I just have to say that it would be a lot easier to edit if there were transparency with the regular blocks.
I kind of imagined a lot of visual clutter if I made everything transparent. I'll add a toggle to make nearby chunks see-through for you, so you can see how it is. Or did you have something else in mind...?
Quote from Archanos »
Is there someway you could add a tool that changes the old half steps and half blocks to be the new half steps and blocks?
I noticed infdev was crashing before I went to bed. Thanks for tracking down the reason! I'll make sure the crane will convert those blocks and any others that need conversion... I've just got to figure out the different block IDs for those half-blocks.
Quote from hakre1 »
Crashes for me, Windows 7 64bit
It starts to load the level but as soon as the 3d render starts to show something It crashes and I get this in the cmd prompt:
Traceback (most recent call last):
Thanks for the crash log! In fact, that one's already fixed so you should be seeing an update soon.
Two steps forward, one step back. That's software development for ya.
here's the new bug....
It loads the server_level.dat, but it is kinda mangled.
here's what it looked like in the previous version, loaded as a *.mclevel
as you can see, a couple of the axises are squashed.
Also, the *.mclevel I loaded in the previous version wouldn't load in the new version.
here's what it spit back...
__________________________________________
File "mcedit.py", line 2254, in <module>
File "mcedit.py", line 2248, in main
File "mcedit.py", line 1185, in main
File "mcedit.py", line 1160, in loadFile
File "mcedit.py", line 583, in loadLevel
TypeError: 'NoneType' object is not iterable
__________________________________________
Another thing, in the new version, it looks like the whole level repeats over and over into the distance. Is it supposed to do that.
On the positive side, frame rates are higher.
Hope this helps.
Rollback Post to RevisionRollBack
"Deep in the human unconscious is a pervasive need for a logical universe that makes sense. But the real universe is always one step beyond logic."
-Muad'Dib
I am still getting the same traceback error only with a different instance address. Along with a lot of malformed chunk errors. BTW this is only with infdev it seems to work fine with indev...
Also you may want to mention that the UI doesn't work without ATI catalyst AI turned off.
I've addressed most of the issues everyone has raised in this thread, in the newest update. I have yet to do transparency or block conversion. Also, there could be some problems because I'm not copying BlockData yet (= torch direction, crop growth, water level, etc). I'm still investigating the following:
Quote from pete1061 »
-Another thing, in the new version, it looks like the whole level repeats over and over into the distance. Is it supposed to do that.
I couldn't find a level that repeats into the distance. Could you upload yours for me to look at?
Quote from hakre1 »
Also you may want to mention that the UI doesn't work without ATI catalyst AI turned off.
I looked into this on my old Radeon 9700 system. When Catalyst AI is on, the UI looks fine, but after I use the ATI controls to set the Mipmapping Level to "Performance", the UI turns into a bunch of blue lines. I'll have to do some experimenting in order to fix it.
I guess it is possible that it was the Mipmapping that was causing it since I had set it to "per-program" when I turned off AI.
Just to let you know it works perfectly now! Thanks.
Edit: just did a quick test it appears it was mipmapping. Also it runs like butter... it doesn't go below 55fps with full view distance and stay on 60 most of the time...
EDIT2: Got another one for ya since ya like em so much :tongue.gif:
Got this error when trying to load my 20mb save, I assume it just can't allocate enough memory.
Traceback (most recent call last):
File "mcedit.py", line 2449, in <module>
File "mcedit.py", line 2444, in main
File "mcedit.py", line 1354, in main
File "mcedit.py", line 1314, in loadFile
File "mclevel.pyo", line 266, in fromFile
File "mclevel.pyo", line 361, in __init__
File "mclevel.pyo", line 449, in loadChunk
File "gzip.pyo", line 212, in read
File "gzip.pyo", line 271, in _read
MemoryError
Got this error when trying to load my 20mb save, I assume it just can't allocate enough memory.
File "gzip.pyo", line 271, in _read
MemoryError
I know, it consumes memory at a worrying pace. I've got to stop keeping the uncompressed blocks in RAM when I don't need them.
I'm working on the block converter right now. I found out that most colored cloth will crash Infdev, so I'll replace them with white. However, I tried copying half-blocks from all of the old map formats into Infdev, but none of them crashed, so I'm not sure where to go with Archanos' report.
Yeah I realize now that the problem was with cloth blocks, and not half blocks.
But also, if you want a rather old, large map that features all old 45 block types from last year, just ask me for it, because it's the map I am currently failing to load into infdev.
