This modification is amazing! It deserves much, much more love.
I recommend you prefix the forum thread with the Minecraft version it works with, that it uses forge, and slap on the end the version number of Mapwriter. I also believe that you should change the topic name to Mapwriter!
For example: [1.4.7] [FORGE] Mapwriter 1.2.4 - An open source mini-map!
The above title will definitely get this more attention!
Additionally have a Bug Report:
Zooming in, and then moving the map around with the arrow keys moves the map as if it was fully zoomed out.
can u add a feature to config how big the pgn files are? cause its a lil irritating to keep copypastin em together :3
Also ive ben usin it for quite a while, no problems :3
cept that glowstone is transparent
Unfortunately I can't make the dimensions of the PNG images configurable. The dimensions are tied to the size of the regions used by the game.
I'll upload a tool to merge all images from a world into a single PNG shortly.
This modification is amazing! It deserves much, much more love.
I recommend you prefix the forum thread with the Minecraft version it works with, that it uses forge, and slap on the end the version number of Mapwriter. I also believe that you should change the topic name to Mapwriter!
For example: [1.4.7] [FORGE] Mapwriter 1.2.4 - An open source mini-map!
The above title will definitely get this more attention!
Additionally have a Bug Report:
Zooming in, and then moving the map around with the arrow keys moves the map as if it was fully zoomed out.
I guess changing the title can't hurt. Maybe that exclamation mark will save the mod from obscurity
Thanks for posting about the panning bug, it should be fixed in 1.2.5.
MapWriter breaks if it is used with Mystcraft 0.10.0.0 and ArsMagica 5.36.040
I'm sure that it's just one of those that is breaking it, but i haven't tested which. It appears to be crashing with an error related to chunk loading when connecting to a server. Maybe it's Mcore? (a coremod ArsMagica requires)
If you require any more information I would be happy to provide it.
- Changed folder where MapWriter saves images and data (see below)
- Changed naming convention for worlds in the marker config file.
The markers should be migrated to the new convention automatically, but if your markers
don't show up after the update see below for a manual fix.
- Added death markers.
- Added black border around all markers to increase visibility.
- Added '/mwdelgroup' command.
- Made Glowstone and Giant Mushroom blocks show up on the map.
If you want to keep the areas you have already explored you need to move the world folder to the new location:
Old directory: <minecraftExeDirectory>\mapwriter\<worldName>
New directory (single player worlds): %APPDATA%\.minecraft\saves\<worldName>
New directory (multi player worlds): %APPDATA%\.minecraft\saves\mapwriter_mp_worlds\<worldName>
The main reason for the change is to prevent worlds named with invalid characters causing mapwriter to write data outside of it's folder and cause crashes. That and it is a bit annoying having to keep the mapwriter folder in the same folder as the minecraft launcher.
Invalid characters (e.g. period, forward slash, backslash) are stripped or converted to underscores.
In the above example 'newworld' is the old world name and 'new_world' is the new world name.
To keep the markers just delete the 'new_world' section (the one without any markers), and rename the 'newworld' section to 'new_world'.
MapWriter breaks if it is used with Mystcraft 0.10.0.0 and ArsMagica 5.36.040
I'm sure that it's just one of those that is breaking it, but i haven't tested which. It appears to be crashing with an error related to chunk loading when connecting to a server. Maybe it's Mcore? (a coremod ArsMagica requires)
If you require any more information I would be happy to provide it.
Thanks for the bug report.
Mapwriter 1.2.5 crashed with a null pointer exception when I tried with those two mods loaded. I've fixed the code causing the exception in 1.2.6, but don't know if it's the same bug you reported or not.
So hopefully it's fixed, but if not then post your ForgeModLoader-client-0.log, and I will investigate further.
- Added /mwmerge command to save all explored areas as a single PNG image.
- Added /mwmergearea command to write a specified map area as a single PNG image.
I really should have had these commands from the beginning.
Links are broken again, ampersand replacement once more haha.
Anyway, downloading it now and giving it a try, I will let you know if I find any more bugs!
