The Meaning of Life, the Universe, and Everything.
Location:
Richmond
Join Date:
10/9/2011
Posts:
58
Member Details
The mod is fantastic but I am experiencing 1 small issue. Sometimes it doesn't show the texture in the blue box which can be fixed by changing texture packs. But usually ends up happening again. Not sure the cause but its a small issue makes it somewhat hard to follow schematics.
Wanted to post an update since I think I found a fix.
If you have optifine installed disabled connected textures and the missing blocks reappear
The mod is fantastic but I am experiencing 1 small issue. Sometimes it doesn't show the texture in the blue box which can be fixed by changing texture packs. But usually ends up happening again. Not sure the cause but its a small issue makes it somewhat hard to follow schematics.
Wanted to post an update since I think I found a fix.
If you have optifine installed disabled connected textures and the missing blocks reappear
! Thank you for this, I was always wondering about how to fix it, and was just jumping between texture packs. Thanks for the tip, will try it out.
Having some weird memory fluctuations, using 1.5gigs of memory for MC and after a few seconds of loading a schem (even small ones) it crashes. I'll replicate it again and post the report.
I'm on a creative flat lands (for testing) with no animals or mobs.
--- BEGIN ERROR REPORT ec85a5fc --------
Generated 11/7/12 9:31 PM
- Minecraft Version: 1.4.2
- Operating System: Windows 7 (x86) version 6.1
- Java Version: 1.7.0_09, Oracle Corporation
- Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
- Memory: 1093127992 bytes (1042 MB) / 1556938752 bytes (1484 MB) up to 1556938752 bytes (1484 MB)
- LiteLoader Mods: 1 loaded mod(s)
- Macro / Keybind Mod version 0.9.5.2
- JVM Flags: 2 total; -Xms1536m -Xmx1536m
- AABB Pool Size: 51 (2856 bytes; 0 MB) allocated, 34 (1904 bytes; 0 MB) used
- FML: MCP v7.19 FML v4.2.8.424 Minecraft Forge 6.0.1.349 Optifine OptiFine_1.4.2_HD_U_B5 12 mods loaded, 12 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_CodeChickenCore [CodeChicken Core] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_NotEnoughItems [Not Enough Items] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Stackie [Stackie] (Stackie-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
MonsterSpawnHighlighter [Monster Spawn Highlighter] (MonsterSpawnHighlighter.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Schematica [Schematica] (Schematica.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_ReiMinimap [mod_ReiMinimap] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
ExtrabiomesXL [ExtrabiomesXL] (ExtrabiomesXL-universal-3.3.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_InvTweaks [Inventory Tweaks] (InvTweaks-1.44-1.4.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Mystcraft [Mystcraft] (mystcraft-uni-1.4.2-0.9.4.00.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
- LWJGL: 2.4.2
- OpenGL: GeForce GTX 260M/PCIe/SSE2 GL version 3.3.0, NVIDIA Corporation
- Is Modded: Definitely; 'forge,fml'
- Type: Client
- Texture Pack: x32_Atherys_Ascended_1.4.2_v0.5.zip
- Profiler Position: N/A (disabled)
- Vec3 Pool Size: 52 (2912 bytes; 0 MB) allocated, 42 (2352 bytes; 0 MB) used
- World MpServer Entities: 2 total; [axc['xDialtone'/40, l='MpServer', x=-1016.23, y=7.63, z=194.74], on['Pig'/22, l='MpServer', x=-1096.94, y=4.00, z=243.06]]
- World MpServer Players: 1 total; [axc['xDialtone'/40, l='MpServer', x=-1016.23, y=7.63, z=194.74]]
- World MpServer Chunk Stats: MultiplayerChunkCache: 289
- Forced Entities: 2 total; [axc['xDialtone'/40, l='MpServer', x=-1016.23, y=7.63, z=194.74], on['Pig'/22, l='MpServer', x=-1096.94, y=4.00, z=243.06]]
- Retry Entities: 0 total; []
java.lang.IllegalStateException: Already tesselating!
at azb.b(Tessellator.java:504)
at azb.b(Tessellator.java:494)
at azd.a(RenderBlocks.java:8050)
at ayx.a(ItemRenderer.java:58)
at ItemRendererHD.a(ItemRendererHD.java:50)
at ayx.a(ItemRenderer.java:461)
at ayt.b(EntityRenderer.java:753)
at ayt.a(EntityRenderer.java:1698)
at ayt.b(EntityRenderer.java:1118)
at net.minecraft.client.Minecraft.J(Minecraft.java:884)
at net.minecraft.client.Minecraft.run(Minecraft.java:779)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT a28caadc ----------
I've had that error twice, but i was never able to reproduce it in my development environment. I'll have to check which of the mods add the ItemRendererHD class and start debugging from there (a mod might be creating a new thread and trying to use the tesselator in the thread, but that's just the first thing that came to mind, could be anything else).
