On servers with multiple worlds (Bukkit+MultiVerse) is it possible to have support for the additional worlds rather than having them override the normal and nether maps?
On servers with multiple worlds (Bukkit+MultiVerse) is it possible to have support for the additional worlds rather than having them override the normal and nether maps?
Short answer: Probably not.
Long answer: It all depends on how they did the multiple worlds. AM should automatically support multiple worlds IF they make use of Minecraft's built in dimensions and each has a unique dimension number. The normal world is dimension "0" and the nether is dimension "-1". I think the multiple world support in Bukkit is kind of a hack though. It is most likely all done serverside so I have no way of detecting which world you are in from AM.
Hey NewtSoup, I was just looking at your previous posts to see if you'd tried disabling the static map when I noticed some screenshots you'd posted elsewhere of a griefer. You have a really high res HD texture pack running. That could explain the slowdown in AM if AM happens to be using the same high res textures and not the defaults. Or is it actually the static map that slows AM down?
Just tried at the default texture pack with static map disabled. Makes no difference - as before unless I up the process priority of AM to Normal then it stays frozen. But with the priority set to Normal then Minecraft is hamstrung.
Thing is though I have always used that same texture pack even when AM was working fine.
It was worth a try though :smile.gif:
Oh and AM always extracts the default texture looking at the terrain.png in the AM directory.
Ok. I wish I could help but I can't imagine why the process priority would make such a huge difference (unless you are at 100% cpu usage of course). I don't remember changing anything that would cause a slowdown. I guess you could try running AM over a LAN if you have another computer capable of running AutoMap. You would do this by copying the AM folder to another machine and changing "sHostName=localhost" in the settings (replacing localhost with the name or IP of the machine running Minecraft). That would get it running with almost all of the additional load on the second machine. But how many people have a second machine handy like that? :biggrin.gif:
Ok. I wish I could help but I can't imagine why the process priority would make such a huge difference (unless you are at 100% cpu usage of course). I don't remember changing anything that would cause a slowdown. I guess you could try running AM over a LAN if you have another computer capable of running AutoMap. You would do this by copying the AM folder to another machine and changing "sHostName=localhost" in the settings (replacing localhost with the name or IP of the machine running Minecraft). That would get it running with almost all of the additional load on the second machine. But how many people have a second machine handy like that? :biggrin.gif:
um...I do? seven of such
and I also noticed a fair bit of slowdown with the new automap. CPU draw at version 0.6.whatever ~16%, CPU draw with 0.7.2, close to 40%, plus if i'm moving on powered rails, I get the 18 second timer for refreshing the map (whether it's a local map or network map) every 200 blocks moved. (and with the one super rail, that means I get the 18 second timer after a few seconds of uptime on a 1.6km rail)
Question: have you tried lowering the realtime map draw distance? I did get a few CPU percentages knocked loose by doing that, myself.
I became a fan of this mod, as it helps me finding ores for and constructing my buildings quickly and precisely. I wouldn't be able to build me a castle without this helper.
Anyway, did you try the Teleport feature of the recent AutoMap in MC 1.7.3? It kicks me high above the map and changes gravity upside down. Exiting AutoMap, I fall down and drop my life by bouncing on the ground. It's probably the MC developers' answer to this feature...
That only happened to me once during development and I don't have any idea what caused it. It is happening consistently to you?
and I also noticed a fair bit of slowdown with the new automap. CPU draw at version 0.6.whatever ~16%, CPU draw with 0.7.2, close to 40%, plus if i'm moving on powered rails, I get the 18 second timer for refreshing the map (whether it's a local map or network map) every 200 blocks moved. (and with the one super rail, that means I get the 18 second timer after a few seconds of uptime on a 1.6km rail)
Question: have you tried lowering the realtime map draw distance? I did get a few CPU percentages knocked loose by doing that, myself.
Ack. I will be performance profiling AM today so hopefully I can locate the cpu abusing code and fix it.
Also, the 18 second timer is there because AM is a little too sensitive in detecting teleportation. This "feature" has been there since the beginning of AM. If you teleported very far, AM had to stop requesting blocks or else risk crashing the game. Until 0.7.0, there was no timer to let you know when the map would update again. In fact, I actually made it 50% less sensitive in detecting a teleport at 0.7.0... but nevertheless lag still causes this to happen when you move quickly. I'll tweak it for the next update and it should help.
It does! I also would not have a clue, how a simple alter of Players' coordinates can take gravity upside down. (That would be a nice invention for the NASA. :laugh.gif: ) If you could reproduce this error, I would recommend you a deep debugging session running the game, considering the values changed by "teleport".
