Just wanted to say congrats to Scaevolus for getting some of his efficient code put into Minecraft's official release today!
Scaevolus, was it this Region code that was used, or some other variant of code you've produced?
It was FastRender, one of the components of Optimine, but they added some debug code to it that completely negated the performance improvements for most people.
dunno if this is Mac compatible (or for that matter, PPC Mac), but i'm getting an error every time I try to start a new world.
--- BEGIN ERROR REPORT a1dce528 --------
Generated 1/13/11 1:11 PM
Minecraft: Minecraft Beta 1.2
OS: Mac OS X (ppc) version 10.5.8
Java: 1.5.0_26, Apple Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Apple Inc.
LWJGL: 2.4.2
OpenGL: NVIDIA GeForce4 MX OpenGL Engine version 1.1 NVIDIA-1.5.48, NVIDIA Corporation
java.lang.UnsupportedClassVersionError: Bad version number in .class file
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(ClassLoader.java:676)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:124)
at java.net.URLClassLoader.defineClass(URLClassLoader.java:260)
at java.net.URLClassLoader.access$100(URLClassLoader.java:56)
at java.net.URLClassLoader$1.run(URLClassLoader.java:195)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:188)
at java.lang.ClassLoader.loadClass(ClassLoader.java:317)
at java.lang.ClassLoader.loadClass(ClassLoader.java:252)
at java.lang.ClassLoader.loadClassInternal(ClassLoader.java:375)
at oj.a(oj.java:30)
at hr.e(SourceFile:103)
at hr.b(SourceFile:70)
at dn.c(dn.java:452)
at dn.a(dn.java:407)
at dn.d(dn.java:411)
at dn.a(dn.java:308)
at qx.a(SourceFile:52)
at dn.<init>(dn.java:284)
at dn.<init>(dn.java:195)
at dn.<init>(dn.java:107)
at net.minecraft.client.Minecraft.b(SourceFile:1249)
at mr.c(SourceFile:79)
at mr.a(SourceFile:65)
at by.a(SourceFile:69)
at by.e(SourceFile:116)
at by.d(SourceFile:104)
at net.minecraft.client.Minecraft.i(SourceFile:1083)
at net.minecraft.client.Minecraft.run(SourceFile:678)
at java.lang.Thread.run(Thread.java:655)
--- END ERROR REPORT 9eab58e2 ----------
XD Holy crap I just screwed up. I ran minecraft with the update without converting my save back. So it reset my world to when it was first rendered. All that came with was where I last was and what was in my inventory at the time. I just installed the mod and my old world comes back! I just got used to the new one too >.<
Anyway to install/run this mod without converting back to the old world?
Edit: I'm going to try and delete the regions folder.
Edit edit: It worked :biggrin.gif: Thanks for the awesome mod and easy to useness! You sir deserve a
Just wanted to say congrats to Scaevolus for getting some of his efficient code put into Minecraft's official release today!
Scaevolus, was it this Region code that was used, or some other variant of code you've produced?
It was FastRender, one of the components of Optimine, but they added some debug code to it that completely negated the performance improvements for most people.
I don't know if it's really "updated" or not, I've tried installing this mod on top of a clean .jar file three times and every time I try to load my save from the last version I get this message:
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT a1dce528 --------
Generated 1/13/11 6:43 PM
Minecraft: Minecraft Beta 1.2
OS: Windows XP (x86) version 5.1
Java: 1.6.0_13, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: Intel 945GM version 1.4.0 - Build 4.14.10.4543, Intel
java.lang.NullPointerException
at cg.a(SourceFile:169)
at h.a(SourceFile:1105)
at ll.c(SourceFile:433)
at ll.b(SourceFile:366)
at net.minecraft.client.Minecraft.run(SourceFile:705)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 11fe2303 ----------
But it lets me start a NEW world just fine. I hate having to start my huge project over from scratch.
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT a1dce528 --------
Generated 1/13/11 6:43 PM
Minecraft: Minecraft Beta 1.2
OS: Windows XP (x86) version 5.1
Java: 1.6.0_13, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: Intel 945GM version 1.4.0 - Build 4.14.10.4543, Intel
java.lang.NullPointerException
at cg.a(SourceFile:169)
at h.a(SourceFile:1105)
at ll.c(SourceFile:433)
at ll.b(SourceFile:366)
at net.minecraft.client.Minecraft.run(SourceFile:705)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 11fe2303 ----------
But it lets me start a NEW world just fine. I hate having to start my huge project over from scratch.
Did you have any mods running? This is the kind of error you get if you were using a mod that added/changed block IDs.
Hey Scaevolus I was considering trying out this mod and had a few questions about the mod and one concern.
1) My main question would be would I notice still a performance boost when it came to things like forced world-save? Before you say yes what if my whole world is done via ramdrive? I was not sure if I would get the impact or not if I was using ramdrive to start with.
2) If all the map and such data are smaller and there is a client side mod would this mean packets sent to the client are also a lot smaller? I'm really confused why there needs to be a client side mod for this as I thought be just server side.
3) Notch we know is working on a system in the future and was wondering is he pretty much doing this way or something different? Would you be providing a converter any chance or do you have one already to go back to old format? I worry what would happen if you died today haha :smile.gif:
So after these questions my server is over 1,000,000 blocks and takes almost 4 gigs of ramdrive space. I was wondering would you recommend this for a Long term server that has been running for a couple months? We have usually 50 online at all times but I don't want to jump to something that might risk losing almost 100,000 hours of players work put into our server.
