The update is a little less than half done, as I kind of need ModLoader to be updated for 1.3.1.
Also, once I get things working with the new version, I need to fix the block lighting bug as mentioned a few posts up. Then I will release. I don't have much time tomorrow so it may be Friday or Saturday before that happens.
The update is a little less than half done, as I kind of need ModLoader to be updated for 1.3.1.
Also, once I get things working with the new version, I need to fix the block lighting bug as mentioned a few posts up. Then I will release. I don't have much time tomorrow so it may be Friday or Saturday before that happens.
The update is online. Fixed the lighting bug, but there are a few new bugs. Most significantly, I believe all the singleplayer worlds are going to share the same (new) static map and waypoint files. Sorry about this. With any luck the next update will have the modding API in it and things will work better again.
All together, it took about 3 and a half hours of work to get it updated and there are still nasty bugs (for singleplayer anyway). I can't wait for that modding API.
when i use the Automap i get fish symbols instead of block types
Sounds like you have a funky texture file getting involved. Try with the defaults by following this procedure:
0. Close Minecraft
1. Move minecraft.jar from the .minecraft/bin folder to your desktop.
2. Start Minecraft (it should download a new minecraft.jar -- if not, return to step 1).
3. Run PatchMinecraft.bat in the automap folder. (this copies the default textures out of the jar).
4. Restore your old minecraft.jar (by moving minecraft.jar from your desktop back into the bin folder. Let it overwrite).
If this does not work, please post a screenshot of automap's odd behavior with the file "terrain.png" open next to it.
My game crashes when I use the most recent MinecraftAM with Forges Mod Loader.
Is that a new known issue? Since the 1.2.5 Version worked just fine with FML.
My Minceraft version is 1.3.2
That certainly wasn't known to me. What is Forges Mod Loader?
Also, when did Minecraft get updated to 1.3.2?? Last thing I need right now is another time-sucking Automap update. Does it work with Risugami's Mod Loader in MC 1.3.2?
EDIT: No, it crashes with Risugamis Mod loader as well. Seems to be due to the Update to 1.3.2 then, since both Risugamis ML as well as MinecraftAM are made for 1.3.1.
/rant on
For the previous year or more, I've spent more time fixing Automap for Minecraft updates than I have spent playing Minecraft. Mojang's fabled modding API is still nowhere to be seen. I think they are trying to refactor the entire code base or something to make it more modding-frendly. All I see on the associated twitters is a bunch of random fluff like putting tiny item models into wooden frames and other nonsense. Regardless, what they are effectively doing now is breaking everyone's mods more thoroughly than ever before.
Even using MCP, the 1.3.1 update was worse than any update I can recall doing. And I couldn't even fix everything that broke.
I'll not be updating AutoMap for this update. Sorry! I have better things to do with my time. We'll see about 1.4.x.
/rant off
I sure can understand that. And yes, the Mod API is overdue - I think it was announced for March. But it's also now announced for 1.4, so maybe the wait time is at an end soon.
I'm more than a little bit concerned that their API will not be entirely suitable for Automap. Their focus is on a server-side API, and in order to support singleplayer mods too, they have made singleplayer games run on an embedded multiplayer server.
I suspect they will do like Spout and make the server-side plugins capable of adding custom content (items, blocks, sounds, interface elements, etc) in the game client, without requiring any effort on the player's part. This would mostly eliminate the need for a client-side modding API, and it may very well kill support for Minecraft Coder Pack. If I have to write AutoMap to use a server-side API, it will only work properly in singleplayer and on LAN servers due to the bandwidth requirements.
It may be due to lack of imagination, but if Mojang does what I suggested above, most modders won't need a clientside API. Live-maps like AutoMap and other cheaty stuff is all I can think of that would benefit from a clientside API. Stuff like OptiFine is too complex and will still require decompiling and reverse-engineering Minecraft.
TL;DR
AutoMap might require a server mod and only work in singleplayer / LAN multiplayer using the official modding API, but I won't know until they tell us more.
I'll not be updating AutoMap for this update. Sorry! I have better things to do with my time. We'll see about 1.4.x.
/rant off
can't blame you, but sad to hear. i greatly preferred automap to rei's minimap.
I'm this close to trying to find an old 1.3.1 jar and modloader to get this working again, i love it so much.
I just searched for more info about the official modding API. I found a couple youtube videos discussing it. It seems that my suspicions are correct to some extent. Now, these videos were nearly half a year old so this information is outdated, but it does not sound good for Automap.
The plan is to release just a server-side modding API at first. Plugins will essentially be no different from Bukkit server plugins, except they will work in singleplayer. I will almost certainly be able to make AutoMap into a server plugin using this. However, that comes with a huge cost. It would only work in singleplayer or on servers that you are hosting yourself. You would not get to use AutoMap on random internet servers anymore.
