if it is your server point the world load to your world save. otherwise i dont think you can. i used minecraftam on my pc for mapping in survival multiplayer (smp) on someone elses sever that was specifically set up for it. i am still looking for an smp mapper for mac.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
There might be additional features that I half-started or more bugs than the existing released version, sorry about that. I don't have a clean copy anymore, apparently. I've lost all interest in Minecraft over the past few months and life has picked up at the same time.
To make it fully funtional with 1.1, it needs a lot of work. You will need to:
Fix several crash bugs that have cropped up in Mac OS X v10.7 (Lion)
Build the newest mcmap version
Update the biome extractor (the source of that is available here, but will likely be redundant with 1.2 I hear)
Fix the texture pack color extractor
Fix the default color sets
Fix the block finder plist
Probably more things I forgot
Deal with my frightening code that is a result of learning Cocoa as I created this.
If someone who is a resonably talented developer wants to pick up the torch and issue an update via the automated update mechanism, contact me when you have a build ready with your own signing certificate and update server configured. If it's good work and I trust you, I'll push it out and from then on, you've got the keys.
Mac is so sexy..wish I had one. I'm starting to save every bit of money I get. And when the time comes that I get one, this'll be one of the first programs I download. Looks amazing =)
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I really love this app and use it all the time, but it looks like it doesn't work with Anvil formatted worlds. Any chance that someone smarter than me will update the tool to be compatible?
Hi, long-time lurker/user of MCMap Live, first time poster.
I've had a look at the source, and it's actually quite simple to update. With just a few changes I've got a build that is working with the new Anvil maps. There are still some other fixes that have to be made, however. I'd love to keep working on it, but unfortunately the next week is going to be very busy for me, so I can't dedicate much time until then.
Hi, long-time lurker/user of MCMap Live, first time poster.
I've had a look at the source, and it's actually quite simple to update. With just a few changes I've got a build that is working with the new Anvil maps. There are still some other fixes that have to be made, however. I'd love to keep working on it, but unfortunately the next week is going to be very busy for me, so I can't dedicate much time until then.
Since you say it's easily updatable / moddable. I'm throwing a suggestion out there. Would it be possible to have another point of view than the isometric one ? For example, the oblique point of view that works with Cartograph G ?
Since you say it's easily updatable / moddable. I'm throwing a suggestion out there. Would it be possible to have another point of view than the isometric one ? For example, the oblique point of view that works with Cartograph G ?
I said easily updatable, not moddable
Since it has Zahl's mcmap at its core, I don't think it can really render anything that mcmap can't at the moment. There shouldn't be any reason that other views can't be added at all, but that would entail quite a bit of work (and certainly not something I could commit myself to any time soon).
It looks like the hardest part of getting it updated to work with 1.2 is fixing/replacing the biome extractor. I don't know enough about how exactly the Anvil format works yet to be able to do that; does anyone know of a good description of how exactly data is being stored in it somewhere?
That's just a fix to use the newest version of MCMap (so new blocks will show up) and to read the new Anvil files; nothing else has been updated in that yet. Don't consider this an official release... it's purely for the impatient people!
That's just a fix to use the newest version of MCMap (so new blocks will show up) and to read the new Anvil files; nothing else has been updated in that yet. Don't consider this an official release... it's purely for the impatient people!
An error window pops up saying that "the application requires Mac OS X 10.7 or later." I'm using 10.6.7. Could you please fix that?
(I've updated the link in my previous post as well)
Let me know if it works; I have 10.7, so I don't really have any good way of making sure it works in other versions of OS X other than someone telling me whether it works.
I also have to agree with the person whom posted above me. I am running Mac OS X 10.7.3 and I am only getting a black screen with nothing loading. Also, I noticed that the max height of the slicing is still at 128 not the new 256.
Voikya, you need to compile libpng as a static library, then static link it to the mcmap binary so that other people can run it easily without installing anything. Otherwise, it'll crash on other people's systems.
Voikya, you need to compile libpng as a static library, then static link it to the mcmap binary so that other people can run it easily without installing anything. Otherwise, it'll crash on other people's systems.
Ah, yes, that would explain it. I also saw a post you made earlier in this thread about the same thing.
Okay, hopefully this one should finally do it: http://dl.dropbox.com/u/37050628/MCMap Live.dmg (includes the new height limit, but requires OS X 10.6 or higher; if this one finally works, I'll see if re-adding 10.5 support is feasible)
Sorry for making you all the guinea pigs to test whether these builds actually work... I only have a single machine, so I can't test how it runs on any computer other than my own for the time being.
