fixed waypoints! Recommend downloading version b from the PMC project.
explanation:
I had been using reflection to access some private variables. Had to edit to match the usually new obfuscated name of these vars with each update. Forgot this time, and since I was away and unable to test, did not notice it. Remarkable that was all that was broken. Changed code to use getter methods to get the value of those private vars (either they weren't there before, or I didn't notice them!). Should just work from now on
If only you set up a system to project way points with markers in 3d world space, I'd finally uninstall Rei's map and be done with it forever.
A manual toggle to force cave mode would be nice too >_>
markers in the gameworld? That would be neat It's technically possible; I'll poke around some time.
Also, you would like to be able to force cave mode always on? When above ground, cave mode looks just like regular mode, except it runs slower. You'd like it on when under cover, but not quite far enough away from openings or windows or whatever (ie 0 sunlight on that square) to trigger it? Could probably do a three way toggle (off, on(auto), force-on) but I haven't really run into anywhere where it's something I'd want
note: Then I mention a group of people in my posts, i mean the majority of information i have seen from that group, and my statement may not be accurate for every individual in that group.
updated to read colors from the current texture pack's terrain.png (and some additional coloration for grass and leaves, so they aren't gray in default and other packs). Tiny bit late with this feature, but it was never really a priority. Then Voxelbox goes and makes their new texture pack all sorts of different from vanilla, so their world looks weird. Finally goaded me into it.
my cheap way of getting the average color: scaling terrain.png down to a 16x16 pixel image, then reading the pixel that corresponds with each block. The scaling algorithm averages the colors out for me Right now I have a giant list mapping blockids to position in terrain.png (0-255), with handling for metadata so logs on their side for example read a different pixel than right side up logs.
TODO: not recalculate the entire map vie every tick (even though it is threaded); just move the image over corresponding to how far the player moved, and calculate the new stuff. Then either listen for changes, or just do a full calculation every once in a while. Should speed things up nicely. No time frame on that, out of the house for most of the weekend
I tried installing it through magic launcher and it syas "No Mods Found." When I start up minecraft the minimap doesn't apear. I have modloader, optifine toomanyitems, and a few other mods that require modloader to be installed.
Edit:Got it working (sort of) but the inside the box where you should be seeing a map is transparent. I can see my coordinates but the box doesn't show a map.
Edit:Got it working (sort of) but the inside the box where you should be seeing a map is transparent. I can see my coordinates but the box doesn't show a map.
This seems to be an issue with loading the colors from the current texture pack. Latest version I removed the default colors and just loaded from the pack, but it seems that isn't working for some people. Updated to 1.3.2, and added the default colors back as a fallback for when the texturepack colors don't load for whatever reason. Please let me know if that fixes it (planetminecraft link is up to date)
in game waypoint beacons now available in latest download at PMC
If anyone downloaded this and it was busted, my apologies. I forgot to add the new entity and renderer classes to the upload middle of the night and all. Download is fixed, ready to go and functioning
upon using magic launcher to install the mod it says "no mods found"
I've been meaning to rework the internal directory structure of the zip I distribute to work better with things like MCPatcher and possibly magic launcher. Next version (soon)
Hi also switched from rei's mnimap, mainly because I was quite annoyed about his limitations concerning the entity radar (In my oppinion whether someone wants to "cheat", even though I reject the thought that this is actually cheating, should be his ore her own decision). However I would like to see 2 changes: would it be possible to have a direct shortcut for the large map? And could you display your monster radar on the minimap itself, this would make finding buddies a lot more simple (though I appreciate the Alien reference!).
Soooooo in zan.settings what do I put in "Zoom Key:" for the number pad minus key? "-" did nothing... took a few shots in the dark and "MINUS" did nothing either. Don't think it'd be worthwhile to do the variations of "NUM_MINUS"...
Also, I was curious, what does Zan's minimap look like when integrated with your motion tracker?
Furthermore, I hadn't noticed that your beacons were practically a direct response to my requests O_O Holy crap! Thank you SO much for this, MamiyaOtaru! they're AWESOME! And in a completely different way than Rei's markers are! I think I need both of these now XD I'm just so happy about this! You are a Sir of the highest caliber and absolutely MADE OF WIN! Thank you!
