I'm sorry but the controls are abysmal. For one, most of the time the block is way out of sync with where I am selecting. For two I can't select an area that is in the air unless I hold right click move into the location I want the end of the selection to be, release right click and don't move the mouse at all and I can't be sure then that it'll be where I wanted to select. It makes selecting areas that have vast amounts of air around them extremely tedious.
Is there no way you can perhaps make the select area controlled by a different set of keys, at least for the second half of the selection process.The controls are the only thing that really lets this program down. But that said, it is a BIG let down.
I recommend IJKL and UO for the moving of the second selection point. It works like WASD and QE but on the other side of the keyboard.
Traceback (most recent call last):
File "mcedit.py", line 3976, in main
File "mcedit.py", line 2466, in main
error: Couldn't open C:\Documents and Settings\Administrator\桌面\desktop_curren
t\minecraft_server\MCEdit\MCEditData\favicon.png
Whenever I try to launch it. Is the Desktop in Chinese a problem?
(excuse the inventory editing, this is my "mucking about" save)
Rollback Post to RevisionRollBack
The inquisitors were torturing Harry.
First, Ignatius used the rock.
Then Billy asked Harry if he wanted to read his BDSM blog. Harry was so surprised that his pants flew right off. He was wearing women's underpants. The inquisitors were wearing them, too.
Release: MCEdit-alpha25
2010-07-30 20:46:41.004000
An error has been found! Please send the following to [email protected].
Traceback (most recent call last):
File "mcedit.py", line 3987, in main
File "mcedit.py", line 2487, in main
File "albow\root.pyo", line 88, in run
File "albow\root.pyo", line 115, in run_modal
File "albow\widget.pyo", line 686, in gl_draw_all
File "albow\widget.pyo", line 686, in gl_draw_all
File "albow\widget.pyo", line 683, in gl_draw_all
File "albow\opengl.pyo", line 22, in gl_draw_self
File "albow\opengl.pyo", line 28, in gl_draw_viewport
File "mcedit.py", line 2028, in gl_draw
File "mcedit.py", line 1257, in doWork
File "mcedit.py", line 531, in calcFaces
File "mclevel.pyo", line 960, in blocksForChunk
File "mclevel.pyo", line 1134, in getChunk
File "mclevel.pyo", line 685, in load
File "mclevel.pyo", line 710, in decompress
File "mclevel.pyo", line 1499, in malformedChunk
AttributeError: 'dict' object has no attribute 'discard'
Release: MCEdit-alpha25
2010-07-30 20:51:39.450000
An error has been found! Please send the following to [email protected].
Traceback (most recent call last):
File "mcedit.py", line 3987, in main
File "mcedit.py", line 2487, in main
File "albow\root.pyo", line 88, in run
File "albow\root.pyo", line 115, in run_modal
File "albow\widget.pyo", line 686, in gl_draw_all
File "albow\widget.pyo", line 686, in gl_draw_all
File "albow\widget.pyo", line 683, in gl_draw_all
File "albow\opengl.pyo", line 22, in gl_draw_self
File "albow\opengl.pyo", line 28, in gl_draw_viewport
File "mcedit.py", line 2028, in gl_draw
File "mcedit.py", line 1257, in doWork
File "mcedit.py", line 531, in calcFaces
File "mclevel.pyo", line 960, in blocksForChunk
File "mclevel.pyo", line 1134, in getChunk
File "mclevel.pyo", line 685, in load
File "mclevel.pyo", line 710, in decompress
File "mclevel.pyo", line 1499, in malformedChunk
AttributeError: 'dict' object has no attribute 'discard'
Side note: I appreciate all the work you do on this tool. Great for transferring constructs to new saves.
Edit: Nevermind. Seems to be MineEdit doing something to it. I just reverted to a backup that I'm fortunate enough to have.
Alpha 26 is out. My usual file host is being a racing snail, so I've posted the new version here. Block copying is faster, corrupted chunks aren't as much of a problem, and I've fixed a few of the bugs that have been reported since 25.
I kept trying to take a break from this and play some Minecraft. Whenever I did, I'd decide to use MCEdit for something, and I'd end up finding more bugs. I've mostly missed the last two Friday updates.
If you'll excuse me, I have to go build a model railroad at the bottom of the ocean.
For the last several versions, MCEdit has been crashing right at startup for me. The log gives me this:
Release: MCEdit-alpha26
2010-07-31 23:25:08.253000
An error has been found! Please send the following to [email protected].
Traceback (most recent call last):
File "mcedit.py", line 4056, in main
File "mcedit.py", line 2559, in main
File "albow\root.pyo", line 88, in run
File "albow\root.pyo", line 115, in run_modal
File "albow\widget.pyo", line 686, in gl_draw_all
File "albow\widget.pyo", line 686, in gl_draw_all
File "albow\widget.pyo", line 686, in gl_draw_all
File "albow\widget.pyo", line 700, in gl_draw_all
File "OpenGL\error.pyo", line 208, in glCheckError
GLError: GLError(
err = 1280,
description = 'invalid enumerant',
baseOperation = glEnable,
cArguments = (GL_BLEND,)
)
And the actual program tells me "CG ERROR: The file could not be read."
Blargh, and I was looking forward to an attempt at importing a 512x512x64 /indev/ map into my current /alpha/ save...
