Thanks! That's a performance issue I'm working on. To confirm it for me, could you right-click so it captures the mouse pointer, and tell me if it begins loading chunks any faster? (You can look at the CPS figure at the top left for Chunks per Second.)
It *looks* amazing -- but It wouldn't load any map format form me.
Some it would load the level -- then Im just kinda staring into space (none of the blocks physically show up), and then it crashes shortly after.
Traceback (most recent call last):
File "mcedit.py", line 1440, in main
File "mcedit.py", line 1975, in idle
File "mcedit.py", line 2004, in draw
File "mcedit.py", line 1038, in draw
File "mcedit.py", line 376, in allocateBuffer
File "OpenGL\latebind.pyo", line 45, in __call__
File "OpenGL\wrapper.pyo", line 573, in wrapperCall
File "OpenGL\platform\baseplatform.pyo", line 340, in __call__
NullFunctionError: Attempt to call an undefined function glGenBuffers, check for bool(glGenBuffers) before calling
Traceback (most recent call last):
File "mcedit.py", line 1440, in main
File "mcedit.py", line 1975, in idle
File "mcedit.py", line 2004, in draw
File "mcedit.py", line 1038, in draw
File "mcedit.py", line 376, in allocateBuffer
File "OpenGL\latebind.pyo", line 45, in __call__
File "OpenGL\wrapper.pyo", line 573, in wrapperCall
File "OpenGL\platform\baseplatform.pyo", line 340, in __call__
NullFunctionError: Attempt to call an undefined function glGenBuffers, check for bool(glGenBuffers) before calling
Traceback (most recent call last):
File "mcedit.py", line 1440, in main
File "mcedit.py", line 1975, in idle
File "mcedit.py", line 2004, in draw
File "mcedit.py", line 1038, in draw
File "mcedit.py", line 376, in allocateBuffer
File "OpenGL\latebind.pyo", line 45, in __call__
File "OpenGL\wrapper.pyo", line 573, in wrapperCall
File "OpenGL\platform\baseplatform.pyo", line 340, in __call__
NullFunctionError: Attempt to call an undefined function glGenBuffers, check for bool(glGenBuffers) before calling
Thats from 3 of them.. the MP Creative map it appears to have just crashed without dumping anything (as it did just crash rather than load first like the others)
@kittensamurai: I'm not sure what's going on with you. The 8.8 figure for FPS suggests not enough CPU power, but I'm presuming you at least get good performance in Minecraft, so I must have made a bad assumption in my code. Try some old or upcoming versions and tell me if it's any different for you.
Quote from umby24 »
It *looks* amazing -- but It wouldn't load any map format form me.
Some it would load the level -- then Im just kinda staring into space (none of the blocks physically show up), and then it crashes shortly after.
Thats from 3 of them.. the MP Creative map it appears to have just crashed without dumping anything (as it did just crash rather than load first like the others)
Thanks for the report! Could you tell me which hardware you're using? Have you tried any of the previous versions?
When i open MCEdit within seconds a popup opens that says MCEdit has encountered an error and needs to close but doesnt say what was wrong :sad.gif:
I'll need more information than that. Which version of MCEdit did you try? Have you tried any of the earlier versions?
@Jamimi: Thanks for the report. I still have some work to do on the compatibility front. My main focus lately has been on moving stuff into and out of Alpha maps.
I also have the schematic problem, just downloaded latest version...
I was wondering, is it possible to rotate a piece that you've selected before placing it? I don't mean simply selection, but selecting say an arrow made of cobblestone, then pasting a copy; can I rotate the outline before pasting?
Would it be possible to create new chunks? Or, at least, ignore copying to non-existent chunks but copy the rest. The console just looped through " 'Chunk (-47, [1 - 40] ) not present"
I copied my tree fort from one infdev map to the other.
I'm not sure where it went wrong.
There's no errors in the console.
The viewmode where the tool adheres to the moused-over block is handy, though the crane tool should probably adhere the bottom of the selection to that block, not the middle, when the selection is less than 64 tall.
EDIT: I climbed up into it and found that while the top and bottom are entirely wrong, the middle is actually mostly correct, although the logs and leaves seem to have been randomly replaced with sand, dirt, and air.
@kittensamurai: I was able to reproduce your problem, but only by running MCEdit inside Eclipse's PyDev debugger. I'll try to find out more.
@Photon: I've stopped the log spam for now.
@Shakura: That's a planned feature, watch for it soon.
@Jay, everyone: Try version 18, see if I've fixed schematics. I'm also providing this schematic of a hand-built structure for you to try. It should look like these:
I can't get .dat maps or .mclevels created with Omen or NBT Forge to work:
MCJavaLevel created for potential level of size (256, 256, 256)
Failed to load file Z:\MC\minecraft-server\server_level.dat Level file does not
contain enough blocks!
Release: MCEdit-alpha18
An error has been found! Please send the following to [email protected].
Traceback (most recent call last):
File "mcedit.py", line 1470, in main
File "mcedit.py", line 2003, in idle
File "mcedit.py", line 2062, in draw
File "mcedit.py", line 2958, in drawToolMarkers
TypeError: 'NoneType' object is not iterable
I can't get .dat maps or .mclevels created with Omen or NBT Forge to work:
MCJavaLevel created for potential level of size (256, 256, 256)
Failed to load file Z:\MC\minecraft-server\server_level.dat Level file does not
contain enough blocks!