Soooooo in zan.settings what do I put in "Zoom Key:" for the number pad minus key? "-" did nothing... took a few shots in the dark and "MINUS" did nothing either. Don't think it'd be worthwhile to do the variations of "NUM_MINUS"...
no idea. I've been meaning to add configurable keybindings in the GUI though. The new menu system should ease that
Also, I was curious, what does Zan's minimap look like when integrated with your motion tracker?
Exactly the same, there's just an option in the menu to switch to it. Only one runs at a time, but if they are both installed you can switch from one to the other in the menu. It's about to be obsoleted though. I'll keep it up to date because I've always liked it, but there won't really be a need for it after tomorrow's update
Furthermore, I hadn't noticed that your beacons were practically a direct response to my requests O_O Holy crap! Thank you SO much for this, MamiyaOtaru! they're AWESOME! And in a completely different way than Rei's markers are! I think I need both of these now XD I'm just so happy about this! You are a Sir of the highest caliber and absolutely MADE OF WIN! Thank you!
cheers I actually have no idea what his look like (or that he even had them). I'll have to check them out!
Installed with magic launcher and did not get the "no mods found" error but upon opening up minecraft the map didn't appear and the greeting menu did not pop up
A manual toggle to force cave mode would be nice too >_>
explanation:
markers in the gameworld? That would be neat It's technically possible; I'll poke around some time.
Also, you would like to be able to force cave mode always on? When above ground, cave mode looks just like regular mode, except it runs slower. You'd like it on when under cover, but not quite far enough away from openings or windows or whatever (ie 0 sunlight on that square) to trigger it? Could probably do a three way toggle (off, on(auto), force-on) but I haven't really run into anywhere where it's something I'd want
my cheap way of getting the average color: scaling terrain.png down to a 16x16 pixel image, then reading the pixel that corresponds with each block. The scaling algorithm averages the colors out for me Right now I have a giant list mapping blockids to position in terrain.png (0-255), with handling for metadata so logs on their side for example read a different pixel than right side up logs.
As usual, get it at the PMC project.
TODO: not recalculate the entire map vie every tick (even though it is threaded); just move the image over corresponding to how far the player moved, and calculate the new stuff. Then either listen for changes, or just do a full calculation every once in a while. Should speed things up nicely. No time frame on that, out of the house for most of the weekend
Edit:Got it working (sort of) but the inside the box where you should be seeing a map is transparent. I can see my coordinates but the box doesn't show a map.
This seems to be an issue with loading the colors from the current texture pack. Latest version I removed the default colors and just loaded from the pack, but it seems that isn't working for some people. Updated to 1.3.2, and added the default colors back as a fallback for when the texturepack colors don't load for whatever reason. Please let me know if that fixes it (planetminecraft link is up to date)
I've done just this in an experimental branch. Would you care to test it?
If anyone downloaded this and it was busted, my apologies. I forgot to add the new entity and renderer classes to the upload middle of the night and all. Download is fixed, ready to go and functioning
I've been meaning to rework the internal directory structure of the zip I distribute to work better with things like MCPatcher and possibly magic launcher. Next version (soon)
check back this weekend
no
Also, I was curious, what does Zan's minimap look like when integrated with your motion tracker?
Furthermore, I hadn't noticed that your beacons were practically a direct response to my requests O_O Holy crap! Thank you SO much for this, MamiyaOtaru! they're AWESOME! And in a completely different way than Rei's markers are! I think I need both of these now XD I'm just so happy about this! You are a Sir of the highest caliber and absolutely MADE OF WIN! Thank you!
Exactly the same, there's just an option in the menu to switch to it. Only one runs at a time, but if they are both installed you can switch from one to the other in the menu. It's about to be obsoleted though. I'll keep it up to date because I've always liked it, but there won't really be a need for it after tomorrow's update
cheers I actually have no idea what his look like (or that he even had them). I'll have to check them out!
Icons are see through when mob is above. Icons are darkened when mob is below: