improved multiworld support. VoxelMap now automatically recognizes previously visited (and labeled) worlds, as long as they haven't changed too much. If the user has stated that a server is multiworld, and a world is not recognized (either the first visit, or it has changed a lot) a message in chat will state that it is an unknown world, and remind the player to manually select the world in the multiworld screen
so I like to talk about how something is probably too hard then I go and do it anyway. Next version will attempt to match your surroundings with saved data from worlds you have visited previously. If it finds one (and only one) it will set your current world to it, otherwise it will pop up a message saying Unknown World! and will tell the player to select the current world on the multiworld screen. It will only do this after the player has gone to the multiworld screen and said that it is in fact multiworld. But after having visited and labelled worlds, they should be recognized automatically next time. Works fairly well here, and it can always be overridden by the player
Is there a way to export/save the map you see when you hit M?
https://github.com/MamiyaOtaru/anvilmapper
the first few steps listed there are all you need to do to get images to output (one per region). You can run the code at that link to stitch them together into a google maps like webpage. If someone wants to take that code and make it more user friendly that'd be fine
improved multiworld support. VoxelMap now automatically recognizes previously visited (and labeled) worlds, as long as they haven't changed too much. If the user has stated that a server is multiworld, and a world is not recognized (either the first visit, or it has changed a lot) a message in chat will state that it is an unknown world, and remind the player to manually select the world in the multiworld screen
so I like to talk about how something is probably too hard then I go and do it anyway. Next version will attempt to match your surroundings with saved data from worlds you have visited previously. If it finds one (and only one) it will set your current world to it, otherwise it will pop up a message saying Unknown World! and will tell the player to select the current world on the multiworld screen. It will only do this after the player has gone to the multiworld screen and said that it is in fact multiworld. But after having visited and labelled worlds, they should be recognized automatically next time. Works fairly well here, and it can always be overridden by the player
... and done. see above
https://github.com/MamiyaOtaru/anvilmapper
the first few steps listed there are all you need to do to get images to output (one per region). You can run the code at that link to stitch them together into a google maps like webpage. If someone wants to take that code and make it more user friendly that'd be fine
Are you fixed radar? Or you don't do it specially? Also one bug (OpenGL error):
improved multiworld support. VoxelMap now automatically recognizes previously visited (and labeled) worlds, as long as they haven't changed too much. If the user has stated that a server is multiworld, and a world is not recognized (either the first visit, or it has changed a lot) a message in chat will state that it is an unknown world, and remind the player to manually select the world in the multiworld screen
so I like to talk about how something is probably too hard then I go and do it anyway.
O_O
Such a BOSS!
Now to get the thing fixed with Damage Indicators. You gonna tell him to send the opengl calls through state manager or should I?
Anyway, the map records what the server sends it. It seems the server is claiming those chunks (out past or at the edge of the normal view distance) are actually empty. The map has no way to know that isn't true; some maps (skyblock maps, aether maps) actually have lots of empty chunks.
If I had to guess, that is some part of a misguided attempt to thwart world downloader or something. It's definitely the server's problem for sending bad data at any rate. I could in theory discard info about chunks that are out of range, or when a non empty chunk suddenly becomes empty, but adding additional checks to work around bad behavior from one server is low on my list of priorities
OR if it happens in singleplayer or on multiple servers it could be your chunkloader misbehaving. Not aware of too many mods that would mess with that, but if you are running any mods please let me know. gfiti's issue happened for him only on one server, and with JourneyMap too (so definitely not my bug), would be good to know if it's the same for you
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Yes, I'm playing on A'therys, which does have a multitude of anti-hack mods installed, but an anti-world downloader isn't one of them. I know for a fact because we regularly download towns to work on in creative.
I am running a setup with the following mods and versions:
Forge (1336) +
There are a lot of chunks that become unloaded at any given point on A'therys, so that could be it. I understand that it's not a priority, was just wondering if there was a quick fix. I'll play around with it, I have gotten it to go away sometimes but other times it's there permanently.
Yes, I'm playing on A'therys, which does have a multitude of anti-hack mods installed, but an anti-world downloader isn't one of them.