Having a lot of trouble with this. The readme isn't very informative mainly. Like how do I make the area of effect on my tool bigger? and for that matter what do each of the tools do? This would be really great if I knew how to use it.
Ok, now that I've got it working, 90,000 blocks selected, 90,000 blocks staged. Attempt to use the crane tool to move them to another map and it instantly crashes when I try to open another map.
In fact clicking the pencil tool when I have some blocks staged results in an instant crash as well. Also attempting to open a schematic just results in a gigantic mash of random blocks that were selected when the schematic was created.
Thanks for the feedback, everyone! I've posted another alpha version and updated the OP with some quick instructions. If your levels still crash in this version, could you let me know?
Quote from Zach York »
attempting to open a schematic just results in a gigantic mash of random blocks that were selected when the schematic was created.
I don't think that's an intended feature yet, oops! Try using the crane to bring the schematic into another level instead.
I have finally got it to transfer my castle from my old 20mb save to the new save!
FYI: you might want to add some way of indicating better where it is going to place the cut because it took me several tries to even come this close.
You moved the castle, plus the island it was built on! Fantastic! Don't get too used to it though...you'll notice the lighting is a bit off. There's some lighting data that isn't getting copied in the current version. Furthermore, torches will also forget which way they point, crops will lose growth, and chests may or may not become empty and/or crash the game.
Do you mean it's hard to place the selection corners? Or that it's hard to plop the castle down once you've selected it? I hoped the measuring lines would help...it does need work, that's for sure.
If this program will eventually allow me to import the entirety of my old /indev/ map into my current /infdev/ map, then I can totally get behind this. Though at the moment, it doesn't seem to want to load any /infdev/ maps at all. The program just hangs when I try to open them. No error messages or anything.
I have finally got it to transfer my castle from my old 20mb save to the new save!
FYI: you might want to add some way of indicating better where it is going to place the cut because it took me several tries to even come this close.
You moved the castle, plus the island it was built on! Fantastic! Don't get too used to it though...you'll notice the lighting is a bit off. There's some lighting data that isn't getting copied in the current version. Furthermore, torches will also forget which way they point, crops will lose growth, and chests may or may not become empty and/or crash the game.
Do you mean it's hard to place the selection corners? Or that it's hard to plop the castle down once you've selected it? I hoped the measuring lines would help...it does need work, that's for sure.
I meant it was hard to judge how high up it was going to place the castle, as you can tell the island is currently at least 20 block too high but that was the best I could get by guessing where to place it, of course it doesn't help it was an entirely different map with a different generator.
As far as the lighting, I noticed that as soon as I did something to change it such as, grab a torch and re-place it. The entire chunk would update with the proper lighting so it was no big deal to fix.
@betasword try waiting for a while for it to load big maps especially take a while, if it is closing out then try running a cmd prompt then running the mcedit.exe from there in order to display any errors.
Is it/ or are you looking into a way to get colored cloth blocks back in? Oh and on that light bug, it happens to the map when the blocks are edited, but the light hasn't been updated. (happens when a third party program edits the map)
I can't get colored cloth in until Notch does first. The light bug is related to the 'SkyLight' data, which is precalculated data for making dawn and dusk smoother. I have to figure out how to recalculate it properly. (I already tried getting the game to recalculate it by removing the array - it just crashes.)
There's a new version up. The main change is a log file that will hopefully catch errors for me.
I kind of imagined a lot of visual clutter if I made everything transparent. I'll add a toggle to make nearby chunks see-through for you, so you can see how it is. Or did you have something else in mind...?
I noticed infdev was crashing before I went to bed. Thanks for tracking down the reason! I'll make sure the crane will convert those blocks and any others that need conversion... I've just got to figure out the different block IDs for those half-blocks.
Thanks for the crash log! In fact, that one's already fixed so you should be seeing an update soon.
"We will absolutely not keep in mind what external mapeditors will have to do to read data from the disk, that makes no sense whatsoever." - Grum
here's the new bug....
It loads the server_level.dat, but it is kinda mangled.
here's what it looked like in the previous version, loaded as a *.mclevel
as you can see, a couple of the axises are squashed.
Also, the *.mclevel I loaded in the previous version wouldn't load in the new version.
here's what it spit back...
