EDIT: Currently talking with the Rift dev on Discord. Says it should be fixed in a few hours.
==
Thanks for the link to Rift for 1.13.2. Been frothing at the mouth for days waiting for a 1.13.2 version
I know you're not the dev of Rift, and it's out of your way for me to ask you, but just in case you can shed some light on it:
After installing that version of Rift (from your link), I get the success message, but when I try to launch the game and get this error:
The file it's trying to download upon launching the game is not at that path. (Or anywhere on that server, I went searching.)
Is it normal for a mods to go searching for a download? I never paid attention before and don't know much about how mods work, but I thought all the files needed were in the .jar that was installed. Anyway, it might be that they just removed the thing and that version doesn't work anymore
well crap. 1.14 gets rid of Heightmap$Type.LIGHT_BLOCKING. That's what VoxelMap has been based on since 2011. I don't want to know the height of the highest fence, I want to know the height of the ground underneath it so I can draw that then the fence color on top. Guess I get to iterate down now until I hit something that lowers light level. Fair trade maybe, used to have to iterate from the ocean surface down until I hit a solid and now I can use OCEAN_FLOOR. I used LIGHT_BLOCKING for literally every BlockPos though
ugh glass domes way over the ground are going to be so much iteration now. Before I could use the lighting height map and the precipitation map to get the ground underneath and the glass dome no iterating. Or in 1.13 LIGHT_BLOCKING and WORLD_SURFACE. Now the main layer that's been used since Zan's Minimap is gone and something I have to iterate too. hrnnnnnnggggggg
obviously I cache those values as much as I can but getting them in the first place suddenly became a whole heck of a lot more getBlockstate()'s
And the lightmap used for accurate lighting on the map seems to be buried somewhere now or perhaps gone completely as another part of the lighting overhaul. Not sure I want to continue this
vanilla did something that wasn't completely optimized to find the first light reducing block I'm sure, but it then stored it in an array that offered quick retrieval. Recalculating to adjust the array probably sucked each time there was a block or lighting change so that's probably why it's gone. isWaterlogged didn't seem to be a problem for it in 1.13.
I Do render glass and fences, but in a separate layer from light blockers. I want to render what is under them, since they are mostly see through. The oldest version of the map only rendered that layer, and later added the option of glass and fence blocks etc. If I just rendered glass (mostly see through) what color would I blend it with? Need what's underneath.
Binary search would certainly be a whole lot faster than iteration for those instances where there is glass high up above the ground. For instances where WORLD_SURFACE is a plant or flower or torch or grass immediately above the ground, iteration would be a lot faster. OTOH Those can be ignored by looking for MOTION_BLOCKING, which would give me the ground underneath. Fences on the ground would not though. For a fence on the ground iteration is the fastest (just looking at the next one down), while for one in the air a binary search is quite likely to be faster. Check next block down and if still needed after that binary search?
gonna shrink that pillager beast icon down a bit. Also need to get the new villager stuff showing up. And take care of the stuff I've been discussing with Robijnvogelthe last few posts. And make sure a bunch of other things aren't broken. But VoxelMap should be ready for 1.14 as soon as it releases, and will be usable for the latest snapshot soon, using Fabric https://fabricmc.net/use/
is there a way to get this and optifine to work at the same time? it seems I must choose between one or the other, that or there is a way and im just not smart enough to find it
Hey there - I'm getting weird coordinates on the worldmap on 1.13.2. On the minimap it says I'm at +129, -243. The worldmap says it's +106, -259 when zoomed all the way in. Zoomed all the way out says -670, -740. This also makes waypoints come out wonky if I try to add them by coordinate. Adding them for the place I'm standing works as designed.
is there a way to get this and optifine to work at the same time? it seems I must choose between one or the other, that or there is a way and im just not smart enough to find it
yeah I use them both. instructions are different for Liteloader and Rift versions
Hey there - I'm getting weird coordinates on the worldmap on 1.13.2. On the minimap it says I'm at +129, -243. The worldmap says it's +106, -259 when zoomed all the way in. Zoomed all the way out says -670, -740. This also makes waypoints come out wonky if I try to add them by coordinate. Adding them for the place I'm standing works as designed.
are you moving the mouse around? coordinates displayed are those under the mouse cursor, unless using wasd to move the map
Not sure if this has been posted before, but I've searched through the 90+ pages with no answers;
My issue is with the Large Map / Multiworld portion (Default "M")
Issue: Explored areas become blacked out, once in a while become revealed. Right before loading the "M" map, I see my explored map every time, then it wiped everything to black. It's there, saved somewhere. I just want to see what I've explored.