I did hear straight out of Jeb's mouth in one of the videos that they plan on a client-side modding API after the server-side API, but I seriously doubt it will have the features needed by AutoMap. The only obvious reason to open up access to chunk data and entity lists in a client-side plugin is to build a map, and many people consider that to be cheating. Therefore, I doubt they put it in the client-side modding API.
Jeb also said they wouldn't release 1.3 until their modding API had more-or-less caught up with Bukkit. Clearly things have changed.
It would only work in singleplayer or on servers that you are hosting yourself. You would not get to use AutoMap on random internet servers anymore.
Well that would work out OK, wouldn't it? Obviously the big public servers may have admins that don't care about the "cheating" but don't want to install the mod.... But smaller/private servers, the decision can be made to allow "cheating" by the players who control the server.
I use Automap all the time. Love it... But I do still consider it's use to be cheating, so I see both sides of the arguments quite clearly.
Edit: Forgot to add a point - one advantage to this sort of setup would be that servers where maps kill the gameplay would be able to "ban" it by not installing it. Like maps specifically created for adventure/quest sort of games - the map can kill the game by showing the players exactly where to find certain materials they need.
X-ray mods will always be around for finding materials.
Also, AutoMap was not designed to work over the internet in this way. Even if AutoMap's server plugin were to be installed on a server, it requires far too much bandwidth to expect acceptable performance over the internet. As a rough guess, I'd say you would need a sustainable 20-30Mbps, and 10-20 times that much for best results. Edit: lowering the maximum realtime map width to its minimum would help this a lot, but it would still require 5Mbps or so per user.
java.lang.NoSuchFieldError: v
at AMW_ScreenOut.Initialize(AMW_ScreenOut.java:18)
at mod_automap.onTickInGame(mod_automap.java:26)
at ModLoader.onTick(ModLoader.java:1200)
at EntityRendererProxy.b(EntityRendererProxy.java:21)
at net.minecraft.client.Minecraft.J(SourceFile:607)
at net.minecraft.client.Minecraft.run(SourceFile:535)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 3b7bd2fd ----------
Also, once I get things working with the new version, I need to fix the block lighting bug as mentioned a few posts up. Then I will release. I don't have much time tomorrow so it may be Friday or Saturday before that happens.
Have you tried Minecraft AutoMap?
Maybe you would like to try using this?
http://www.minecraftforum.net/topic/1395994-131-modloader-unofficial/
If this post was helpful, press the up arrow over there,
or tip me! Bitcoins!: 1Fm6FFegwPZJjmREVYGxPT758pCGqopoZ3
Have you tried Minecraft AutoMap?
All together, it took about 3 and a half hours of work to get it updated and there are still nasty bugs (for singleplayer anyway). I can't wait for that modding API.
Have you tried Minecraft AutoMap?
Sounds like you have a funky texture file getting involved. Try with the defaults by following this procedure:
0. Close Minecraft
1. Move minecraft.jar from the .minecraft/bin folder to your desktop.
2. Start Minecraft (it should download a new minecraft.jar -- if not, return to step 1).
3. Run PatchMinecraft.bat in the automap folder. (this copies the default textures out of the jar).
4. Restore your old minecraft.jar (by moving minecraft.jar from your desktop back into the bin folder. Let it overwrite).
If this does not work, please post a screenshot of automap's odd behavior with the file "terrain.png" open next to it.
Have you tried Minecraft AutoMap?
That certainly wasn't known to me. What is Forges Mod Loader?
Also, when did Minecraft get updated to 1.3.2?? Last thing I need right now is another time-sucking Automap update. Does it work with Risugami's Mod Loader in MC 1.3.2?
Have you tried Minecraft AutoMap?
Well hell.
Have you tried Minecraft AutoMap?
For the previous year or more, I've spent more time fixing Automap for Minecraft updates than I have spent playing Minecraft. Mojang's fabled modding API is still nowhere to be seen. I think they are trying to refactor the entire code base or something to make it more modding-frendly. All I see on the associated twitters is a bunch of random fluff like putting tiny item models into wooden frames and other nonsense. Regardless, what they are effectively doing now is breaking everyone's mods more thoroughly than ever before.
Even using MCP, the 1.3.1 update was worse than any update I can recall doing. And I couldn't even fix everything that broke.
I'll not be updating AutoMap for this update. Sorry! I have better things to do with my time. We'll see about 1.4.x.
/rant off
Have you tried Minecraft AutoMap?
I recomend Optifine !
I'm more than a little bit concerned that their API will not be entirely suitable for Automap. Their focus is on a server-side API, and in order to support singleplayer mods too, they have made singleplayer games run on an embedded multiplayer server.
I suspect they will do like Spout and make the server-side plugins capable of adding custom content (items, blocks, sounds, interface elements, etc) in the game client, without requiring any effort on the player's part. This would mostly eliminate the need for a client-side modding API, and it may very well kill support for Minecraft Coder Pack. If I have to write AutoMap to use a server-side API, it will only work properly in singleplayer and on LAN servers due to the bandwidth requirements.
