Thanks for the update but I can't get it to work. I press M but no menu shows up, nothing. I have been using the motion tracker many times before. I deleted the META-INF and I put the MT contents into the jar as always. I can't see what I'm doing wrong.
thanks for pointing that out, had a bug in GuiIngame related to a new classname. Should be fixed. Please try it and let me know. also ugh need to add the new mobs to the motion tracker. scratch that they should work fine
kk will take a look. Are you using it with any other mods that might affect visuals? MCPatcher? Optifine?
I am using mcpatcher but when I didnt have the void fog mod installed the water appeared normal, so I dont think its the patcher causeing it.
Edit: I did A few other tests and It turns out it probably is something conflicting between the patcher and the mod. the only issue for me now is that is that I kinda need both installed to play the way Im used to.
Edit2: I solved the problem, It ended up being a strange lighting error conflicting with other things causeing the water to not light properly. just coincidence that it only happened when I was using this mod. sorry for wasting your time, really did think it was a problem and thank you for looking into it.
This minimap would be perfect if it had two more things-
A key to view the large map (with transparency if possible) and a chunk grid.
I know these are in REI's map. And I know Zan's isn't trying to be REI's. I like that. The interface is so much better and the whole thing is so much more minimal. It's just that these two features would be nice to have.
large map is reachable by cycling through zoom levels with Z. Did you have something else in mind?
And chunk grid is to show chunk borders I guess? What do you use that for (just curious)?
Like press a key and the large map pops up with no cycle (pressing again closes). Transparent if possible so you can use it to navigate.
I open the lagre map all the time while walking to get a larger view of my surroundings, but cycling makes this hard.
The chunk grid is mostly for town/faction planning.
There is no way to disable welcoma screen in new version. Of course can be disabled in zan.settings, but access from in-game menu will be nice.
That would be a bug. Thanks for pointing it out! It's meant to just disable itself after the first run. Will fix! *edit* done will be in the next upload. Next day or so
Shortcut to waypoint add screen sounds good. I've been meaning to add a keybind editor to the minimap menu. When I do that I'll stick in an entry for the shortcut. In the meantime I don't want to take up too many keys people may want to sue for other mods
Also to Place waypoint without go to meny/waypoints/add. Just press 'C' for example and go directly to adding waypoint screen. There is no way to disable welcoma screen in new version. Of course can be disabled in zan.settings, but access from in-game menu will be nice.
This is done. Default is N for new waypoint screen without going through the menu. Also B to toggle mob icons on and off. Both are configurable (along with Menu and Zoom) in the new Bindings screen I just finished. Thanks for the suggestion!
Also, I fixed welcome screen auto hiding for real just now (only worked before if you dismissed it with M. Now Z works too. dumb error!)
This is done. Default is N for new waypoint screen without going through the menu. Also B to toggle mob icons on and off. Both are configurable (along with Menu and Zoom) in the new Bindings screen I just finished. Thanks for the suggestion!
Also, I fixed welcome screen auto hiding for real just now (only worked before if you dismissed it with M. Now Z works too. dumb error!)
nothing I can do about it. I don't have a way to query the server about what commands are available**, so I issue both a vanilla /tp and an essentials /tppos. If the server doesn't have Essentials, /tppos doesn't do anything. If it does have Essentials, vanilla /tp fails with the message you see.
Basically, /tp 214 64 300 (vanilla format) fails because there is no player 214. It'd work on Vanilla without Essentials though! (some servers are like that).
Solution would perhaps be to allow users to configure which teleport command/format they have access to
**Short of issuing /help and trying to parse the result from the chatlines. Especial pain if there are multiple pages
I have been thinking about a config page, where one can choose between some defaults (like /tp x y z or /tppos x y z) or define their own (/otherteleportcommand playername x y z or whatever). Low priority for now since it works as is and I'm not too bothered by some extra text popping up when I use a feature that didn't even exist a couple weeks ago. But it would be nice to have in case there are other teleport formats (are there even any other popular plugins with different teleport formats?)
But I think it sould be conrolled by server not client-mod configuration. Is it really no way to comunicate between client-mod and server? I think some modes use server message-of-the-day to configure itself... Maybe this will be a way. For example rei's minimap uses string like this: &0&0&1&2&3&4&5&6&7&e&f from server's motd.txt to show or not some types of entities.