I play
1. The server that runs 1.13.2 Spigot ( I have no access to server-side files, although I might get some properties values if needed, not the files)
2. Client-side - Latest Rift and VoxelMap
3. I run the game for hours on end. Sometimes for 1 hour, sometimes for 2 hours, but exploring <b>3k * 3k chunk flying in the end, taking up MEMORY.</b>
Lately, it randomly started to wipe my explored areas. I can manually trigger the wipe by pressing "M", and clicking "Multiworld". Although I click the "Overworld"(my default nametag for the server), it resets my map. Lately, it started to randomly wipe my explored area WITHOUT clicking "Multiworld", as previously mentioned. I feel like there is a cap to cache/ram.
Once in a while, randomly, I get my old waypoint and explored area revealed to me. I take screenshots etc but that defeats the purpose of the addon.
Are there any Memory or Cache leaks I should be looking out for, or is this a known issue I've missed searching.
Yeah, it seems from moving the cursor that the coordinate display changes corresponding to the area of the map. However, the further zoomed out I am, the more off the coordinates displayed are from the actual world. If I want to get an accurate coordinate set from the world map, I have to zoom all the way in, and even then can be 50-100 meters off from where I am in the world.
When zoomed all the way out, it's wayyyyy off. As an example, I'm currently standing on -340, +250. I hit 'M' for world map and hovered the cursor above my icon. It says I'm at -1150, -242. The numbers change depending on where the map is centered.
Edit - I think I figured out what's going on. In the world map, it's calculating coordinates relative to the top left corner rather than relative to the center. That's why it's more accurate the more zoomed in I am. I just tried zooming all the way in and putting my icon in the top left, and it gave me the correct coordinates when I hovered the cursor over my icon. Does that make sense?
I run my own 13.2 server and everybody that is using it has VM installed. I'd like to view slime chunks but am having an issue when entering the seed. Every time I press a key I get double characters in the window. The seed is 106012 (I think - working from memory here), but typing it in without hitting backspace results in 110066001122. So I delete the extra characters and hit enter and the entry returns to "seed unknown" and the slime chunk option remains grey.
It is doing this on my system and at least one other players system. Any idea what is causing this?
The Meaning of Life, the Universe, and Everything.
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195
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HeroCC
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HeroCC
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TheRealHeroCC
Member Details
Hello! I'm trying to get VoxelMap to work on 1.13.2 in MultiMC, but I'm running into an issue with crashing. Rift works by itself on 1.13.2, but installing VoxelMap causes this error: https://pastebin.com/63ZhxhHP. Any ideas what might be wrong? Thanks!
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HeroiCraft - Survival / Creative / SkyBlock \ Mini Games \ Tons More!
I use this mod on a server called Wynncraft. Its a MMORPG in Minecraft and it uses virtual players to add their Mobs with their own AI. Also they use armorstands to create custom mobs. Do you think it is possible to filter out specific ones of the virtual players which show up as normal players on the radar while keeping the radar enabled for regular players and some of the virtual players. And the problem with the Mobs based on the armourstands is that they arent diplayed on the radar.
I use this mod on a server called Wynncraft. Its a MMORPG in Minecraft and it uses virtual players to add their Mobs with their own AI. Also they use armorstands to create custom mobs. Do you think it is possible to filter out specific ones of the virtual players which show up as normal players on the radar while keeping the radar enabled for regular players and some of the virtual players. And the problem with the Mobs based on the armourstands is that they arent diplayed on the radar.
Can anyone here help me with those very server specific problems? I'd be glad if you could.
Thanks in advance, Leo
Since this sounds like a purely server-sided plugin of sorts, and Voxelmap is a purely client-sided mod that only interprets whatever information the server shares with the client, I would estimate this to be virtually impossible.
"I let people see how horrendous my code is specifically so it can become less bad." ~ Spirit 2018-10-18
"Never, ever, EVER give a maid a bazooka..." ~ CaerMaster 2018-02-10
"When in doubt read Zsashas' Signature " ~ Vadis365 2016-09-09
"Your post count reflects your uncertainty more than it does your knowledge." ~ Me
I have a quick question for ya MamiyaOtaru, do you have a tool that we can run that will scan our world files and repopulate the explored areas?
I have a world that I have played for years and has large areas that I have explored. I have always used your map to know what areas have been explored and what hasn't so when there is new content released I know whats been explored and what hasn't. With this new Rift version I had to delete my old files and the mapper has not repopulated the world.
Or even if you could just shade the chunks that have been explored. I Understand they changed the data so I could go back and update those areas as long as I know where would be a HUGE help!
EDIT: Currently talking with the Rift dev on Discord. Says it should be fixed in a few hours.
