I've been watching this topic, hoping for an update to MCMap Live after the 1.2 update. I'm happy to say that the link above in the dropbox folder totally works. My world map is updated with the areas I've since explored, I can see the jungle biomes, and I see the sky goes to 256. Thanks!
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.co...CMap%20Live.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.
THANK you for this! I adore this program. I wish there was a way you could edit this post to say this program has been updated. Hurrah!
Running OSX 10.6.8 on 17" MacBookPro. Works like a charm!
Long time user of MCMap Live here.
I too am using OS X 10.5.8.
I'd love a version that was updated for MC 1.2.3 that works for those of us on Leopard, if it's even possible.
Please someone consider this! It would be greatly appreciated!
Long time user of MCMap Live here.
I too am using OS X 10.5.8.
I'd love a version that was updated for MC 1.2.3 that works for those of us on Leopard, if it's even possible.
Please someone consider this! It would be greatly appreciated!
I'll try. Unfortunately it seems Apple's XCode 4 (which I have) dropped support for 10.5; I'm currently trying to copy over the components I need from an older version of XCode, which googling suggests should hopefully work.
However, if it does work, it'll still be Intel only (no PPC).
1. Console log: Mar 20 19:58:28 keybounceMBP MCMap Live[423]: -deltaZ is deprecated for NSEventTypeMagnify. Please use -magnification.
Related to this: It doesn't use two finger up/down (scroll wheel gesture); it uses pinch and zoon gesture. A physical mouse with scroll wheel ... does work.
2. Lock up (deadlock?) is seen sometimes when switching levels. It can be minimized by waiting for all drawing to complete before moving up/down any more.
3. I've got a 10.5.8 PPC machine; where's the current source so I can try compiling for that system?
The good news: This was my LAST excuse for holding on to 1.1; it can now go poof! Thanks.
* Todo:
1. Colors are too dark.
2. Water is not transparent enough.
3. It still fails to get the correct direction facing up
4. "Day" makes water too dark.
5. "Night" is way too dark
6. "torch" is actually drawing all the minerals/ores, but is too dark. NB: Actually looks good at gamma 1.2 or so.
7. "cave" is no longer off by 4 levels. It no longer works. It has become an infinite loop.
8. It fails for a 1.1 world :-).
(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?
Well, if you haven't already noticed, I've gotten in touch with DK and pushed a release over the normal update system (you won't have seen it if you downloaded the most recent version I posted with the 10.5 fix). Thanks for the help, DK!
Really happy you've taken this on. Having the code on GitHub would be awesome as that would spur a larger community to help make modifications etc...
Just a heads up on my Machine the mine rendering spikes the CPU and causes only blank frame blocks to render (the blocks outlined in white).
I'm running
MCMAP Live 1.5
Mac OSX Lion 10.7.3
2.66 Intel Core 2 Duo
8 GB Ram
If you get the code up on GitHub let me know. I'll follow you there, do what i can (i have a wee bit of java experience) and promote it to others in hope to continue to grow this awesome tool....
If anyone's interested in joining as a collaborator, just let me know.
Zahl: Huh, interesting. Are you actually thinking of incorporating coloring into mcmap, or just throwing some ideas in the air? (Since yes, as you said, the issue of coloration when biome boundaries fall near the edge of the rendering map presents some more complicated challenges). Hopefully this week I'll get a chance to poke around at the biome extractor code a bit more.
kid4today: The orange trees and such have been fixed in Zahl's most recent code, which I've already added and will send out in the next round of updates. I'm just waiting to try to fix a few other things on my end before issuing an update. And yes, the biome extractor is not currently functional for anyone; it hasn't been updated for a little while, and so requires a few more drastic updates to work with the current version of Minecraft.
If anyone's interested in joining as a collaborator, just let me know.
I forked you. Not ready to be a collaborator yet. Think you could send me some basic instructions on how to get setup locally with the code. ie editor to use and any project settings? i have XCode downloaded from Apple but that's about as far as i've made it...
I forked you. Not ready to be a collaborator yet. Think you could send me some basic instructions on how to get setup locally with the code. ie editor to use and any project settings? i have XCode downloaded from Apple but that's about as far as i've made it...
Ah, sorry, I didn't realize XCode didn't automatically include things like the .xcodeproject data and the .xib files in the initial git push. I've added them to the repository, and anyone who forked before now will have to add them as well.
If you're familiar with how to use git, you can just run the following from the command line:
git fetch upstream
git merge upstream/master
Those changes should contain all the settings you need to build and run right off the bat. The .xcodeproject directory contains project settings information and lets XCode immediately identify this as a new project, while the .xib file contains MCMap Live's GUI.