Feature Requests:
Could we get a GUI for waypoint management? This could be a mode where you bring up a large version of the map, scroll around, and click to set a waypoint at that location. It would be really nifty if the mouse shown the coordinates of where it's pointing too!
Transparency option for the map, placement, size, and border.
This last one is a complicated request, but i know some people would vastly enjoy it: downloading a server map (and 'public' waypoints) in game from a URL provided by the server, and an option for the server to save images when chunks are explored and visited. Ideally, the server would also have some method to send images to a remote web-server in some way.
You are really fast in your development and response, thanks! Let me know if I can do anything else to help. I'll take a peek at the source when I have the time; I'm not an expert programmer, but who knows, maybe I can help out with the project in some way.
Edit:
Confirmed to work with 'Mystcraft_0.10.0.00' and 'Ars_Magica_5.36.040'!
Links are broken again, ampersand replacement once more haha.
Anyway, downloading it now and giving it a try, I will let you know if I find any more bugs!
Feature Requests:
Could we get a GUI for waypoint management? This could be a mode where you bring up a large version of the map, scroll around, and click to set a waypoint at that location. It would be really nifty if the mouse shown the coordinates of where it's pointing too!
Transparency option for the map, placement, size, and border.
This last one is a complicated request, but i know some people would vastly enjoy it: downloading a server map (and 'public' waypoints) in game from a URL provided by the server, and an option for the server to save images when chunks are explored and visited. Ideally, the server would also have some method to send images to a remote web-server in some way.
You are really fast in your development and response, thanks! Let me know if I can do anything else to help. I'll take a peek at the source when I have the time; I'm not an expert programmer, but who knows, maybe I can help out with the project in some way.
Edit:
Confirmed to work with 'Mystcraft_0.10.0.00' and 'Ars_Magica_5.36.040'!
Links should be working now.
GUI for waypoint management:
Yeah... sadly the command line interface is not as easy to use as I had hoped.
I steered away from a GUI originally because I didn't want to end up with a clutter of buttons and menus.
If however the GUI looks the same as the large map mode, with minimal GUI elements, then I would be happy with that.
I will work on it for the next update.
Options for transparency, placement, size, and border:
Sure. I will put entries for adjusting these parameters in the configuration file.
Shared map and waypoints:
Interesting idea. I think the best option would be a server mod to manage the map and marker access though.
It would be too easy for the clients to abuse the shared map otherwise (if the map were stored on a web/file server with public write access).
A server mod would be able to generate the map directly from the world data rather than relying on the clients to send correct map data.
Latest update is awesome! I'm really enjoying the GUI, it's made waypoint management way, way easier. I really love how you're keeping things neat, clean and minimalistic looking as well.
Some more feature suggestions:
Interactive Map GUI:
Make the arrow keys able to pan the map.
Allow the map to be zoomed out further.
Add a small '...' button in one of the corners for modifying map and minimap display options
Have the map scale with the client's resolution. (Nice for larger resolutions)
Have an option for the GUI to take up as much space as possible. (Would greatly help with big maps on large resolutions!)
Home key should center on the player.
Add a line informing the player that they can click and drag the map around.
Increase the size of waypoints in this mode, they can be a little hard to see sometimes.
General:
Change waypoints to be stored in the same area as maps are, this would make sharing maps and waypoints easy. Don't want to share your waypoints? Remove the file before sharing. (also possibly have a different file for each group of waypoints. In case some are to be shared, and other's aren't.)
Add a border to the minimap, makes the whole thing look nicer, and as a bonus makes off-screen waypoints easier to find.
Bring back the "large" version of the minimap.
Add an 'all groups' group when cycling through waypoint group options
Latest update is awesome! I'm really enjoying the GUI, it's made waypoint management way, way easier. I really love how you're keeping things neat, clean and minimalistic looking as well.
Some more feature suggestions:
Interactive Map GUI:
Make the arrow keys able to pan the map.
Allow the map to be zoomed out further.
Add a small '...' button in one of the corners for modifying map and minimap display options
Have the map scale with the client's resolution. (Nice for larger resolutions)
Have an option for the GUI to take up as much space as possible. (Would greatly help with big maps on large resolutions!)