I bet it has something to do with the height map matching. It could be that the game tries to keep the player from stucking in rocks and that your mod already considers the correct height. As the game doesn't "know" that, I guess it's just keeping increase the height.
Omg. I think teleportation might have been broken for everyone. If you are reading this, don't try teleporting in AM or you will probably die.
I just uploaded 0.7.2.3 which fixes teleportation under Minecraft 1.7.3 (Minecraft 1.7.3 broke teleportation apparently). I also fixed a crash bug that occurred due to a timing issue when you close and re-open a world.
If you update, be sure to run PatchMinecraft again -- the java code changed to fix the teleportation.
Ack. I will be performance profiling AM today so hopefully I can locate the cpu abusing code and fix it.
Also, the 18 second timer is there because AM is a little too sensitive in detecting teleportation. This "feature" has been there since the beginning of AM. If you teleported very far, AM had to stop requesting blocks or else risk crashing the game. Until 0.7.0, there was no timer to let you know when the map would update again. In fact, I actually made it 50% less sensitive in detecting a teleport at 0.7.0... but nevertheless lag still causes this to happen when you move quickly. I'll tweak it for the next update and it should help.
I haven't tested under 0.7.3 yet, but when playing off of a remote server for the game, if I'm on powered rails, the speed of the rails makes automap go into the 18 second timer after about 3-4 seconds of up time. I think part of that is because Notch increased the speed of the booster rails. but on the other side of the equation, the automap was smooth and did not have timer issues in 0.6.whatever, even after the increase in speed of the booster rails. hopefully the CPU fix also fixed that issue as well, will test later tonight.
BUG: Minecraft AutoMap 0.7.2.3
Since I updated to the more recent ver Automap cant seem to communicate
It seems to be STUCK at "Attempting to Reconnect"
In minecraft the client automap was updated and is loaded
I haven't tested under 0.7.3 yet, but when playing off of a remote server for the game, if I'm on powered rails, the speed of the rails makes automap go into the 18 second timer after about 3-4 seconds of up time. I think part of that is because Notch increased the speed of the booster rails. but on the other side of the equation, the automap was smooth and did not have timer issues in 0.6.whatever, even after the increase in speed of the booster rails. hopefully the CPU fix also fixed that issue as well, will test later tonight.
The CPU fix could have affected it, but I doubt it. The same patch did tweak that "feature" though so that the player must move twice as far in one update before AM will pause the map updates. Let me know if it works :smile.gif:
It is curious that the map would never freeze in 0.6.x because that version was even more sensitive to fast movement/teleports than 0.7.0+.
Downloaded and did a fresh install of everything (minecraft, modloader, etc) at 10 P.M. CST, July 9th. Modloader was loaded second (after HD texture mod) per your special instructions, then Zombe mods and finally AM. Worked just fine for a while.
Today, I switched to a different map (a much larger one, about 100 MB) and even though I stayed very close to spawn the entire time, it eventually crashed out. Attempted restarts just gave me the "Windows is checking for a solution to this problem" and MCAM was never really loaded.
So, later today, tried to do an update to make sure I had the latest version. When extracting and copying files to the existing MCAM folder, it froze. Reboot, tried again, still froze. Deleted entire MCAM file, re-downloaded and did a fresh install (using install instructions). I let it load all the way, rendering the static map as much as it needed (took about 5 minutes), and it worked great...for 10 minutes. Til - crash, attempted restarts = FQ noob.
Thoughts? Oh, it's latest MC as well. I've got a feeling I need to uninstall/reinstall everything, but I might just wait til next minecraft update rolls around.
Downloaded and did a fresh install of everything (minecraft, modloader, etc) at 10 P.M. CST, July 9th. Modloader was loaded second (after HD texture mod) per your special instructions, then Zombe mods and finally AM. Worked just fine for a while.
Today, I switched to a different map (a much larger one, about 100 MB) and even though I stayed very close to spawn the entire time, it eventually crashed out. Attempted restarts just gave me the "Windows is checking for a solution to this problem" and MCAM was never really loaded.
So, later today, tried to do an update to make sure I had the latest version. When extracting and copying files to the existing MCAM folder, it froze. Reboot, tried again, still froze. Deleted entire MCAM file, re-downloaded and did a fresh install (using install instructions). I let it load all the way, rendering the static map as much as it needed (took about 5 minutes), and it worked great...for 10 minutes. Til - crash, attempted restarts = FQ noob.
Thoughts? Oh, it's latest MC as well. I've got a feeling I need to uninstall/reinstall everything, but I might just wait til next minecraft update rolls around.
