I generated a map in MCedit (I'm making a map). There's just one problem. When I load it in-game, the load time is unreasonably long. The map is not even as large as my legit map. What is the problem, and can it be fixed? If so, how? Please PM me the answer.
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Quote from videofreak »
Hosting images on MediaFire? Are you high on cat urine?
Thanks, I'll make note of that site for future reference. Here's the uploaded picture (I linked to it instead of including it because I thought it'd be too big): http://img14.imageshack.us/img14/5362/badgraphics.png
The purple blocks are supposed to be fences (they act as railings) and the red blocks are supposed to be fire. You can see all of the dark green spots on the ground from where it hasn't quite rendered properly, and you can see that the buttons don't look like they should. One thing you can't see are the Minecart tracks, torches and redstone wires, which all appear as transparent boxes with their patterns every side of the box. http://img256.imageshack.us/img256/15/badgraphics2.png
Here's a picture of the Minecart tracks, torches and restone wires. I don't know if this is how it's supposed to be, but it's slightly distracting. You can also see that the snow appears as full blocks instead of the half-/third-blocks they're supposed to be.
I thank you in advance if there are any solutions to this problem you can explain to me. :biggrin.gif:
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Not sure if this affects anyone else, but after updating to MCE α71.2 I lost the ability to make a new world.
The output just reports NONE (console output at the of post). I've tried this on the new EXE installed version as well as one patched up from α65.0 and neither will create a new world.
Note: Downloading α71.1 to see if I can make a new world in it. Honestly, I didn't try making a blank world until now.
Edit: Downloaded all the way back to α70.5 before New World worked again.
Loading imports...
CWD: C:\Games\Minecraft\Mods\MCEdit
EXE C:\Games\Minecraft\Mods\MCEdit\MCEditData\main.exe
ARGV [u'C:\\Games\\Minecraft\\Mods\\MCEdit\\MCEditData\\main.exe']
Parent Dir: C:\Games\Minecraft\Mods\MCEdit\MCEditData
Loading config...
Loading renderer...
RELEASE: alpha71.2
ParentDir is a <type 'unicode'>
docsFolder is a <type 'unicode'>
MCEdit.main()
Double-buffered surface
Display: <Surface(1315x813x32 SW)>
Loading terrain textures...
MCRenderer()
Generating block texture...
MCCamera()
generateStars()
EditorToolbar()
saveConfig()
Found release alpha71.2
None
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It's the ears, right?
Girls just love the fuzzy ears! Nyao~!
Hey I keep getting this error after I edit my map. (When I load it in Minecraft.)
That's caused by the exact edits you made. Did you fill a huge block with Cactus or Fire or something? Figure out what you did and let us know so we don't make the same mistake.
I can't get that to happen here. Does it fix itself after resizing the window or removing your mcedit.ini?
I finally found the .ini, deleted it, and it fixed it. However, I do not like what I'm seeing.
I run at 800x600, and it seems like MCEdit is now forcing you to use a higher resolution to see the menu, when in the previous version it does not.
I can't get that to happen here. Does it fix itself after resizing the window or removing your mcedit.ini?
I finally found the .ini, deleted it, and it fixed it. However, I do not like what I'm seeing.
I run at 800x600, and it seems like MCEdit is now forcing you to use a higher resolution to see the menu, when in the previous version it does not.
Can you please fix this? Thanks.
I didn't know that people used that low of a resolution still! I run at 1920x1080 on my laptop.
Why don't you release the source for MCEdit? I can't even run it because it has been compiled under Python 2.6 (an old version). You should compile MCEdit under 2.7 or 3.1.2 if you expect people with one of the latest versions of Python to be able to run it. This error comes up when you try to run MCEdit using a different version of Python:
There is still a bug when you try to find and replace Water with anything. it changes nothing. It does the same with lava. I was wondering if it was because there is a difference between moving and still water and lava. You can replace water and lava, but when you try to find lava or water and replace it with anything, including air, it doesnt change anything.
There is still a bug when you try to find and replace Water with anything. it changes nothing. It does the same with lava. I was wondering if it was because there is a difference between moving and still water and lava. You can replace water and lava, but when you try to find lava or water and replace it with anything, including air, it doesnt change anything.
