Anyone had luck with the new update? My MTS was working fine until the update today.
The MCRegion format used by Minecraft now is a little different from the standard MCRegion that MTS was made compatible with. I expect this is why MTS does not work with it.
We've done it! it's updated. As dave said both of us have been extremely busy.
System.AggregateException: One or more errors occurred. ---> System.IndexOutOfRangeException: Index was outside the bounds of the array.
at MTS.WorldRenderer.<>c__DisplayClass5.<renderWorld>b__0(List`1 currentStrip)
at System.Threading.Tasks.Parallel.<>c__DisplayClassf`1.<ForWorker>b__c()
at System.Threading.Tasks.Task.InnerInvokeWithArg(Task childTask)
at System.Threading.Tasks.Task.<>c__DisplayClass7.<ExecuteSelfReplicating>b__6(Object )
--- End of inner exception stack trace ---
at System.Threading.Tasks.Task.Wait(Int32 millisecondsTimeout, CancellationToken cancellationToken)
at System.Threading.Tasks.Task.Wait()
at System.Threading.Tasks.Parallel.ForWorker[TLocal](Int32 fromInclusive, Int32 toExclusive, ParallelOptions parallelOptions, Action`1 body, Action`2 bodyWithState, Func`4 bodyWithLocal, Func`1 localInit, Action`1 localFinally)
at System.Threading.Tasks.Parallel.ForEachWorker[TSource,TLocal](IEnumerable`1 source, ParallelOptions parallelOptions, Action`1 body, Action`2 bodyWithState, Action`3 bodyWithStateAndIndex, Func`4 bodyWithStateAndLocal, Func`5 bodyWithEverything, Func`1 localInit, Action`1 localFinally)
at System.Threading.Tasks.Parallel.ForEach[TSource](IEnumerable`1 source, Action`1 body)
at MTS.WorldRenderer.renderWorld(RenderSettings settings, BackgroundWorker worker)
at MTSGui.MainWindow.RendererWork(Object sender, DoWorkEventArgs e)
at System.ComponentModel.BackgroundWorker.WorkerThreadStart(Object argument)
---> (Inner Exception #0) System.IndexOutOfRangeException: Index was outside the bounds of the array.
at MTS.WorldRenderer.<>c__DisplayClass5.<renderWorld>b__0(List`1 currentStrip)
at System.Threading.Tasks.Parallel.<>c__DisplayClassf`1.<ForWorker>b__c()
at System.Threading.Tasks.Task.InnerInvokeWithArg(Task childTask)
at System.Threading.Tasks.Task.<>c__DisplayClass7.<ExecuteSelfReplicating>b__6(Object )<---
---> (Inner Exception #1) System.IndexOutOfRangeException: Index was outside the bounds of the array.
at MTS.WorldRenderer.<>c__DisplayClass5.<renderWorld>b__0(List`1 currentStrip)
at System.Threading.Tasks.Parallel.<>c__DisplayClassf`1.<ForWorker>b__c()
at System.Threading.Tasks.Task.InnerInvokeWithArg(Task childTask)
at System.Threading.Tasks.Task.<>c__DisplayClass7.<ExecuteSelfReplicating>b__6(Object )<---
---> (Inner Exception #2) System.IndexOutOfRangeException: Index was outside the bounds of the array.
at MTS.WorldRenderer.<>c__DisplayClass5.<renderWorld>b__0(List`1 currentStrip)
at System.Threading.Tasks.Parallel.<>c__DisplayClassf`1.<ForWorker>b__c()
at System.Threading.Tasks.Task.InnerInvokeWithArg(Task childTask)
at System.Threading.Tasks.Task.<>c__DisplayClass7.<ExecuteSelfReplicating>b__6(Object )<---
---> (Inner Exception #3) System.IndexOutOfRangeException: Index was outside the bounds of the array.
at MTS.WorldRenderer.<>c__DisplayClass5.<renderWorld>b__0(List`1 currentStrip)
at System.Threading.Tasks.Parallel.<>c__DisplayClassf`1.<ForWorker>b__c()
at System.Threading.Tasks.Task.InnerInvokeWithArg(Task childTask)
at System.Threading.Tasks.Task.<>c__DisplayClass7.<ExecuteSelfReplicating>b__6(Object )<---
Don't know if this is happening for anyone else, but whenever I render a world, a ton of purple blocks show up. Is it not updated for 1.8.1, or what? Here's an example: http://imgur.com/4MT3F
I redownloaded everything, including the .net 4 runtime.
Does anyone know what the white squares are that appear in the cave renders are? I have been unable to locate something in the map that aligns to those squares.
Does anyone know what the white squares are that appear in the cave renders are? I have been unable to locate something in the map that aligns to those squares.
if there is lots in a forested area then its the trees causing an overhang
Rollback Post to RevisionRollBack
Landmine"Don't build a building for a purpose, put purpose into a building." [SSSS]
is an update for 1.8 coming soon?
Or at least 1.6?
Tall Grass is everywhere, and shows up as tons of Pink dots.
I've tried to add to the code myself, but whenever I open the program the code reverts itself and deletes the new code that's supposed to make tall grass appear the same color as grass:
Hay so I have a mac how do i get this to work because everytime i open it (im using the java one) it just ooens white and in the renders tab nithing clickable shows...
I think this is a wonderful program, but I am having one significant problem with it. I have created a top down and a opaque view of my world and both have a large collection of odd pink dots scattered throughout the map, specifically in the forests. I also created a map and the dots have disappeared. If anyone knows what causes this or how to fix it I would be very thankful for your advice.
sorry, when I said "I also created a map" earlier I meant "I also created a spectrograph map." still hoping for an answer and will praise anyone who helps me. Thanks!
We've done it! it's updated. As dave said both of us have been extremely busy.
If so ... will it render wool colors? That would be sweeeeet!
Thanks!
I redownloaded everything, including the .net 4 runtime.
Landmine"Don't build a building for a purpose, put purpose into a building."
[SSSS]
if there is lots in a forested area then its the trees causing an overhang
Landmine"Don't build a building for a purpose, put purpose into a building."
[SSSS]
Or at least 1.6?
Tall Grass is everywhere, and shows up as tons of Pink dots.
I've tried to add to the code myself, but whenever I open the program the code reverts itself and deletes the new code that's supposed to make tall grass appear the same color as grass:
<Block Id="31" Name="Tall Grass" R="117" G="176" B="73" />
Other than that, this thing is amazing and easy to download and use! I've tried using other map viewers, but to no avail.