+ Exporting the full PNG will now also open the destination folder.
+ PNG export will now include all recently made changes to the map and not just the cached ones.
* Fixed PNG cache files not updating if block colours or the resource pack are changed outside of the world.
* Fixed PNG export using too much memory and sometimes crashing.
* Fixed some PNG cache-related crashes caused by not exiting Minecraft properly (closing with the X button).
* Fixed a bug where empty regions were created when switching between worlds at the player's coordinates in the previous world.
* Improved and optimized map updating speed.
* Potentially some other bugs fixed because of code improvements.
* Compatible with Xaero's Minimap or Better PVP 1.15.2+.
This mod,changed the game for me i have health conditions which cause my memory to be aweful so have a lot of waypoints on the minimap and use the world map to get an overveiw of base shape and I find it odd to play without my map, hoping this gets updated for 1.13.
I do have a question, the world map seems to be saved its not loaded everytime i log on if so is the images "saved" anywhere as id love the ability to have images of the map to edit and plan on. Currently printscreen just takes pictures of character screen even with map open
Thanks!
Thanks! Sorry to hear about your health issues. Hope it can and will get better.
Currently it's possible to export the whole map as an image with an option in the world map settings (check controls menu). Make sure you've updated the mod to the latest version as it fixes a lot of issues related to that.
EDIT: Update the minimap mod too if you're going to update the world map.
Hi thanks for this world map mod, it's easy to use.
I have some suggestions
- The options to toggle png cache generation. It took me hours to generate a world with more than few thousands of chunks saved.
- A standalone tool to generate those png files.
- The ability to export custom selections instead of the whole map (which is infeasible for very large map).
Thanks!
It's not PNG generation that's taking the time, it's the actual loading of the map. The mod only rushes to load the areas that you actually view. Everything else is loaded slowly overtime. PNG cache is used exactly because it might take some time to load the whole world. This way you will always see something rendered even if the areas haven't been loaded yet. And the PNG cache is only generated when something changes in the region, so there's no point in disabling it.
EDIT: BTW, a few thousand of chunks doesn't seem like a lot at all. You probably underestimate the amount of chunks you have loaded. And the ability to export custom selections of the map is something already planned but thank you for suggesting!
The Meaning of Life, the Universe, and Everything.
Join Date:
10/31/2010
Posts:
57
Minecraft:
WindowsBunny
Member Details
When I'm panning around the world map on a server, and it's around sunrise or sunset, the map will update to be darker or lighter as expected, but when it does so it causes pretty severe stutter, along with sometimes causing my panning to suddenly fling the map a few thousand blocks away. Could you perhaps do something to avoid this stutter? Thanks!
When I'm panning around the world map on a server, and it's around sunrise or sunset, the map will update to be darker or lighter as expected, but when it does so it causes pretty severe stutter, along with sometimes causing my panning to suddenly fling the map a few thousand blocks away. Could you perhaps do something to avoid this stutter? Thanks!
Nothing, which could cause stutter, actually updates at that time. All lighting changes are pre-loaded, that's why they are instant. Do you have the latest version? Check if the game stutters without the mod.
EDIT: As for the fling, try limiting your framerate to <= 250. I'll probably do something about that as well though.
Nothing, which could cause stutter, actually updates at that time. All lighting changes are pre-loaded, that's why they are instant. Do you have the latest version? Check if the game stutters without the mod.
EDIT: As for the fling, try limiting your framerate to <= 250. I'll probably do something about that as well though.
I'm using world map 1.2.5 with minimap 1.15.3 on MC 1.12.2 with Forge 2730 and it only ever occurs when inside your world map while the lighting level changes. It also occurs on MC 1.7.10 with Forge 1614. When a lighting level change occurs while the world map is open, it seems like any chunk that isn't visible doesn't get immediately updated for the new lighting level and as I pan across the map those chunks become visible and are forced to update on the spot which causes stutter. It only ever occurs the first time I pan to a chunk after a lighting level change, and later times it is smooth. It's more noticeable when panning around on the farthest zoom level.