Not a working one anyway Just speculation really. I wouldn't mind getting it working, seems like a neat server. And with more than one report, I'll probably get to it some time. Will just have to think of a way to decide that supposedly empty chunks aren't legitimate. Will be a while though, headed out of town tomorrow
MamiyaOtaru, you promote cheating on the servers, making it impossible to turn off the radar
there is in fact more than one way to disable them, and you've been told about them. I'm sorry you can't figure it out, but at some point it's a waste of my time to try to help you any more. I have tested, and can confirm, that the color codes work, as does the preferred official method of using the ClientPermissions plugin. I'm happy to give out pointers to anyone who asks, but the amount of times I will do so per person declines when the person is belligerent or incompetent
on the server, the end (assuming your permissions system defaults to off, otherwise you'll need to set some permissions to negative, it's all detailed at the link). If you can't figure out any of those methods I'm really sorry but that's the last I'll discuss it with you
greatly reduce the chance of a concurrentmodificationerror when encountering a resource pack that has a badly formed .mcmeta file for a texture, ie successfully fail and don't keep trying (1.8)
fix so worldmap is able to determine correct multiworld when first joining a server (1.7)
Minimap that also has a scrollable, zoomable world map (access with hotkey 'm'). Click and drag with the mouse, mousewheel to zoom. Right click to manage waypoints and stuff. View the entire single player world, or anywhere you have already visited in a multiplayer world (might be a bit funky with multiverse servers).
install Liteloader. Follow the instructions in its thread. For 1.8, from the liteloader thread: "Development builds are available from the Jenkins build server". There's a beta build of Liteloader for 1.8 there
put the voxelmap .litemod file in your minecraft /mods folder
launch Minecraft with the liteloader profile
Supported languages shown in green on the map image (or red, if that language is a bit out of date). Feel free to submit new (or updated) .lang files here
greatly reduce the chance of a ConcurrentModificationError when encountering a resource pack that has a badly formed .mcmeta file for a texture, ie successfully fail and don't keep trying (1.8)
fix so worldmap is able to determine correct multiworld when first joining a server (1.7)
1.5.9
improved multiworld support. VoxelMap now automatically recognizes previously visited (and labeled) worlds, as long as they haven't changed too much. If the user has stated that a server is multiworld, and a world is not recognized (either the first visit, or it has changed a lot) a message in chat will state that it is an unknown world, and remind the player to manually select the world in the multiworld screen
1.5.8
manually select which world you are in on multiworld servers that don't communicate with the client via world_info/journeymapServer/voxelPlayer plugins. Credit to cubic72 for the selection screen
configurable zoom levels. zoom out 4 times as far as before, if your memory can handle it
configurable region cache size. again, if memory can handle it, increasing the size of the cache makes regions less likely to unload (to reload later) as you pan around
now cache map data on disk for singleplayer worlds too instead of creating from scratch every time from the anvil files (mostly because loading from the voxelmap disk cache is twice as fast)
fix for crash when opening the worldmap with coloredLights mod installed
1.5.7
performance improvement: empty regions do not count towards the region pool size. Loading an empty region will never cause a non-empty region to unload (saving having to possibly re-load it later). Empty regions also use no memory now
teleport in Nether works much better. Tp will go to the surface the world map knows about. If no surface at that X/Z, will check above and below to find one (everywhere for SP, loaded chunks for MP). If none found, TP not allowed so you don't end up inside a wall
player icons reflect whether the player has his hat layer turned off
waypoint icons in icon selector sorted alphabetically
1.5.6
loaded regions use much less memory, which means, for the same usage, you can now
zoom out twice as far on the world map
world map loads much faster. If you scroll faster than it can load, it skips to your current location instead of making you wait for everything to catch up. Regions that have gone off the screen before they could render because you scrolled so fast are now removed from the queue
keyboard controls for the world map. up/right/left/down to pan, crouch/jump to zoom in/out. hold sprint key to pan faster
bugfix for zombie villager and spider jockey helmets rendering too large
1.5.5
add support for CustomNPCs mod
player icon on worldmap now works when radar is turned off
small scale skull icon fixed
keep openGL stack consistent when attempt to automatically create an icon for an unknown mob type fails
1.5.4
add support for Colored Lights mod
custom mob icons can be created with a text .properties file, allowing them to use the current resource pack (and saving space over .png custom icons)
fix for teleport to waypoint sometimes trying to teleport to the coordinates of a waypoint in a different dimension
1.5.3
fixes for compatibility with shaders mod (roundmap stenciling, blurred text on worldmap UI)
more consistent getting the name from multiverse servers with the requisite plugins
1.5.2
zooming in world map much more consistent with low framerates
handle resource packs included with saves
handle launchers that connect the client directly to a server
handle resource pack waypoint icons with different sizes
waypoints created with a now missing image will show as the default instead of not at all
1.5.1
lot of CTM and custom color map fixes, which improve support for some complex resource packs that rely on MCPatcher or Optifine
1.5.0:
configurable waypoint icons. Add your own! Either put in the .litemod file with the rest, or create a resource pack with new icons like /assets/voxelmap/images/waypoints/waypointNAME.png
Internally, using sprite sheets now instead of individual small images. The speed boost is actually rather minimal but it is there, particularly on busy servers with a ton of players and their names being rendered.