I ought to be able to find out the level dimensions instead of just guessing. For now, you have to rename the level. If it's 512x512x256high, try renaming the file to server_level_512_512_256.dat
Quote from Jacob_ »
Release: MCEdit-alpha18
An error has been found! Please send the following to [email protected].
Traceback (most recent call last):
File "mcedit.py", line 1470, in main
File "mcedit.py", line 2003, in idle
File "mcedit.py", line 2062, in draw
File "mcedit.py", line 2958, in drawToolMarkers
TypeError: 'NoneType' object is not iterable
Thanks! I haven't tried any levels created by either of those tools. That particular error is because Omen doesn't create a Player entity. Try loading it into Minecraft and saving it from there first.
A physical one though.
The game copy and pastes the copy while it pastes it. So if you, say, copy two layers of a building so you can make the building bigger, it will actually copy the two layers as it is overwriting the layers. So you just end up with whatever you copied, but with the copy you copied in it (so it just messes up and makes one of the layers, now two of the same type. Like if there was a floor and a ground floor, there will now be a ground floor, and a ground floor above that one because it was still reading the copy even after it overwrote it (so its just basically reading the overwrote version, then pasting that)
Not sure if you could fix it, but if you made it to where it copies the entire layer -before- it pastes it, that would be excellent.
So, I've only had one bug so far, and it's the bug that no one seems able to solve. Lighting issues.
I imported a 128x128x64 schematic, it took a while, but it got it all in, no visible issues besides the fact that there are strange bars of shadow (Which may or may not be along the borders of the 16x16 chunks? Not sure) that refuse to update. I place torches where I can, but is there anyway to cause a mass lighting update?
The schematic was a .mclevel, by the way. Could the lighting values from indev be different than the values in infdev? Should I try importing it as a .dat 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
Now I'm not sure what's happening. Do you get the same thing with other levels, even newly generated ones?
"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
Some it would load the level -- then Im just kinda staring into space (none of the blocks physically show up), and then it crashes shortly after.
Thats from 3 of them.. the MP Creative map it appears to have just crashed without dumping anything (as it did just crash rather than load first like the others)
D3 Server! [Advanced, Custom physics / Anti-Greif / RP]
Server Status:
Thanks for the report! Could you tell me which hardware you're using? Have you tried any of the previous versions?
"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
Intel Integrated graphics, 945GM
Intel Pentium-Dualcore @ 1.73ghz
1.5 GB Ram
Windows 7
and no, I will go try some now :tongue.gif:
D3 Server! [Advanced, Custom physics / Anti-Greif / RP]
Server Status:
I think I've fixed your problem in the latest build. Try it out!
(This was posted before I found this Friday's update.)
"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'll need more information than that. Which version of MCEdit did you try? Have you tried any of the earlier versions?
@Jamimi: Thanks for the report. I still have some work to do on the compatibility front. My main focus lately has been on moving stuff into and out of Alpha maps.
"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
Thanks, that narrowed it down a little. Try the new version 17 and tell me if it's any different.
"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 was wondering, is it possible to rotate a piece that you've selected before placing it? I don't mean simply selection, but selecting say an arrow made of cobblestone, then pasting a copy; can I rotate the outline before pasting?
Tell them Starvern sent you
Other than that, pretty good.
I'm not sure where it went wrong.
There's no errors in the console.
The viewmode where the tool adheres to the moused-over block is handy, though the crane tool should probably adhere the bottom of the selection to that block, not the middle, when the selection is less than 64 tall.
EDIT: I climbed up into it and found that while the top and bottom are entirely wrong, the middle is actually mostly correct, although the logs and leaves seem to have been randomly replaced with sand, dirt, and air.
@Photon: I've stopped the log spam for now.
@Shakura: That's a planned feature, watch for it soon.
@Jay, everyone: Try version 18, see if I've fixed schematics. I'm also providing this schematic of a hand-built structure for you to try. It should look like these:
"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 ought to be able to find out the level dimensions instead of just guessing. For now, you have to rename the level. If it's 512x512x256high, try renaming the file to server_level_512_512_256.dat
Thanks! I haven't tried any levels created by either of those tools. That particular error is because Omen doesn't create a Player entity. Try loading it into Minecraft and saving it from there first.
"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
A physical one though.
The game copy and pastes the copy while it pastes it. So if you, say, copy two layers of a building so you can make the building bigger, it will actually copy the two layers as it is overwriting the layers. So you just end up with whatever you copied, but with the copy you copied in it (so it just messes up and makes one of the layers, now two of the same type. Like if there was a floor and a ground floor, there will now be a ground floor, and a ground floor above that one because it was still reading the copy even after it overwrote it (so its just basically reading the overwrote version, then pasting that)
Not sure if you could fix it, but if you made it to where it copies the entire layer -before- it pastes it, that would be excellent.
I imported a 128x128x64 schematic, it took a while, but it got it all in, no visible issues besides the fact that there are strange bars of shadow (Which may or may not be along the borders of the 16x16 chunks? Not sure) that refuse to update. I place torches where I can, but is there anyway to cause a mass lighting update?
The schematic was a .mclevel, by the way. Could the lighting values from indev be different than the values in infdev? Should I try importing it as a .dat instead?