My framerate is either limited to 65 or I have vsync enabled, and the fling occurs specifically when I am panning and let go of the mouse during one of those stutters (because you do a thing where the map can be flung around a bit when letting go while still moving the mouse, but your linear approximation of the integral gets rather terrible results when the step size is huge due to a stutter occurring at the same time).
I'm using world map 1.2.5 with minimap 1.15.3 on MC 1.12.2 with Forge 2730 and it only ever occurs when inside your world map while the lighting level changes. It also occurs on MC 1.7.10 with Forge 1614. When a lighting level change occurs while the world map is open, it seems like any chunk that isn't visible doesn't get immediately updated for the new lighting level and as I pan across the map those chunks become visible and are forced to update on the spot which causes stutter. It only ever occurs the first time I pan to a chunk after a lighting level change, and later times it is smooth. It also doesn't occur when I open the world map after a lighting level change. It's more noticeable when panning around on the farthest zoom level.
My framerate is either limited to 65 or I have vsync enabled, and the fling occurs specifically when I am panning and let go of the mouse during one of those stutters (because you do a thing where the map can be flung around a bit when letting go while still moving the mouse, but your linear approximation of the integral gets rather terrible results when the step size is huge due to a stutter occurring at the same time).
How big is your map? It might be that the "pre-loading" is still in progress. I'll be optimizing the world map a lot in the next update. This includes fixing the flinging.
How big is your map? It might be that the "pre-loading" is still in progress. I'll be optimizing the world map a lot in the next update. This includes fixing the flinging.
6,000x6,000
Also, if possible I'd absolutely love to have a farther zoom level, like maybe 0.25x.
Also, if possible I'd absolutely love to have a farther zoom level, like maybe 0.25x.
Shouldn't be any issues with pre-loading on a world of that size. Are you sure you're not underestimating it?
I remember there was something which prevented me from easily changing the max zoom-out to 0.25x. I'm sure it's possible but it's not trivial. I'll look into it more but not for the next update. I'll focus on optimisation and bug fixes for now.
EDIT: I think I remember what the issue was. Basically, just rendering chunks on the world map was laggy so I changed it to render 1 texture per 4x4 block of chunks. Adding the 0.25x (1/4) zoom brings the issue back exactly. So I need to rewrite a lot of stuff to get it to work.
EDIT: Also, having smaller textures is good for performance when updating the map, that's why I didn't go beyond 4x4.
EDIT: BTW, I just realised that looking at new areas after a lighting change doesn't even trigger anything that could cause stuttering. There's no "express" loading taking place or anything (there is such for loading the actual map data files though, but the files are not reloaded when the lighting changes). Check if the stuttering is there with the world map but without looking at it when the lighting changes. That would make sense (unless it's a graphics card issue). And please do the same without the mod if you haven't yet.
I would appreciate if you could add 0.25 for high end computers or people who don't mind trading off performance in favor of convenience.
Also, adding waypoints directly by clicking the world map would be great.
If the source code was public, I would be looking into that myself.
I think 0.25 would "lag" on most high-end computers as well. And I think it should be added properly. Might as well go for 0.125 with good optimization.
EDIT: Since I'm really into this mod lately, as I've spent the whole week improving it, this might as well be the next thing I'll focus on.
Something weird is going on with this chunk of my map.
Did it stay the same after restarting the game? Pretty sure it's just the cache texture still trying to render. I'll check it out.
BTW, what you described as "lighting updates" in the previous report was probably just regions loading and cached images being replaced by proper textures. That could cause stutter (mostly garbage collection). Also, I've already fixed the flinging issue, so it'll definitely be fixed in the next update. There's other much bigger fixes/changes I'm working on though, so I "can't" release it just yet.
For some reason, a couple of regions around my base will stop updating and then when I reconnect to the server they reset to black.