Hey everyone, I was ready to push a few minor fixes (such as an updated mcmap to fix the jungle tree colors) when I ran across an unfortunate bug in Sparkle (the third-party tool that MCMap Live uses to check for updates). DK wasn't affected, but due to a slightly different setup on my computer, I got bit. Basically, if you try to run the updater, it will say there's a new update, but you'll get an error whenever you try to download it, saying it's improperly signed or something along those lines.
I found a fix on Sparkle's bug site and corrected the signature, but that means you'll all have to reinstall MCMap Live manually. From then on the updater should work correctly once more.
Updated to newest version of mcmap (includes fixes to jungle tree color, upside-down blocks, and caves)
Fixed Orientation menu labels
Added option to hide large bodies of water
Fixed an incorrect signature file causing the updater to not work correctly
Sorry for the inconvenience!
(If anyone cares to know the technical details, it's because the version of Sparkle in MCMap Live contains a script to generate public and private signing keys that are used to verify the integrity of the app you download and ensure that it was actually built on my computer and not some malicious third party. The script did this using openssl, but required a version of openssl less than 1.0; the default one that comes with OS X is 0.9.8, which is all well and good. However, the script didn't actually check to make sure it was calling the right version of openssl—I have a newer version 1.0.1 on my computer in addition to the default 0.9.8, and the script was calling the newer, incompatible version rather than the older, correct one. I downloaded a patched version of the key generator and made a new key pair, but since the updater broke due to the incorrect key sent out with the last update, the only way to distribute it is to manually reinstall.
Presumably DK only had openssl 0.9.8 on his system, or else a different $PATH variable, so the bug never manifested itself previously)
As soon as it starts up, the NVidia card in my MacBook Pro activates, the color of the monitor changes (a new .icc for the system takes effect); when it quits, the color is not restored properly, and I have to go into system preferences to reset it.
EDIT: Make that a "Sometimes" issue; sometimes the color is not restored, sometimes it is. NVidia card activating is 100% of the time (normally that only turns on for a few things, like Minecraft, iMovie, some legacy 10.5 apps, and running QuickTime player if the player window is not topmost.)
(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?
As soon as it starts up, the NVidia card in my MacBook Pro activates, the color of the monitor changes (a new .icc for the system takes effect); when it quits, the color is not restored properly, and I have to go into system preferences to reset it.
EDIT: Make that a "Sometimes" issue; sometimes the color is not restored, sometimes it is. NVidia card activating is 100% of the time (normally that only turns on for a few things, like Minecraft, iMovie, some legacy 10.5 apps, and running QuickTime player if the player window is not topmost.)
Hmm, curious. My MBP is the mid-2009 model, which predates the automatic discrete/integrated graphics switching, so I don't really have any way of testing that. Do you see any apparent pattern to when it correctly resets the color profile and when it doesn't?
I'll do some research and see if I can find out what triggers the system uses to switch between the two graphics settings.
THANK you for this! I adore this program. I wish there was a way you could edit this post to say this program has been updated. Hurrah!
Running OSX 10.6.8 on 17" MacBookPro. Works like a charm!
my.... Art
But I did update the op to say it was updated! The main download link points to that post.
Long time user of MCMap Live here.
I too am using OS X 10.5.8.
I'd love a version that was updated for MC 1.2.3 that works for those of us on Leopard, if it's even possible.
Please someone consider this! It would be greatly appreciated!
I'll try. Unfortunately it seems Apple's XCode 4 (which I have) dropped support for 10.5; I'm currently trying to copy over the components I need from an older version of XCode, which googling suggests should hopefully work.
However, if it does work, it'll still be Intel only (no PPC).
That one's out of my hands; it's an issue with Zahl's mcmap command-line tool which is used by MCMap Live. He has, however, said that fixing that is on his to-do list.
Can you try downloading the following file and see if it works? (Again, Intel machines only; it won't work on PPC)
http://dl.dropbox.com/u/37050628/MCMap%20Live.app.zip
It appears to work almost perfectly (except the upside down stair blocks as far as I could tell). The jungle trees appear OK to me as well.
But otherwise, considering I can now view my worlds, I'd say it's great!
Excellent work!
THANK YOU!
1. Console log: Mar 20 19:58:28 keybounceMBP MCMap Live[423]: -deltaZ is deprecated for NSEventTypeMagnify. Please use -magnification.
Related to this: It doesn't use two finger up/down (scroll wheel gesture); it uses pinch and zoon gesture. A physical mouse with scroll wheel ... does work.
2. Lock up (deadlock?) is seen sometimes when switching levels. It can be minimized by waiting for all drawing to complete before moving up/down any more.
