Hello, so I guess I need help. I Downloaded the file, and unziped it in appdata/.minecraft/bin (I tried about everywhere). Then, I opened the installer and clicked on Install Mods. For a few seconds there is writen in the top left bar : initializing, and then : fatal error. So I went on view log and this is what is written :
OS: Windows 7 (x86) version 6.1
Java: 1.6.0_25, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode, sharing), Sun Microsystems Inc.
Catalogging local mods
Scanning C:\Users\proprietaire\AppData\Roaming\.Nitrous\mods
Scanning C:\Users\Maxime\AppData\Local\Temp\Rar$EX00.168\mods
Found mod Shaders
Starting installation
Creating backup
Couldn't create backup: java.io.FileNotFoundException: C:\Users\proprietaire\AppData\Roaming\.minecraft\bin\minecraft.jar (Le chemin d’accès spécifié est introuvable)
Unpacking JAR
Fatal error!
C:\Users\proprietaire\AppData\Roaming\.minecraft\bin\minecraft.jar does not exist
Please help me, I find this mod so good looking... I so want to try it :tongue.gif:
It shouldn't matter where you extract the patcher.
Where is your Minecraft installation? The patcher is looking for it in "C:\Users\proprietaire\AppData\Roaming\.minecraft\bin\minecraft.jar" and isn't finding it. Go to options and manually specify the location of your minecraft.jar.
Just a status update on our (dax/myself) project; It's going well. It's safe to say that all of my free time goes to coding this server. I never imagined building a scalable multi-threaded server would be so time consuming.
Hope all is well with the shaders, as Dax said, he'll keep it up to date with the current MC revisions.
Where is the protection for SMP servers or do you guys not care and support griefing?
There are better tools out there to exploit and grief servers. Attempting to 'protect' this game and any secrets that you might try to hide inside the terrain is a futile effort if every client that has come within 300 blocks of that location is given a copy of the terrain.
Accept that there are no secrets and make regular backups.
To use additional shaders, simply replace the shaders in the install directory with whatever ones you want to use. If you want to disable DOF, then just replace the Final.fsh with a different one (I think you can remove it entirely but don't quote me on that).
Its Epic but i dont know how to download it........
I really hope you're referring to something that is unrelated to the installation of this mod. Straight from the front page:
Quote from daxnitro »
The download contains a graphical installer. For a basic installation, just run it and hit the "Install Mods" button. If you have problems installing, hit the "View Log" button and copy/paste that information into a post here. minecraft.jar must be in the same directory as lwjgl.jar. It doesn't matter where the installer is located.
Back up minecraft.jar before installing this mod. If your graphics card doesn't support GLSL shaders, this mod won't work! Also, a few ATI cards don't seem to be working correctly (if you're not using Catalyst 11.1 or higher it very likely won't work).
Download for beta 1.3 or 1.3_01: (Updated March 3)
If you've installed a previous copy of this mod, download a fresh copy of minecraft.jar (by running the game after deleting the file named "version") or restore a backup minecraft.jar before installing this update.
Once again, this is actually more useful than any donation, as well as very very cool.
To be honest for all my hacking I have very little idea of how BiomeTerrain mod actually functions from the settings in practice. It's very cool to see it in an animation like that, nice work.
Hey, I'll make you more animations if you can get your terrain generator to be consistent with 1.2 :tongue.gif:. I had to generate a 10,000 x 10,000 area around my spawn for my server! That's 100 million tiles! (or half a million chunks).
Anyways, I'll probably play around with that a little more later.
For anyone interested, it wasn't at all a difficult thing to do and you'll have to modify these scripts for your own use:
#!/bin/sh
cd ~/minecraft/server/test_server/world
rm -r *
cd ~/minecraft/server/test_server
cp level.dat world/level.dat
cd ~/minecraft/utilities/MinecraftLandGenerator
java -jar MinecraftLandGenerator.jar 1000 1000
cd ~/minecraft/server/test_server
tar -cf world.tar world
Don't ask me how to use them. They were also put together really hastily, they don't look pretty at all. Also, that's just the server side stuff.