Yes, there is a difference between "Water" and "Still Water". "Water" is the moving version. "Still Water" is still (aka a Water Spring). You may want to replace "Still Water" rather than "Water" because "Water" is generated from the "Still Water." The "Water" will drain away as soon as you load the map. "Lava" has trouble draining away sometimes, though, so if you want rid of all lava, you may want to replace it, too. Hope this helps. :biggrin.gif:
Also codewarrior, I'll take that. If it's not a bug and that's how its supposed to look, I'll deal with it until you fix it. xD thank you for clearing that up for me!
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Quick question, I'm not sure if I hit a bug or are being really stupid somehow.
When I try to download MCEdit for Windows, (yes I got that C++ thing because I didn't have it) after downloading it says "Download Complete" and adds nothing in the file where I place it..
Help please!
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Quote from lnnh2326 »
u could travel the seas building a actual moving boat
KaizenNeko: Thanks for investigating, and I'll have it fixed soon. I hope it's not that big a deal, because Minecraft can already create worlds for you.
CyanSnow: You used 'Water' which is the ACTIVE variety - the game will lag and take a lot of time to start it flowing, and then convert it into 'Stationary Water'. Only use 'Water' if you need it to start flowing down a hill or something.
Benie: Just endure the large window size until it's fixed.
Esperi: I don't want to give away the source code just yet. Keep in mind that 90% of users don't have any kind of python on their system at all, so I had to pick one version and run with it. Your system's package manager should be able to get you the right version and all the other dependencies.
Inoka1: Create a spawner using the 'Import' tool to pick its type.
PsycoRax: Sounds like a problem with your computer or web browser, so I'm not sure I can help with that.
Just a clarification on the difference between Water and Still/Stationary Water:
"Water" is actively spreading to nearby tiles, so the game has to process it every tick. A lot of "Water" will lag the game up something fierce. So, you should use "Still Water" all the time, and only use "Water" when you know you want the water to spread out.
NOTE: This is completely separate from "spring blocks". Both "Water" spring blocks and "Still Water" spring blocks exist.
The next update won't be ready for a while. I'm trying to make it run more smoothly by loading chunks from a second thread. It seems like it's working but I want to do a few different tests before I release it.
Awesome program! Is there any way to make finite levels using this program? Like, stop the level generator from generating new chunks outside the ones already there? Because that would be really useful for some maps I am making.
This is mostly a performance update. I expect it will run more smoothly on a lot of machines, especially laptops. On the downside, the long-distance terrain doesn't start loading until later, and it'll probably crash at some point.
sjuapseorn: I don't know what's up with mob spawners. They seem to come and go.
Msjbuffalo: You can't stop the level generator, but you can just prune your map down before you post it for downloading.
Posted alpha72.1, fixing this startup error for Linux users:
ArgumentError: argument 7: <type 'exceptions.TypeError'>: wrong type
Also posted is an experimental 64-bit download for Windows. It can't find glutInit for me, but it works in the virtual machine so it might work for some of you. Let me know how it goes. It's installed to a different directory so it won't overwrite the old one. See the Downloads section for a newer 64-bit edition.
Thanks, I'll make note of that site for future reference. Here's the uploaded picture (I linked to it instead of including it because I thought it'd be too big):
http://img14.imageshack.us/img14/5362/badgraphics.png
The purple blocks are supposed to be fences (they act as railings) and the red blocks are supposed to be fire. You can see all of the dark green spots on the ground from where it hasn't quite rendered properly, and you can see that the buttons don't look like they should. One thing you can't see are the Minecart tracks, torches and redstone wires, which all appear as transparent boxes with their patterns every side of the box.
http://img256.imageshack.us/img256/15/badgraphics2.png
Here's a picture of the Minecart tracks, torches and restone wires. I don't know if this is how it's supposed to be, but it's slightly distracting. You can also see that the snow appears as full blocks instead of the half-/third-blocks they're supposed to be.