Hey Scaevolus I was considering trying out this mod and had a few questions about the mod and one concern.
1) My main question would be would I notice still a performance boost when it came to things like forced world-save? Before you say yes what if my whole world is done via ramdrive? I was not sure if I would get the impact or not if I was using ramdrive to start with.
2) If all the map and such data are smaller and there is a client side mod would this mean packets sent to the client are also a lot smaller? I'm really confused why there needs to be a client side mod for this as I thought be just server side.
3) Notch we know is working on a system in the future and was wondering is he pretty much doing this way or something different? Would you be providing a converter any chance or do you have one already to go back to old format? I worry what would happen if you died today haha :smile.gif:
So after these questions my server is over 1,000,000 blocks and takes almost 4 gigs of ramdrive space. I was wondering would you recommend this for a Long term server that has been running for a couple months? We have usually 50 online at all times but I don't want to jump to something that might risk losing almost 100,000 hours of players work put into our server.
Thanks,
Kane Hart
1) Save-all is faster if you're writing to a hard drive. If you're using a Ramdisk, there shouldn't be any difference-- but copying files to physical storage will be faster.
2) The packets don't change. The only thing this changes is the storage format on the hard drive. The client mod is so people playing single-player can experience the same benefits.
3) We don't know much about the new save file format. Notch has said it's going to be a single file, but the performance for that would be horrible. I already have a converter for both converting to the McRegion format and converting back to the old format, so compatibility shouldn't be an issue.
McRegion for servers is stable and safe-- I haven't had any complaints about data loss, and a lot of people are using it. :-) You have backups though, right? Again, I'm not sure how much of a difference it would make if you already have everything in a RAMdisk-- probably not much. McRegion files are also incompatible with all the mapping tools currently available.
Ahh thanks so when you run really fast and its loading the chunk if I'm on ramdrive the smaller format is still not going to move faster because it still needs to sort of generate the chunk on the server part of things I don't know if I made sense there haha.
I was hoping what this would do is not new land generating but old land even loads 100 times faster because the efficiency the server loads the info not the size only hmm.
I've gotten a crash every now and then after installing this mod which causes some chunks on my map to revert to a older state. Other than that major performance boost, which isn't really worth it if i keep loosing the stuff i put in my chests and build.
EDIT: Never mind game's crashing without this installed as well.
Downloads:
http://mod.ifies.com/f/110113_mcregion_ ... nt_1.2.zip
http://mod.ifies.com/f/110113_mcregion_ ... er_1.2.zip
It was FastRender, one of the components of Optimine, but they added some debug code to it that completely negated the performance improvements for most people.
Whoops, sorry about that. Try downloading it again, it should work now.
Fixed. thank you :smile.gif:
Anyway to install/run this mod without converting back to the old world?
Edit: I'm going to try and delete the regions folder.
Edit edit: It worked :biggrin.gif: Thanks for the awesome mod and easy to useness! You sir deserve a
I do Minecraft Let's Plays as well as other random stuff.
Check out my Let's Play Series:
I don't know if it's really "updated" or not, I've tried installing this mod on top of a clean .jar file three times and every time I try to load my save from the last version I get this message:
But it lets me start a NEW world just fine. I hate having to start my huge project over from scratch.
Did you have any mods running? This is the kind of error you get if you were using a mod that added/changed block IDs.
1) My main question would be would I notice still a performance boost when it came to things like forced world-save? Before you say yes what if my whole world is done via ramdrive? I was not sure if I would get the impact or not if I was using ramdrive to start with.
2) If all the map and such data are smaller and there is a client side mod would this mean packets sent to the client are also a lot smaller? I'm really confused why there needs to be a client side mod for this as I thought be just server side.
3) Notch we know is working on a system in the future and was wondering is he pretty much doing this way or something different? Would you be providing a converter any chance or do you have one already to go back to old format? I worry what would happen if you died today haha :smile.gif:
So after these questions my server is over 1,000,000 blocks and takes almost 4 gigs of ramdrive space. I was wondering would you recommend this for a Long term server that has been running for a couple months? We have usually 50 online at all times but I don't want to jump to something that might risk losing almost 100,000 hours of players work put into our server.
Thanks,
Kane Hart
Check out my Let's Play Series:
Ah, yeah, I was running the community pack. Well, my new world isn't so bad, thanks for the answer.
1) Save-all is faster if you're writing to a hard drive. If you're using a Ramdisk, there shouldn't be any difference-- but copying files to physical storage will be faster.
2) The packets don't change. The only thing this changes is the storage format on the hard drive. The client mod is so people playing single-player can experience the same benefits.
3) We don't know much about the new save file format. Notch has said it's going to be a single file, but the performance for that would be horrible. I already have a converter for both converting to the McRegion format and converting back to the old format, so compatibility shouldn't be an issue.
McRegion for servers is stable and safe-- I haven't had any complaints about data loss, and a lot of people are using it. :-) You have backups though, right? Again, I'm not sure how much of a difference it would make if you already have everything in a RAMdisk-- probably not much. McRegion files are also incompatible with all the mapping tools currently available.
I was hoping what this would do is not new land generating but old land even loads 100 times faster because the efficiency the server loads the info not the size only hmm.
Check out my Let's Play Series:
how do I fix this? :sad.gif:
I run windows vista, 64bit java, no other mods or anything
How do I fix this?
EDIT: Never mind game's crashing without this installed as well.