The mod is fantastic but I am experiencing 1 small issue. Sometimes it doesn't show the texture in the blue box which can be fixed by changing texture packs. But usually ends up happening again. Not sure the cause but its a small issue makes it somewhat hard to follow schematics.
Wanted to post an update since I think I found a fix.
If you have optifine installed disabled connected textures and the missing blocks reappear
I've noticed that bug recently and it's a minor problem right now, still trying to optimize the FPS drop when importing huge schematics.
Improved performance when rendering separate layers of a schematic.
Rewrote most render code to use vertex arrays, huge increase in performance.
Removed render range from the config (things are fast enough now).
Highlight cubes/lines don't render anymore if they're not visible from the outside of the schematic.
The GUI backgrounds are now transparent.
Bumped the version.
Thanks for the performance improvements. I really like this mod a lot.
Have a minor crashbug: When "-- No schematic --" is selected and you click on Done (with no schematic loaded from file), client crashes. - pastebin.com/8Riufmuj
EDIT Using the new version and trying to load a 175x175x 240 high schematic (of a tower) I drop from 200 fps to 3 fps until I change it to show only 1 layer.
Would it be possible to have it default to loading only the bottom layer if the schematic is too large?
EDIT2 It seems that Schematica is not showing the red wrong block outline if I place a block where flowing vertical water should be (don't know if it affects other blocks as well).
EDIT3 A big "lake" of water provides frequent stutter lag even with all animations turned off via OptiFine.
Thanks for the performance improvements. I really like this mod a lot.
Have a minor crashbug: When "-- No schematic --" is selected and you click on Done (with no schematic loaded from file), client crashes. - pastebin.com/8Riufmuj
EDIT Using the new version and trying to load a 175x175x 240 high schematic (of a tower) I drop from 200 fps to 3 fps until I change it to show only 1 layer.
Would it be possible to have it default to loading only the bottom layer if the schematic is too large?
EDIT2 It seems that Schematica is not showing the red wrong block outline if I place a block where flowing vertical water should be (don't know if it affects other blocks as well).
EDIT3 A big "lake" of water provides frequent stutter lag even with all animations turned off via OptiFine.
Both bugs, with the loading on no schematic and the loading of large schematics has been corrected in the sources and pushed to the github repo. I'll be collecting bug reports until 1.4.4 and release a final 1.4.2 version when it's out, with all bugs (hopefully) fixed.
As for big schematics, I'd advise people to use the older versions instead, they will produce way less lag with the rendering limits from the config file. I won't have time to fix this until around the weekend (requires quite some code to be rewritten) so it most likely won't be in the 1.4.2 releases.
I tried to test both water bugs (#1), but I wasn't able to replicate them. I went ahead and exported a 100x100x10 chunk of an ocean and tried to get the second water bug to show up, but I didn't notice any lag.
I've got a temporary fix to the lag caused by loading big .schematic files. What you do is you open the .schematic file in MCEdit and you select a portion of it and export it as "Schematicfilepart1" or something like that, and just build it in pieces
I've got a temporary fix to the lag caused by loading big .schematic files. What you do is you open the .schematic file in MCEdit and you select a portion of it and export it as "Schematicfilepart1" or something like that, and just build it in pieces
That is definitely an option, but I can imagine that it's really annoying. I'd really suggest getting the older version over doing this, unless it doesn't bother the user. Also, mod blocks won't work in MCEdit afaik.
I've also updated the 1.4.2, applying a few bug fixes that were pointed out until today, except for the lag with huge schematics, which will be fixed later this week.
Quote from CHANGELOG »
Bumped build number.
The schematic will render only the first layer of a schematic if it has more than 125000 blocks (eg: 50x50x50 cube).
Fixed NPE in the load GUI when the user clicks "Done" with "No schematic" selected.
Hey, i really like your mod. I'm not much of a builder myself , so its a great help.
Is there a place i can download blueprints from or its just too new for that?
Keep up the great work.