I think this was said before when I was skimming the topic, but when I try to import a 128x128x64 map it skews to the point where it looks like the entire thing is swaying in the wind. Before that, I tried uploading the whole map (511x511x64) but ended up getting a cloud of blocks. Any fix for the swaying (the cloud problem I think is caused just by trying to import such a big map)
I think this was said before when I was skimming the topic, but when I try to import a 128x128x64 map it skews to the point where it looks like the entire thing is swaying in the wind. Before that, I tried uploading the whole map (511x511x64) but ended up getting a cloud of blocks. Any fix for the swaying (the cloud problem I think is caused just by trying to import such a big map)
Support for creative maps is shaky right now and involves some guessing. Try putting the dimensions of the map into the filename, like server_level_128_128_64.dat.
I think this was said before when I was skimming the topic, but when I try to import a 128x128x64 map it skews to the point where it looks like the entire thing is swaying in the wind. Before that, I tried uploading the whole map (511x511x64) but ended up getting a cloud of blocks. Any fix for the swaying (the cloud problem I think is caused just by trying to import such a big map)
Support for creative maps is shaky right now and involves some guessing. Try putting the dimensions of the map into the filename, like server_level_128_128_64.dat.
I actually found this out just before you posted, but thanks anyway.
I managed to import maybe 60-70% of a map until it completely cuts off. I'm guessing this is simply because it is too big?
[
I managed to import maybe 60-70% of a map until it completely cuts off. I'm guessing this is simply because it is too big?
Alpha height is limited to 128. Larger maps will get cut off. If your maps aren't that high, make sure you're not trying to paste them outside the Alpha level's height. (There aren't any markers for that yet.)
Is there no way you can perhaps make the select area controlled by a different set of keys, at least for the second half of the selection process.The controls are the only thing that really lets this program down. But that said, it is a BIG let down.
I recommend IJKL and UO for the moving of the second selection point. It works like WASD and QE but on the other side of the keyboard.
You can click the right mouse button to toggle mouse look. I'm so sorry that wasn't obvious.
Try the latest version. I think it addresses some of your problems, including the selection blocks that don't follow the cursor.
"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
File "mcedit.py", line 3976, in main
File "mcedit.py", line 2466, in main
error: Couldn't open C:\Documents and Settings\Administrator\桌面\desktop_curren
t\minecraft_server\MCEdit\MCEditData\favicon.png
Whenever I try to launch it. Is the Desktop in Chinese a problem?
#minecrafthelp Channel Manager
<@Notch> whoa, rude language, behave
<@LG_Legacy> Oh relax notch, I'm never serious >_>
<@Notch> I DON'T CARE!!
@Notch runs away, crying
<@LG_Legacy> I made god cry? o_O"
Could you find out for me? Move the MCEdit folder into C:\ and try 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
#minecrafthelp Channel Manager
<@Notch> whoa, rude language, behave
<@LG_Legacy> Oh relax notch, I'm never serious >_>
<@Notch> I DON'T CARE!!
@Notch runs away, crying
<@LG_Legacy> I made god cry? o_O"
Thank you. I'll investigate.
"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
Your secret schematic for today: Many chests.
You can use this version of MCEdit to find buried ores. There are more of them than I thought!
"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
1. Allow the user to rotate schematics they import.
2. Some sort of online database for schematics (image preview would be nice!)
1. Can do, press E and C. It's not obvious, but it's just a quick fix until I put in the actual rotation.
2. In the works.
(dunno if anyone noticed, but I finally plugged the holes in the terrain. go 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
Importing Creative Multiplayer maps from servers without any spawn jail into an /infdev/ save.
http://image.bayimg.com/janmfaacp.jpg
(excuse the inventory editing, this is my "mucking about" save)
First, Ignatius used the rock.
Then Billy asked Harry if he wanted to read his BDSM blog. Harry was so surprised that his pants flew right off. He was wearing women's underpants. The inquisitors were wearing them, too.
They realized that they were all men of the lord.
- 30 Hs
And maybe a way to replace all the blocks in a map with something else maybe?
Side note: I appreciate all the work you do on this tool. Great for transferring constructs to new saves.
Edit: Nevermind. Seems to be MineEdit doing something to it. I just reverted to a backup that I'm fortunate enough to have.
I kept trying to take a break from this and play some Minecraft. Whenever I did, I'd decide to use MCEdit for something, and I'd end up finding more bugs. I've mostly missed the last two Friday updates.
If you'll excuse me, I have to go build a model railroad at the bottom of the ocean.
(try not to rotate anything with this version)
"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
And the actual program tells me "CG ERROR: The file could not be read."
Blargh, and I was looking forward to an attempt at importing a 512x512x64 /indev/ map into my current /alpha/ save...
"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
http://content.screencast.com/users/Zer ... 1_0055.png
All of the other levels load fine.
Holy wow tf2 blog and i just woke up what is happening i am happy and my hair is fluffy from pillows and i need to pee wow
Support for creative maps is shaky right now and involves some guessing. Try putting the dimensions of the map into the filename, like server_level_128_128_64.dat.
"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 actually found this out just before you posted, but thanks anyway.
I managed to import maybe 60-70% of a map until it completely cuts off. I'm guessing this is simply because it is too big?
Alpha height is limited to 128. Larger maps will get cut off. If your maps aren't that high, make sure you're not trying to paste them outside the Alpha level's height. (There aren't any markers for that yet.)
"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