@MrManNo1: If it's a temporary glitch, it probably has something to do with the rendering. Did you find it after walking a ways? (IE: Out of sight at startup.)
I think it is out of sight at startup. It's hard to tell, because when I look for it on a new map, I don't always pay attention to where I'm going (too focused on trying to see the outline of a box). The first time I noticed it, it was definitely out of sight at startup.
@MineCrak: Glad it worked. :biggrin.gif: I put advice to {resize (expand) the window if textboxes are invisible} in the readme, for anyone else who has such problems.
@MrManNo1: I mean out of sight when you load the world, not out of sight of the spawnpoint. Like, if you loaded the world right now, waited a few seconds, then rotated around 360 degrees, would there be any invisible tall grass in sight?
I'm asking, because I sometimes test CC with a partial see-through texture pack, and sometimes the renderers show rock, dirt, etc. in the middle of a slab of rock where they shouldn't have too. It fixes itself if you break a nearby block. It doesn't impact gameplay much - just marginally worse performance - but it might have something to do with your problem.
@MrManNo1: I mean out of sight when you load the world, not out of sight of the spawnpoint. Like, if you loaded the world right now, waited a few seconds, then rotated around 360 degrees, would there be any invisible tall grass in sight?
It's hard to tell, because I seem to spawn in a desert/beach biome significantly more often than anywhere else, but it doesn't seem like there's any invisible tall grass in sight over the course of about 20-25 worlds.
On a slightly different note, do you know of any tutorials specifically geared towards the world generation code? It seems to go a bit over my head, and I'd like to understand it better.
need to make Cubic Chunks compatible with Optifog+Optimine, I found out that they were not compatible.
More than likely, Optimine and Optifog will have to be made compatible with Cubic Chunks, because they are based on a different method of chunk generation than CC is. To make CC compatible would likely (I'm just assuming) require it to revert back to the old chunk generation method, thus making it a bit pointless.
To everyone asking about Optimine / Optifog compatibility: CC is currently not compatible.
I would guess (though I could definitely be wrong) that it has nothing to do with terrain generation, and everything to do with the handful of render classes and World.java that I have to modify. I did, however include a merged version of the Lag Spike of Death Fix (by sp614x, credit in the changelog) in my mod.
@MrManNo1: This seems like a low-priority bug that I will get around to fixing eventually. About World Generation code, I don't know any existing tutorials (though I'm sure there are some), but I could possibly write at least the start of one.
And, for anyone interested, I just released Save Converter V1.2. It has two very useful File Chooser "..." buttons next to the two text boxes. :biggrin.gif: I'm sure anyone who was having trouble finding files will be overjoyed.
EDIT: I updated V1.2 with a tiny fix to stop the text boxes from resizing to rediculous widths. That should fix the "invisible text boxes" glitch.
I almost didn't catch that you had edited the above into that post after I had read the earlier version, heh heh. Thanks for making those! I was actually getting close to asking you for that before you brought it up.
Now people going there will always be able to go straight to your link for each file to be assured of getting the newest version, and takes some worry off of me. :wink.gif:
btw: My anchors are all in my Index if you need any of them. :smile.gif:
And, for anyone interested, I just released Save Converter V1.2. It has two very useful File Chooser "..." buttons next to the two text boxes. :biggrin.gif: I'm sure anyone who was having trouble finding files will be overjoyed.
JOY!! 8D
[EDIT Again]
Sorry, still looks just like my picture in the earlier post, until I stretch it open. :tongue.gif: But it is very nice to have those boxes now, thanks! :smile.gif:
[EDITx3] It's amazing how much of a difference something like that makes! We are soo used to such "luxeries" these days. People are going to LOVE your tool. er, your Conversion tool... :wink.gif:
[EDITx4] btw: What exactly does it mean when it says "Entity at wrong location! 13 Entries" and should it cause concern?
[EDITx5] Also; any way to make it auto-scroll down when the info goes past the window, or do something else to show when it is done? btw: It is FAST!
