rei's minimap which wouldn't work with CC. so I downloaded and installed and then started game, loaded world and had an error message.
This is the journeyMap log.txt any ideas?
06:48:40 INFO [Minecraft main thread]: JourneyMap v1.0.0 starting Thu Dec 29 06:48:40 EST 2011
06:48:40 INFO [Minecraft main thread]: os.name = Windows 7, os.arch = amd64, user.country = AU, user.language = en, java.version = 1.6.0_27
06:48:40 INFO [JourneyMap-thread-1]: Starting JMServer on http://localhost:8080/
06:49:39 FINER [Minecraft main thread]: THROW
06:49:39 SEVERE [Minecraft main thread]: java.lang.NoSuchFieldError: e
at net.techbrew.mcjm.JourneyMap.ensureChunk(JourneyMap.java:367)
at net.techbrew.mcjm.JourneyMap.OnTickInGame(JourneyMap.java:183)
at ModLoader.OnTick(ModLoader.java:1088)
at EntityRendererProxy.b(EntityRendererProxy.java:16)
at net.minecraft.client.Minecraft.x(Minecraft.java:671)
at net.minecraft.client.Minecraft.run(Minecraft.java:557)
at java.lang.Thread.run(Unknown Source)
Multiple repeats of above to end with the below (4Mb of repeated info!)
06:51:16 FINER [Minecraft main thread]: THROW
06:51:16 SEVERE [Minecraft main thread]: java.lang.NoSuchFieldError: e
at net.techbrew.mcjm.JourneyMap.ensureChunk(JourneyMap.java:367)
at net.techbrew.mcjm.JourneyMap.OnTickInGame(JourneyMap.java:183)
at ModLoader.OnTick(ModLoader.java:1088)
at EntityRendererProxy.b(EntityRendererProxy.java:16)
at net.minecraft.client.Minecraft.x(Minecraft.java:671)
at net.minecraft.client.Minecraft.run(Minecraft.java:557)
at java.lang.Thread.run(Unknown Source)
Cheers
I'm not familiar with CC, but those errors mean the basic chunk code has been altered and has removed / renamed / obscured a key field. So for the moment, CC and JM aren't compatible.
Is there any way to change the rate in which the map updates? I'd like it to be a bit smoother...
For JM 1.0.0 there isn't a way to configure the update timers. (I use timers to avoid slowing down Minecraft.) I've considered making the timer values configurable in a properties file. If you'd like to see that in a future release, please open a feature request Ticket so I can keep track of it. Thanks!
For JM 1.0.0 there isn't a way to configure the update timers. (I use timers to avoid slowing down Minecraft.) I've considered making the timer values configurable in a properties file. If you'd like to see that in a future release, please open a feature request Ticket so I can keep track of it. Thanks!
Yeah, in my case, I just upgraded my rig and have a pretty high end gpu/cpu. So I could handle increasing the rate a bit. I hope to see it in a future release!
I'm not familiar with CC, but those errors mean the basic chunk code has been altered and has removed / renamed / obscured a key field. So for the moment, CC and JM aren't compatible.
Robinton's CubicChunks allows world height to a theoretical 64K blocks Currently I'm running a world set at 4096 block height. And yes it changes many of the .class files.
Perhaps you could take a look and see if possible to create a compatible version of Journey map to suit.
Yeah, in my case, I just upgraded my rig and have a pretty high end gpu/cpu. So I could handle increasing the rate a bit. I hope to see it in a future release!
Shouldn't be a problem. :smile.gif: For anybody who is curious, here are the timing intervals for JM 1.0.0:
Player data (location, heading, etc) updates every 1000ms
Surrounding chunk images are updated every 2000ms
The browser's ajax-based refresh rate is 1900ms, but (obviously) not on the same timing clock as Minecraft
Sweet. I updated the Troubleshooting page with a new item for this. I still haven't figured out why some people's systems choke on the zip, but at least there is an easy workaround.
@techbrew
I was thinking about this ingame map you have been requested to make. I think it's a great Idea. My concern is once the ingame map goes live, will we still be able to use the browser map if we prefer?
I have 2 22" monitors, so I can run minecraft in one, full screen and the map full screen on the other. I agree the feature is required for those not as fortunate as me, but If you implement it, I don't want to lose my sweet setup.
2nd item: I use Modloader, and if you are planning on a spoutcraft version, I hope you will keep the Modloader version functional as well.
@techbrew
I was thinking about this ingame map you have been requested to make. I think it's a great Idea. My concern is once the ingame map goes live, will we still be able to use the browser map if we prefer?
I have 2 22" monitors, so I can run minecraft in one, full screen and the map full screen on the other. I agree the feature is required for those not as fortunate as me, but If you implement it, I don't want to lose my sweet setup.
2nd item: I use Modloader, and if you are planning on a spoutcraft version, I hope you will keep the Modloader version functional as well.
1st item: The browser functionality will remain - the in-game map is for people who have one monitor or love Internet Explorer :biggrin.gif:
2nd item: I plan to support ModLoader until Jeb releases the official Minecraft Modding API, supposedly in March. At that point ModLoader will theoretically be no longer needed. If I do a Spoutcraft version, it will be in addition to, not instead of.