[15:49:01] [Thread-16/INFO]: [xaero.map.MapSaveLoad:loadRegion:464]: Region failed to load: -1_0 1
[15:49:01] [Thread-16/INFO]: [xaero.map.MapSaveLoad:loadRegion:465]: java.lang.ArrayIndexOutOfBoundsException: 5
[15:49:01] [Thread-16/INFO]: [xaero.map.MapSaveLoad:loadRegion:465]: at forestry.core.blocks.BlockResourceOre.func_176203_a(BlockResourceOre.java:60)
[15:49:01] [Thread-16/INFO]: [xaero.map.MapSaveLoad:loadRegion:465]: at net.minecraft.block.Block.func_176220_d(Block.java:105)
[15:49:01] [Thread-16/INFO]: [xaero.map.MapSaveLoad:loadRegion:465]: at xaero.map.Misc.getStateById(Misc.java:22)
[15:49:01] [Thread-16/INFO]: [xaero.map.MapSaveLoad:loadRegion:465]: at xaero.map.MapSaveLoad.loadPixel(MapSaveLoad.java:774)
[15:49:01] [Thread-16/INFO]: [xaero.map.MapSaveLoad:loadRegion:465]: at xaero.map.MapSaveLoad.loadRegion(MapSaveLoad.java:440)
[15:49:01] [Thread-16/INFO]: [xaero.map.MapSaveLoad:loadRegion:465]: at xaero.map.MapSaveLoad.run(MapSaveLoad.java:600)
[15:49:01] [Thread-16/INFO]: [xaero.map.MapSaveLoad:loadRegion:465]: at java.lang.Thread.run(Thread.java:745)
Thanks for reporting. This is one of the many fixes that the next update brings. The issue is in the code of another mod. The world map mod isn't giving getStateById() anything that it didn't get with getStateId(), so it's pretty weird for the method not to expect the input. At least that's not how block states work in vanilla and with most mods. Maybe you know something I don't about this "BlockResourceOre"? It doesn't really matter, I'm just slightly curious.
Thanks for reporting. This is one of the many fixes that the next update brings. The issue is in the code of another mod. The world map mod isn't giving getStateById() anything that it didn't get with getStateId(), so it's pretty weird for the method not to expect the input. At least that's not how block states work in vanilla and with most mods. Maybe you know something I don't about this "BlockResourceOre"? It doesn't really matter, I'm just slightly curious.
The only valid meta values should be 0 1 and 2 for apatite copper and tin respectively, yet the stacktrace claims an index of 5 was provided which seems blatantly wrong. The only Forestry ore that even generates in this pack is Apatite Ore with a meta of 0. The region used to load just fine before.
The only valid meta values should be 0 1 and 2 for apatite copper and tin respectively, yet the stacktrace claims an index of 5 was provided which seems blatantly wrong. The only Forestry ore that even generates in this pack is Apatite Ore with a meta of 0. The region used to load just fine before.
But like I said, I get the number 5 from the vanilla getStateId() method. Pretty weird since the getMetaFromState() for this block can only return 0-3. I'll look into this more. I have some ideas as to what might be going on.
Please edit your post and put the crash report in a spoiler. Update Better PVP to the latest version and it should work.
Flare Jump (Google Play) - my new Android game
patreon.com/xaero96 - support my work & get rewarded with automatic mod updates, capes and more
Xaero's World Map
Better PVP Mod
Xaero's Minimap
Update 1.2.5 (MC 1.12.2, 1.12.1, 1.12, 1.11, 1.10.2, 1.8.9, 1.7.10):
+ Exporting the full PNG will now also open the destination folder.
+ PNG export will now include all recently made changes to the map and not just the cached ones.
* Fixed PNG cache files not updating if block colours or the resource pack are changed outside of the world.
* Fixed PNG export using too much memory and sometimes crashing.
* Fixed some PNG cache-related crashes caused by not exiting Minecraft properly (closing with the X button).
* Fixed a bug where empty regions were created when switching between worlds at the player's coordinates in the previous world.
* Improved and optimized map updating speed.
* Potentially some other bugs fixed because of code improvements.
* Compatible with Xaero's Minimap or Better PVP 1.15.2+.