[EDITx6] I hate to nitpick after all that you have done.. Any chance that the tool could go that last step and copy those last files over to the new world folder? It would make the tool a completely automatic one, and save you from responding to posts about it every day, heh heh. :wink.gif:
And it's frickin magic! just converted Little Big Planet from ymod512 into a Vanilla Minecraft world in a couple of minutes on an ancient computer! And it works!!! Everything above 128 is gone, but there is plenty there to experience and experiment with. Including that initial plunge to death! LOL :biggrin.gif:
You have made the Impossible not only Possible, but Easy!! Kudos and Diamonds and Happy Endings and all that to you Sir!!
[EDITx7] That did it!!! The Window is still the same size but the text boxes and everything are all visible now. Thanks!
@MineCrak: Edit 4: It means an entity was saved in a different chunk than it was in. Should you be concerned? I don't know. I got the same error, the error won't corrupt the save-file, and all the error means for the output is that a handful of entities will get skipped (1 for each time you get a message like that).
On the other hand, it might be troubling that entities are saved in the wrong chunk - that was enough to crash Vanilla (CC just sends writes a warning to the debug-output).
Edit 5: I'll see if I can make it auto-scroll sometime. It does send a "finished" message to the info text area.
Edit 6: Thank you :biggrin.gif:, and I'll try to add minor-file-copying... My Edit: So there should have been stuff above y=128? MCEdit didn't show anything near the start-point..
Edit 7: Glad my update worked for you. :biggrin.gif:
for some reason, when I load a road, the world loads for a little bit, then sais "saving chunks" and the game crashes, i tried reinstalling the mod and it happened again
Edit
i completely reinstalled minecraft, and now it doesnt even load
On the other hand, it might be troubling that entities are saved in the wrong chunk - that was enough to crash Vanilla (CC just sends writes a warning to the debug-output).
Thankfully this conversion to Vanilla has worked and not crashed for me yet. I'm still confused about that entity issue, but the map works!
My Edit: So there should have been stuff above y=128? MCEdit didn't show anything near the start-point..
Well, I was just assuming that nadine had built things going above 128... Since she used a ymod map. Is there nothing that in the ymod map above level 128?
ok, reeely time for bed, still 3 hours left before I must get up again, heh heh. :wink.gif:
btw: Our forum settings must be different, I'm showing all posts but this post just started the 5th page for me. :tongue.gif:
@MineCrak You can select blocks above 127 but if you try to use a command such as setting them as a different block, it says "X blocks changed". However, anything >127 does not get affected.
I could test out various other mods to see if they are compatible if you want, actually I would really enjoy contributing at all to this amazing mod :biggrin.gif:
Rollback Post to RevisionRollBack
Our posturings, our imagined self-importance, the delusion that we have some privileged position in the Universe, are challenged by this point of pale light. Our planet is a lonely speck in the great enveloping cosmic dark. In our obscurity, in all this vastness, there is no hint that help will come from elsewhere to save us from ourselves.
@Caiman Crocigator: You did install ModLoader first, right? And this is the most up-to-date version of Cubic Chunks mod, right? Also, "when I load a road, the world loads for a little bit", do you mean "when I load a world"? And are you loading a Vanilla save, a CC save, or a YMod save?
@MineCrak: 1. Basically the save-file is slightly corrupted. An entity got saved to the wrong chunk. The Vanilla Minecraft code for loading an entity says: if an entity got saved to the wrong chunk, crash and give an error report. The CC/CT code for loading an entity says: if an entity got saved to the wrong chunk, ignore the entity and write a debug warning to the output file.
So, if an entity is in the wrong chunk, the tool will end up deleting it from the file. You could actually use the tool to restore a Vanilla Chunk file that had an entity mis-saved to it.
