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    posted a message on World Downloader Mod - Create backups of your builds on multiplayer servers!

    This is some truly amazing work. I'm just wondering why all the command blocks that get saved are consistently blank. Other than that - no complaints at all.

    Posted in: Minecraft Mods
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    posted a message on World Downloader Mod - Create backups of your builds on multiplayer servers!

    I'm trying to load this in MultiMC and I get the error "archive does not contain instance.cfg" and I'll confess to not reading all 24 pages of the thread so if this was already dealt with on a previous page, I apologize for the repetition, and humbly request the solution again.

    Posted in: Minecraft Mods
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    posted a message on World Downloader Mod - Create backups of your builds on multiplayer servers!

    Ignore this post - #493 - Having issues with NOSCRIPT, can't find a way to delete this. Only edit.

    Posted in: Minecraft Mods
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    posted a message on WorldPainter - graphical & interactive map creator/generator

    In an interesting development, when I merge to the source folder, rather than using the symbolic link in $HOME/.minecraft it works fine, as you can see from the attached screenshot.

    Posted in: Minecraft Tools
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    posted a message on WorldPainter - graphical & interactive map creator/generator
    Quote from Captain_Chaos»


    WorldPainter gives that error when it can't move (by renaming) the map directory to the backups directory. It just assumes the reason is that the directory is in use, but there could be other causes, especially on Linux. What it tries to do is move mapDir to ../backups/mapDir. Is there another reason why that might fail on your system? Would it cross filesystem boundaries, for instance? Or perhaps you don't have sufficient rights?


    Edit: actually it tries to move mapDir to ../backups/mapDir.timestamp.



    Actually, my mounts are spread over several physical drives:
    / is the core system drive
    /home/seann is a different physical drive
    /home/seann/.minecraft/saves is a symbolic link to the source folder, located on a third physical drive because it was getting too big

    But - I have rwx permission, and I'm the owner of both the $HOME drive and the source saves folder.

    I tried copying mapDir to a USB thumb drive and merging hoping that would allow me to work around the limitations apparently imposed by my device mapping heirarchy but it still gives the same error, even under 2.3.0.

    I installed system-wide using the official .DEB, so it runs from the core system drive (on /) - could that be the source of the filesystem boundary contention?

    I'll run in a terminal and watch the output for clues and post my findings.


    **EDIT** - Running in the terminal didn't produce any helpful info, so I'm on to some trial-and-error testing of ideas.

    Posted in: Minecraft Tools
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    posted a message on WorldPainter - graphical & interactive map creator/generator

    WorldPainter won't allow merging back to Minecraft Maps because the save directory is in use, which I could understand if it was, but I'm not running anything when this happens, so I don't understand why WP is complaining.


    I even rebooted, loaded a previous .WORLD and attempted to merge without even opening the original map thinking WP may have locked the folder and mistook it's own lock, but I still get the same error, every time, without fail. I even tried moving the Minecraft World Save folder to a USB stick (fat32 doesn't support locking) and WP STILL won't merge. And I've tried every conceivable combination of tactics to get around the issue including cpoying the world save, loading it in Minecraft, exiting normally (to ensure there's no lock) and trying to merge with the copy and that didn't work either.

    I've attached a screenshot showing the error dialog because by this point, I'm out of ideas, and I could really use some insight!


    I'm running x64 Linux, with Oracle's Java - not OpenJDK. System Specs also attached.

    Posted in: Minecraft Tools
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    posted a message on MCEdit: Minecraft World Editor (Now open source!)
    Quote from wideload

    Hey bud, I would like to help you out but as you may have seen me say before - I don't use the server versions and know very little about them. Also, because I use terrain gen mods I don't use MCEdit to generate chunks either. So, sorry, but I'm not much use in this case. :(
    All I can suggest is, do you have the option of testing on another machine? Or is that not possible or maybe too much trouble to set up.

    I tried on another machine, and it did the same thing. However, as I said before, since the differences are minor between the two versions, I won't worry about it. However, perhaps there is something you can help me with...

