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    posted a message on [1.5.2] FiniteLiquid v5.93
    I'd like to try to adapt this to MCPMF, which is like modloader except a bit less retarded in some aspects. Looks like the code isn't available though.
    Posted in: Minecraft Mods
  • 0

    posted a message on Automated Cartograph Solutions for Cheap VPSes
    Quote from rch »
    Anytime you need to transfer a map, always zip/rar/tar it, there are far too many files in a map folder to transfer individually with any efficiency.

    Yeah, the problem is that I can only do so via a dinky little web interface that uses Javascript and POSTs, and I'm not feeling the urge to make a page scraper.
    Posted in: Server Support and Administration
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    posted a message on Automated Cartograph Solutions for Cheap VPSes
    Yeah, okay, FTP's inefficient as hell for this, takes about an hour to download half of the map using WGET. Looks like I'm gonna have to do it manually. At least they had the foresight to allow us to manually zip files in the file manager. :|
    Posted in: Server Support and Administration
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    posted a message on Automated Cartograph Solutions for Cheap VPSes
    Quote from Kitteh »
    Fragnet don't do VPS's. Download the map (if you can) , use c10t (or something else) , upload the map.

    Because they're totally giving me their entire 24GB of RAM on that server for only 30bux a month. :V

    Currently working on a wget/c10t/scp script on a crontab. Will post the script tomorrow for everyone else's benefit.
    Posted in: Server Support and Administration
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    posted a message on Automated Cartograph Solutions for Cheap VPSes
    Quote from Gachl »
    There's a bukkit addon that generates the map on the fly: Dynmap - Realtime Minecraft Maps
    Might be what you need.

    I looked into that first, but it opens a port on the VPS, which looks to be against the host's ToS.
    Posted in: Server Support and Administration
  • 0

    posted a message on Automated Cartograph Solutions for Cheap VPSes
    Got a pretty cost-effective VPS from Fragnet and I'm getting plenty of users on it. Mods are installed, permissions work fine (for the most part), yaddah yaddah yaddah.

    However, I need to generate cartograph maps. I'd like to know if there are any good solutions for a person that cannot open any new ports on his cheap VPS before I go off and make a bunch of crappy python scripts and cronjobs that download everything from FTP.
    Posted in: Server Support and Administration
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    posted a message on [MOD] SnowMod 1.2_02 (ModLoader'd)
    Quote from gbatemper »
    You should make a patcher for this, like wildgrass uses. It fixes many compatibility problems

    Thinking of making something like MCPatcher for it. I already have a bytecode-level patcher for use in Middlecraft that I can drag over.

    After I get my university homework done today (probably as a Bukkit plugin), I'll work on the server-side system, and then make a patcher.

    As for the random snow and ice: I have no idea what's causing it. At all.
    Posted in: Mods Discussion
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    posted a message on [MOD] SnowMod 1.2_02 (ModLoader'd)
    Quote from THEHCKEABLE »
    ok this might help you be like fancy pack which is now highly compatible when it wasnt to start i have hella mods in my minecraft and these are some of the most popular including mo'creatures battle tower and others all on minecraft version beta 1.2_02 it lists most of the mods but i have alot more so please look into make it better and more compatible the mod looks great and i have tested it but the biome thing is buggy but anyways please see what you can do.


    Minecraft has crashed!
    ----------------------

    Minecraft has stopped running because it encountered a problem.

    If you wish to report this, please copy this entire text and email it to [email protected].
    Please include a description of what you did when the error occured.

    Mods loaded:
    ModLoader Beta 1.2_02v2
    mod_AdvancedTools 7.00
    mod_Arrows 1.2v2
    mod_BattleTower 1.2_02v1
    mod_coral Beta 1.2
    mod_Crab Beta 1.2_02
    mod_CreeperLarva 7.00
    mod_CrystalClearWaters Beta 1.2_01
    mod_DarkArmor 7.00
    mod_DarkBow 7.00
    mod_DarkTools 7.00
    mod_DragonArmor 7.00
    mod_DragonTools 7.00
    mod_Elevator 1.2.4
    mod_FallenDrake 7.00
    mod_GiantCreeper 7.00
    mod_MagicRunes 7.00
    mod_mocreatures 2.5.4
    mod_Netherhound 7.00
    mod_ObsidianArmor 7.00
    mod_ObsidianTools 7.00
    mod_PortableWorkbench 7.00
    mod_SandCreeper 7.00
    mod_SlicedCake 7.00
    mod_SnowCreeper 7.00
    mod_SnowMod 1.2_02
    mod_SpawnerGUI Beta 1.2
    mod_TheAlchemist Beta 1.2_01
    mod_UltimateFist Beta 1.2
    mod_WildGrass 1.2_02

