The Meaning of Life, the Universe, and Everything.
Location:
Friendship, NY
Join Date:
12/26/2010
Posts:
639
Minecraft:
LunariusH
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I love this mod, is there any way to remove the marker indicating your position? I'm wanting to incorporate a sextant that must be used to find your location on the map.
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"Compatability is King, but configuratiblity is Queen" - InfinityRaider
The Meaning of Life, the Universe, and Everything.
Join Date:
1/10/2013
Posts:
109
Location:
In Your Toaster!
Minecraft:
PoptartTyrant
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Just a heads up for anyone planning on using this mod for 1.7.10 Servers, this mod causes a huge CPU memory leak, seriously huge. CPU Usage spikes to 95% when idle, tested multiple times. Once the mod was removed, CPU usage went down to 1-3% when idle and 5% with about 20 players on. This was on the most recent 1.7.10 version, haven't tested the 1.8 version.
Laerorneth, if you can make a Pull Request on GitHub (https://github.com/Hunternif/AntiqueAtlas) that would be most convenient. Otherwise you can send me lang file via PM on the forum.
I really should re-design the way biome registration works, to improve mod integration. Could you tell me more about how biomes in the LotR mod work?
Thank you for reporting this, SlenderMiner. Sorry that I didn't find the time to extensively test the mod. I will look into the CPU issue.
No problem at all, thank you for taking responsibility and looking to fix it! I love the mod and I think my experience benefits from it, hopefully you will fix it soon!
I was going to use this mod for 1.8.9 modded thing I'm doing, however it's outdated with the last changes made on github being from last year. So, I've updated it. It should work for forge 1.8.9 versions.
Whatever you do, do not enter the kitchen. There's a monster in there. Its been there ever since that fateful night. The denizens of the mansion do not go near the kitchen. They can feels its presence.
Well, it depends on how long he stays away. If it seems like he wont return, then I'll set up a new thread, however, I am optimistic that he will return. Also, updating it, I can do, however don't expect me to add any new features.
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Whatever you do, do not enter the kitchen. There's a monster in there. Its been there ever since that fateful night. The denizens of the mansion do not go near the kitchen. They can feels its presence.
That's pretty cool, Kaividian! How about you push your changes to my github repo? If you're interested in maintaining the mod while I'm busy, I can give you permissions to manage the repo, as well as share author points for downloads on CurseForge.
Yeah, ok. Not very good at using github but I'll give it a shot.
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Whatever you do, do not enter the kitchen. There's a monster in there. Its been there ever since that fateful night. The denizens of the mansion do not go near the kitchen. They can feels its presence.
Have you ever considered making a map mod that had the same interface and art style as Antique Atlas? I would love to have an in-game map that you could only access through the book, with the same waypoints mechanic and textures; it's really a step up from the immersion breaking minimaps we have at the moment, and vanilla maps are far too basic. I can imagine the biome tilesets from Antique Atlas but then any blocks added to the world overwrite them; player-built structures strutting out through the trees etc.
An in-game map accessed through the book...that's what this mod already does. You're just describing the mod.
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~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
I've been trying to make a minimap addon for Antique Atlas, but I can't get the rendering to work quickly. Why does calling AtlasRenderHelper.drawAutotileCorner cause a framerate drop for me over a 10x6 scope? It's used for the normal AntiqueAtlas GUI with no lag at all.
Okay, I think I solved my own problem. I grouped all of the tiles by texture, and rendered each texture's tiles in one sweep without rebinding. It seems like the hash map and array lists would be to much overhead to be worth it, but the frame rate is up so I'm keeping it until I find something better.
I love this mod, is there any way to remove the marker indicating your position? I'm wanting to incorporate a sextant that must be used to find your location on the map.
For now you can hide it by clicking the "eye" icon on the right.
I made Moses Mod, Dota 2 Items Mod, Rings of Power and Antique Atlas.
That doesn't work for server configuration I'm afraid, nor for modpack design.
But it DOES mean a configuration setting to make that permanently the case should be doable.
Just a heads up for anyone planning on using this mod for 1.7.10 Servers, this mod causes a huge CPU memory leak, seriously huge. CPU Usage spikes to 95% when idle, tested multiple times. Once the mod was removed, CPU usage went down to 1-3% when idle and 5% with about 20 players on. This was on the most recent 1.7.10 version, haven't tested the 1.8 version.
Thank you for reporting this, SlenderMiner. Sorry that I didn't find the time to extensively test the mod. I will look into the CPU issue.
I made Moses Mod, Dota 2 Items Mod, Rings of Power and Antique Atlas.
Laerorneth, if you can make a Pull Request on GitHub (https://github.com/Hunternif/AntiqueAtlas) that would be most convenient. Otherwise you can send me lang file via PM on the forum.
I really should re-design the way biome registration works, to improve mod integration. Could you tell me more about how biomes in the LotR mod work?
I made Moses Mod, Dota 2 Items Mod, Rings of Power and Antique Atlas.
No problem at all, thank you for taking responsibility and looking to fix it! I love the mod and I think my experience benefits from it, hopefully you will fix it soon!
I second this. I'm using it in my Modpack in place of Bibliocrafts Atlas, as it's just plain prettier.
I think there might be a max size for exporting maps
I was going to use this mod for 1.8.9 modded thing I'm doing, however it's outdated with the last changes made on github being from last year. So, I've updated it. It should work for forge 1.8.9 versions.
Download Here
Whatever you do, do not enter the kitchen. There's a monster in there. Its been there ever since that fateful night. The denizens of the mansion do not go near the kitchen. They can feels its presence.
Well, it depends on how long he stays away. If it seems like he wont return, then I'll set up a new thread, however, I am optimistic that he will return. Also, updating it, I can do, however don't expect me to add any new features.
Whatever you do, do not enter the kitchen. There's a monster in there. Its been there ever since that fateful night. The denizens of the mansion do not go near the kitchen. They can feels its presence.
That's pretty cool, Kaividian! How about you push your changes to my github repo? If you're interested in maintaining the mod while I'm busy, I can give you permissions to manage the repo, as well as share author points for downloads on CurseForge.
I made Moses Mod, Dota 2 Items Mod, Rings of Power and Antique Atlas.
Yeah, ok. Not very good at using github but I'll give it a shot.
Whatever you do, do not enter the kitchen. There's a monster in there. Its been there ever since that fateful night. The denizens of the mansion do not go near the kitchen. They can feels its presence.
I love the retro look of this mod and I've been wanting it for 1.9. Does anyone know if it's compatible or in the works for 1.9?
todicus, does this happen every time you die? Could you please write down the steps to reproduce this issue.
I made Moses Mod, Dota 2 Items Mod, Rings of Power and Antique Atlas.
Last time I'll ask, since I don't want to spam, but is there going to be a 1.9 adaption? I'd download this in a heartbeat. An ideal mod in my view.
I sure hope this is, but I can't promise a timeframe.
I made Moses Mod, Dota 2 Items Mod, Rings of Power and Antique Atlas.
An in-game map accessed through the book...that's what this mod already does. You're just describing the mod.
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
I've been trying to make a minimap addon for Antique Atlas, but I can't get the rendering to work quickly. Why does calling AtlasRenderHelper.drawAutotileCorner cause a framerate drop for me over a 10x6 scope? It's used for the normal AntiqueAtlas GUI with no lag at all.
Okay, I think I solved my own problem. I grouped all of the tiles by texture, and rendered each texture's tiles in one sweep without rebinding. It seems like the hash map and array lists would be to much overhead to be worth it, but the frame rate is up so I'm keeping it until I find something better.