Thank you! I installed JRE 7 and uninstalled 6, and now everything works fine. AnvilMapper is definitely my favorite mapping tool, and I really like some of the features that Mapwriter has that are missing from Rei's. Thanks for making and updating this mod! Have you thought about adding the ability to import waypoints from Rei's?
Yeah importing waypoints from Rei's has come up before. It's on my to do list
Going to multiple dimensions causes some resource errors (warnings) which lag the system as it spews them into the console. It mentions something about having a limit of 64 when loading more than 64.
I was running forge, optifine, Minecraft comes alive, and mystcraft.
Thanks for the report, it seems the region clean up code is still not working properly. I'll try making the mod close all regions from one dimension before loading the next dimension in the next update.
For now I have increased the max loaded region count from 64 to 128 (64 was a bit low), which will hopefully reduce the occurrence of the problem.
First I would like to say that I appreciate the fact that your mapping mod allows one to not only see a larger map when you go to full-screen but also doesn't allow the cheaty-ness of cave viewing, or seeing what time of day it is (if below ground). Its simplicity is the reason I want to add it into my modpack.
I am working to get my modpack updated to 1.6.4 for final beta testing and seeing if yours will run in 1.6.4 is a no-go, so I am looking forward to when you update this mod so that I may include it in the 1.6.4 version of my exploration modpack.
So, just a big thanks for a very good mod.
No worries
Just in case you didn't know, MapWriter does have a sort of underground "cave viewing" mode (accessed by pressing 'n' twice in game). Some people see it as being a bit cheaty.
I hope version 2.0.11 works well with the other mods in your mod pack.
cpw.mods.fml.common.LoaderException: java.lang.NoSuchMethodError: net.minecraft.src.ModLoader.getMinecraftInstance()Lnet/minecraft/client/CallableClientProfiler;
at cpw.mods.fml.common.LoadController.transition(LoadController.java:149)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:697)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:231)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:507)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:806)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)
Caused by: java.lang.NoSuchMethodError: net.minecraft.src.ModLoader.getMinecraftInstance()Lnet/minecraft/client/CallableClientProfiler;
at mapwriter.Mw.<init>(Mw.java:157)
at mapwriter.forge.ClientProxy.init(ClientProxy.java:12)
at mapwriter.forge.MwForge.load(MwForge.java:41)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:540)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:696)
... 10 more
Before i download this, i would like to know several things.
1. Can see a map of the nether at the current state of the mod?
2. Will it display proper colors for non-vanilla biomes? ie: ExtrabiomesXL/Highlands
3. Will other dimensions have propers maps/coloring?
4. How is the memory/processing usage compared to Rei's or Zan's?
cpw.mods.fml.common.LoaderException: java.lang.NoSuchMethodError: net.minecraft.src.ModLoader.getMinecraftInstance()Lnet/minecraft/client/CallableClientProfiler;
at cpw.mods.fml.common.LoadController.transition(LoadController.java:149)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:697)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:231)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:507)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:806)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:57)
at net.minecraft.launchwrapper.Launch.main(Launch.java:18)
Caused by: java.lang.NoSuchMethodError: net.minecraft.src.ModLoader.getMinecraftInstance()Lnet/minecraft/client/CallableClientProfiler;
at mapwriter.Mw.<init>(Mw.java:157)
at mapwriter.forge.ClientProxy.init(ClientProxy.java:12)
at mapwriter.forge.MwForge.load(MwForge.java:41)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:540)
at sun.reflect.GeneratedMethodAccessor3.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:194)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:174)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
at com.google.common.eventbus.EventBus.post(EventBus.java:267)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:105)
at cpw.mods.fml.common.Loader.initializeMods(Loader.java:696)
... 10 more
Ah I forgot to update the thread topic to say 1.6.4 rather than 1.6.2. Version 2.0.11 of the mod only works with Minecraft 1.6.4, you will need to use version 2.0.10 for 1.6.2.
Before i download this, i would like to know several things.
1. Can see a map of the nether at the current state of the mod?
2. Will it display proper colors for non-vanilla biomes? ie: ExtrabiomesXL/Highlands
3. Will other dimensions have propers maps/coloring?
4. How is the memory/processing usage compared to Rei's or Zan's?
Yes, you can display any dimension you have been to before even if you are not currently in that dimension.
Yes, the colours are auto generated from the block textures so most of the time the colours are correct. Sometimes however foliage blocks that mods add will look a bit strange and I will need to add a line in the config file to tweak the colours a bit.
Other dimensions should work, I've tested with twilight forest. There is currently a bug when switching dimensions where it will pan the map to some far off location when you change dimension in the GUI. Until I release a fix just press the home button to re-centre on the player.
Memory and processor usage is probably significantly higher than Reis or Zans. To make it possible to zoom the map out pre-rendered "zoom levels" are kept in memory and rendered to at the same time as the base map. Also the most recently used regions are kept in memory so that when you pan the map around it doesn't need to load each region from disk.