    --- BEGIN ERROR REPORT 8e3522d3 --------
    Generated 2/1/11 5:05 PM

    Minecraft: Minecraft Beta 1.2_02
    OS: Mac OS X (i386) version 10.6.6
    Java: 1.6.0_22, Apple Inc.
    VM: Java HotSpot(TM) Client VM (mixed mode), Apple Inc.
    LWJGL: 2.4.2
    OpenGL: NVIDIA GeForce 9400M OpenGL Engine version 2.1 NVIDIA-1.6.26, NVIDIA Corporation

    java.lang.ArrayIndexOutOfBoundsException: -77
    at ib.d(Chunk.java:133)
    at hr.b(hr.java:72)
    at dn.c(World.java:502)
    at dn.a(World.java:438)
    at net.minecraft.client.Minecraft.d(SourceFile:1430)
    at net.minecraft.client.Minecraft.a(SourceFile:1350)
    at net.minecraft.client.Minecraft.a(SourceFile:1319)
    at net.minecraft.client.Minecraft.b(SourceFile:1256)
    at mr.c(SourceFile:79)
    at mr.a(SourceFile:65)
    at by.a(SourceFile:69)
    at by.e(SourceFile:116)
    at by.d(SourceFile:104)
    at net.minecraft.client.Minecraft.i(SourceFile)
    at net.minecraft.client.Minecraft.run(SourceFile:679)
    at java.lang.Thread.run(Thread.java:680)
    --- END ERROR REPORT 750d9a91 ----------

    btw your a great modder :Diamond: :Diamond: :Diamond: :Diamond: 's for you

    You have like 99 mods installed, start removing them and it'll probably start working.
    Posted in: Mods Discussion
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    posted a message on [1.3.2] AdventureCraft - NPC Pathing Blocks [R1095]
    Dunno if you already picked up the newest version, but SnowMod's been updated, should run a bit faster for your mod @ OP
    Posted in: Minecraft Mods
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    posted a message on [MOD] SnowMod 1.2_02 (ModLoader'd)
    I don't know if it works with [insert mod here], but probably not.

    Open the SnowMod menu by reading the README file.

    Server version is coming whenever I stop feeling like vomiting.

    I tried making snow melt but it made the FPS drop like the Hindenburg.

    Back from a series of migraines, vision's still giving me hell.
    Posted in: Mods Discussion
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    posted a message on [MOD] SnowMod 1.2_02 (ModLoader'd)
    Quote from TheUntoldLyric »
    Falling snow might, but snow/ice regen won't work


    Yeah, I realize there's a port of an older version of this

    You might be talking about the port I worked on.
    I attempted to get this whole thing working on SMP, and I did...kinda.
    Snow and ice regen worked perfectly fine.
    However, to the client, it would snow EVERYWHERE or seem to, and cut down fps like hell.

    Ice and snow would regen in places it was originally, but to the client, it would appear to snow everywhere. So I got the regen part working.

    The regen is using the exact same code as I used before:

