Version 1.0 is out. I have no idea how often the auto-updater checks, but if you have the program already, you can update in the application menu.
RAM usage has been REALLY taken down a lot, it's under a gig for all but the hugest monster maps. Scratch space is barely worth mentioning. So the new system requirements are much lower. Lots of bugs fixed, way better performance, and new features!
Depth slider
Optional texture noise
Added "Torchlight" render mode
Generate custom colors from texture packs
Help menu
Tiny little bug: When you use Painterly Pack Rendering, lava shows up as water. So far, that's the ONLY problem I have found. Very good!
Nice catch, it's fixed now. You'll have to redownload manually to get the fix though, I didn't want to go through the trouble of a full update for just that. Everyone getting it via update from now will get the fixed version.
Suweeeeet. Are there any hot-keys for the "deeper/shallower" cut-off layer? I want to capture an animation with every level shown. Beware the dangers. I immediately found a mossy dungeon near my base, dug straight down into it, and found four skeletons. I died twice trying to conquer it.
Suweeeeet. Are there any hot-keys for the "deeper/shallower" cut-off layer? I want to capture an animation with every level shown. Beware the dangers. I immediately found a mossy dungeon near my base, dug straight down into it, and found four skeletons. I died twice trying to conquer it.
Is there any way to show JUST a specific type of block? Like Mossy Cobblestone, for example, to show dungeon locations.
Rollback Post to RevisionRollBack
Grammar is FreeWare. You can freely use and distribute it.
Grammar is NOT OPEN SOURCE. You cannot change or modify it in any possible way.
So please, for the love of my mind, keep that in mind the next time you type a sentence.
Nice update Donkey Kong. For the next might I suggest allowing us to save custom color sets?
You can. The that's what the "Extract Colors from PNG" option in the tools menu does. Or did you mean something else more specific?
Also, I've already made it so in the next release you can just select either a colors.txt or a terrain.png directly from "Custom Colors..." to save you the hassle of using that tool if you just want to see how a certain pack looks with no intent to edit it.
(I'm adding features right now, by the way. Next up is an x-ray mode. Then an automatic height stack maker. I hope to get a huge collection of useful map utilities in that tools menu, so don't be afraid to throw out ideas).
Nice update Donkey Kong. For the next might I suggest allowing us to save custom color sets?
You can. The that's what the "Extract Colors from PNG" option in the tools menu does. Or did you mean something else more specific?
Oh I mean saving a custom color set as a permanent menu item (among the ones already there). So if you have a color set that you want to always use, you can select it from the menu instead of having to import the text file every time you open the app.
On that note, I also noticed that after choosing a color set and restarting, it reverts to the default. It would be good if the application saved your preference.
Well, if you know where to put it in the app bundle, it will appear there, but there needs to be a better solution than that (since those would get wiped out each update. I'm thinking ~/Library/Application Support/MCMap Live would the proper location.
And yeah, persistent settings are on the list but they're kinda low-priority because implementing them is really monotonous, careful, work and I'm more into adding flashy features at the moment. After spending forever fixing up the multithreading and caching systems and figuring out the damn rotation transforms, I'm trying to keep myself interested in the project.
Just registered to post specifically because I wanted to tell you how awesome this program is. It solves its niche beautifully -- you're obviously a very experienced programmer who knows how to make Cocoa shine. I hope you'll continue adding cool features and posting updates.
RAM usage has been REALLY taken down a lot, it's under a gig for all but the hugest monster maps. Scratch space is barely worth mentioning. So the new system requirements are much lower. Lots of bugs fixed, way better performance, and new features!
Depth slider
Optional texture noise
Added "Torchlight" render mode
Generate custom colors from texture packs
Help menu
Download
Note: This isn't real-time. It's not that fast yet.
Nice catch, it's fixed now. You'll have to redownload manually to get the fix though, I didn't want to go through the trouble of a full update for just that. Everyone getting it via update from now will get the fixed version.
Up/Down arrows. Check out the help menu.
Grammar is NOT OPEN SOURCE. You cannot change or modify it in any possible way.
So please, for the love of my mind, keep that in mind the next time you type a sentence.
You can. The that's what the "Extract Colors from PNG" option in the tools menu does. Or did you mean something else more specific?
Also, I've already made it so in the next release you can just select either a colors.txt or a terrain.png directly from "Custom Colors..." to save you the hassle of using that tool if you just want to see how a certain pack looks with no intent to edit it.
(I'm adding features right now, by the way. Next up is an x-ray mode. Then an automatic height stack maker. I hope to get a huge collection of useful map utilities in that tools menu, so don't be afraid to throw out ideas).
Oh I mean saving a custom color set as a permanent menu item (among the ones already there). So if you have a color set that you want to always use, you can select it from the menu instead of having to import the text file every time you open the app.
On that note, I also noticed that after choosing a color set and restarting, it reverts to the default. It would be good if the application saved your preference.
I hope that made sense?
And yeah, persistent settings are on the list but they're kinda low-priority because implementing them is really monotonous, careful, work and I'm more into adding flashy features at the moment. After spending forever fixing up the multithreading and caching systems and figuring out the damn rotation transforms, I'm trying to keep myself interested in the project.
other than that I'm loving it
Edit: Looks good. I like being able to look at each level of the map.
How? My things says no updates! Or have you not released it? Or can I just not find it. Anyways, cool!