Great Mod! I am using it with a multi-player server and was wondering if there is a way to take the map information that has been captured by several players and merge them into one set of data? I would most likely be doing this when I move the data to the Anvil Mapper program that will give one map that combines the data from more than 1 player.
Yes, the colours are auto generated from the block textures so most of the time the colours are correct. Sometimes however foliage blocks that mods add will look a bit strange and I will need to add a line in the config file to tweak the colours a bit.
WRT AnvilMapper - how does that get the correct block textures? When I use AnvilMapper to preview my maps, all the ebxl and tc4 biomes show up as shades of grey.
--
To clarify - I also launch minecraft with a custom APPDATA variable so I can have multiple forge installs - if - perhaps its meant to get the color data from game files but just cant get them (MapWriterBlockColours.txt tends to indicate I should hardcode my "new" biomes in here in some way? (ps. +1 for spelling colour correctly))
set %APPDATA%=.\
minecraft.exe
--
AnvilMapper also only shows two dimensions: the overworld and nether. The world I gave it had many many more.
WRT AnvilMapper - how does that get the correct block textures? When I use AnvilMapper to preview my maps, all the ebxl and tc4 biomes show up as shades of grey.
--
To clarify - I also launch minecraft with a custom APPDATA variable so I can have multiple forge installs - if - perhaps its meant to get the color data from game files but just cant get them (MapWriterBlockColours.txt tends to indicate I should hardcode my "new" biomes in here in some way?
See the section "Adding colours for custom texture packs or blocks added in mods" in the main post. Basically you run MapWriter with the mods you want to support, click the "Map Colours: auto" option in the map GUI twice to generate a new "MapWriterBlockColours.txt", copy that new file from the Minecraft directory to the AnvilMapper directory, and regenerate the map in AnvilMapper.
As you said AnvilMapper doesn't generate the block colours from the Minecraft textures, it uses the hard coded values in "MapWriterBlockColours.txt".
Haha, I probably should have just used the American English spelling instead because it gets confusing when all the Minecraft and OpenGL code uses color rather than colour. Oh well.
It should display dimension 7 when you click Nether on the AnvilMapper viewer. When I have time I'll write a program to dynamically generate "index.html" so that all dimensions can be selected, and perhaps add markers to the map.
Great Mod! I am using it with a multi-player server and was wondering if there is a way to take the map information that has been captured by several players and merge them into one set of data? I would most likely be doing this when I move the data to the Anvil Mapper program that will give one map that combines the data from more than 1 player.
There is no way to do this at the moment unfortunately. I'll add it to the requested features list on GitHub.
I have a young, small SSP world and the map works fine. I started another SSP world to do some testing and whoa! It looks like I spawned within range of the first world because on the map I see both!
I have a young, small SSP world and the map works fine. I started another SSP world to do some testing and whoa! It looks like I spawned within range of the first world because on the map I see both!
Can anyone explain this?
The worlds have the same name
You need to either delete the map data that was saved before, or rename the world
My apologies if this has already been mentioned, but when I try to run my game, I get an "out of memory!" message and can't play. How can I fix this problem?
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Join Date:
1/25/2013
Posts:
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TorchRJ
Member Details
Moved from Rei's minimap to this, no idea how I never found out about this sooner!
Is there any way to convert the map to an actual world file accessible via single player?
A few suggestions; I think having some sort of separator between the x/y/z coordinate under the minimap such as a comma would be nice to have.
Some more customization to waypoints, such as colors, toggling each individual waypoint & displaying the waypoint name under the waypoint would be great as well.
They might be a drab grey, but blocks and biomes from other mods do appear in AnvilMapper.
However, items from the Natura mod seem invisible to AnvilMapper - especially Naturas giant redwoods - that display only as a hole in the ground left by their roots.
This is actually almost everything I want in a minimap mod at the moment, I think I'm going to set aside Zans for the moment and use this instead
Although I do have a question, can you use it to find slime chunks? Also, is there any kind of entities radar? I don't mind if it doesn't, but I do like to know when players are nearby me. I'm very paranoid that they will come and kill me XD
Awesome mod, Hey Mapwriter I have a custom modpack I made that I'm recording for YouTube so far I finished my 4th episode and someone commented me I should use a Mini map mod this mod is PERFECT because its updated and its for forge I decided to add this mod to my REDNNETHERACK modded survival but is it ok if I can have your permission to do it?
Death markers now work again (thanks to Christian Ehrhardt for the code).
Added GUI option to configure max number of death markers (0-10).
Death markers are now named the date that you died (e.g. 20130926_0956 for 26/09/2013 09:56).
Not at the moment but it shouldn't be too hard to add. I'll see what I can do.
Yeah importing waypoints from Rei's has come up before. It's on my to do list
Thanks for the report, it seems the region clean up code is still not working properly. I'll try making the mod close all regions from one dimension before loading the next dimension in the next update.