    Placing ladders in MCEdit doesn't seem to be working very well. This is what it looks like in MCE:



    And this is what it looks like in-game:


    As you can see from the wireframe outline, the ladder is supposed to be there, but nothing shows up and I can't climb up. Thoughts or suggestions? Perhaps you can test your copy and see if it's just me? I'm using MCEdit 0.1.8 build 799 (64 bit).
    Posted in: Minecraft Tools
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    posted a message on MCEdit: Minecraft World Editor (Now open source!)
    I realise I'm not usually the one asking the deep questions (any more), but I was wondering if anybody was having trouble with the 1.7.10 server .JAR in MCEdit when generating chunks, because I certainly am!

    The funny thing is that I use this same .JAR when hosting on my LAN, and it works just fine.

    From my terminal (MCEdit 0.1.8 build 799, Ubuntu Linux 14.04, x64), I see this when using the 1.7.10 JAR:

    Minecraft_Server.jar storage initialized.
    Each server is stored in a subdirectory of /home/evilsupahfly/.pymclevel/ServerJarStorage named with the server's version number
    Cached servers: [u'Release 1.7.10', u'Release 1.7.9', u'Release 1.7.5', u'Release 1.7.4', u'Release 1.7.2.0', u'Release 1.7.2', u'Release 1.6.4', u'Release 1.6.2', u'Release 1.5.2', u'Release 1.5.1', u'Release 1.5', u'Release 1.4.7', u'Release 1.4.6', u'Release 1.4.5', u'Release 1.4.4', u'Release 1.4.3', u'Release 1.4.2', u'Release 1.4.1', u'Release 1.4', u'Release 1.3.2', u'Release 1.3.1', u'Release 1.3', u'Release 1.2.5', u'Release 1.2', u'Release 0.9-pre6', u'Release 0.9-pre5', u'Release 0.9-pre4', u'Release 0.9-pre3', u'Release 0.9-pre2', u'Release 0.9-pre', u'Release 0.8-pre2', u'Release 0.8-pre', u'RC2', u'13w47e']
    Generating XXX chunks out of 5738 starting from (43, -87)
    No chunks were generated. Aborting.


    And if I go back to the 1.7.9 JAR, it works fine:

    Minecraft_Server.jar storage initialized.
    Each server is stored in a subdirectory of /home/evilsupahfly/.pymclevel/ServerJarStorage named with the server's version number
    Cached servers: [u'Release 1.7.10', u'Release 1.7.9', u'Release 1.7.5', u'Release 1.7.4', u'Release 1.7.2.0', u'Release 1.7.2', u'Release 1.6.4', u'Release 1.6.2', u'Release 1.5.2', u'Release 1.5.1', u'Release 1.5', u'Release 1.4.7', u'Release 1.4.6', u'Release 1.4.5', u'Release 1.4.4', u'Release 1.4.3', u'Release 1.4.2', u'Release 1.4.1', u'Release 1.4', u'Release 1.3.2', u'Release 1.3.1', u'Release 1.3', u'Release 1.2.5', u'Release 1.2', u'Release 0.9-pre6', u'Release 0.9-pre5', u'Release 0.9-pre4', u'Release 0.9-pre3', u'Release 0.9-pre2', u'Release 0.9-pre', u'Release 0.8-pre2', u'Release 0.8-pre', u'RC2', u'13w47e']
    Generating XXX chunks out of 5738 starting from (43, -87)
    Generating XXX chunks out of 5488 starting from (-65, -96)
    Generating XXX chunks out of 5419 starting from (40, -56)


    So naturally, I was wondering if it was just me. I know the differences between the two versions are minor, but it's bugging me. :P
    Posted in: Minecraft Tools
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    posted a message on MCEdit: Minecraft World Editor (Now open source!)
    Speaking of 2.0, how is MCEdit 2.0 progressing?
    Posted in: Minecraft Tools
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    posted a message on Minecraft Land Generator
    Quote from bjonnfesk
    I'll forgive you if you help me fix my problem :P

    Are you daft? He told you to run it with the -a switch. Also, make sure you are running MLG with your modded server jar or it won't work.
    Posted in: Minecraft Tools
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    posted a message on Doctor Who Client Mod - Open Alpha Now Available to play NOW! (Bigger on the Inside, TARDIS Flight, Planets, Sonics & way MORE!)
    So, this looks great, but there's actually a semi-working TARDIS already out there for Vanilla Minecraft. Just Google "TARDIM" (Time And Relative Dimensions In Minecraft). Granted, there's only so much you can do with Command Blocks in Vanilla Minecraft, but I'm wondering if this was built in part on that.
    Posted in: WIP Mods
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    posted a message on MCEdit: Minecraft World Editor (Now open source!)
    Quote from sofa