I have a nice little workflow that I'm sure could use a little more automation..
Basically with one server-side shell script:
[*:ioc832wv]delete the previous world
[*:ioc832wv]copy over the level.dat
[*:ioc832wv]start up the auto land-generator with an area of 1000x1000
[*:ioc832wv]tar the resulting world
Then on my machine:
[*:ioc832wv]ftp the world over
[*:ioc832wv]extract
[*:ioc832wv]open the world with MCMap Live
[*:ioc832wv]save the entire world as an image
[*:ioc832wv]use a Photoshop droplet to crop the image by %50
Rinse, repeat. Once I'm done with the subset of values I want, load the cropped images into a gif animator and the result is a great animation of how terrain values change terrain:
Volatility1 from -2.00 to 2.00:
Notice how it seems that vol1 simply changes the size of particular blobs of land, definitely didn't know that before.
I'm actually getting some really cool results with some quick shell scripts I threw together to iterate through different values in the mod. It then passes that stuff to the auto lang generator and then I can take map renders and really see how values interact with each other.
It'll still be different from 1.2 is my bet, sorry. I can't really restore the old algorithm easily. I hate to leave people hanging like that but the truth is the old algorithm was riddled with bugs from me reverse engineering bucyruss's work. This new way of handling it is much more acurate, and won't be subject to change if I can help it. It'll always be different from MC 1.2 versions though.
Sorry, hope this clarifies.
Ah, sad day. I really enjoyed seeing the differences between generated vanilla worlds and my subtly different worlds. I suppose there will always be a drastic difference now.
The terrain algorithm hasn't changed so much in function as how I have to hook into it. Because of this it's very likely the terrain is different. It may be possible to make the terrain stay the same between the two versions, but that was not considered a priority until 1.0 release. It now is (at least on the stable branch) unless Notch changes something beyond my control. The beta branch may be subject to more drastic changes, which is why I recomend the stable branch for true server admins.
Currently testing with the new 1.1 stable bukkit release...
EDIT: It still seems like the terrain is still generated quite differently. The version of craftbukkit I tested with was the 430 build (latest recommended): http://ci.bukkit.org/job/dev-CraftBukkit/440/
On a different note, I saw that you required deleting the meta-inf of the craftbukkit.jar. I tried both deleting it and just keeping it the same as I had previously had with no visible change in program behavior. Are you positive it's required?
The new version of your plugin does not generate the same terrain as 1.2 with the same seed. Is this expected behavior? That problem is the only thing holding my server back from upgrading to 1.3 server.
This problem will always happen when changes are made to the terrain code, I have a post on page 46 sort of explaining why.
Indeed, whenever Notch makes any change to the terrain generation code, old seeds will produce different (though usually similar) landscapes than they did before.
Thus, the 1.3 update causes seeds to change their output worlds. I'm pretty sure it's totally unavoidable, even if Notch wanted to avoid it, because of the technicalities of procedural generation.
I suppose I should really be asking why notch's original algorithms have not changed (aside from the minor change with sandstone). I generated a world using the old algorithm, compared it to the same level.dat with the new version and detected no change other than deposits (expected) and sandstone (expected). However, when I generate it with the mod in 1.3, the terrain is entirely different from the same generated terrain from the mod in 1.2.
The new version of your plugin does not generate the same terrain as 1.2 with the same seed. Is this expected behavior? That problem is the only thing holding my server back from upgrading to 1.3 server.
Soon! Before I go to bed! Often when I say I'll post something at night it means I'll post it at like 3 or 4 in the morning. It's when I get my best work done. :smile.gif:
2. It seems that from 1.2 to 1.3 the same seed, with the same BiomeTerrainModSettings.ini file will now generate a different terrain. (I had created a few .ini files I liked and was considering deploying on my server during 1.2, which now all look very different despite using the same seed) The general features and look of the world will still be the same, but it definitely is a different world (spawn point looks completely different, etc.). Not sure if that's Notch's fault or yours, but I don't mind as long as the terrains still have the same feel and general features =)
I'm extremely concerned about this with my own server, it's looking like it does generate different terrain with the same settings ini and index.dat. I tested it a few different times with the same results.