Link Removed
Flare Jump (Google Play) - my new Android game
patreon.com/xaero96 - support my work & get rewarded with automatic mod updates, capes and more
Xaero's World Map
Better PVP Mod
Xaero's Minimap
Thanks! Sorry to hear about your health issues. Hope it can and will get better.
Currently it's possible to export the whole map as an image with an option in the world map settings (check controls menu). Make sure you've updated the mod to the latest version as it fixes a lot of issues related to that.
EDIT: Update the minimap mod too if you're going to update the world map.
Flare Jump (Google Play) - my new Android game
patreon.com/xaero96 - support my work & get rewarded with automatic mod updates, capes and more
Xaero's World Map
Better PVP Mod
Xaero's Minimap
Hi thanks for this world map mod, it's easy to use.
I have some suggestions
- The options to toggle png cache generation. It took me hours to generate a world with more than few thousands of chunks saved.
- A standalone tool to generate those png files.
- The ability to export custom selections instead of the whole map (which is infeasible for very large map).
Thanks!
It's not PNG generation that's taking the time, it's the actual loading of the map. The mod only rushes to load the areas that you actually view. Everything else is loaded slowly overtime. PNG cache is used exactly because it might take some time to load the whole world. This way you will always see something rendered even if the areas haven't been loaded yet. And the PNG cache is only generated when something changes in the region, so there's no point in disabling it.
EDIT: BTW, a few thousand of chunks doesn't seem like a lot at all. You probably underestimate the amount of chunks you have loaded. And the ability to export custom selections of the map is something already planned but thank you for suggesting!
Flare Jump (Google Play) - my new Android game
patreon.com/xaero96 - support my work & get rewarded with automatic mod updates, capes and more
Xaero's World Map
Better PVP Mod
Xaero's Minimap
When I'm panning around the world map on a server, and it's around sunrise or sunset, the map will update to be darker or lighter as expected, but when it does so it causes pretty severe stutter, along with sometimes causing my panning to suddenly fling the map a few thousand blocks away. Could you perhaps do something to avoid this stutter? Thanks!
Nothing, which could cause stutter, actually updates at that time. All lighting changes are pre-loaded, that's why they are instant. Do you have the latest version? Check if the game stutters without the mod.
EDIT: As for the fling, try limiting your framerate to <= 250. I'll probably do something about that as well though.
Flare Jump (Google Play) - my new Android game
patreon.com/xaero96 - support my work & get rewarded with automatic mod updates, capes and more
Xaero's World Map
Better PVP Mod
Xaero's Minimap
I'm using world map 1.2.5 with minimap 1.15.3 on MC 1.12.2 with Forge 2730 and it only ever occurs when inside your world map while the lighting level changes. It also occurs on MC 1.7.10 with Forge 1614. When a lighting level change occurs while the world map is open, it seems like any chunk that isn't visible doesn't get immediately updated for the new lighting level and as I pan across the map those chunks become visible and are forced to update on the spot which causes stutter. It only ever occurs the first time I pan to a chunk after a lighting level change, and later times it is smooth. It's more noticeable when panning around on the farthest zoom level.
My framerate is either limited to 65 or I have vsync enabled, and the fling occurs specifically when I am panning and let go of the mouse during one of those stutters (because you do a thing where the map can be flung around a bit when letting go while still moving the mouse, but your linear approximation of the integral gets rather terrible results when the step size is huge due to a stutter occurring at the same time).
How big is your map? It might be that the "pre-loading" is still in progress. I'll be optimizing the world map a lot in the next update. This includes fixing the flinging.
Flare Jump (Google Play) - my new Android game
patreon.com/xaero96 - support my work & get rewarded with automatic mod updates, capes and more
Xaero's World Map
Better PVP Mod
Xaero's Minimap
6,000x6,000
Also, if possible I'd absolutely love to have a farther zoom level, like maybe 0.25x.
Shouldn't be any issues with pre-loading on a world of that size. Are you sure you're not underestimating it?
I remember there was something which prevented me from easily changing the max zoom-out to 0.25x. I'm sure it's possible but it's not trivial. I'll look into it more but not for the next update. I'll focus on optimisation and bug fixes for now.
