I get a strange error while trying to use these maps for my server...
What server software are you using?
OMEN adds some extra java coding to the levels that some servers can't work with. I'm using minerCPP which they've set up to clear the java from the map before using it.
One way around this might be to load the level in creative or indev then save it as a new file.
I got it working. For some reason, it seems like the normal versions of the maps don't work, but when I load the /indev/ versions into OMEN, they work, and I'm able to convert them to a .dat, and use them on my server. So would it be possible for you to make more of the maps with /indev/ versions? They seem to work better for me. Thanks for helping.
I get a strange error while trying to use these maps for my server...
12:41:27 Setting up
12:41:27 Loading level
java.util.zip.ZipException: incomplete literal/length tree
at java.util.zip.InflaterInputStream.read(Unknown Source)
at java.util.zip.GZIPInputStream.read(Unknown Source)
at java.util.zip.InflaterInputStream.read(Unknown Source)
at java.io.DataInputStream.readInt(Unknown Source)
at com.mojang.minecraft.level.a.a(Unknown Source)
at com.mojang.minecraft.server.MinecraftServer.main(Unknown Source)
EDIT: But gents, lets not forget he mentioned working out some way to make big features, like the brick pyramid, within the same system.
Quote from KainMagus »
if you could, could you go into more detail about the difference between prefabs and chunk generation? I think i understand prefabs and without a great many of them, detail variety would be low.
Well I think LeFishy is distinguishing them by Notch's use of the word "psudorandom" to describe how generation of these chunks. I'm guessing that applies to Cave systems and such, so chunks of air (forced negative space, ie caves) might be randomized (and able to read eachother during generation to link properly.)
Outside of caves, he mentioned things like Monster Huts which he could have a random generator to create more intricate structures of, but I'm guessing will just be prefabs themselves, though probably WITHIN "Special Chunks"
So this means the distinction, as I'm assuming it's going to work, is that prefabs will be static objects placed somewhere WITHIN the 16x16 chunk, along with some terrain stuff.
That is unless I've missed something completely.
Essentially that was my point. Think about the starting house we currently have in indev. That is always the same. It never changes. That is a prefab. If notch adjusted the code so the house was generated differently each time but so it always formed a lit shelter then that would be more in line with what I think he is describing in his blog.
So the caves will not be made out of repeating instances of the same few chunks but each chunk will actually be individually generated using whatever rules he has specified for cave chunks.
I agree. I think by pseudorandom Notch meant that there would be 16x16 chunks which had very specific generation rules. I personally think it will work well, and I can't wait to see where Notch goes with it.
Your signature is gayer and this isn't the place to say that.
Anyways, try out WireMod. Really.
You can make cool computer things and automatic turrets.
I use wiremod. It's pretty awesome. I mostly make hugely powerful cannons using Gcombat!
I'm sure that GMOD has been posted before, but since I didn't want to necropost on an older topic, I decided to make a new one.
For those of you who don't know what GMOD is:
Quote from "Garrysmod.com »
Garry's Mod is a sandbox mod for the Source Engine. Unlike normal games there aren't any predefined aims or goals. Players are given tools and are left to entertain themselves.
The player is in a world where objects can be created and destroyed on demand. Where people can be created and destroyed with the click of a mouse. A world made for him. A world he made.
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Same here
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This is what I do.
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I got it working. For some reason, it seems like the normal versions of the maps don't work, but when I load the /indev/ versions into OMEN, they work, and I'm able to convert them to a .dat, and use them on my server. So would it be possible for you to make more of the maps with /indev/ versions? They seem to work better for me. Thanks for helping.
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Does anyone have any idea on how to fix this?
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I agree. I think by pseudorandom Notch meant that there would be 16x16 chunks which had very specific generation rules. I personally think it will work well, and I can't wait to see where Notch goes with it.
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I use wiremod. It's pretty awesome. I mostly make hugely powerful cannons using Gcombat!
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Everyone should.
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Why would not telling anyone make it better?
I think this is going to be a pretty cool feature also. I can't wait to see the awesome maps that will be imported.
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For those of you who don't know what GMOD is:
If you want to read the rest of the "About" section, click here: http://www.garrysmod.com/about/
So, discuss GMOD, and feel free to post some pictures.
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Ooooh, I like this one. The tree's a little weird though.
You should also add clouds.
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OH GOD, MY EYES.
Wow, that is pretty awesome.
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It's really impossible to explain exactly, so you need to play around with it.
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