P.S. I don't use the new teleport features, etc.
I got similar behavior when I tried a very large map just after I released the teleport feature (hehe!). Anyway, I deleted the static map and started over, and things would work for a few minutes and then AM would stop responding again just like it did for you. When it stopped responding, my 24 bit TGA file was 2GB in size and AM's memory usage was over 1GB. There is probably something stupid in the code but I have no idea what it is.
Can you tell me the width and height of the world in question? This would be the same as the image dimensions of a fully rendered world map from another program (a simple 2d top-down map). I will probably place a configurable limit on the static map dimensions to prevent this crash. Before I can do that, I need to determine what a good default size limit would be.
Can you tell me the width and height of the world in question?
Well, hopefully you mean in pixels? Using CartG and Paint.NET, the width is 2720 and height is 2920. Pretty much all of that area has been "discovered" (colored in) by automap when I was scouting.
Visible with Google maps as well in scalable form: http://midnightdesign.ws/random/in_the_air/#-230,-203,3 (the map shown here is actually a bit less than I have discovered, but you can insert distance guide lines to get a good feel on map size when you scale it.
P.S. lemme know if that didn't answer your ?. And good luck finding the misbehavin' code. MC without MCAM leaves me feeling so directionless. :sad.gif:
Well, hopefully you mean in pixels? Using CartG and Paint.NET, the width is 2720 and height is 2920. Pretty much all of that area has been "discovered" (colored in) by automap when I was scouting.
Visible with Google maps as well in scalable form: http://midnightdesign.ws/random/in_the_air/#-230,-203,3 (the map shown here is actually a bit less than I have discovered, but you can insert distance guide lines to get a good feel on map size when you scale it.
P.S. lemme know if that didn't answer your ?. And good luck finding the misbehavin' code. MC without MCAM leaves me feeling so directionless. :sad.gif:
That is small enough that it should not cause any trouble! Do you have anything in crashdump.txt or errordump.txt?
just a thought
minecraft automap caches everything mapwise, but as far as I can see doesn't dump the cache to disk and clear that chunk of cache. sure it writes the targa file, but does it remove chunks of the map not in use from memory? that would cause the error in question...
edit:
and after local testing, yeahno.
automap is now crashing whenever I have slimeballs or sticky pistons anywhere on the active map
also!
the CPU hog function which ate 24% more CPU was also the issue that was causing the 18 second timer on the full-powered-rail. after updating to 7.2.3 everything works good, aside from crashes which started when I started playing with pistons and sticky pistons
On servers with multiple worlds (Bukkit+MultiVerse) is it possible to have support for the additional worlds rather than having them override the normal and nether maps?
Short answer: Probably not.
Long answer: It all depends on how they did the multiple worlds. AM should automatically support multiple worlds IF they make use of Minecraft's built in dimensions and each has a unique dimension number. The normal world is dimension "0" and the nether is dimension "-1". I think the multiple world support in Bukkit is kind of a hack though. It is most likely all done serverside so I have no way of detecting which world you are in from AM.
Have you tried Minecraft AutoMap?
Have you tried Minecraft AutoMap?
Ok. I wish I could help but I can't imagine why the process priority would make such a huge difference (unless you are at 100% cpu usage of course). I don't remember changing anything that would cause a slowdown. I guess you could try running AM over a LAN if you have another computer capable of running AutoMap. You would do this by copying the AM folder to another machine and changing "sHostName=localhost" in the settings (replacing localhost with the name or IP of the machine running Minecraft). That would get it running with almost all of the additional load on the second machine. But how many people have a second machine handy like that? :biggrin.gif:
Have you tried Minecraft AutoMap?
um...I do? seven of such
and I also noticed a fair bit of slowdown with the new automap. CPU draw at version 0.6.whatever ~16%, CPU draw with 0.7.2, close to 40%, plus if i'm moving on powered rails, I get the 18 second timer for refreshing the map (whether it's a local map or network map) every 200 blocks moved. (and with the one super rail, that means I get the 18 second timer after a few seconds of uptime on a 1.6km rail)
Question: have you tried lowering the realtime map draw distance? I did get a few CPU percentages knocked loose by doing that, myself.
Edit: Yes, I did, just read through the changelog. :biggrin.gif:
External server browser: Created by me, made for you.Not working atm, and will not get updated in the near future, sorry.
That only happened to me once during development and I don't have any idea what caused it. It is happening consistently to you?
Have you tried Minecraft AutoMap?
Ack. I will be performance profiling AM today so hopefully I can locate the cpu abusing code and fix it.