    Too much work, and I'd rather find the exact issue rather than resetting. Fix the cause, not the symptoms...
    My thinking atm is that this HAS to be an entry viewable in NBTexplorer; like a too-high light value, or a displacement of a y-value somewhere (I base that on the way the blaze spawners are operating - blaze spawn half-buried inside the ground surrounding the spawner)


    Try moving your Y up +1. I seem to recall that Minecraft calculates the Y-axis differently from MCEdit (or used to at some point - maybe they've reconciled now). One uses feet, the other eyes, though at my age, that could just be something I heard from the leprechauns that sit on my shoulders and whisper things in my ears when nobody is looking.

    That being said, those little buggers are whispering to me that if it was indeed a botched Y-axis tag in the NBT schema, it should be more consistent - as in, happen every time - unless it picks the spawn point from a potential range of Y-axis coordinates.

    Naturally, they also wish me to note that the only way to know for sure what's going on is to try and create the same scenarios in multiple copies with that same seed and compare your results in each using the NBT explorer. And not just copying your save to a new folder, but building from the ground up by generating a new world with the same seed number, and preferably several times.

    :steve_csi:
    Posted in: Minecraft Tools
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    posted a message on Minecraft Land Generator
    Quote from Tazzad

    This thing takes ages to finnish. Is it possible to make it go any faster? I got plenty of ram to give it, but it bearly uses my CPU, and it uses like 500mb of my ram. I have changes all the setings i could find from 1024m to something higher, but it does not speed up the process.
    (I'm trying ot make a 10000x10000 map, and atm it sais it will take 2 hours to complete)

    And another problem, it does not continue to generate the map with the same seed as the map was generated.


    On my old P4 Hyperthreaded (a very early precursor to true x64 processors) with a meagre 4 GB of RAM, it didn't take 2 hours to make a 10K x 10K map, so I suspect (and all the more so if you're running on Windows) that you have something or many somethings running in the background, chewing up CPU cycles. Find and shut down the interference, and you'll be sailing into the sunset.

    As for level seed, the seed itself is stored in level.dat and MLG runs an actual Minecraft server to do the generating, meaning, no matter what seed number you put in the config file, Minecraft will use the one that's saved in level.dat. So if it's not doing that, that's not MLG's fault. That's the server itself, and you should take it up with Mojang. MLG simply tells the server where to start and stop. The only difference I can think of is putting AMPLIFIED/LARGE BIOMES etc in the server config file because (if I'm right) what you put in there for that setting **MAY** override what's in level.dat, but that's just a guess.
    Posted in: Minecraft Tools
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    posted a message on MCEdit: Minecraft World Editor (Now open source!)
    Quote from Karthex

    I don't know a ton about the new save format other than the libraries are written in C++ and can be found at https://github.com/Mojang/leveldb-mcpe. It seems to store in some kind of database, which isn't XML, but I don't really know more than that as I can't really read C++. I've never worked with COBOL so I can't really say anything about it.


    From perusing the LevelDB documentation and base code, it looks as though they use SQLite, and compress (g-zip, I believe) it on the fly when it reaches a certain point (or size).

    How to access the structure from Python? Good question. I do know that you would need "wrappers" for the C++ stuff, although it says the data gets stored in a file/directory structure on the disk, so if you A) had some solid C++ that opened the LevelDB structure (better than the [pseudo-code in the documentation), performed read/write operations, and closed it again, you could in theory convert it using https://code.google.com/p/ctypesgen/ or B) you could write out the database access routines yourself.

    But either way, you'd have to have a pretty good handle on Python in order to fix any discrepancies that came up from "translating" and to use database access (though this may help any of you other intrepid Pythoners in this regard: https://wiki.python.org/moin/DatabaseProgramming/).

    It's been so long since I did any worthwhile programming (outside of simple BASH scripts to make my life easier on Linux) that the last program I wrote was in VisualBasic 6.0, back in college. *lol*

    Failing that, you could always learn C/C++: http://www.entish.org/realquickcpp/

    As for COBOL, it was almost like coding in English, but nobody outside of banks and insurance companies use it any more, so it's kind of a bad example. :D
    Posted in: Minecraft Tools
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