Can you verify that this is either a bug or normal behavior?
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It shouldn't matter where you extract the patcher.
Where is your Minecraft installation? The patcher is looking for it in "C:\Users\proprietaire\AppData\Roaming\.minecraft\bin\minecraft.jar" and isn't finding it. Go to options and manually specify the location of your minecraft.jar.
0
Hope all is well with the shaders, as Dax said, he'll keep it up to date with the current MC revisions.
0
There are better tools out there to exploit and grief servers. Attempting to 'protect' this game and any secrets that you might try to hide inside the terrain is a futile effort if every client that has come within 300 blocks of that location is given a copy of the terrain.
Accept that there are no secrets and make regular backups.
0
0
I really hope you're referring to something that is unrelated to the installation of this mod. Straight from the front page:
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I'll play around a little tomorrow with some more Biome settings. I'm also working on getting the whole process a little more automated.
0
Hey, I'll make you more animations if you can get your terrain generator to be consistent with 1.2 :tongue.gif:. I had to generate a 10,000 x 10,000 area around my spawn for my server! That's 100 million tiles! (or half a million chunks).
Anyways, I'll probably play around with that a little more later.
For anyone interested, it wasn't at all a difficult thing to do and you'll have to modify these scripts for your own use:
MinecraftLandGenerator.conf:
landgen.sh:
Don't ask me how to use them. They were also put together really hastily, they don't look pretty at all. Also, that's just the server side stuff.
0
Basically with one server-side shell script:
[*:ioc832wv]delete the previous world
[*:ioc832wv]copy over the level.dat
[*:ioc832wv]start up the auto land-generator with an area of 1000x1000
[*:ioc832wv]tar the resulting world
Then on my machine:
[*:ioc832wv]ftp the world over
[*:ioc832wv]extract
[*:ioc832wv]open the world with MCMap Live
[*:ioc832wv]save the entire world as an image
[*:ioc832wv]use a Photoshop droplet to crop the image by %50
Rinse, repeat. Once I'm done with the subset of values I want, load the cropped images into a gif animator and the result is a great animation of how terrain values change terrain:
Volatility1 from -2.00 to 2.00:
Notice how it seems that vol1 simply changes the size of particular blobs of land, definitely didn't know that before.
0
0
Ah, sad day. I really enjoyed seeing the differences between generated vanilla worlds and my subtly different worlds. I suppose there will always be a drastic difference now.
Vanilla / BiomeTerrainMod in 1.2
0
Currently testing with the new 1.1 stable bukkit release...
EDIT: It still seems like the terrain is still generated quite differently. The version of craftbukkit I tested with was the 430 build (latest recommended): http://ci.bukkit.org/job/dev-CraftBukkit/440/
On a different note, I saw that you required deleting the meta-inf of the craftbukkit.jar. I tried both deleting it and just keeping it the same as I had previously had with no visible change in program behavior. Are you positive it's required?
0
I suppose I should really be asking why notch's original algorithms have not changed (aside from the minor change with sandstone). I generated a world using the old algorithm, compared it to the same level.dat with the new version and detected no change other than deposits (expected) and sandstone (expected). However, when I generate it with the mod in 1.3, the terrain is entirely different from the same generated terrain from the mod in 1.2.
0
The new version of your plugin does not generate the same terrain as 1.2 with the same seed. Is this expected behavior? That problem is the only thing holding my server back from upgrading to 1.3 server.
0
It's true. He's in the zone:
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I'm extremely concerned about this with my own server, it's looking like it does generate different terrain with the same settings ini and index.dat. I tested it a few different times with the same results.
Can you verify that this is either a bug or normal behavior?