It may be due to lack of imagination, but if Mojang does what I suggested above, most modders won't need a clientside API. Live-maps like AutoMap and other cheaty stuff is all I can think of that would benefit from a clientside API. Stuff like OptiFine is too complex and will still require decompiling and reverse-engineering Minecraft.
TL;DR
AutoMap might require a server mod and only work in singleplayer / LAN multiplayer using the official modding API, but I won't know until they tell us more.
Have you tried Minecraft AutoMap?
can't blame you, but sad to hear. i greatly preferred automap to rei's minimap.
I'm this close to trying to find an old 1.3.1 jar and modloader to get this working again, i love it so much.
*crosses fingers that 1.4 will be soon*
The plan is to release just a server-side modding API at first. Plugins will essentially be no different from Bukkit server plugins, except they will work in singleplayer. I will almost certainly be able to make AutoMap into a server plugin using this. However, that comes with a huge cost. It would only work in singleplayer or on servers that you are hosting yourself. You would not get to use AutoMap on random internet servers anymore.
I did hear straight out of Jeb's mouth in one of the videos that they plan on a client-side modding API after the server-side API, but I seriously doubt it will have the features needed by AutoMap. The only obvious reason to open up access to chunk data and entity lists in a client-side plugin is to build a map, and many people consider that to be cheating. Therefore, I doubt they put it in the client-side modding API.
Jeb also said they wouldn't release 1.3 until their modding API had more-or-less caught up with Bukkit. Clearly things have changed.
Have you tried Minecraft AutoMap?
Well that would work out OK, wouldn't it? Obviously the big public servers may have admins that don't care about the "cheating" but don't want to install the mod.... But smaller/private servers, the decision can be made to allow "cheating" by the players who control the server.
I use Automap all the time. Love it... But I do still consider it's use to be cheating, so I see both sides of the arguments quite clearly.
Edit: Forgot to add a point - one advantage to this sort of setup would be that servers where maps kill the gameplay would be able to "ban" it by not installing it. Like maps specifically created for adventure/quest sort of games - the map can kill the game by showing the players exactly where to find certain materials they need.
Also, AutoMap was not designed to work over the internet in this way. Even if AutoMap's server plugin were to be installed on a server, it requires far too much bandwidth to expect acceptable performance over the internet. As a rough guess, I'd say you would need a sustainable 20-30Mbps, and 10-20 times that much for best results. Edit: lowering the maximum realtime map width to its minimum would help this a lot, but it would still require 5Mbps or so per user.
Have you tried Minecraft AutoMap?
--- BEGIN ERROR REPORT e877f78c --------
Generated 8/26/12 8:00 AM
- Minecraft Version: 1.3.2
- Operating System: Windows 7 (amd64) version 6.1
- Java Version: 1.7.0_05, Oracle Corporation
- Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
- Memory: 458137640 bytes (436 MB) / 514523136 bytes (490 MB) up to 954466304 bytes (910 MB)
- JVM Flags: 2 total; -Xms512m -Xmx1024m
- ModLoader: Mods loaded: 2
ModLoader 1.3.2
mod_automap 20
- LWJGL: 2.4.2
- OpenGL: GeForce GTS 450/PCIe/SSE2 GL version 4.2.0, NVIDIA Corporation
- Is Modded: Very likely
- Type: Client
- Texture Pack: Default
- Profiler Position: N/A (disabled)
- World MpServer Entities: 1 total; [atg['player'/1255, l='MpServer', x=8.50, y=66.62, z=8.50]]
- World MpServer Players: 1 total; [atg['player'/1255, l='MpServer', x=8.50, y=66.62, z=8.50]]
- World MpServer Chunk Stats: MultiplayerChunkCache: 0
- Forced Entities: 1 total; [atg['player'/1255, l='MpServer', x=8.50, y=66.62, z=8.50]]
- Retry Entities: 0 total; []
java.lang.NoSuchFieldError: v
at AMW_ScreenOut.Initialize(AMW_ScreenOut.java:18)
at mod_automap.onTickInGame(mod_automap.java:26)
at ModLoader.onTick(ModLoader.java:1200)
at EntityRendererProxy.b(EntityRendererProxy.java:21)
at net.minecraft.client.Minecraft.J(SourceFile:607)
at net.minecraft.client.Minecraft.run(SourceFile:535)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 3b7bd2fd ----------
Help? Please =]
Have you tried Minecraft AutoMap?
is it possible to make a mini-automap?
no static map saved, moving creatures shown, but no high detail for the area around, only shows what you have seen, and no X-ray.
basically, a minimalist local map that still works in realtime.
what I like most about the current version is the realtime aspect, but take out the hacks and it's not much more bandwidth than a regular client.
just my 2c