==
Thanks for the link to Rift for 1.13.2. Been frothing at the mouth for days waiting for a 1.13.2 version
I know you're not the dev of Rift, and it's out of your way for me to ask you, but just in case you can shed some light on it:
After installing that version of Rift (from your link), I get the success message, but when I try to launch the game and get this error:
The file it's trying to download upon launching the game is not at that path. (Or anywhere on that server, I went searching.)
Is it normal for a mods to go searching for a download? I never paid attention before and don't know much about how mods work, but I thought all the files needed were in the .jar that was installed. Anyway, it might be that they just removed the thing and that version doesn't work anymore
Founding member of the Madminers!
well crap. 1.14 gets rid of Heightmap$Type.LIGHT_BLOCKING. That's what VoxelMap has been based on since 2011. I don't want to know the height of the highest fence, I want to know the height of the ground underneath it so I can draw that then the fence color on top. Guess I get to iterate down now until I hit something that lowers light level. Fair trade maybe, used to have to iterate from the ocean surface down until I hit a solid and now I can use OCEAN_FLOOR. I used LIGHT_BLOCKING for literally every BlockPos though
ugh glass domes way over the ground are going to be so much iteration now. Before I could use the lighting height map and the precipitation map to get the ground underneath and the glass dome no iterating. Or in 1.13 LIGHT_BLOCKING and WORLD_SURFACE. Now the main layer that's been used since Zan's Minimap is gone and something I have to iterate too. hrnnnnnnggggggg
obviously I cache those values as much as I can but getting them in the first place suddenly became a whole heck of a lot more getBlockstate()'s
And the lightmap used for accurate lighting on the map seems to be buried somewhere now or perhaps gone completely as another part of the lighting overhaul. Not sure I want to continue this
vanilla did something that wasn't completely optimized to find the first light reducing block I'm sure, but it then stored it in an array that offered quick retrieval. Recalculating to adjust the array probably sucked each time there was a block or lighting change so that's probably why it's gone. isWaterlogged didn't seem to be a problem for it in 1.13.
I Do render glass and fences, but in a separate layer from light blockers. I want to render what is under them, since they are mostly see through. The oldest version of the map only rendered that layer, and later added the option of glass and fence blocks etc. If I just rendered glass (mostly see through) what color would I blend it with? Need what's underneath.
Binary search would certainly be a whole lot faster than iteration for those instances where there is glass high up above the ground. For instances where WORLD_SURFACE is a plant or flower or torch or grass immediately above the ground, iteration would be a lot faster. OTOH Those can be ignored by looking for MOTION_BLOCKING, which would give me the ground underneath. Fences on the ground would not though. For a fence on the ground iteration is the fastest (just looking at the next one down), while for one in the air a binary search is quite likely to be faster. Check next block down and if still needed after that binary search?
ugh it's a lot of new complexity
gonna shrink that pillager beast icon down a bit. Also need to get the new villager stuff showing up. And take care of the stuff I've been discussing with Robijnvogelthe last few posts. And make sure a bunch of other things aren't broken. But VoxelMap should be ready for 1.14 as soon as it releases, and will be usable for the latest snapshot soon, using Fabric https://fabricmc.net/use/
is there a way to get this and optifine to work at the same time? it seems I must choose between one or the other, that or there is a way and im just not smart enough to find it
Hey there - I'm getting weird coordinates on the worldmap on 1.13.2. On the minimap it says I'm at +129, -243. The worldmap says it's +106, -259 when zoomed all the way in. Zoomed all the way out says -670, -740. This also makes waypoints come out wonky if I try to add them by coordinate. Adding them for the place I'm standing works as designed.
yeah I use them both. instructions are different for Liteloader and Rift versions
are you moving the mouse around? coordinates displayed are those under the mouse cursor, unless using wasd to move the map
Not sure if this has been posted before, but I've searched through the 90+ pages with no answers;
My issue is with the Large Map / Multiworld portion (Default "M")
Issue: Explored areas become blacked out, once in a while become revealed. Right before loading the "M" map, I see my explored map every time, then it wiped everything to black. It's there, saved somewhere. I just want to see what I've explored.
I play
1. The server that runs 1.13.2 Spigot ( I have no access to server-side files, although I might get some properties values if needed, not the files)
2. Client-side - Latest Rift and VoxelMap
3. I run the game for hours on end. Sometimes for 1 hour, sometimes for 2 hours, but exploring <b>3k * 3k chunk flying in the end, taking up MEMORY.</b>
Lately, it randomly started to wipe my explored areas. I can manually trigger the wipe by pressing "M", and clicking "Multiworld". Although I click the "Overworld"(my default nametag for the server), it resets my map. Lately, it started to randomly wipe my explored area WITHOUT clicking "Multiworld", as previously mentioned. I feel like there is a cap to cache/ram.