I thank you in advance if there are any solutions to this problem you can explain to me. :biggrin.gif:
AnonymousJohn: That's how it's gonna look until I decide to work on the graphics again.
"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
The output just reports NONE (console output at the of post). I've tried this on the new EXE installed version as well as one patched up from α65.0 and neither will create a new world.
Note: Downloading α71.1 to see if I can make a new world in it. Honestly, I didn't try making a blank world until now.
Edit: Downloaded all the way back to α70.5 before New World worked again.
Girls just love the fuzzy ears! Nyao~!
How can I check the height of the floor? I just hit the New World button.
Unless I'm mistaken, the floor in New World always starts at layer 1 (the bottom most level).
Girls just love the fuzzy ears! Nyao~!
Yea I made a large castle with a floor of lava.
I finally found the .ini, deleted it, and it fixed it. However, I do not like what I'm seeing.
I run at 800x600, and it seems like MCEdit is now forcing you to use a higher resolution to see the menu, when in the previous version it does not.
Can you please fix this? Thanks.
I didn't know that people used that low of a resolution still! I run at 1920x1080 on my laptop.
Yes, there is a difference between "Water" and "Still Water". "Water" is the moving version. "Still Water" is still (aka a Water Spring). You may want to replace "Still Water" rather than "Water" because "Water" is generated from the "Still Water." The "Water" will drain away as soon as you load the map. "Lava" has trouble draining away sometimes, though, so if you want rid of all lava, you may want to replace it, too. Hope this helps. :biggrin.gif:
Also codewarrior, I'll take that. If it's not a bug and that's how its supposed to look, I'll deal with it until you fix it. xD thank you for clearing that up for me!
When I try to download MCEdit for Windows, (yes I got that C++ thing because I didn't have it) after downloading it says "Download Complete" and adds nothing in the file where I place it..
Help please!
CyanSnow: You used 'Water' which is the ACTIVE variety - the game will lag and take a lot of time to start it flowing, and then convert it into 'Stationary Water'. Only use 'Water' if you need it to start flowing down a hill or something.
Benie: Just endure the large window size until it's fixed.
Esperi: I don't want to give away the source code just yet. Keep in mind that 90% of users don't have any kind of python on their system at all, so I had to pick one version and run with it. Your system's package manager should be able to get you the right version and all the other dependencies.
Inoka1: Create a spawner using the 'Import' tool to pick its type.
PsycoRax: Sounds like a problem with your computer or web browser, so I'm not sure I can help with that.
Just a clarification on the difference between Water and Still/Stationary Water:
"Water" is actively spreading to nearby tiles, so the game has to process it every tick. A lot of "Water" will lag the game up something fierce. So, you should use "Still Water" all the time, and only use "Water" when you know you want the water to spread out.
NOTE: This is completely separate from "spring blocks". Both "Water" spring blocks and "Still Water" spring blocks exist.
The next update won't be ready for a while. I'm trying to make it run more smoothly by loading chunks from a second thread. It seems like it's working but I want to do a few different tests before I release 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
can someone tell me exactly what happened to my spawners?
After I updated MCE and Minecraft last night or whenever the last update was, NONE of my spawners work anymore? :sad.gif:
tryin to make a monster ranch and nothing will spawn in my pitch black tower
and nothing spawns in my animal tower either..
:sad.gif:
Did I do something wrong?
SJ
AMD Athlon 64 Dual Core
5GB RAM
This is mostly a performance update. I expect it will run more smoothly on a lot of machines, especially laptops. On the downside, the long-distance terrain doesn't start loading until later, and it'll probably crash at some point.
sjuapseorn: I don't know what's up with mob spawners. They seem to come and go.
Msjbuffalo: You can't stop the level generator, but you can just prune your map down before you post it for downloading.
"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
Posted alpha72.1, fixing this startup error for Linux users:
ArgumentError: argument 7: <type 'exceptions.TypeError'>: wrong type
Also posted is an experimental 64-bit download for Windows. It can't find glutInit for me, but it works in the virtual machine so it might work for some of you. Let me know how it goes. It's installed to a different directory so it won't overwrite the old one.See the Downloads section for a newer 64-bit edition."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