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    posted a message on [1.0.0]Robinton's Mods
    @David Gilmour: I suspect you can simply overwrite my files. You will probably be frozen for a few seconds every time you load a world, and be unable to use CoordsInfo. Detailed explanation:
    uq.class is GiuIngame. I'm pretty sure my only edit to that is for CoordsInfo. You can probably overwrite it; you just won't be able to see the coordinates.
    net/Minecraft, on the other hand, I had to overwrite both to make loading work correctly, and in order to enable/disable CoordsInfo. You can probably overwrite it, you will probably just freeze for the first several seconds every time you load a world.

    @nadine: You're looking into CC. Cool. :biggrin.gif:
    1. Did you type "Ymod" or "YMod"? The file is case-sensitive, though really, it probably shouldn't be... (improvement time). Maybe I'll write a GUI for the tool later today.
    2. Your map is 512 tall, right? If it isn't, you need to type in "YMod1024" or "YMod256" instead of just "YMod".
    3. I think this is what the first line of the bat file should look like:
    java -jar SaveConverter.jar World_512_1 ConvertedWorld YMod CubicChunks


    @David Gilmour: What version of CC were you using? Sometime yesterday, I fixed a MetaData save-format conversion bug. If you downloaded CC or the conversion tool before that, I suggest you re-download.

    @MineCrak:
    1. Actually, Nadine, is Sea-level on your world at y=16? I'm not sure whether it is supposed to be or not. If it is, there actually isn't a bug. If it isn't supposed to be, there is a bug.

    2. Well, there are a few things I could do, but I suspect I will write code to make the chunks fully update lighting on load, at least for conversions to CC.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.0.0]Robinton's Mods
    Just added YMod conversion to the conversion tool. Here is a pic of a partially converted Little Big World:

    The tool is a bit buggy (map height displacement as you can see in the pic, for instance, not to mention that I'm pretty sure that not all of that wool used to be white), please report any bugs you find to me.

    I'll have to wait until tomorrow to add automatic YMod conversion and bugfixes. Sorry.

    EDIT: maybe I'll get further than I thought today. I just added MetaData conversion to both autoconvert and the conversion tool (and posted conv. tool update). The question is whether I will manage to release the autoconvert fix today.

    EDIT2: just added another tiny update to the conversion tool, which will only be noticable once I update the Mod.

    EDIT3: except that the tiny update makes saves the conversion tool converts to CC format incompatible with the un-updated Mod... and it's getting very late... I probably will have to wait on Mod update until tomorrow...

    EDIT4: (next morning) Mod updated. :biggrin.gif:
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.0.0]Robinton's Mods
    @Gandorf_Killer: You're welcome, and I just released an update that fixes the map problem (and adds two other bugfixes and an optimization). You should even be able to re-load the world that you crafted a map in that kept crashing.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.0.0]Robinton's Mods
    @Gandorf_Killer: I never tested maps... thanks for telling me they have a problem. I'll try to get a map fix in today. Apart from using the conversion tool, you might want to try two things:
    1. Use InvEdit on your level.dat file to remove the Map from your inventory.
    2. Delete the contents of the "<YourSave>/Data" folder. This is where map data is stored and deleting it and the map might fix your world.

    @thegsgs: I'm not sure, but probably not.

    PROGRESS:
    1. I fixed the metadata conversion bug. Now I'll start working on the populate tree generation bug.
    2. I disabled a Y < 0 cave generator algorithm I had been testing. The algorithm seemed to work, but it generated so much lava, that the framerate dropped!
    3. I'm 90% certain I fixed the tree generation bug. (I'm not entirely sure that too many trees aren't generating!)
    4. I fixed the map crash bug. Maps display is now a bit glitchy, with far-off areas sometimes rendering as stone when they shouldn't, but maps do mostly work.



    5. Release!
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.0.0]Robinton's Mods
    For one thing, there are really only four or five known bugs; there are just ten or so potential obvious improvements. The easier-height-modding v1.8 will probably both help and hurt me: there will be many changes to the code to integrate (this will be one painful mod update), but improving terrain generation will be much easier.