1st item: The browser functionality will remain - the in-game map is for people who have one monitor or love Internet Explorer :biggrin.gif:
2nd item: I plan to support ModLoader until Jeb releases the official Minecraft Modding API, supposedly in March. At that point ModLoader will theoretically be no longer needed. If I do a Spoutcraft version, it will be in addition to, not instead of.
I'm aiming for this weekend. Probably will do a beta release to let people try out the big changes and catch bugs for a week or two.
What to expect:
- Biomes and snow
- In-game full-screen map UI (alternative to using browser)
- Save entire map to file
- Possibly: overhauled data files to improve performance.
Playing since Beta 1.3_01. Yeah. I like BTW. Or used to. Still do. Stuff Technic. (Back in the day...)
*Plays Minecraft on a craptop* *Optifine user since Optimine* *Using mods since Beta 1.5_01*
It depends on what you mean, but for the most part JourneyMap is intended to be a personal mapping tool. That said...
For multiplayer worlds, if they have JourneyMap installed, you could zip up the journeyMap/data/mp/<world> folder and give that to them as a head-start in exploration.
For singleplayer games, the same applies if you also gave them a zip of the world.
If you mean a map solely for viewing, the next release lets you save the entire explored area to a single PNG file. In the current 1.0.0 release, you can save just the area currently being viewed.
I'm not familiar with CC, but those errors mean the basic chunk code has been altered and has removed / renamed / obscured a key field. So for the moment, CC and JM aren't compatible.
Get news and updates on Twitter: Follow @JourneyMapMod
For JM 1.0.0 there isn't a way to configure the update timers. (I use timers to avoid slowing down Minecraft.) I've considered making the timer values configurable in a properties file. If you'd like to see that in a future release, please open a feature request Ticket so I can keep track of it. Thanks!
Get news and updates on Twitter: Follow @JourneyMapMod
Yeah, in my case, I just upgraded my rig and have a pretty high end gpu/cpu. So I could handle increasing the rate a bit. I hope to see it in a future release!
Robinton's CubicChunks allows world height to a theoretical 64K blocks Currently I'm running a world set at 4096 block height. And yes it changes many of the .class files.
Perhaps you could take a look and see if possible to create a compatible version of Journey map to suit.
Robintons Cubic Chunks
Cheers
Shouldn't be a problem. :smile.gif: For anybody who is curious, here are the timing intervals for JM 1.0.0:
Get news and updates on Twitter: Follow @JourneyMapMod
Thank you! Got it going! :biggrin.gif:
Sweet. I updated the Troubleshooting page with a new item for this. I still haven't figured out why some people's systems choke on the zip, but at least there is an easy workaround.
Get news and updates on Twitter: Follow @JourneyMapMod
I was thinking about this ingame map you have been requested to make. I think it's a great Idea. My concern is once the ingame map goes live, will we still be able to use the browser map if we prefer?
I have 2 22" monitors, so I can run minecraft in one, full screen and the map full screen on the other. I agree the feature is required for those not as fortunate as me, but If you implement it, I don't want to lose my sweet setup.
2nd item: I use Modloader, and if you are planning on a spoutcraft version, I hope you will keep the Modloader version functional as well.
My Favorite Texture Pack is OVO's Rustic Pack:
1st item: The browser functionality will remain - the in-game map is for people who have one monitor or love Internet Explorer :biggrin.gif:
2nd item: I plan to support ModLoader until Jeb releases the official Minecraft Modding API, supposedly in March. At that point ModLoader will theoretically be no longer needed. If I do a Spoutcraft version, it will be in addition to, not instead of.
Get news and updates on Twitter: Follow @JourneyMapMod
Ah, great, thanks.
My Favorite Texture Pack is OVO's Rustic Pack:
I'm aiming for this weekend. Probably will do a beta release to let people try out the big changes and catch bugs for a week or two.
What to expect:
- Biomes and snow
- In-game full-screen map UI (alternative to using browser)
- Save entire map to file
- Possibly: overhauled data files to improve performance.
Get news and updates on Twitter: Follow @JourneyMapMod
https://www.youtube.com/playlist?list=PL0OtPNZX22RvZVeq4-dHa8GYKOc5lojKX
*Plays Minecraft on a craptop* *Optifine user since Optimine* *Using mods since Beta 1.5_01*
It depends on what you mean, but for the most part JourneyMap is intended to be a personal mapping tool. That said...
For multiplayer worlds, if they have JourneyMap installed, you could zip up the journeyMap/data/mp/<world> folder and give that to them as a head-start in exploration.
For singleplayer games, the same applies if you also gave them a zip of the world.
If you mean a map solely for viewing, the next release lets you save the entire explored area to a single PNG file. In the current 1.0.0 release, you can save just the area currently being viewed.
Get news and updates on Twitter: Follow @JourneyMapMod
You're welcome! :smile.gif:
Get news and updates on Twitter: Follow @JourneyMapMod
Seems like every single step they take causes another repeat of the error to display.
Official PermissionsEx Troubleshooter

That's a bug. Mind opening a ticket and attaching your log file?
Get news and updates on Twitter: Follow @JourneyMapMod
Ticket submitted.
Official PermissionsEx Troubleshooter