For now I have increased the max loaded region count from 64 to 128 (64 was a bit low), which will hopefully reduce the occurrence of the problem.
Yes I will. I hadn't realized that 1.6.4 came out until I read this, so thanks for the news.
No worries
Just in case you didn't know, MapWriter does have a sort of underground "cave viewing" mode (accessed by pressing 'n' twice in game). Some people see it as being a bit cheaty.
I hope version 2.0.11 works well with the other mods in your mod pack.
Thanks for looking into it. I was figuring that was what was happening. If I run into it, is there a place I can manually dump files from to help clear it up, or is this all in runtime, and not something in the folder structure that I can with?
Download: MapWriter-2.0.11.zip (for Minecraft 1.6.4)
Changes:
Not at the moment but it shouldn't be too hard to add. I'll see what I can do.
Yeah importing waypoints from Rei's has come up before. It's on my to do list
Thanks for the report, it seems the region clean up code is still not working properly. I'll try making the mod close all regions from one dimension before loading the next dimension in the next update.
For now I have increased the max loaded region count from 64 to 128 (64 was a bit low), which will hopefully reduce the occurrence of the problem.
Yes I will. I hadn't realized that 1.6.4 came out until I read this, so thanks for the news.
No worries
Just in case you didn't know, MapWriter does have a sort of underground "cave viewing" mode (accessed by pressing 'n' twice in game). Some people see it as being a bit cheaty.
I hope version 2.0.11 works well with the other mods in your mod pack.
1. Can see a map of the nether at the current state of the mod?
2. Will it display proper colors for non-vanilla biomes? ie: ExtrabiomesXL/Highlands
3. Will other dimensions have propers maps/coloring?
4. How is the memory/processing usage compared to Rei's or Zan's?
Ah I forgot to update the thread topic to say 1.6.4 rather than 1.6.2. Version 2.0.11 of the mod only works with Minecraft 1.6.4, you will need to use version 2.0.10 for 1.6.2.
As above you will need to use version 2.0.10 for Minecraft 1.6.2, sorry for the confusion.
WRT AnvilMapper - how does that get the correct block textures? When I use AnvilMapper to preview my maps, all the ebxl and tc4 biomes show up as shades of grey.
--
To clarify - I also launch minecraft with a custom APPDATA variable so I can have multiple forge installs - if - perhaps its meant to get the color data from game files but just cant get them (MapWriterBlockColours.txt tends to indicate I should hardcode my "new" biomes in here in some way? (ps. +1 for spelling colour correctly))
--
AnvilMapper also only shows two dimensions: the overworld and nether. The world I gave it had many many more.
See the section "Adding colours for custom texture packs or blocks added in mods" in the main post. Basically you run MapWriter with the mods you want to support, click the "Map Colours: auto" option in the map GUI twice to generate a new "MapWriterBlockColours.txt", copy that new file from the Minecraft directory to the AnvilMapper directory, and regenerate the map in AnvilMapper.
As you said AnvilMapper doesn't generate the block colours from the Minecraft textures, it uses the hard coded values in "MapWriterBlockColours.txt".
Haha, I probably should have just used the American English spelling instead because it gets confusing when all the Minecraft and OpenGL code uses color rather than colour. Oh well.
It should generate images for all dimensions, it's just the web page that doesn't display them.
If you change line 109 in "index.html" from:
to:
It should display dimension 7 when you click Nether on the AnvilMapper viewer. When I have time I'll write a program to dynamically generate "index.html" so that all dimensions can be selected, and perhaps add markers to the map.
There is no way to do this at the moment unfortunately. I'll add it to the requested features list on GitHub.
Yes.
I have a young, small SSP world and the map works fine. I started another SSP world to do some testing and whoa! It looks like I spawned within range of the first world because on the map I see both!
Can anyone explain this?
The worlds have the same name
You need to either delete the map data that was saved before, or rename the world
Is there any way to convert the map to an actual world file accessible via single player?
A few suggestions; I think having some sort of separator between the x/y/z coordinate under the minimap such as a comma would be nice to have.
Some more customization to waypoints, such as colors, toggling each individual waypoint & displaying the waypoint name under the waypoint would be great as well.
However, items from the Natura mod seem invisible to AnvilMapper - especially Naturas giant redwoods - that display only as a hole in the ground left by their roots.
Although I do have a question, can you use it to find slime chunks? Also, is there any kind of entities radar? I don't mind if it doesn't, but I do like to know when players are nearby me. I'm very paranoid that they will come and kill me XD
Check out my Youtube channel
http://www.youtube.com/user/ninjabeeutube1223344?feature=watch
My youtube channel L:
https://www.youtube.com/user/ninjabeeutube1223344
Thanks for looking into it. I was figuring that was what was happening. If I run into it, is there a place I can manually dump files from to help clear it up, or is this all in runtime, and not something in the folder structure that I can with?