Home key should center on the player.
Add a line informing the player that they can click and drag the map around.
Increase the size of waypoints in this mode, they can be a little hard to see sometimes.
General:
Change waypoints to be stored in the same area as maps are, this would make sharing maps and waypoints easy. Don't want to share your waypoints? Remove the file before sharing. (also possibly have a different file for each group of waypoints. In case some are to be shared, and other's aren't.)
Add a border to the minimap, makes the whole thing look nicer, and as a bonus makes off-screen waypoints easier to find.
Bring back the "large" version of the minimap.
Add an 'all groups' group when cycling through waypoint group options
Thanks for the feedback and suggestions.
I probably would not have gotten around to adding a GUI at all if no one had asked.
Arrow keys for map:
Ok. Will be added.
Allow map to be zoomed out further:
Difficult to do with the way the map rendering works. Currently 4 512x512 regions are loaded at any one time in a 2x2 grid. The map is then a rectangular view into a section of that grid. Loading more regions at a time would make the rendering code much more complex, not to mention consuming a lot more memory.
The only easier way I can think of to zoom out further is to maintain separate scaled versions of the region images. Then each scaled region image would contain NxN normal regions, each pixel in the scaled image representing NxN blocks. This way the rendering code wouldn't need to be changed much.
It would be a nice feature though, so hopefully I'll get it working sometime soon.
Button for map options:
Probably not any time soon, too much effort for options that can be changed by editing the configuration file.
Have the map scale with client's resolution:
Sure, simple fix. I'll just make the mini map size a ratio of the screen width and height.
Option for GUI to take up as much space as possible:
So the map would extend to the edges of the screen? If so then yes, this is possible. Good idea.
Home key should center on player:
Line informing player of click and drag:
Yes to both. I'll change end to center on marker and home to center on player.
Increase the size of waypoints in GUI mode:
Ok. Marker size, player arrow size and player arrow colour will be made configurable.
Waypoints stored in same area as maps:
Will be done.
Mini map border:
I think it looks fine as is, so not a priority. Maybe once everything else is done.
Bring back large version of the mini map:
Easy to do, but why? Doesn't the new GUI serve the same purpose as the large mode did?
Add 'all waypoints' group:
Ok. But would you want the 'All Deaths' group to be excluded from this group?
Actually, i'm not convinced the 'All Deaths' group is useful at all.
Do you (or anyone else who reads this) think the 'All Deaths' group should be removed entirely?
You will still be able to use the 'Last Death' waypoint to find where you died (but not if you die again on the way there).
I have a feature suggestion as well, but it may be hard to implement. Support for multiworld multiplayer servers. Currently, if a server is multiworld, when you go between worlds, it uses the map from the old world until it updates with the chunks from the new world.
I have a feature suggestion as well, but it may be hard to implement. Support for multiworld multiplayer servers. Currently, if a server is multiworld, when you go between worlds, it uses the map from the old world until it updates with the chunks from the new world.
Oops, that's a bug.
It shouldn't be too hard to fix so long as there is some value or string passed to the client that uniquely identifies each world.
I'll look into it.
Oops, that's a bug.
It shouldn't be too hard to fix so long as there is some value or string passed to the client that uniquely identifies each world.
I'll look into it.
Well, it seems to be able to still detect which worlds are nether, and treats them as such, so it seems there's a way for the client to tell it's a different world, if that helps.
Easy to do, but why? Doesn't the new GUI serve the same purpose as the large mode did?
Add 'all waypoints' group:
Ok. But would you want the 'All Deaths' group to be excluded from this group?
Actually, i'm not convinced the 'All Deaths' group is useful at all.
Do you (or anyone else who reads this) think the 'All Deaths' group should be removed entirely?
You will still be able to use the 'Last Death' waypoint to find where you died (but not if you die again on the way there).
Large Minimap:
I've used it before when exploring a very large area (9 square kilometers!), was very helpful when I was more concerned with what was generated on the map, rather than seeing the world in it's 3D glory. Maybe just giving another minimap level with configurable options would be better? That way people could have a tiny minimap if they want, then a bigger one that takes up the amount of space on the screen as the normal one does, or bigger if they so wish.