3. I've got a 10.5.8 PPC machine; where's the current source so I can try compiling for that system?
The good news: This was my LAST excuse for holding on to 1.1; it can now go poof! Thanks.
* Todo:
1. Colors are too dark.
2. Water is not transparent enough.
3. It still fails to get the correct direction facing up
4. "Day" makes water too dark.
5. "Night" is way too dark
6. "torch" is actually drawing all the minerals/ores, but is too dark. NB: Actually looks good at gamma 1.2 or so.
7. "cave" is no longer off by 4 levels. It no longer works. It has become an infinite loop.
8. It fails for a 1.1 world :-).
* 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?
it works i am on a intel mac 10.5.8 thanks allot not many people would not do what you have done thanks so much
CLICK LINK -----> http://www.minecraft...n-no-whitelist/ <-----CLICK IT NOWWWW
Oh, awesome, thanks. That'll definitely give me a good place to start looking for and fixing bugs!
I'll see about re-hosting the source when I get the chance. Maybe it can be put on GitHub...
Just a heads up on my Machine the mine rendering spikes the CPU and causes only blank frame blocks to render (the blocks outlined in white).
I'm running
If anyone's interested in joining as a collaborator, just let me know.
Zahl: Huh, interesting. Are you actually thinking of incorporating coloring into mcmap, or just throwing some ideas in the air? (Since yes, as you said, the issue of coloration when biome boundaries fall near the edge of the rendering map presents some more complicated challenges). Hopefully this week I'll get a chance to poke around at the biome extractor code a bit more.
kid4today: The orange trees and such have been fixed in Zahl's most recent code, which I've already added and will send out in the next round of updates. I'm just waiting to try to fix a few other things on my end before issuing an update. And yes, the biome extractor is not currently functional for anyone; it hasn't been updated for a little while, and so requires a few more drastic updates to work with the current version of Minecraft.
I forked you. Not ready to be a collaborator yet. Think you could send me some basic instructions on how to get setup locally with the code. ie editor to use and any project settings? i have XCode downloaded from Apple but that's about as far as i've made it...
Ah, sorry, I didn't realize XCode didn't automatically include things like the .xcodeproject data and the .xib files in the initial git push. I've added them to the repository, and anyone who forked before now will have to add them as well.
If you're familiar with how to use git, you can just run the following from the command line:
Those changes should contain all the settings you need to build and run right off the bat. The .xcodeproject directory contains project settings information and lets XCode immediately identify this as a new project, while the .xib file contains MCMap Live's GUI.
I've also posted some instructions on how to clone the repository (either mine or a forked one) here: https://github.com/voikya/MCMap-Live/wiki/How-to-Build
thanks to LucasAntunes998 for making this banner!
I found a fix on Sparkle's bug site and corrected the signature, but that means you'll all have to reinstall MCMap Live manually. From then on the updater should work correctly once more.
You can download the fixed version here: http://api.cld.me/243t1u1o2L3l100r383Q/download/MCMap Live.zip
Change Log:
(If anyone cares to know the technical details, it's because the version of Sparkle in MCMap Live contains a script to generate public and private signing keys that are used to verify the integrity of the app you download and ensure that it was actually built on my computer and not some malicious third party. The script did this using openssl, but required a version of openssl less than 1.0; the default one that comes with OS X is 0.9.8, which is all well and good. However, the script didn't actually check to make sure it was calling the right version of openssl—I have a newer version 1.0.1 on my computer in addition to the default 0.9.8, and the script was calling the newer, incompatible version rather than the older, correct one. I downloaded a patched version of the key generator and made a new key pair, but since the updater broke due to the incorrect key sent out with the last update, the only way to distribute it is to manually reinstall.
Presumably DK only had openssl 0.9.8 on his system, or else a different $PATH variable, so the bug never manifested itself previously)
As soon as it starts up, the NVidia card in my MacBook Pro activates, the color of the monitor changes (a new .icc for the system takes effect); when it quits, the color is not restored properly, and I have to go into system preferences to reset it.
EDIT: Make that a "Sometimes" issue; sometimes the color is not restored, sometimes it is. NVidia card activating is 100% of the time (normally that only turns on for a few things, like Minecraft, iMovie, some legacy 10.5 apps, and running QuickTime player if the player window is not topmost.)
* 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?
Hmm, curious. My MBP is the mid-2009 model, which predates the automatic discrete/integrated graphics switching, so I don't really have any way of testing that. Do you see any apparent pattern to when it correctly resets the color profile and when it doesn't?
I'll do some research and see if I can find out what triggers the system uses to switch between the two graphics settings.