__________________________________________
File "mcedit.py", line 2254, in <module>
File "mcedit.py", line 2248, in main
File "mcedit.py", line 1185, in main
File "mcedit.py", line 1160, in loadFile
File "mcedit.py", line 583, in loadLevel
TypeError: 'NoneType' object is not iterable
__________________________________________
Another thing, in the new version, it looks like the whole level repeats over and over into the distance. Is it supposed to do that.
On the positive side, frame rates are higher.
Hope this helps.
-Muad'Dib
Also you may want to mention that the UI doesn't work without ATI catalyst AI turned off.
I couldn't find a level that repeats into the distance. Could you upload yours for me to look at?
I looked into this on my old Radeon 9700 system. When Catalyst AI is on, the UI looks fine, but after I use the ATI controls to set the Mipmapping Level to "Performance", the UI turns into a bunch of blue lines. I'll have to do some experimenting in order to fix it.
"We will absolutely not keep in mind what external mapeditors will have to do to read data from the disk, that makes no sense whatsoever." - Grum
Just to let you know it works perfectly now! Thanks.
Edit: just did a quick test it appears it was mipmapping. Also it runs like butter... it doesn't go below 55fps with full view distance and stay on 60 most of the time...
EDIT2: Got another one for ya since ya like em so much :tongue.gif:
Got this error when trying to load my 20mb save, I assume it just can't allocate enough memory.
I know, it consumes memory at a worrying pace. I've got to stop keeping the uncompressed blocks in RAM when I don't need them.
I'm working on the block converter right now. I found out that most colored cloth will crash Infdev, so I'll replace them with white. However, I tried copying half-blocks from all of the old map formats into Infdev, but none of them crashed, so I'm not sure where to go with Archanos' report.
"We will absolutely not keep in mind what external mapeditors will have to do to read data from the disk, that makes no sense whatsoever." - Grum
White cloth was located to block 35, and 36 is now empty.
Thanks for the tip!
"We will absolutely not keep in mind what external mapeditors will have to do to read data from the disk, that makes no sense whatsoever." - Grum
But also, if you want a rather old, large map that features all old 45 block types from last year, just ask me for it, because it's the map I am currently failing to load into infdev.
In fact clicking the pencil tool when I have some blocks staged results in an instant crash as well. Also attempting to open a schematic just results in a gigantic mash of random blocks that were selected when the schematic was created.
I don't think that's an intended feature yet, oops! Try using the crane to bring the schematic into another level instead.
"We will absolutely not keep in mind what external mapeditors will have to do to read data from the disk, that makes no sense whatsoever." - Grum
Thank you Soo much....
Here's a screenshot:
Notice the initial touch-up done to the edges in nbtforge and the areas where I have already cleaned it up in game.
FYI: you might want to add some way of indicating better where it is going to place the cut because it took me several tries to even come this close.
You moved the castle, plus the island it was built on! Fantastic! Don't get too used to it though...you'll notice the lighting is a bit off. There's some lighting data that isn't getting copied in the current version. Furthermore, torches will also forget which way they point, crops will lose growth, and chests may or may not become empty and/or crash the game.
Do you mean it's hard to place the selection corners? Or that it's hard to plop the castle down once you've selected it? I hoped the measuring lines would help...it does need work, that's for sure.
"We will absolutely not keep in mind what external mapeditors will have to do to read data from the disk, that makes no sense whatsoever." - Grum
I meant it was hard to judge how high up it was going to place the castle, as you can tell the island is currently at least 20 block too high but that was the best I could get by guessing where to place it, of course it doesn't help it was an entirely different map with a different generator.
As far as the lighting, I noticed that as soon as I did something to change it such as, grab a torch and re-place it. The entire chunk would update with the proper lighting so it was no big deal to fix.
@betasword try waiting for a while for it to load big maps especially take a while, if it is closing out then try running a cmd prompt then running the mcedit.exe from there in order to display any errors.
There's a new version up. The main change is a log file that will hopefully catch errors for me.
"We will absolutely not keep in mind what external mapeditors will have to do to read data from the disk, that makes no sense whatsoever." - Grum
Nope, I'm using generators in Python to break up the work into smaller pieces that I can do between frames.
I'm having fun bringing all these big constructions into the new world.
New Helios City
Also, minor update is posted.
"We will absolutely not keep in mind what external mapeditors will have to do to read data from the disk, that makes no sense whatsoever." - Grum
Part?
Anyway, new version is posted. Better block control, shorter loading time, etc etc. Go go, link is in my sig!
"We will absolutely not keep in mind what external mapeditors will have to do to read data from the disk, that makes no sense whatsoever." - Grum