All Deaths:
The group can be useful, but not to everyone. It would probably be best to have death point marking configurable, and have a variable stating the maximum amount of death points available at one time. It should have some sort of naming convention so that the oldest one would be named as the highest number. Maybe a default cap of 3 deaths should do? The group could just be non existent if someone has their death point buffer set to one.
Also, Multiworld support would indeed be great to have!
Don't forget to update the main post with screen caps of the interactive map, I'm sure people will love to see that. =]
Got excited and tested this out. Was looking for something that zoomed out the whole explored world unlike Journey map. I guess there is more work to doing that after reading through the thread about putting the map pics together.
I don't really get the waypoint system. REI's map shows the waypoints as you look around and the mini map graphics look better with the texture pack. The way points are very easy to work with.
Playing solo though the teleport system is what would have sold me, but it don't seem to work unless in creative mode and playing solo on survival. I guess it's back to making those totems and colored teleport things from the teleport mod.
Great effort, I hope many find this useful. Journey map still shows more of the map and REI's Way point system is still tops for me. Had the teleport thing worked out with no restrictions I would have kept it.
I will be keeping an eye on this one. It's pretty neat already.
That's an awesome job ! I like the work.
But i'm getting the following error on 1.4.7 : "can only teleport in creative mode" ... guess what ? i put myself on creative mode, but same message again
Any idea ?
Hmm... seems the creative mode check only works if the world was created in creative mode.
I'll just remove the check entirely in the next version, then it should work in survival mode with cheats on and in multiplayer if you are in the ops list.
Well, it seems to be able to still detect which worlds are nether, and treats them as such, so it seems there's a way for the client to tell it's a different world, if that helps.
Yeah the Multiverse plugin keeps the correct dimension ID for each type of world (0 = overworld, -1 = nether, as usual).
When you change from an overworld dimension to another overworld dimension the Multiverse plugin switches you behind the scenes to the Nether as an intermediate step.
Then when you are changed back to the new overworld the server sends a different set of chunks to the client.
This works great for the plugin because it means the client doesn't need to be modded.
Unfortunately for my mod it means there is apparently no way to tell two different overworlds apart.
I've used it before when exploring a very large area (9 square kilometers!), was very helpful when I was more concerned with what was generated on the map, rather than seeing the world in it's 3D glory. Maybe just giving another minimap level with configurable options would be better? That way people could have a tiny minimap if they want, then a bigger one that takes up the amount of space on the screen as the normal one does, or bigger if they so wish.
All Deaths:
The group can be useful, but not to everyone. It would probably be best to have death point marking configurable, and have a variable stating the maximum amount of death points available at one time. It should have some sort of naming convention so that the oldest one would be named as the highest number. Maybe a default cap of 3 deaths should do? The group could just be non existent if someone has their death point buffer set to one.
Also, Multiworld support would indeed be great to have!
Don't forget to update the main post with screen caps of the interactive map, I'm sure people will love to see that. =]
Ok no problem. I've implemented almost all your suggestions (even borders).
The only thing to go before version 1.2.9 is increased zoom out distance.
Got excited and tested this out. Was looking for something that zoomed out the whole explored world unlike Journey map. I guess there is more work to doing that after reading through the thread about putting the map pics together.
I don't really get the waypoint system. REI's map shows the waypoints as you look around and the mini map graphics look better with the texture pack. The way points are very easy to work with.
Playing solo though the teleport system is what would have sold me, but it don't seem to work unless in creative mode and playing solo on survival. I guess it's back to making those totems and colored teleport things from the teleport mod.
Great effort, I hope many find this useful. Journey map still shows more of the map and REI's Way point system is still tops for me. Had the teleport thing worked out with no restrictions I would have kept it.
I will be keeping an eye on this one. It's pretty neat already.
Mike.
Thanks for the feedback.
I'm currently working on increasing the zoom out distance, should be done in a few days.
As of the current version you can press 'p' in the map GUI to create a PNG image of the entire explored world, so you don't have to manually cut and paste the images together anymore.