Also, the 18 second timer is there because AM is a little too sensitive in detecting teleportation. This "feature" has been there since the beginning of AM. If you teleported very far, AM had to stop requesting blocks or else risk crashing the game. Until 0.7.0, there was no timer to let you know when the map would update again. In fact, I actually made it 50% less sensitive in detecting a teleport at 0.7.0... but nevertheless lag still causes this to happen when you move quickly. I'll tweak it for the next update and it should help.
Have you tried Minecraft AutoMap?
I found what was causing the performance problem and fixed it!
0.7.2.2 uses roughly the same amount of CPU as 0.6.x.x. Highly recommended update.
Have you tried Minecraft AutoMap?
Omg. I think teleportation might have been broken for everyone. If you are reading this, don't try teleporting in AM or you will probably die.
Have you tried Minecraft AutoMap?
If you update, be sure to run PatchMinecraft again -- the java code changed to fix the teleportation.
Have you tried Minecraft AutoMap?
I haven't tested under 0.7.3 yet, but when playing off of a remote server for the game, if I'm on powered rails, the speed of the rails makes automap go into the 18 second timer after about 3-4 seconds of up time. I think part of that is because Notch increased the speed of the booster rails. but on the other side of the equation, the automap was smooth and did not have timer issues in 0.6.whatever, even after the increase in speed of the booster rails. hopefully the CPU fix also fixed that issue as well, will test later tonight.
Not sure what is going on there. Strange.
The CPU fix could have affected it, but I doubt it. The same patch did tweak that "feature" though so that the player must move twice as far in one update before AM will pause the map updates. Let me know if it works :smile.gif:
It is curious that the map would never freeze in 0.6.x because that version was even more sensitive to fast movement/teleports than 0.7.0+.
Have you tried Minecraft AutoMap?
Today, I switched to a different map (a much larger one, about 100 MB) and even though I stayed very close to spawn the entire time, it eventually crashed out. Attempted restarts just gave me the "Windows is checking for a solution to this problem" and MCAM was never really loaded.
So, later today, tried to do an update to make sure I had the latest version. When extracting and copying files to the existing MCAM folder, it froze. Reboot, tried again, still froze. Deleted entire MCAM file, re-downloaded and did a fresh install (using install instructions). I let it load all the way, rendering the static map as much as it needed (took about 5 minutes), and it worked great...for 10 minutes. Til - crash, attempted restarts = FQ noob.
Thoughts? Oh, it's latest MC as well. I've got a feeling I need to uninstall/reinstall everything, but I might just wait til next minecraft update rolls around.
P.S. I don't use the new teleport features, etc.
I got similar behavior when I tried a very large map just after I released the teleport feature (hehe!). Anyway, I deleted the static map and started over, and things would work for a few minutes and then AM would stop responding again just like it did for you. When it stopped responding, my 24 bit TGA file was 2GB in size and AM's memory usage was over 1GB. There is probably something stupid in the code but I have no idea what it is.
Can you tell me the width and height of the world in question? This would be the same as the image dimensions of a fully rendered world map from another program (a simple 2d top-down map). I will probably place a configurable limit on the static map dimensions to prevent this crash. Before I can do that, I need to determine what a good default size limit would be.
Have you tried Minecraft AutoMap?
Well, hopefully you mean in pixels? Using CartG and Paint.NET, the width is 2720 and height is 2920. Pretty much all of that area has been "discovered" (colored in) by automap when I was scouting.
The map is actually a popular one: Clicky: Seed -1784338777788894343.
Visible with Google maps as well in scalable form: http://midnightdesign.ws/random/in_the_air/#-230,-203,3 (the map shown here is actually a bit less than I have discovered, but you can insert distance guide lines to get a good feel on map size when you scale it.
P.S. lemme know if that didn't answer your ?. And good luck finding the misbehavin' code. MC without MCAM leaves me feeling so directionless. :sad.gif:
That is small enough that it should not cause any trouble! Do you have anything in crashdump.txt or errordump.txt?
Have you tried Minecraft AutoMap?
Have you tried Minecraft AutoMap?
I don't see either of those files anywhere ><
minecraft automap caches everything mapwise, but as far as I can see doesn't dump the cache to disk and clear that chunk of cache. sure it writes the targa file, but does it remove chunks of the map not in use from memory? that would cause the error in question...
edit:
and after local testing, yeahno.
automap is now crashing whenever I have slimeballs or sticky pistons anywhere on the active map
also!
the CPU hog function which ate 24% more CPU was also the issue that was causing the 18 second timer on the full-powered-rail. after updating to 7.2.3 everything works good, aside from crashes which started when I started playing with pistons and sticky pistons