Actually there called schimatics and you can google minecraft schimatics for alot of sites, and you place these schimatics in
\Users\(username)\AppData\Roaming\.minecraft\schematics. the schimatics folder well be created first time you run minecraft with this mod.
I do have a question Is MCForge updated to 1.4.4. reason I ask is this mod is updated but I cant find a MCForge for 1.4.4
I'm getting tesselation crashes on 1.4.2, when schematics are loaded for over a minute or so after some lag spikes of death, probably something to do with optifine.
java.lang.IllegalStateException: Already tesselating!
at azb.b(Tessellator.java:504)
at azb.b(Tessellator.java:494)
at ItemRendererHD.renderItem3D(ItemRendererHD.java:164)
at ItemRendererHD.a(ItemRendererHD.java:122)
at ayx.a(ItemRenderer.java:461)
at ayt.b(EntityRenderer.java:753)
at ayt.a(EntityRenderer.java:1698)
at ayt.b(EntityRenderer.java:1122)
at net.minecraft.client.Minecraft.J(Minecraft.java:884)
at net.minecraft.client.Minecraft.run(Minecraft.java:779)
at java.lang.Thread.run(Unknown Source)
While I did say that I won't turn this into a WE clone, seeing that the feature was requested a few times now, I'll most probably add an import functionality into the extension mod. Schematica itself is more or less finished, the only things left to do are to keep it up to date with Minecraft, fixing any bugs that occur and also adding features that suit it better than the extension mod.
I'm not sure how far maximumtech is with his project, but he's working on a new WE. There are still no downloads as of now, but I'm pretty sure that when he does release this we'll no longer need WE (if he does ).
I wouldn't consider it a clone if you weren't working from scratch for some reason, since there's no front end for those features in worldedit. a good ui is sorely needed for both schematics and placement, no offense but wasted potential imo. could've been real useful as a ui like worldeditcui, but this is sort of like re-inventing the wheel after someone else has already built the car. doesn't matter as long as you're enjoying it I guess, and probably makes sense knowing that someone is working on a better worldedit as well, if you plan for it to work with that instead.
Rollback Post to RevisionRollBack
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I'm getting tesselation crashes on 1.4.2, when schematics are loaded for over a minute or so after some lag spikes of death, probably something to do with optifine.
java.lang.IllegalStateException: Already tesselating!
at azb.b(Tessellator.java:504)
at azb.b(Tessellator.java:494)
at ItemRendererHD.renderItem3D(ItemRendererHD.java:164)
at ItemRendererHD.a(ItemRendererHD.java:122)
at ayx.a(ItemRenderer.java:461)
at ayt.b(EntityRenderer.java:753)
at ayt.a(EntityRenderer.java:1698)
at ayt.b(EntityRenderer.java:1122)
at net.minecraft.client.Minecraft.J(Minecraft.java:884)
at net.minecraft.client.Minecraft.run(Minecraft.java:779)
at java.lang.Thread.run(Unknown Source)
I wouldn't consider it a clone if you weren't working from scratch for some reason, since there's no front end for those features in worldedit. a good ui is sorely needed for both schematics and placement, no offense but wasted potential imo. could've been real useful as a ui like worldeditcui, but this is sort of like re-inventing the wheel after someone else has already built the car. doesn't matter as long as you're enjoying it I guess, and probably makes sense knowing that someone is working on a better worldedit as well, if you plan for it to work with that instead.
I've had that crash a few times, but I'm unable to reproduce it at this time as it only happens like once in a 100 time when I'm testing things.
Lately I've been thinking to add a few things to Schematica, which I wont talk about right now as I have higher priorities (fixing the FPS lag etc). Another reason is i don't want to be blamed for not adding things like X, Y and Z when I said I'd add them. I'll make it a surprise when it'd finished.
Sorry for the double, but have to get feedback on this ASAP. There are 2 questions in the poll, need some user input for the alpha/transparency option that is available via the config.
Rewrote the rendering classes (again). There is now a global renderer that calls schematics' render functions (chunks are 16x16x16). As there is no other way of detecting if a MC chunk was changed thingy have to rely on the WorldRender chunks' dirty flag, so things may not update instantly sometimes (or at all).
Bumped the version number.
In short: the FPS should be way, way higher than before.
Feature suggestion: Have Schematica remember the last loaded schematic and the location of it in the world so that it could be re-enabled without having to reload/reposition it.
Is it just me or the air block in the schematic file are not checked anymore for correctnes?