    Also, "a tear in the space-time continuum". LOL! Hilarious way to put it! Even more hilarious that Vanilla Minecraft has code in place to prevent such a thing.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.0.0]Robinton's Mods
    Here is the current generation code, the most glitchy, least improved, and most re-moddable part of Cubic Chunks. Feel free to modify it and post CC re-mods. :biggrin.gif: Do be aware: I'm in the middle of trying to add caves to y<0 ChunkCubes. Not all this code may work right in its current form... I will fix any problems next time I update.
    Posted in: Minecraft Mods
  • 4

    posted a message on [1.0.0]Robinton's Mods
    Quote from MineCrak
    ...

    Working in reverse order:
    Thanks for the links :smile.gif:

    I haven't yet built in automatic ymod conversion; what format exactly does ymod use? For instance, for a really tall map, the heightmap couldn't be saved as a byte array - a byte is 0-255, way too small for a 1024 block tall map. I'll research it and build a conversion tool (or build it in to my mod), but if you could give me ymod save format specifications, or a link to them, that would save me some time.
    So, basically, it isn't yet possible to convert between ymod and cubic chunks saves, but it will be soon.

    About my mod: hmm, what do you want to know?
    Cubic Chunks stores worlds in ChunkCubes: an array of 16x16x16 blocks, an ArrayList of Entities, another ArrayList of TileEntities, and a handful of flags for whether the ChunkCube's terrain is generated, etc. The HeightMap is still stored in Chunks (which now have an array of 255 ChunkCubes, instead of the various arrays and similar that they used to have), but HeightMap is now an array of shorts instead of bytes. I use a rather complicated array hack to turn the short array into a byte array for saving (does anyone know any better way? a way to use C++ reinterpret_cast in Java, for instance?).
    Cubic Chunks could theoretically create infinitely tall worlds (though HeightMaps would have to be altered to go beyond 65536 blocks), I would just need to expand the ChunkCube array. However, after weeks of testing Cubic Chunks, I still haven't reached the upper / lower limits of the world, so it will probably be a while before I bother to expand the world that far.
    Cubic Chunks's terrain generator needs some work: it isn't height aware (no y>128 mountains), and the winding caves only go down to bedrock (I'm currently working on that). On the other hand, deep ChunkCube generation does include SandStone deposits (which sometimes contain iron, gold, diamond, etc.)(which also explain my SandStoneConversion mod), not to mention all of the normal deposits. Nether chunk generation really needs some work - the upper limit bedrock still exists, whereas the lower bedrock auto-converts to SmoothStone, giving you access to infinite ChunkCubes (completely filled with boring Netherrack). I asked NetBlitzer (see the bottom of my sig) to write CubicChunks an improved terrain generator, perhaps he will agree. If not, I will just keep working on improving it.
    Cubic Chunks leaves unmodified air ChunkCubes unsaved to decrease map size.
    Cubic Chunks should be compatible with most other mods, as it is based on Minecraft with ModLoader. If a mod modifies any class with "Chunk" in it, it probably won't work with Cubic Chunks. If it doesn't, it probably will work with Cubic Chunks.
    I will continue updating and improving Cubic Chunks for all of the foreseeable future.

    Also, my mod has only been around a month or so, which is probably how you missed it.
    Thanks again for the publicity. I'm hoping to get a licensing deal with Mojang someday.
    Posted in: Minecraft Mods
  • 2

    posted a message on Minecraft Revamped | Abandoned for Good
    Hey, NetBlitzer, I've got a 16x16x16 cube Cubic Chunks Mod working. The weakest part of my mod is definitely the terrain generation. If you haven't gotten the Cubic Chunks engine working yet, and would like to build a terrain generator to my engine, I would be thrilled.
    On the other hand, if you don't feel like it, don't feel bad, but please don't blame me for suggesting it.
    Posted in: WIP Mods
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