Needs a Load/Open or at LEAST a Refresh button so that you dont have to close the application and reopen it to see an updated version of the map.
Rollback Post to RevisionRollBack
I am a Dragon, writing the tale of the world that has been, will be, and is. Due to the forum having a URL restriction, if you wish to see my full list of work, please refer to my signature in the now-dead TGO forums Here: http://thegoldenorder.forumotion.com/t261-server-downtime
Hey I'm pretty new to minecraft and think its awesome. I also think this addon would be great for me (always seem to get lost in my tunnels and spend atleast an hour trying to get out)but I can't seem to get it to work. When ever I try to launch it a window pops up saying "Minutor has encountered a problem and needs to close. We are sorry for the inconvenience." Any and all help to resolve this issue would be much appreciated.
Thanks.. I've commited your patches to the main hg tree. I'll be releasing a new version featuring your changes in the next day or two.
One thing though, with the change in the way IDBlock works and transparent water, the ID function now identifies what's under the water, not the water itself. Is this a conscience decision or a bug? If it's a bug, then it's a lucky bug because I think it works out better.. it's pretty obvious that its water, but not obvious that there's clay just underneath, etc.
Thanks.. I've commited your patches to the main hg tree. I'll be releasing a new version featuring your changes in the next day or two.
:smile.gif:
One thing though, with the change in the way IDBlock works and transparent water, the ID function now identifies what's under the water, not the water itself. Is this a conscience decision or a bug? If it's a bug, then it's a lucky bug because I think it works out better.. it's pretty obvious that its water, but not obvious that there's clay just underneath, etc.
Conscious. I tried making it do it the other way, but it made the edges of water chunks render strangely and didn't let the submerged layers have edge shadows. Fixing those issues would have required some nasty hacks, so I didn't bother.
UI feature requests: "Refresh" menu item that clear the caches, FIle->World1..5, File->Load.
UI feature requests: "Refresh" menu item that clear the caches, FIle->World1..5, File->Load.
Indeed. I originally had the first "world select" window stay open so you could view multiple worlds at once or even the same world twice. The cache screwed that all up though, as you'd expect.
I'm kicking around ideas for getting rid of that first window entirely and just doing a single window, with a file menu for changing the world or refreshing. On OSX it's super easy since you can have a menubar without any windows open at all... but Windows and Linux will need a blank map window on launch.
Why is IDBlock a right-click thing? Wouldn't it make more sense to have it in the status bar, and also let it show more information (coordinates, etc)? The only issue I can think of is race conditions.
mapviewer.c: In function ‘openWorld’:
mapviewer.c:228: warning: cast from pointer to integer of different size
mapviewer.c: In function ‘createMapViewer’:
mapviewer.c:301: warning: cast to pointer from integer of different size
I'd get just a bit worried about them because they mean the code might not work on some systems. Howver, it seems to work well on my system.
mapviewer.c: In function ‘openWorld’:
mapviewer.c:228: warning: cast from pointer to integer of different size
mapviewer.c: In function ‘createMapViewer’:
mapviewer.c:301: warning: cast to pointer from integer of different size
I'd get just a bit worried about them because they mean the code might not work on some systems. Howver, it seems to work well on my system.
Yeah.. that's actually just a temporary tweak. I was in a rush. The warning is because I'm casting a 64bit pointer to a 32bit integer (and vice-versa)... won't cause problems on a little-endian system, but will on 64-bit big endian.
I really should be using the GINT_TO_POINTER and GPOINTER_TO_INT macros there. I'll commit new changes soon, still working on some other things.
By 'Real-Time', you do mean that it updates itself as I destroy / add blocks in my game, right? If so, then mine isn't updating as its supposed to. I have to close it and open it up again to see any changes going on.
Still the same error on coal ore, however.
I am a Dragon, writing the tale of the world that has been, will be, and is. Due to the forum having a URL restriction, if you wish to see my full list of work, please refer to my signature in the now-dead TGO forums Here: http://thegoldenorder.forumotion.com/t261-server-downtime
Minutor doesn't render things with an oblique perspective.
Thanks.. I've commited your patches to the main hg tree. I'll be releasing a new version featuring your changes in the next day or two.
One thing though, with the change in the way IDBlock works and transparent water, the ID function now identifies what's under the water, not the water itself. Is this a conscience decision or a bug? If it's a bug, then it's a lucky bug because I think it works out better.. it's pretty obvious that its water, but not obvious that there's clay just underneath, etc.
:smile.gif:
Conscious. I tried making it do it the other way, but it made the edges of water chunks render strangely and didn't let the submerged layers have edge shadows. Fixing those issues would have required some nasty hacks, so I didn't bother.
UI feature requests: "Refresh" menu item that clear the caches, FIle->World1..5, File->Load.
Indeed. I originally had the first "world select" window stay open so you could view multiple worlds at once or even the same world twice. The cache screwed that all up though, as you'd expect.
I'm kicking around ideas for getting rid of that first window entirely and just doing a single window, with a file menu for changing the world or refreshing. On OSX it's super easy since you can have a menubar without any windows open at all... but Windows and Linux will need a blank map window on launch.
Why is IDBlock a right-click thing? Wouldn't it make more sense to have it in the status bar, and also let it show more information (coordinates, etc)? The only issue I can think of is race conditions.
mockup:
http://mod.ifies.com/f/101006_cache_ren ... ding.patch
Edit: make IDBlock give more information. http://mod.ifies.com/f/101006_minutor_d ... scured.png
I think if depth shading is on, then it shouldn't show topo lines.
The depth shading effect is pretty subtle, and it doesn't look nearly as good without those lines.
I'd get just a bit worried about them because they mean the code might not work on some systems. Howver, it seems to work well on my system.
https://denilson.sa.nom.br/
Yeah.. that's actually just a temporary tweak. I was in a rush. The warning is because I'm casting a 64bit pointer to a 32bit integer (and vice-versa)... won't cause problems on a little-endian system, but will on 64-bit big endian.
I really should be using the GINT_TO_POINTER and GPOINTER_TO_INT macros there. I'll commit new changes soon, still working on some other things.
Thanks.. fixed. I thought I had tested all the links... guess not.
EDIT: Thanks.
Anyways, great program.