EDIT: I think I remember what the issue was. Basically, just rendering chunks on the world map was laggy so I changed it to render 1 texture per 4x4 block of chunks. Adding the 0.25x (1/4) zoom brings the issue back exactly. So I need to rewrite a lot of stuff to get it to work.
EDIT: Also, having smaller textures is good for performance when updating the map, that's why I didn't go beyond 4x4.
EDIT: BTW, I just realised that looking at new areas after a lighting change doesn't even trigger anything that could cause stuttering. There's no "express" loading taking place or anything (there is such for loading the actual map data files though, but the files are not reloaded when the lighting changes). Check if the stuttering is there with the world map but without looking at it when the lighting changes. That would make sense (unless it's a graphics card issue). And please do the same without the mod if you haven't yet.
Flare Jump (Google Play) - my new Android game
patreon.com/xaero96 - support my work & get rewarded with automatic mod updates, capes and more
Xaero's World Map
Better PVP Mod
Xaero's Minimap
I would appreciate if you could add 0.25 for high end computers or people who don't mind trading off performance in favor of convenience.
Also, adding waypoints directly by clicking the world map would be great.
If the source code was public, I would be looking into that myself.
I think 0.25 would "lag" on most high-end computers as well. And I think it should be added properly. Might as well go for 0.125 with good optimization.
EDIT: Since I'm really into this mod lately, as I've spent the whole week improving it, this might as well be the next thing I'll focus on.
Flare Jump (Google Play) - my new Android game
patreon.com/xaero96 - support my work & get rewarded with automatic mod updates, capes and more
Xaero's World Map
Better PVP Mod
Xaero's Minimap
Well that's good to hear.
Thank you for the huge amount of work you've put into this. I don't know what I'd be doing without this mod.
Something weird is going on with this chunk of my map.
Did it stay the same after restarting the game? Pretty sure it's just the cache texture still trying to render. I'll check it out.
BTW, what you described as "lighting updates" in the previous report was probably just regions loading and cached images being replaced by proper textures. That could cause stutter (mostly garbage collection). Also, I've already fixed the flinging issue, so it'll definitely be fixed in the next update. There's other much bigger fixes/changes I'm working on though, so I "can't" release it just yet.
Flare Jump (Google Play) - my new Android game
patreon.com/xaero96 - support my work & get rewarded with automatic mod updates, capes and more
Xaero's World Map
Better PVP Mod
Xaero's Minimap
For some reason, a couple of regions around my base will stop updating and then when I reconnect to the server they reset to black.
Thanks for reporting. This is one of the many fixes that the next update brings. The issue is in the code of another mod. The world map mod isn't giving getStateById() anything that it didn't get with getStateId(), so it's pretty weird for the method not to expect the input. At least that's not how block states work in vanilla and with most mods. Maybe you know something I don't about this "BlockResourceOre"? It doesn't really matter, I'm just slightly curious.
Flare Jump (Google Play) - my new Android game
patreon.com/xaero96 - support my work & get rewarded with automatic mod updates, capes and more
Xaero's World Map
Better PVP Mod
Xaero's Minimap
https://github.com/ForestryMC/ForestryMC/blob/mc-1.12/src/main/java/forestry/core/blocks/BlockResourceOre.java#L60
The only valid meta values should be 0 1 and 2 for apatite copper and tin respectively, yet the stacktrace claims an index of 5 was provided which seems blatantly wrong. The only Forestry ore that even generates in this pack is Apatite Ore with a meta of 0. The region used to load just fine before.
There's actually 4 valid key values for the array: https://github.com/ForestryMC/ForestryMC/blob/mc-1.12/src/main/java/forestry/core/blocks/EnumResourceType.java
But like I said, I get the number 5 from the vanilla getStateId() method. Pretty weird since the getMetaFromState() for this block can only return 0-3. I'll look into this more. I have some ideas as to what might be going on.
Flare Jump (Google Play) - my new Android game
patreon.com/xaero96 - support my work & get rewarded with automatic mod updates, capes and more
Xaero's World Map
Better PVP Mod
Xaero's Minimap