Okay, in that case I'm going to see if I can get my old Snow Leopard disk running in a virtual machine for testing. I have a few ideas for what the problem might be, and I don't want to keep posting non-functional builds.
Okay, I think I've finally got it. I've run it on both my normal machine (10.7.3) and on a virtual machine (10.6.8), and it works on both. This ought to work for you all as well: http://dl.dropbox.com/u/37050628/MCMap Live.dmg
Turns out the libpng issues were only half the problem. There was also a separate bug (possibly one of those "work-in-progress" things DK mentioned he was working on) that was also preventing the map from loading properly.
Any Java mavens here who can figure out the biome extractor? I'm trying to get my head around how exactly it works, and if anyone here is more familiar with it than I am and can help get it up and running again, it'd be tremendously helpful.
if it is your server point the world load to your world save. otherwise i dont think you can. i used minecraftam on my pc for mapping in survival multiplayer (smp) on someone elses sever that was specifically set up for it. i am still looking for an smp mapper for mac.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
http://dl.dropbox.com/u/107712/MCMap/MCMap-Live-v141-src.zip
There might be additional features that I half-started or more bugs than the existing released version, sorry about that. I don't have a clean copy anymore, apparently. I've lost all interest in Minecraft over the past few months and life has picked up at the same time.
To make it fully funtional with 1.1, it needs a lot of work. You will need to:
Fix several crash bugs that have cropped up in Mac OS X v10.7 (Lion)
Build the newest mcmap version
Update the biome extractor (the source of that is available here, but will likely be redundant with 1.2 I hear)
Fix the texture pack color extractor
Fix the default color sets
Fix the block finder plist
Probably more things I forgot
Deal with my frightening code that is a result of learning Cocoa as I created this.
If someone who is a resonably talented developer wants to pick up the torch and issue an update via the automated update mechanism, contact me when you have a build ready with your own signing certificate and update server configured. If it's good work and I trust you, I'll push it out and from then on, you've got the keys.
... probably won't get to look at this until this weekend (and today's monday :-).
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I've had a look at the source, and it's actually quite simple to update. With just a few changes I've got a build that is working with the new Anvil maps. There are still some other fixes that have to be made, however. I'd love to keep working on it, but unfortunately the next week is going to be very busy for me, so I can't dedicate much time until then.
Since you say it's easily updatable / moddable. I'm throwing a suggestion out there. Would it be possible to have another point of view than the isometric one ? For example, the oblique point of view that works with Cartograph G ?
I said easily updatable, not moddable
Since it has Zahl's mcmap at its core, I don't think it can really render anything that mcmap can't at the moment. There shouldn't be any reason that other views can't be added at all, but that would entail quite a bit of work (and certainly not something I could commit myself to any time soon).
It looks like the hardest part of getting it updated to work with 1.2 is fixing/replacing the biome extractor. I don't know enough about how exactly the Anvil format works yet to be able to do that; does anyone know of a good description of how exactly data is being stored in it somewhere?
Sure. Hopefully this should work: http://dl.dropbox.co...CMap%20Live.dmg
That's just a fix to use the newest version of MCMap (so new blocks will show up) and to read the new Anvil files; nothing else has been updated in that yet. Don't consider this an official release... it's purely for the impatient people!
An error window pops up saying that "the application requires Mac OS X 10.7 or later." I'm using 10.6.7. Could you please fix that?
Whoops, sorry about that. http://dl.dropbox.co...CMap%20Live.dmg
(I've updated the link in my previous post as well)
Let me know if it works; I have 10.7, so I don't really have any good way of making sure it works in other versions of OS X other than someone telling me whether it works.
I also have to agree with the person whom posted above me. I am running Mac OS X 10.7.3 and I am only getting a black screen with nothing loading. Also, I noticed that the max height of the slicing is still at 128 not the new 256.
Ah, yes, that would explain it. I also saw a post you made earlier in this thread about the same thing.
Okay, hopefully this one should finally do it: http://dl.dropbox.com/u/37050628/MCMap Live.dmg (includes the new height limit, but requires OS X 10.6 or higher; if this one finally works, I'll see if re-adding 10.5 support is feasible)
Sorry for making you all the guinea pigs to test whether these builds actually work... I only have a single machine, so I can't test how it runs on any computer other than my own for the time being.
= epic golem
Turns out the libpng issues were only half the problem. There was also a separate bug (possibly one of those "work-in-progress" things DK mentioned he was working on) that was also preventing the map from loading properly.