The waypoints you create should show up on the mini map if you have the correct group selected.
Their is no beacon or anything set in the actual Minecraft world though, the waypoints are only visible on the map.
The map colour for each block type is fixed and not generated from the current texture like it is with REI's.
I hope to implement this one day, maybe in a few versions from now.
Yeah sorry about the teleport system. I thought that it would be better to restrict it to creative mode so people didn't accidentally attempt to teleport on multiplayer survival servers. I'm removing the restriction in the next version so that you'll be able to teleport in any game that the /tp command works.
Yeah the Multiverse plugin keeps the correct dimension ID for each type of world (0 = overworld, -1 = nether, as usual).
When you change from an overworld dimension to another overworld dimension the Multiverse plugin switches you behind the scenes to the Nether as an intermediate step.
Then when you are changed back to the new overworld the server sends a different set of chunks to the client.
This works great for the plugin because it means the client doesn't need to be modded.
Unfortunately for my mod it means there is apparently no way to tell two different overworlds apart.
Hmmm.....not sure how feasible it would be, but perhaps hook into and detect when the loading screen shows up? As far as I'm aware, it only shows up when the client is sent to another world, it doesn't even show up if you're teleported really far away.
Edit: I found a bug. If you die on a hardcore world, and click the delete world button, the game crashes.
Error log
---- Minecraft Crash Report ----
// Oops.
Time: 2/21/13 3:12 PM
Description: Ticking memory connection
java.lang.NullPointerException
at org.lwjgl.opengl.GL11.glBindTexture(GL11.java:652)
at mapwriter.client.MapWriterRender.getTexture(MapWriterRender.java:144)
at mapwriter.client.MapWriterRender.createImageFromTexture(MapWriterRender.java:282)
at mapwriter.client.MapWriterRegion$TaskSaveRegion.<init>(MapWriterRegion.java:139)
at mapwriter.client.MapWriterRegion.close(MapWriterRegion.java:75)
at mapwriter.client.MapWriterRegionManager.close(MapWriterRegionManager.java:61)
at mapwriter.client.MapWriter.onConnectionClosed(MapWriter.java:393)
at mapwriter.MapWriterConnectionHandler.connectionClosed(MapWriterConnectionHandler.java:35)
at cpw.mods.fml.common.network.NetworkRegistry.connectionClosed(NetworkRegistry.java:207)
at cpw.mods.fml.common.network.FMLNetworkHandler.onConnectionClosed(FMLNetworkHandler.java:313)
at cf.b(MemoryConnection.java:91)
at iv.d(NetServerHandler.java:136)
at iw.b(NetworkListenThread.java:57)
at bec.b(IntegratedServerListenThread.java:108)
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:703)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:599)
at bdz.q(IntegratedServer.java:170)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
at fy.run(SourceFile:849)
- Greatly increased maximum zoom out distance.
- Full screen map GUI.
There are a large number of changes in this release, so expect bugs.
If it does crash or not work properly please post the error log here and i'll try to fix it.
Hope everyone enjoys the new version.
Full Changelog:
1.3:
- Increased zoom out distance by 16 times. This required adding 4 levels of scaled
images for each world. The scaled images should be generated automatically upon
login.
- Z key in Map GUI now forces recreation of scaled images.
- Map size now scales directly with the screen resolution.
- Modified the code to support viewing the map in a rectangular window.
- Made the map GUI display a full screen map.
- Implemented better marker direction calculations when markers are outside of the
map area. They should no longer group so tightly in corners.
- Home key now centres map on player, end key centres on selected marker.
- Added help messages for the new key binds.
- Made waypoints larger by default in the large and full screen map modes.
- Added border to small and large map modes.
- Added 'all' marker group which displays all markers.
- Death marker system changed, now only the 3 most recent deaths are marked.
- All waypoints are now stored in the world directory. The main configuration
file only configures map options now.
- Added separate configuration options for large and small map modes.
- Marker size and player arrow size can now be configured.
- Map borders can be configured or disabled.
- Any or all of the small, large and underground map modes can be disabled in the
config file.
- Removed creative mode check on teleport.
- Zoom level no longer shared between GUI and mini map.