Hope this detailed explanation helps. 2. Added a minor Conversion Tool upgrade with auto-scroll for important messages (like "conversion finished"). Minor file copying doesn't seem the easiest with Java, so I'll wait a version to add that. 3. Actually, the Conversion Tool seems to create a handfull of chunks above y=128 when converting the LBP map. I'm not entirely sure where they are, though... 4. I'll go to bed soon myself... *yawn* 5. Your post just started the 9th page for me. :biggrin.gif:
I'd love to see how cubic lands work in a nutshell :U
I've tried to summarize it somewhat on the Higher Worlds Thread linked to in my Sig, though I will be redoing it soon to make it even better. Feel free to check it out. :smile.gif:
@MineCrak You can select blocks above 127 but if you try to use a command such as setting them as a different block, it says "X blocks changed". However, anything >127 does not get affected.
Ok, that's what I expected, except that I'm very happy to hear that it didn't Crash! Thanks for checking that out for all of us! :smile.gif:
I could test out various other mods to see if they are compatible if you want, actually I would really enjoy contributing at all to this amazing mod :biggrin.gif:
@MineCrak: 1. Basically the save-file is slightly corrupted. <snip> 2. Added a minor Conversion Tool upgrade with auto-scroll for important messages (like "conversion finished"). Minor file copying doesn't seem the easiest with Java, so I'll wait a version to add that.
Thanks for explaining that more for me. That is pretty nifty about being able to use your Conversion Tool to scrub a Vanilla World clean of a mis-saved entities, thus restoring a possibly unplayable crashing map to playability again! This is turning out to be quite the handy standalone tool in and of itself. :smile.gif:
And thanks for continuing to polish the UI, it will be worth it. :smile.gif:
I appreciate your hard work Robinton , you're a great modder just like notch which he said that he wont be able to change the height limit and you did it you must be like 10000 was creating the height mod so complex though ? i have just converted my map and gonna check it out now , just a question ... mcedit doesnt work with it right ?? if not i must work on the old version then keep converting..
i have just converted my map and gonna check it out now , just a question ... mcedit doesnt work with it right ?? if not i must work on the old version then keep converting..
For now, yes. But, at least you have the option of converting your world into a 1024 ymod world with Robinton's converter! :biggrin.gif:
I think it's time for you to have a chat with codewarrior about Cubic Maps nadine. :wink.gif:
Rollback Post to RevisionRollBack
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
@nadine:
1. Thank you.
2. Yes, I took two tries to get the mod to work - the first try I made the mistake of deleting Chunks entirely, and just having ChunkCubes. Keeping Chunks around really helps - they can store the height-maps, and they're great interfaces to the ChunkCubes.
3. Yep, MCEdit doesn't work with CC maps. INVEdit does, though. :biggrin.gif:
@MineCrak: I'd be happy to give codewarrior my ChunkLoader source code, if he'd like to add CC support to MCEdit. MCEdit's AWESOME.
I'm releasing a partial merge of CC and BiomeTerrain. Half of the custom generation (most of the populate code) is disabled until I get around to re-writing it. *sigh* Custom ore deposits, etc. are definitely disabled, but custom lakes, custom sea level, custom terrain randomness, and custom biome size should definitely work. (anchor "CubicChunksBiomeTerrainMerge")
I'll be posting the source to the main article (anchor "CubicChunksBiomeTerrainModSource"). Anyone want to finish the merging while I work on SMP?
I think it is out of sight at startup. It's hard to tell, because when I look for it on a new map, I don't always pay attention to where I'm going (too focused on trying to see the outline of a box). The first time I noticed it, it was definitely out of sight at startup.
@MrManNo1: I mean out of sight when you load the world, not out of sight of the spawnpoint. Like, if you loaded the world right now, waited a few seconds, then rotated around 360 degrees, would there be any invisible tall grass in sight?
I'm asking, because I sometimes test CC with a partial see-through texture pack, and sometimes the renderers show rock, dirt, etc. in the middle of a slab of rock where they shouldn't have too. It fixes itself if you break a nearby block. It doesn't impact gameplay much - just marginally worse performance - but it might have something to do with your problem.