is there a way to transfer waypoints from one server to another? this one server I play on crashed and the host isn't going to bring it back but one of the OPs has his server up which is an exact copy of the original...
Rollback Post to RevisionRollBack
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The Meaning of Life, the Universe, and Everything.
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If you've got the time that would be quite helpful. I've seen one or two people with this problem, so it could be server-side. At the same time, other people have had no problems. It's got a lot of plugins and a heavily customized experience (probably the best RPG server out there) but there is a possibility it's client related - if I return to those areas, the map is updated and the chunks are reloaded.
Also, a member of the server made his own version of an image stitcher which for me at least, was easier to use than the anvil stitcher. It's here if you want to take a look at it: https://github.com/GauthIronstaff/VoxelStitch/
is there a way to transfer waypoints from one server to another? this one server I play on crashed and the host isn't going to bring it back but one of the OPs has his server up which is an exact copy of the original...
Rename minecraft/mods/voxelmods/voxelmap/oldAddress.points to newAddress.points. If there is already a newAddress points with things you don't want to lose, the points files can be opened with notepad or whatever and lines copied from one to another
If you've got the time that would be quite helpful. I've seen one or two people with this problem, so it could be server-side. At the same time, other people have had no problems. It's got a lot of plugins and a heavily customized experience (probably the best RPG server out there) but there is a possibility it's client related - if I return to those areas, the map is updated and the chunks are reloaded.
Also, a member of the server made his own version of an image stitcher which for me at least, was easier to use than the anvil stitcher. It's here if you want to take a look at it: https://github.com/GauthIronstaff/VoxelStitch
cool! Had a quick peek at the code, seems nice and straightforward. Also makes a single big image which I know some people want. Might just link to it in the OP when I get to a real computer
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This is the best mod I've ever come across
So much easier to navigate for someone like me who get's lost in his own village I can't believe it's taken me so long to try it out! Having waypoints is amazing.
demand is a strong word, but anyone making opengl calls really should be sending them through the state manager
Someone tell me that he don't ignoring messages.
deleted.
Is there a way to export/save the map you see when you hit M?
new version!
1.5.9
so I like to talk about how something is probably too hard then I go and do it anyway. Next version will attempt to match your surroundings with saved data from worlds you have visited previously. If it finds one (and only one) it will set your current world to it, otherwise it will pop up a message saying Unknown World! and will tell the player to select the current world on the multiworld screen. It will only do this after the player has gone to the multiworld screen and said that it is in fact multiworld. But after having visited and labelled worlds, they should be recognized automatically next time. Works fairly well here, and it can always be overridden by the player
... and done. see above
https://github.com/MamiyaOtaru/anvilmapper
the first few steps listed there are all you need to do to get images to output (one per region). You can run the code at that link to stitch them together into a google maps like webpage. If someone wants to take that code and make it more user friendly that'd be fine
Thanks for the new update!
Are you fixed radar? Or you don't do it specially? Also one bug (OpenGL error):
O_O
Such a BOSS!
Now to get the thing fixed with Damage Indicators. You gonna tell him to send the opengl calls through state manager or should I?
I cant seem to find if this issue has been reported before but I seem to be getting this strange "grid" effect on my maps, in game and post output.
Is there a reason for this or a fix? I'm using version 1.5.7 for 1.8, with AMD Radeon HD 7600 graphics.
looks like the same issue gfiti had: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2261180-voxelmap-1-8-1-7-10-1-6-4-a-minimap-and-worldmap?page=24#c470 (screenshot: http://i.imgur.com/f1eX1Yg.png ). I've fixed the greenness and dark slabs, but haven't had a look at the chunks yet. You playing on http://atherys.com/index ? If not, where? If it's somewhere without a whitelist (the reason I didn't really follow up on the previous report) I'll take a look at it.