- Unfixed: Different overworld dimensions on multiverse servers write to the same
map.
- Unfixed: Null pointer exception on hardcore death when the player chooses to
delete the world.
Hmmm.....not sure how feasible it would be, but perhaps hook into and detect when the loading screen shows up? As far as I'm aware, it only shows up when the client is sent to another world, it doesn't even show up if you're teleported really far away.
Edit: I found a bug. If you die on a hardcore world, and click the delete world button, the game crashes.
Error log
---- Minecraft Crash Report ----
// Oops.
Time: 2/21/13 3:12 PM
Description: Ticking memory connection
java.lang.NullPointerException
at org.lwjgl.opengl.GL11.glBindTexture(GL11.java:652)
at mapwriter.client.MapWriterRender.getTexture(MapWriterRender.java:144)
at mapwriter.client.MapWriterRender.createImageFromTexture(MapWriterRender.java:282)
at mapwriter.client.MapWriterRegion$TaskSaveRegion.<init>(MapWriterRegion.java:139)
at mapwriter.client.MapWriterRegion.close(MapWriterRegion.java:75)
at mapwriter.client.MapWriterRegionManager.close(MapWriterRegionManager.java:61)
at mapwriter.client.MapWriter.onConnectionClosed(MapWriter.java:393)
at mapwriter.MapWriterConnectionHandler.connectionClosed(MapWriterConnectionHandler.java:35)
at cpw.mods.fml.common.network.NetworkRegistry.connectionClosed(NetworkRegistry.java:207)
at cpw.mods.fml.common.network.FMLNetworkHandler.onConnectionClosed(FMLNetworkHandler.java:313)
at cf.b(MemoryConnection.java:91)
at iv.d(NetServerHandler.java:136)
at iw.b(NetworkListenThread.java:57)
at bec.b(IntegratedServerListenThread.java:108)
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:703)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:599)
at bdz.q(IntegratedServer.java:170)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
at fy.run(SourceFile:849)
Thanks for the bug report. I'll try and have it fixed in the next version.
Unfortunately I wasn't able to get Multiverse support working in time for 1.3.
Hopefully will get it working by the next version.
About hooking into the loading screen:
There are forge events that notify mods when the player switches dimensions, so it's not a problem to detect when the player changes into another world. The problem is not being able to identify which world that is.
I recommend you prefix the forum thread with the Minecraft version it works with, that it uses forge, and slap on the end the version number of Mapwriter. I also believe that you should change the topic name to Mapwriter!
For example: [1.4.7] [FORGE] Mapwriter 1.2.4 - An open source mini-map!
The above title will definitely get this more attention!
Additionally have a Bug Report:
Unfortunately I can't make the dimensions of the PNG images configurable. The dimensions are tied to the size of the regions used by the game.
I'll upload a tool to merge all images from a world into a single PNG shortly.
I guess changing the title can't hurt. Maybe that exclamation mark will save the mod from obscurity
Thanks for posting about the panning bug, it should be fixed in 1.2.5.
MapWriter breaks if it is used with Mystcraft 0.10.0.0 and ArsMagica 5.36.040
I'm sure that it's just one of those that is breaking it, but i haven't tested which. It appears to be crashing with an error related to chunk loading when connecting to a server. Maybe it's Mcore? (a coremod ArsMagica requires)
If you require any more information I would be happy to provide it.
- Changed folder where MapWriter saves images and data (see below)
- Changed naming convention for worlds in the marker config file.
The markers should be migrated to the new convention automatically, but if your markers
don't show up after the update see below for a manual fix.
- Added death markers.
- Added black border around all markers to increase visibility.
- Added '/mwdelgroup' command.
- Made Glowstone and Giant Mushroom blocks show up on the map.
If you want to keep the areas you have already explored you need to move the world folder to the new location:
Old directory:
<minecraftExeDirectory>\mapwriter\<worldName>
New directory (single player worlds):
%APPDATA%\.minecraft\saves\<worldName>
New directory (multi player worlds):
%APPDATA%\.minecraft\saves\mapwriter_mp_worlds\<worldName>
The main reason for the change is to prevent worlds named with invalid characters causing mapwriter to write data outside of it's folder and cause crashes. That and it is a bit annoying having to keep the mapwriter folder in the same folder as the minecraft launcher.