It's hard to tell, because I seem to spawn in a desert/beach biome significantly more often than anywhere else, but it doesn't seem like there's any invisible tall grass in sight over the course of about 20-25 worlds.
On a slightly different note, do you know of any tutorials specifically geared towards the world generation code? It seems to go a bit over my head, and I'd like to understand it better.
More than likely, Optimine and Optifog will have to be made compatible with Cubic Chunks, because they are based on a different method of chunk generation than CC is. To make CC compatible would likely (I'm just assuming) require it to revert back to the old chunk generation method, thus making it a bit pointless.
I would guess (though I could definitely be wrong) that it has nothing to do with terrain generation, and everything to do with the handful of render classes and World.java that I have to modify. I did, however include a merged version of the Lag Spike of Death Fix (by sp614x, credit in the changelog) in my mod.
@MrManNo1: This seems like a low-priority bug that I will get around to fixing eventually. About World Generation code, I don't know any existing tutorials (though I'm sure there are some), but I could possibly write at least the start of one.
And, for anyone interested, I just released Save Converter V1.2. It has two very useful File Chooser "..." buttons next to the two text boxes. :biggrin.gif: I'm sure anyone who was having trouble finding files will be overjoyed.
EDIT: I updated V1.2 with a tiny fix to stop the text boxes from resizing to rediculous widths. That should fix the "invisible text boxes" glitch.
I almost didn't catch that you had edited the above into that post after I had read the earlier version, heh heh. Thanks for making those! I was actually getting close to asking you for that before you brought it up.
I have added those special links in the http://www.minecraftforum.net/topic/437213-maps-how-to-have-a-higher-map-256-512-1024-4096-vs-128/" target=""Higher Worlds Thread above each of the links I already had, in the appropriate sub-sections.
Now people going there will always be able to go straight to your link for each file to be assured of getting the newest version, and takes some worry off of me. :wink.gif:
btw: My anchors are all in my Index if you need any of them. :smile.gif:
ok, time for bed.
[EDIT] NINJA!
JOY!! 8D
[EDIT Again]
Sorry, still looks just like my picture in the earlier post, until I stretch it open. :tongue.gif: But it is very nice to have those boxes now, thanks! :smile.gif:
[EDITx3] It's amazing how much of a difference something like that makes! We are soo used to such "luxeries" these days. People are going to LOVE your tool. er, your Conversion tool... :wink.gif:
[EDITx4] btw: What exactly does it mean when it says "Entity at wrong location! 13 Entries" and should it cause concern?
[EDITx5] Also; any way to make it auto-scroll down when the info goes past the window, or do something else to show when it is done? btw: It is FAST!
[EDITx6] I hate to nitpick after all that you have done.. Any chance that the tool could go that last step and copy those last files over to the new world folder? It would make the tool a completely automatic one, and save you from responding to posts about it every day, heh heh. :wink.gif:
And it's frickin magic! just converted Little Big Planet from ymod512 into a Vanilla Minecraft world in a couple of minutes on an ancient computer! And it works!!! Everything above 128 is gone, but there is plenty there to experience and experiment with. Including that initial plunge to death! LOL :biggrin.gif:
You have made the Impossible not only Possible, but Easy!! Kudos and Diamonds and Happy Endings and all that to you Sir!!
[EDITx7] That did it!!! The Window is still the same size but the text boxes and everything are all visible now. Thanks!
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
Edit 4: It means an entity was saved in a different chunk than it was in. Should you be concerned? I don't know. I got the same error, the error won't corrupt the save-file, and all the error means for the output is that a handful of entities will get skipped (1 for each time you get a message like that).
On the other hand, it might be troubling that entities are saved in the wrong chunk - that was enough to crash Vanilla (CC just sends writes a warning to the debug-output).