Example: In schematic file its and air block, but in my world its snow block. It should paint it red but it doesnt. This is a great problem for me.
Can we get this toggable in the config? Tnx.
Feature suggestion: Have Schematica remember the last loaded schematic and the location of it in the world so that it could be re-enabled without having to reload/reposition it.
Might add that, but probably not in the near future (I plan to tweak the schematic loading at some time).
Updated to Minecraft 1.4.5, bumped version.
Added the option to highlight real blocks that don't exist in the schematic (air blocks). By default it's enabled.
Chunk updating now uses the sortedWorldRenderers array instead of the worldRenderersToUpdate list.
Wanted to post an update since I think I found a fix.
If you have optifine installed disabled connected textures and the missing blocks reappear
! Thank you for this, I was always wondering about how to fix it, and was just jumping between texture packs. Thanks for the tip, will try it out.
I've had that error twice, but i was never able to reproduce it in my development environment. I'll have to check which of the mods add the ItemRendererHD class and start debugging from there (a mod might be creating a new thread and trying to use the tesselator in the thread, but that's just the first thing that came to mind, could be anything else).
I've noticed that bug recently and it's a minor problem right now, still trying to optimize the FPS drop when importing huge schematics.
Have a minor crashbug: When "-- No schematic --" is selected and you click on Done (with no schematic loaded from file), client crashes. - pastebin.com/8Riufmuj
EDIT Using the new version and trying to load a 175x175x 240 high schematic (of a tower) I drop from 200 fps to 3 fps until I change it to show only 1 layer.
Would it be possible to have it default to loading only the bottom layer if the schematic is too large?
EDIT2 It seems that Schematica is not showing the red wrong block outline if I place a block where flowing vertical water should be (don't know if it affects other blocks as well).
EDIT3 A big "lake" of water provides frequent stutter lag even with all animations turned off via OptiFine.
As for big schematics, I'd advise people to use the older versions instead, they will produce way less lag with the rendering limits from the config file. I won't have time to fix this until around the weekend (requires quite some code to be rewritten) so it most likely won't be in the 1.4.2 releases.
I tried to test both water bugs (#1), but I wasn't able to replicate them. I went ahead and exported a 100x100x10 chunk of an ocean and tried to get the second water bug to show up, but I didn't notice any lag.
That is definitely an option, but I can imagine that it's really annoying. I'd really suggest getting the older version over doing this, unless it doesn't bother the user. Also, mod blocks won't work in MCEdit afaik.
I've also updated the 1.4.2, applying a few bug fixes that were pointed out until today, except for the lag with huge schematics, which will be fixed later this week.
you can try the following websites for schematics to load
http://www.mcschematics.com/
http://www.planetminecraft.com/resources/projects/ (not all project include schematics though)
Actually there called schimatics and you can google minecraft schimatics for alot of sites, and you place these schimatics in
\Users\(username)\AppData\Roaming\.minecraft\schematics. the schimatics folder well be created first time you run minecraft with this mod.
I do have a question Is MCForge updated to 1.4.4. reason I ask is this mod is updated but I cant find a MCForge for 1.4.4
It's updated, get it from here http://files.minecraftforge.net/ , 6.3.x.x are versions for 1.4.4
Guess it dont like me tried with 2 diffrent mod launchers and manule installed and everytime black screen
OK strange I tried it with MultiMC (Not use to) it and it works but anyother way install forge i get black screen
I wouldn't consider it a clone if you weren't working from scratch for some reason, since there's no front end for those features in worldedit. a good ui is sorely needed for both schematics and placement, no offense but wasted potential imo. could've been real useful as a ui like worldeditcui, but this is sort of like re-inventing the wheel after someone else has already built the car. doesn't matter as long as you're enjoying it I guess, and probably makes sense knowing that someone is working on a better worldedit as well, if you plan for it to work with that instead.
I've had that crash a few times, but I'm unable to reproduce it at this time as it only happens like once in a 100 time when I'm testing things.
Lately I've been thinking to add a few things to Schematica, which I wont talk about right now as I have higher priorities (fixing the FPS lag etc). Another reason is i don't want to be blamed for not adding things like X, Y and Z when I said I'd add them. I'll make it a surprise when it'd finished.
In short: the FPS should be way, way higher than before.
Might add that, but probably not in the near future (I plan to tweak the schematic loading at some time).
http://pastebin.com/CvmP69Ud