Invalid characters (e.g. period, forward slash, backslash) are stripped or converted to underscores.
Some examples:
'192.168.1.1.25565' becomes '192_168_1_1_25565'
'New World' becomes 'New_World'
'..\..\Windows' becomes '______Windows'
The world folders need to be moved manually to the new location if you wish to keep the already explored areas.
For single player worlds just move the 'mapwriter\<worldName>\images' folder to the '.minecraft\saves\<worldName>\' folder.
For multiplayer worlds it is probably easiest to log in to the world once so that mapwriter creates the folder with the expected name.
Then move the contents of the 'mapwriter\<worldName>' folder to '.minecraft\saves\mapwriter_mp_worlds\<worldName>'.
Note that the new world name might be slightly different than the old one.
If your markers do not show up after upgrading to 1.2.6 you will need to rename the sections in the config file manually:
The config file is located at:
%APPDATA%\.minecraft\config\MapWriter.cfg
Example MapWriter.cfg:
In the above example 'newworld' is the old world name and 'new_world' is the new world name.
To keep the markers just delete the 'new_world' section (the one without any markers), and rename the 'newworld' section to 'new_world'.
Thanks for the bug report.
Mapwriter 1.2.5 crashed with a null pointer exception when I tried with those two mods loaded. I've fixed the code causing the exception in 1.2.6, but don't know if it's the same bug you reported or not.
So hopefully it's fixed, but if not then post your ForgeModLoader-client-0.log, and I will investigate further.
Thanks for notifying me. The links should work now.
- Added /mwmerge command to save all explored areas as a single PNG image.
- Added /mwmergearea command to write a specified map area as a single PNG image.
I really should have had these commands from the beginning.
Anyway, downloading it now and giving it a try, I will let you know if I find any more bugs!
Feature Requests:
Edit:
Confirmed to work with 'Mystcraft_0.10.0.00' and 'Ars_Magica_5.36.040'!
Links should be working now.
GUI for waypoint management:
Yeah... sadly the command line interface is not as easy to use as I had hoped.
I steered away from a GUI originally because I didn't want to end up with a clutter of buttons and menus.
If however the GUI looks the same as the large map mode, with minimal GUI elements, then I would be happy with that.
I will work on it for the next update.
Options for transparency, placement, size, and border:
Sure. I will put entries for adjusting these parameters in the configuration file.
Shared map and waypoints:
- Added interactive map GUI for marker management.
- Added options for configuring mini map size, position, and opacity.
- Removed chat commands (superseded by map GUI).
The map GUI turned out pretty well. Click and drag to pan, mouse wheel to zoom, right click to set markers.
FAR easier than the chat commands!
Also oddly enough took quite a few less lines of code to implement than the chat commands did.
See first post for download link.
Some more feature suggestions:
Thanks for the feedback and suggestions.
I probably would not have gotten around to adding a GUI at all if no one had asked.
Arrow keys for map:
Allow map to be zoomed out further:
Button for map options:
Have the map scale with client's resolution:
Option for GUI to take up as much space as possible:
Home key should center on player:
Line informing player of click and drag:
Increase the size of waypoints in GUI mode:
Waypoints stored in same area as maps:
Mini map border:
Bring back large version of the mini map:
Add 'all waypoints' group:
Oops, that's a bug.
It shouldn't be too hard to fix so long as there is some value or string passed to the client that uniquely identifies each world.
I'll look into it.
Well, it seems to be able to still detect which worlds are nether, and treats them as such, so it seems there's a way for the client to tell it's a different world, if that helps.
Large Minimap:
All Deaths:
Also, Multiworld support would indeed be great to have!
Don't forget to update the main post with screen caps of the interactive map, I'm sure people will love to see that. =]
I don't really get the waypoint system. REI's map shows the waypoints as you look around and the mini map graphics look better with the texture pack. The way points are very easy to work with.
