could you send me the whole log again when the leak happens after you closed down the game normaly.
(i tried running minecraft on my laptop with windows 10, and it seems that i got alot of lag but no memory problem. but this might also be a graphics problem for me...)
I'm experiencing some issues while using Mapwriter and shadersmod together.
The Shadermod and optifine work fine together, but when I add Mapwriter 1.0-2.2.9 (Beta version), my dialog gets flooded with "OpenGL error 1281: Invalid Value".
I tried different versions of Mapwriter and the shadersmod together, but this keeps happening. Is this error something on my end? I only seem to get it when using Mapwriter and Shadersmod together, when using them separately they work just fine.
I'm on Minecraft 1.8, using Forge version 8.0.99.99.
Mods used are:
Shadersmod v2.4.12
Optifine 1.8.0 HD_U_D5
DamageIndicators 3.3.3
BetterFoliage 1.1.7
CodeChickenCore 1.0.5.36
CustomBackgrounds 1.0
CustomMainMenu 1.8
DurabilityShow 2.0
FullScreenWindowed 1.2.2
InvTweaks 1.59
ItemPhysic Lite 1.1.3
Mapwriter 2.2.9
MusicChoices 1.2
PlayerAPI 1.8-1.5
Resourceloader
Screenshots Enhanced 1.0.0
SmartRender 1.8-2.1
Soundfilters-0.8
i't might be that something doesnt work nice with shadersmod, will see if i can reproduce this weekend.
(as a side node, didnt optifine get shader suport in the latest version?)
Can I get a hell yeah? I like your thinking. However, it may be confusing to those on mutliplayer relying on beacons to find their mining spots(just as an example. If a server has a resource world it's not unlikely that people will throw down temporary buffs to speed up mining). It's a good idea for SP, I think that it may be good to have a simpler, less intrusive visual (Like a dot-thing that can be seen through blocks? Even just the text would be good) as an option. I would definitely want the beacon-esque option for single player to mark major landmarks.
Can I get a hell yeah? I like your thinking. However, it may be confusing to those on mutliplayer relying on beacons to find their mining spots(just as an example. If a server has a resource world it's not unlikely that people will throw down temporary buffs to speed up mining). It's a good idea for SP, I think that it may be good to have a simpler, less intrusive visual (Like a dot-thing that can be seen through blocks? Even just the text would be good) as an option. I would definitely want the beacon-esque option for single player to mark major landmarks.
it's all optional, you can disable the beacon, the text note and the distance in the general options.
and the color of the beacon beam is the same as the marker color to keep them apart
This is the best map/minimap mod, but I have problems with version 1.7.10, the areas visited are not stored properly and when loading a game, areas of the map that you had visited previously have not been saved. Markers that you had created earlier also disappear. Please check this
are there any errors in the log about not bein g able to save?
check your saves folder to see if there actually is some saved data there for mapwriter (there should be a folder mapwriter_mp_worlds for multiplayer worlds and mapwriter_sp_worlds for singleplayer worlds)
if the ip adress/port changes then the mod will treat each world as new. and thus you dont see anything from the last time you played. (same goes for the name on singleplayer worlds)
any errors in the log about not bein g able to save? (1)
check your saves folder.. (2)
if the ip adress/port changes (3)
1. Nothing. No errors or anything about map writer. The last output listed is from loading the world.
2. Yep, there are files in there but all the images are mostly just blank.
3. Nope, same server. I run it myself and its on a static ip/port.
This is running 1.7.10 with version 2.1.10. Logging back into the world before exiting fully seems to commit the changes however that's not really viable as I constantly forget to do it.
This is by far my favourite mapping mod. However I seem to have run into a slight issue. It's probably a setting error, but I don't know how to fix it. After I added the mod Highlands, grass and leaves don't appear to be coloured properly on the map. They look normal in the world though. I've attached an image that shows how it looks. I should mention that the enclosed map is of vanilla biomes, so I'm not even sure why Highlands would affect it. Everything worked well before I installed Highlands, which is why only part of the map is coloured strangely. If you know how I can fix this, please let me know. Thank you.
This is by far my favourite mapping mod. However I seem to have run into a slight issue. It's probably a setting error, but I don't know how to fix it. After I added the mod Highlands, grass and leaves don't appear to be coloured properly on the map. They look normal in the world though. I've attached an image that shows how it looks. I should mention that the enclosed map is of vanilla biomes, so I'm not even sure why Highlands would affect it. Everything worked well before I installed Highlands, which is why only part of the map is coloured strangely. If you know how I can fix this, please let me know. Thank you.
Mods being used:
Thaumcraft 5
Baubles
Archimedes Ships Plus
Moving World
Optifine
MapWriter
Highlands
delete MapWriterBlockColours.txt and let the game regenerate it.
1. Nothing. No errors or anything about map writer. The last output listed is from loading the world.
2. Yep, there are files in there but all the images are mostly just blank.
3. Nope, same server. I run it myself and its on a static ip/port.
This is running 1.7.10 with version 2.1.10. Logging back into the world before exiting fully seems to commit the changes however that's not really viable as I constantly forget to do it.
i'm looking into a way to redo the saving of the images. i hope when i have that done this will be fixed.
delete MapWriterBlockColours.txt and let the game regenerate it.