Once in a while, randomly, I get my old waypoint and explored area revealed to me. I take screenshots etc but that defeats the purpose of the addon.
Are there any Memory or Cache leaks I should be looking out for, or is this a known issue I've missed searching.
Thanks in advance.
Is it possible to add custom icons for the mobs?
I'm trying to use the pixelmon sprites to show the pokemon on the map.
Currently, it shows the colors of the pokemon, but the shapes are not correct, I would like to use the sprites instead.
Thanks!
Yeah, it seems from moving the cursor that the coordinate display changes corresponding to the area of the map. However, the further zoomed out I am, the more off the coordinates displayed are from the actual world. If I want to get an accurate coordinate set from the world map, I have to zoom all the way in, and even then can be 50-100 meters off from where I am in the world.
When zoomed all the way out, it's wayyyyy off. As an example, I'm currently standing on -340, +250. I hit 'M' for world map and hovered the cursor above my icon. It says I'm at -1150, -242. The numbers change depending on where the map is centered.
https://imgur.com/8VsSwtm
https://imgur.com/SXZpCcw
Edit - I think I figured out what's going on. In the world map, it's calculating coordinates relative to the top left corner rather than relative to the center. That's why it's more accurate the more zoomed in I am. I just tried zooming all the way in and putting my icon in the top left, and it gave me the correct coordinates when I hovered the cursor over my icon. Does that make sense?
My large map and waypoints never save when I shutdown my PC.
I can confirm my friend also had the same problem.
Our version is 1.13.2 and we use Optifine along with the minimap.
The minimap works, but the rivers are all invisible, and I can't see my inventory. Do you have any ideas how to fix this?
in 1.8 when i place a waypoint it shows opengl 1283 stack overflow
I run my own 13.2 server and everybody that is using it has VM installed. I'd like to view slime chunks but am having an issue when entering the seed. Every time I press a key I get double characters in the window. The seed is 106012 (I think - working from memory here), but typing it in without hitting backspace results in 110066001122. So I delete the extra characters and hit enter and the entry returns to "seed unknown" and the slime chunk option remains grey.
It is doing this on my system and at least one other players system. Any idea what is causing this?
i get the same issue , alix
Hello! I'm trying to get VoxelMap to work on 1.13.2 in MultiMC, but I'm running into an issue with crashing. Rift works by itself on 1.13.2, but installing VoxelMap causes this error: https://pastebin.com/63ZhxhHP. Any ideas what might be wrong? Thanks!
Hi,
I use this mod on a server called Wynncraft. Its a MMORPG in Minecraft and it uses virtual players to add their Mobs with their own AI. Also they use armorstands to create custom mobs. Do you think it is possible to filter out specific ones of the virtual players which show up as normal players on the radar while keeping the radar enabled for regular players and some of the virtual players. And the problem with the Mobs based on the armourstands is that they arent diplayed on the radar.
Image of a town populated by virtual players: http://prntscr.com/mcu44z
Image of Mobs not displaying: http://prntscr.com/mcu6jk
Can anyone here help me with those very server specific problems? I'd be glad if you could.
Thanks in advance, Leo
Since this sounds like a purely server-sided plugin of sorts, and Voxelmap is a purely client-sided mod that only interprets whatever information the server shares with the client, I would estimate this to be virtually impossible.
If you're new to troubleshooting Minecraft Crashes, or just interested, please read my guide on reading crash reports and reporting crashes.
"I let people see how horrendous my code is specifically so it can become less bad." ~ Spirit 2018-10-18
" ~ Vadis365 2016-09-09
"Never, ever, EVER give a maid a bazooka..." ~ CaerMaster 2018-02-10
"When in doubt read Zsashas' Signature
"Your post count reflects your uncertainty more than it does your knowledge." ~ Me
Can't enter the seed for slime chunks mapping. Whatever I do the seed remains "Seed: Unknown".
Symbols typed in the Seed field are doubled. Copy/paste seems to enter the numbers once.
I play on my own private local (127.0.0.1) vanilla 1.13.2 multiplayer server.
Jedi-physicist
I have a quick question for ya MamiyaOtaru, do you have a tool that we can run that will scan our world files and repopulate the explored areas?
I have a world that I have played for years and has large areas that I have explored. I have always used your map to know what areas have been explored and what hasn't so when there is new content released I know whats been explored and what hasn't. With this new Rift version I had to delete my old files and the mapper has not repopulated the world.
Or even if you could just shade the chunks that have been explored. I Understand they changed the data so I could go back and update those areas as long as I know where would be a HUGE help!