Playing solo though the teleport system is what would have sold me, but it don't seem to work unless in creative mode and playing solo on survival. I guess it's back to making those totems and colored teleport things from the teleport mod.
Great effort, I hope many find this useful. Journey map still shows more of the map and REI's Way point system is still tops for me. Had the teleport thing worked out with no restrictions I would have kept it.
I will be keeping an eye on this one. It's pretty neat already.
Mike.
Hmm... seems the creative mode check only works if the world was created in creative mode.
I'll just remove the check entirely in the next version, then it should work in survival mode with cheats on and in multiplayer if you are in the ops list.
Yeah the Multiverse plugin keeps the correct dimension ID for each type of world (0 = overworld, -1 = nether, as usual).
When you change from an overworld dimension to another overworld dimension the Multiverse plugin switches you behind the scenes to the Nether as an intermediate step.
Then when you are changed back to the new overworld the server sends a different set of chunks to the client.
This works great for the plugin because it means the client doesn't need to be modded.
Unfortunately for my mod it means there is apparently no way to tell two different overworlds apart.
Ok no problem. I've implemented almost all your suggestions (even borders).
The only thing to go before version 1.2.9 is increased zoom out distance.
Thanks for the feedback.
I'm currently working on increasing the zoom out distance, should be done in a few days.
As of the current version you can press 'p' in the map GUI to create a PNG image of the entire explored world, so you don't have to manually cut and paste the images together anymore.
The waypoints you create should show up on the mini map if you have the correct group selected.
Their is no beacon or anything set in the actual Minecraft world though, the waypoints are only visible on the map.
The map colour for each block type is fixed and not generated from the current texture like it is with REI's.
I hope to implement this one day, maybe in a few versions from now.
Yeah sorry about the teleport system. I thought that it would be better to restrict it to creative mode so people didn't accidentally attempt to teleport on multiplayer survival servers. I'm removing the restriction in the next version so that you'll be able to teleport in any game that the /tp command works.
Hmmm.....not sure how feasible it would be, but perhaps hook into and detect when the loading screen shows up? As far as I'm aware, it only shows up when the client is sent to another world, it doesn't even show up if you're teleported really far away.
Edit: I found a bug. If you die on a hardcore world, and click the delete world button, the game crashes.
Error log
Main changes:
- Greatly increased maximum zoom out distance.
- Full screen map GUI.
There are a large number of changes in this release, so expect bugs.
If it does crash or not work properly please post the error log here and i'll try to fix it.
Hope everyone enjoys the new version.
Full Changelog:
1.3:
- Increased zoom out distance by 16 times. This required adding 4 levels of scaled
images for each world. The scaled images should be generated automatically upon
login.
- Z key in Map GUI now forces recreation of scaled images.
- Map size now scales directly with the screen resolution.
- Modified the code to support viewing the map in a rectangular window.
- Made the map GUI display a full screen map.
- Implemented better marker direction calculations when markers are outside of the
map area. They should no longer group so tightly in corners.
- Home key now centres map on player, end key centres on selected marker.
- Added help messages for the new key binds.
- Made waypoints larger by default in the large and full screen map modes.
- Added border to small and large map modes.
- Added 'all' marker group which displays all markers.
- Death marker system changed, now only the 3 most recent deaths are marked.
- All waypoints are now stored in the world directory. The main configuration
file only configures map options now.
- Added separate configuration options for large and small map modes.
- Marker size and player arrow size can now be configured.
- Map borders can be configured or disabled.
- Any or all of the small, large and underground map modes can be disabled in the
config file.
- Removed creative mode check on teleport.
- Zoom level no longer shared between GUI and mini map.
- Unfixed: Different overworld dimensions on multiverse servers write to the same
map.
- Unfixed: Null pointer exception on hardcore death when the player chooses to
delete the world.
Thanks for the bug report. I'll try and have it fixed in the next version.
Unfortunately I wasn't able to get Multiverse support working in time for 1.3.
Hopefully will get it working by the next version.
About hooking into the loading screen:
There are forge events that notify mods when the player switches dimensions, so it's not a problem to detect when the player changes into another world. The problem is not being able to identify which world that is.