Anyway, the map records what the server sends it. It seems the server is claiming those chunks (out past or at the edge of the normal view distance) are actually empty. The map has no way to know that isn't true; some maps (skyblock maps, aether maps) actually have lots of empty chunks.
If I had to guess, that is some part of a misguided attempt to thwart world downloader or something. It's definitely the server's problem for sending bad data at any rate. I could in theory discard info about chunks that are out of range, or when a non empty chunk suddenly becomes empty, but adding additional checks to work around bad behavior from one server is low on my list of priorities
OR if it happens in singleplayer or on multiple servers it could be your chunkloader misbehaving. Not aware of too many mods that would mess with that, but if you are running any mods please let me know. gfiti's issue happened for him only on one server, and with JourneyMap too (so definitely not my bug), would be good to know if it's the same for you
Yes, I'm playing on A'therys, which does have a multitude of anti-hack mods installed, but an anti-world downloader isn't one of them. I know for a fact because we regularly download towns to work on in creative.
I am running a setup with the following mods and versions:
Forge (1336) +
There are a lot of chunks that become unloaded at any given point on A'therys, so that could be it. I understand that it's not a priority, was just wondering if there was a quick fix. I'll play around with it, I have gotten it to go away sometimes but other times it's there permanently.
MamiyaOtaru, you promote cheating on the servers, making it impossible to turn off the radar
Not a working one anyway Just speculation really. I wouldn't mind getting it working, seems like a neat server. And with more than one report, I'll probably get to it some time. Will just have to think of a way to decide that supposedly empty chunks aren't legitimate. Will be a while though, headed out of town tomorrow
there is in fact more than one way to disable them, and you've been told about them. I'm sorry you can't figure it out, but at some point it's a waste of my time to try to help you any more. I have tested, and can confirm, that the color codes work, as does the preferred official method of using the ClientPermissions plugin. I'm happy to give out pointers to anyone who asks, but the amount of times I will do so per person declines when the person is belligerent or incompetent
for color codes, realMotd plugin works. The contents of my plugins/RealMotd/messages/motd.txt is "§3 §6 §3 §6 §3 §6 §d §3 §6 §3 §6 §3 §6 §e " (no quotes, space at the end). If you can't use plugins, on a completely vanilla server some redstone that detects someone joining and sends them the codes works too. That method is detailed in this post: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2261180-voxelmap-1-8-1-7-10-1-6-4-a-minimap-and-worldmap?comment=198
ClientPermissions is easier. Install it, run
on the server, the end (assuming your permissions system defaults to off, otherwise you'll need to set some permissions to negative, it's all detailed at the link). If you can't figure out any of those methods I'm really sorry but that's the last I'll discuss it with you
1.5.10
Thanks for the great update!
is there a way to transfer waypoints from one server to another? this one server I play on crashed and the host isn't going to bring it back but one of the OPs has his server up which is an exact copy of the original...
Signs You're an Aging Gamer: You Press the "A" or "X" Button Rapidly During Loading Screens
If you've got the time that would be quite helpful. I've seen one or two people with this problem, so it could be server-side. At the same time, other people have had no problems. It's got a lot of plugins and a heavily customized experience (probably the best RPG server out there) but there is a possibility it's client related - if I return to those areas, the map is updated and the chunks are reloaded.
Also, a member of the server made his own version of an image stitcher which for me at least, was easier to use than the anvil stitcher. It's here if you want to take a look at it: https://github.com/GauthIronstaff/VoxelStitch/
Rename minecraft/mods/voxelmods/voxelmap/oldAddress.points to newAddress.points. If there is already a newAddress points with things you don't want to lose, the points files can be opened with notepad or whatever and lines copied from one to another
cool! Had a quick peek at the code, seems nice and straightforward. Also makes a single big image which I know some people want. Might just link to it in the OP when I get to a real computer
Ok, I give up.
How do I turn on the radar for entities?
I can't find the option. I pressed "M". It's not there.
What am I doing wrong?
This is the best mod I've ever come across
So much easier to navigate for someone like me who get's lost in his own village I can't believe it's taken me so long to try it out! Having waypoints is amazing.
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