That's what I was referring to earlier when I was referring to parsing chatlines. It would of course be easier of the server was aware of the minimap and was able to send crafted messages. It would certainly be possible to check for a string in the MOTD and choose which one to send. I would like the teleport to work regardless (assuming the user has permission of course), so without such a message I would continue to send both by default. Config screen would still be nice too for users whose server doesn't feel like sticking more stuff in their MOTD.
I'll think about it for a bit, and would love to test it on your server You can probably guess my minecraft name
updated for 1.4.4 (most anyway). Stuff like the wheat farmer is waiting on Modloader (as is the Modloader Version of the Minimap. Regular Version works fine though)
latest change for the minimap: spider jockey icons (just skeleton icon glued on top of a spider icon, until I can think of something better). Shows both regular and wither spider jockeys. Not that the latter will ever appear in a regular game, but if one spawns enough spiders in the nether, one will show up (1/100 spiders will have a skeleton rider, and in the nether 8/10 of those will be wither skeletons)
also ugh need to add the new mobs to the motion tracker.scratch that they should work fineEdit: I did A few other tests and It turns out it probably is something conflicting between the patcher and the mod. the only issue for me now is that is that I kinda need both installed to play the way Im used to.
Edit2: I solved the problem, It ended up being a strange lighting error conflicting with other things causeing the water to not light properly. just coincidence that it only happened when I was using this mod. sorry for wasting your time, really did think it was a problem and thank you for looking into it.
A key to view the large map (with transparency if possible) and a chunk grid.
I know these are in REI's map. And I know Zan's isn't trying to be REI's. I like that. The interface is so much better and the whole thing is so much more minimal. It's just that these two features would be nice to have.
Thanks either way
-Commie
And chunk grid is to show chunk borders I guess? What do you use that for (just curious)?
Like press a key and the large map pops up with no cycle (pressing again closes). Transparent if possible so you can use it to navigate.
I open the lagre map all the time while walking to get a larger view of my surroundings, but cycling makes this hard.
The chunk grid is mostly for town/faction planning.
Shortcut to waypoint add screen sounds good. I've been meaning to add a keybind editor to the minimap menu. When I do that I'll stick in an entry for the shortcut. In the meantime I don't want to take up too many keys people may want to sue for other mods
This is done. Default is N for new waypoint screen without going through the menu. Also B to toggle mob icons on and off. Both are configurable (along with Menu and Zoom) in the new Bindings screen I just finished. Thanks for the suggestion!
Also, I fixed welcome screen auto hiding for real just now (only worked before if you dismissed it with M. Now Z works too. dumb error!)
Nice.
Any word on a large map key yet?
Basically, /tp 214 64 300 (vanilla format) fails because there is no player 214. It'd work on Vanilla without Essentials though! (some servers are like that).
Solution would perhaps be to allow users to configure which teleport command/format they have access to
**Short of issuing /help and trying to parse the result from the chatlines. Especial pain if there are multiple pages
I have been thinking about a config page, where one can choose between some defaults (like /tp x y z or /tppos x y z) or define their own (/otherteleportcommand playername x y z or whatever). Low priority for now since it works as is and I'm not too bothered by some extra text popping up when I use a feature that didn't even exist a couple weeks ago. But it would be nice to have in case there are other teleport formats (are there even any other popular plugins with different teleport formats?)
That's what I was referring to earlier when I was referring to parsing chatlines. It would of course be easier of the server was aware of the minimap and was able to send crafted messages. It would certainly be possible to check for a string in the MOTD and choose which one to send. I would like the teleport to work regardless (assuming the user has permission of course), so without such a message I would continue to send both by default. Config screen would still be nice too for users whose server doesn't feel like sticking more stuff in their MOTD.
I'll think about it for a bit, and would love to test it on your server
latest change for the minimap: spider jockey icons (just skeleton icon glued on top of a spider icon, until I can think of something better). Shows both regular and wither spider jockeys. Not that the latter will ever appear in a regular game, but if one spawns enough spiders in the nether, one will show up (1/100 spiders will have a skeleton rider, and in the nether 8/10 of those will be wither skeletons)