    diff -r -P -w -U 3 minecraft/net/minecraft/src/Chunk.java minecraft_patched/net/minecraft/src/Chunk.java
    --- minecraft/net/minecraft/src/Chunk.java	2011-01-26 15:31:05.833777000 -0800
    +++ minecraft_patched/net/minecraft/src/Chunk.java	2011-01-24 22:22:54.781076900 -0800
    @@ -21,6 +21,7 @@
             xPosition = i;
             zPosition = j;
             heightMap = new byte[256];
    +        temperatures=new double[256];
             for(int k = 0; k < entities.length; k++)
             {
                 entities[k] = new ArrayList();
    @@ -531,7 +532,22 @@
             {
                 worldObj.func_636_a(entities[i]);
             }
    -
    +        // Build temp caches
    +        if(temperatures==null || temperatures==new double[256])
    +        {
    +            //System.out.println(String.format("Generating temperature cache for chunk (%d,%d)",xPosition,zPosition));
    +        	temperatures=new double[256];
    +        	for(int x=0;x<16;x++)
    +        	{
    +        		for(int z=0;z<16;z++)
    +        		{
    +        			worldObj.func_4075_a().func_4069_a(x+(xPosition*16), z+(zPosition*16), 1, 1);
    +        			double d = worldObj.func_4075_a().temperature[0];
    +        			int y = worldObj.findTopSolidBlock(x, z);
    +        			setTemperatureValue(x,z,d);
    +        		}
    +        	}
    +        }
         }


    The only thing that's changed is the addition of code that saves the temperature array to an array of bytes for storage in each chunk so that I don't have to rebuild the temp cache when loading chunks. It works perfectly on my test map.

    I also added stuff to ChunkProviderGenerate to try and gather temperature values as they are generated, but I'm not sure it works right:

    diff -r -P -w -U 3 minecraft/net/minecraft/src/ChunkProviderGenerate.java minecraft_patched/net/minecraft/src/ChunkProviderGenerate.java
    --- minecraft/net/minecraft/src/ChunkProviderGenerate.java	2011-01-26 15:31:05.888780000 -0800
    +++ minecraft_patched/net/minecraft/src/ChunkProviderGenerate.java	2011-01-26 15:13:43.628167000 -0800
    @@ -561,6 +561,8 @@
                     {
                         worldObj.setBlockWithNotify(i18, k23, l20, Block.snow.blockID);
                     }
    +
    +                worldObj.setTemperatureValue(i18,l20,d1);
                 }
     
             }


    See the .patch file for the full list of changes.
    Posted in: Mods Discussion
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    posted a message on [MOD] SnowMod 1.2_02 (ModLoader'd)
    Quote from rayshon4 »
    I'd download this if you added a fully cloudy feature.

    Looks odd for it to be snowing in clear skies..just my opinion..nice work though :Diamond:

    You'd download it if I made a major code change that would make it even more incompatible with other mods for a tiny cosmetic update that most people wouldn't care about?
    Posted in: Mods Discussion
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    posted a message on [MOD] SnowMod 1.2_02 (ModLoader'd)
    Quote from lolo500 »
    amazing mod, but snow falls in wrong biomes

    can u fix it please?

    "Wrong biomes"? Do you mean the specks of ice and snow that appear for absolutely no reason, and I have no idea why?
    Posted in: Mods Discussion
  • 0

    posted a message on [MOD] SnowMod 1.2_02 (ModLoader'd)
    Quote from pwned977 »
    i get no snow just snowfalll left it alone for 10 mins still nothing
    and i cant get the temperature gui open?
    what do i press?

    First of all, read the readme (open in your browser).
    Second, ensure that you haven't installed anything after SnowMod, as it messes with a LOT of files.

    Quote from 9th_Sage »
    I really like this mod, it's too bad it doesn't really work right in worlds generated before biomes (ice worlds, that is). I have no idea if that's possible, I'm assuming it isn't. Still, pretty cool. I used F6 to force snow on for a while to regenerate my snow at least, and that's pretty great.

    *edit*
    Oh yeah, and it seemed to be working ok with Mo' Creatures installed. I even took my Pegasus for a ride through the snowy sky.

    It'll TRY to generate biomes temperatures using Notch's noise algorithm, but it'll be all wrong. Unfortunately, there's not a whole lot I can do to fix that.
    Posted in: Mods Discussion
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    posted a message on [MOD] SnowMod 1.2_02 (ModLoader'd)
    Quote from Levy »
    I love this mod idea, but in newly generated maps the mod makes the game spawn random snow covered blocks randomly in the wrong biomes. Looking at a map render, it looks like the map is lightly sprinkled with salt.




    Hoping for a fix as soon as possible. I would love to use this for my Let's Play series. :Diamond: :Diamond:

    Not sure what causes this, but I'll look into it.
    Posted in: Mods Discussion
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