Edit 5: I'll see if I can make it auto-scroll sometime. It does send a "finished" message to the info text area.
Edit 6: Thank you :biggrin.gif:, and I'll try to add minor-file-copying...
My Edit: So there should have been stuff above y=128? MCEdit didn't show anything near the start-point..
Edit 7: Glad my update worked for you. :biggrin.gif:
Edit
i completely reinstalled minecraft, and now it doesnt even load
Thankfully this conversion to Vanilla has worked and not crashed for me yet. I'm still confused about that entity issue, but the map works!
Oops, I was going back & forth between windows and didn't notice that. But thanks in advance for those other features! :smile.gif:
Well, I was just assuming that nadine had built things going above 128... Since she used a ymod map. Is there nothing that in the ymod map above level 128?
ok, reeely time for bed, still 3 hours left before I must get up again, heh heh. :wink.gif:
btw: Our forum settings must be different, I'm showing all posts but this post just started the 5th page for me. :tongue.gif:
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
I could test out various other mods to see if they are compatible if you want, actually I would really enjoy contributing at all to this amazing mod :biggrin.gif:
@MineCrak:
1. Basically the save-file is slightly corrupted. An entity got saved to the wrong chunk. The Vanilla Minecraft code for loading an entity says: if an entity got saved to the wrong chunk, crash and give an error report. The CC/CT code for loading an entity says: if an entity got saved to the wrong chunk, ignore the entity and write a debug warning to the output file.
So, if an entity is in the wrong chunk, the tool will end up deleting it from the file. You could actually use the tool to restore a Vanilla Chunk file that had an entity mis-saved to it.
Hope this detailed explanation helps.
2. Added a minor Conversion Tool upgrade with auto-scroll for important messages (like "conversion finished"). Minor file copying doesn't seem the easiest with Java, so I'll wait a version to add that.
3. Actually, the Conversion Tool seems to create a handfull of chunks above y=128 when converting the LBP map. I'm not entirely sure where they are, though...
4. I'll go to bed soon myself... *yawn*
5. Your post just started the 9th page for me. :biggrin.gif:
@David Gilmour: Thanks for the testing.
I've tried to summarize it somewhat on the Higher Worlds Thread linked to in my Sig, though I will be redoing it soon to make it even better. Feel free to check it out. :smile.gif:
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
Ok, that's what I expected, except that I'm very happy to hear that it didn't Crash! Thanks for checking that out for all of us! :smile.gif:
Fantastic! :biggrin.gif:
Thanks for explaining that more for me. That is pretty nifty about being able to use your Conversion Tool to scrub a Vanilla World clean of a mis-saved entities, thus restoring a possibly unplayable crashing map to playability again! This is turning out to be quite the handy standalone tool in and of itself. :smile.gif:
And thanks for continuing to polish the UI, it will be worth it. :smile.gif:
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
<!-- l -->List of all my other mods,creations,maps,etc..:
viewtopic.php?f=1039&t=325080&p=4488802#p4488802
<!-- l -->For now, yes. But, at least you have the option of converting your world into a 1024 ymod world with Robinton's converter! :biggrin.gif:
I think it's time for you to have a chat with codewarrior about Cubic Maps nadine. :wink.gif:
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
1. Thank you.
2. Yes, I took two tries to get the mod to work - the first try I made the mistake of deleting Chunks entirely, and just having ChunkCubes. Keeping Chunks around really helps - they can store the height-maps, and they're great interfaces to the ChunkCubes.
3. Yep, MCEdit doesn't work with CC maps. INVEdit does, though. :biggrin.gif:
@MineCrak: I'd be happy to give codewarrior my ChunkLoader source code, if he'd like to add CC support to MCEdit. MCEdit's AWESOME.
Oh, that's good to know!
Nice!! I'll make sure he knows! :smile.gif:
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
I'll be posting the source to the main article (anchor "CubicChunksBiomeTerrainModSource"). Anyone want to finish the merging while I work on SMP?