That fixed it. Thanks!
Ok sorry to be the guy that asks a lot of questions, but apparently I'm awful at config files. I haven't been able to change the colours of leaves added by mods, and the magic forest biome added by Thaumcraft is coloured the same as plains, while it should be a much brighter green.
for when you plan on updating to 1.8.8, If you do so before forge updates the mappings, I suggest using mappings = "snapshot_20151211" or any later ones than mappings = "snapshot_20151129", the ones that come with the forge mdk have the rendering related things un-mapped, but those later ones have them mapped. (posting this as I go and make a version that works on 1.8.8 for myself from the 1.8 branch on your github)
Edit: here is an example of a working update for 1.8.8, https://github.com/Thutmose/mapwriter/tree/1.8 I think I messed something up in the fork, or a find/replace messed something up, as it decided that every file had a diff, despite me only changing some of the rendering ones.
It should at least point out what is needed for update though.
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
i guess it's incompatible with optifine then.... will check this weekend if i can fix it.
i'm unable to reproduce the crash when i install the same versions of everything as you.
i asume you just added optifine to the mods folder, and not installing it right?
could you send me the whole log again when the leak happens after you closed down the game normaly.
(i tried running minecraft on my laptop with windows 10, and it seems that i got alot of lag but no memory problem. but this might also be a graphics problem for me...)
I've always used optifine with mapwriter
I have no idea how I ever played Vanilla.
i't might be that something doesnt work nice with shadersmod, will see if i can reproduce this weekend.
(as a side node, didnt optifine get shader suport in the latest version?)
what do you guys think of this as a addition?
Screenshots:
Can I get a hell yeah? I like your thinking. However, it may be confusing to those on mutliplayer relying on beacons to find their mining spots(just as an example. If a server has a resource world it's not unlikely that people will throw down temporary buffs to speed up mining). It's a good idea for SP, I think that it may be good to have a simpler, less intrusive visual (Like a dot-thing that can be seen through blocks? Even just the text would be good) as an option. I would definitely want the beacon-esque option for single player to mark major landmarks.
it's all optional, you can disable the beacon, the text note and the distance in the general options.
and the color of the beacon beam is the same as the marker color to keep them apart
what you could try is disabling the saving of chunk data localy.
options: Region file output MP/SP -> false
New version for 1.8 is out.
added inworld markers with config to disable/enable them -> off by default
are there any errors in the log about not bein g able to save?
check your saves folder to see if there actually is some saved data there for mapwriter (there should be a folder mapwriter_mp_worlds for multiplayer worlds and mapwriter_sp_worlds for singleplayer worlds)
if the ip adress/port changes then the mod will treat each world as new. and thus you dont see anything from the last time you played. (same goes for the name on singleplayer worlds)
1. Nothing. No errors or anything about map writer. The last output listed is from loading the world.
2. Yep, there are files in there but all the images are mostly just blank.
3. Nope, same server. I run it myself and its on a static ip/port.
This is running 1.7.10 with version 2.1.10. Logging back into the world before exiting fully seems to commit the changes however that's not really viable as I constantly forget to do it.
This is by far my favourite mapping mod. However I seem to have run into a slight issue. It's probably a setting error, but I don't know how to fix it. After I added the mod Highlands, grass and leaves don't appear to be coloured properly on the map. They look normal in the world though. I've attached an image that shows how it looks. I should mention that the enclosed map is of vanilla biomes, so I'm not even sure why Highlands would affect it. Everything worked well before I installed Highlands, which is why only part of the map is coloured strangely. If you know how I can fix this, please let me know. Thank you.
Mods being used:
Thaumcraft 5
Baubles
Archimedes Ships Plus
Moving World
Optifine
MapWriter
Highlands
delete MapWriterBlockColours.txt and let the game regenerate it.
i'm looking into a way to redo the saving of the images. i hope when i have that done this will be fixed.
That fixed it. Thanks!
Ok sorry to be the guy that asks a lot of questions, but apparently I'm awful at config files. I haven't been able to change the colours of leaves added by mods, and the magic forest biome added by Thaumcraft is coloured the same as plains, while it should be a much brighter green.
i still have to fix some overwrites (thaumcraft, extrabiomesxl etc), for the time being you can add them yourself in the overwrites file.
Ok, sorry for all the questions. How do I overwrite biome colour though? I didn't see any examples of that.
you can add blocks to the "MapWriterBlockColourOverrides.txt" file, just add lines to file.
to add a block the line looks like:
block minecraft:yellow_flower * 60ffff00
block modid:blockname metadata color(RGBA)
for when you plan on updating to 1.8.8, If you do so before forge updates the mappings, I suggest using mappings = "snapshot_20151211" or any later ones than mappings = "snapshot_20151129", the ones that come with the forge mdk have the rendering related things un-mapped, but those later ones have them mapped. (posting this as I go and make a version that works on 1.8.8 for myself from the 1.8 branch on your github)
Edit: here is an example of a working update for 1.8.8, https://github.com/Thutmose/mapwriter/tree/1.8 I think I messed something up in the fork, or a find/replace messed something up, as it decided that every file had a diff, despite me only changing some of the rendering ones.
It should at least point out what is needed for update though.
Thut's Mods
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires