Hey, that sounds great. On demand chunk loading is the biggest issue I was having, I'll be able to view my main world now. Don't really care about the mini-map, if I really have to, I can bring up a cartograph in picture viewer and use that, though for the most part, I rarely look at the mini-map and even more rarely use the full screen one. Maybe a quick glance to see, oh, that feature is over there but it's not a huge deal to not have it. Maybe have the mini-map fill in a background thread while the main program is viewing the local chunks in 3D? Don't know if that's easy/possible, but there it is.
Explored caves sounds cool, that would be useful.
Being able to change key bindings would be nice, but not something that I would place high on the list. I don't suppose a simple INI text file would do the trick? Just something like forward=w, back=s etc. Of course, you have to tell it to read the INI, which is probably the boring part.
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
Maybe have the mini-map fill in a background thread while the main program is viewing the local chunks in 3D? Don't know if that's easy/possible, but there it is.
Yeah, it's pretty easy to do that; the biggest problem I've been having with that is that so far everything I've tried leads to pretty severe framerate drops while things are loading in the background. I just haven't figured out a way to have it load smoothly. This is actually technically a problem when you're just running around loading the chunks for the first time too - especially if you've got the "move-fast" button held down, there'll be a noticeable pause/glitch while it loads the new chunks, though IMO it's still quite usable. I assume that the chunk-loading process could be optimized to make things smoother (and thus support loading the "full" minimap in the background), and eventually I'll get around to looking into that. For now it'll just remain as it is, though.
I don't suppose a simple INI text file would do the trick? Just something like forward=w, back=s etc. Of course, you have to tell it to read the INI, which is probably the boring part.
Yeah, it's more just figuring out where the ini file should go for all the supported platforms, figuring out if there's a good way to translate the text in the INI file to the LWJGL key constants, etc. It is something that I probably should prioritize higher than I have been. Relatedly, support for that would also make it easy for the app to remember what options you've got selected on the main screen, which is something else that's been asked for in the past.
..... and now the update has just dropped and new blocks and a new ore type (Lapus Lazuli) has been added. I can only presume this means Xray will have to be adjusted for them?
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
..... and now the update has just dropped and new blocks and a new ore type (Lapus Lazuli) has been added. I can only presume this means Xray will have to be adjusted for them?
Yeah, I was already looking into that. There needs to be a mapping from the block type to the texture, otherwise they'll just show up as air. I did just run a quick test on a freshly-generated map, and unless I screwed up the logic where I was looking for unknown blocks (which is entirely possible, of course), they do appear to be quite rare. In the 24MB world file I generated by walking around for a day, I didn't seem to pick up any unknown blocks.Edit: Nevermind, I was just being stupid; there they are.
It looks like the new tree type(s) will show up as the standard log texture for now, fwiw - it looks like they're all the same block type, and the differentiation is in the block's data nibble.
Anyway, I'll try to step up my efforts to get the minimap + chunk rendering issues cleared up; I could always just do a patch release off of MB4 to support the newer blocks but I'd rather just release all at one time. The explored-dungeon mode thing may have to wait for MB6; we'll see how it goes.
the explored caves mode would be very cool. what about tinting smooth stone near torches green? below ground nothing is green, so this would be unambiguous.
the explored caves mode would be very cool. what about tinting smooth stone near torches green? below ground nothing is green, so this would be unambiguous.
Yeah, that's what I figured I'd do, though I was going to tint more indiscriminately (ie: anything gets tinted, not just smoothstone).
In other news, the holes-in-terrain problem is taken care of, and the minimap stuff is almost there. With luck I should be able to release MB5 tomorrow. It definitely won't include the explored-cave thing yet, though.
pity. but take your time. this one is the only cheat i allow myself to use. it’s cool to know when dungeons lie just below the surface (and longer feet does not count as cheat)
[*:2qopaewi]Chunks are now loaded on-demand rather than all at the beginning. As a side effect of the implementation, X-Ray should now support maps of any size, and startup times should be greatly reduced.
[*:2qopaewi]Support for the 1.2-update blocks was added (Lapis Lazuli, Dispensers, dyed wool, tree trunks, etc)
Other more minor changes:
[*:2qopaewi]World selection has been moved to the startup dialog, and you can select any world file anywhere on your hard drive now (instead of just the ones in the singleplayer save slots)
[*:2qopaewi]The minimap has been rotated so that north points up, rather than left.
[*:2qopaewi]The "N" key will toggle back and forth between the Nether and Overworld, if available. It'll warp you near where Minecraft would put the matching portal, though you shouldn't consider it accurate.
[*:2qopaewi]Fullscreen toggle key has been changed to backspace, since the addition of Lapis Lazuli ate up another function key (was previously F10)
... and then there was a slew of other fixes and the like.
There are some known issues, just so you're aware:
[*:2qopaewi]The app can get a little glitchy when loading chunks, especially when you're using the speed-up-the-camera keys. I personally find it quite usable still, but I'll be trying to make that better in the future. Once chunks are loaded, they're cached in a 64x64-chunk grid, so in general you'll only have to load chunks once and then it should be smooth again.
[*:2qopaewi]The amount of area that the minimap will show at one time has been reduced, though I'm not sure if that'll be noticeable. Additionally, the minimap will only show chunks that have loaded, so its usefulness is somewhat degraded. I hope to have background loading in place at some point but I'll have to take care of the chunk-loading performance issues first.
[*:2qopaewi]There's a memory leak which will eventually result in an OutOfMemoryError if you explore too far. Anecdotally, I've run into this after travelling about nine kilometers in one direction, so hopefully this shouldn't bite too many folks. For now, if you run into this, you should be able to increase the memory limits in the launcher files. I'll try to figure it out on the code side too.
[*:2qopaewi]When warping between the Nether and Overworld, X-Ray will translate your coordinates more-or-less correctly (though of course the exact positioning in Minecraft would be different, and X-Ray doesn't take the height into consideration at all). Right now it'll let you warp to an area which doesn't actually exist yet, so you'd be left with a black screen (Home or End should help you out in those cases). Ideally I'd like to have a check so that it won't ever dump you beyond the borders of your explored map.
Will edit more as I remember things I had been meaning to mention.
Quote from Mochii »
Eh. I just downloaded it and when I open the minecraft_xray file (I am running on Windows XP), select the world, it loads, BUT when it's almost done, the thing crashes.
So my question is: What do I do now?
This new build should take care of the issue for you. Let me know!
Excellent! Loads my big world no problem, great work. A little bit of a stutter as it loads chunks, but nothing horrible, it's great to have it working again, many thanks!
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
Hm, seems I've introduced a new transparency glitch with MB5. Torches attached to logs (or presumably wool) will often (always?) cause the wood texture to go transparent (or just Not Get Drawn). Alas! Will figure that out for MB6, whenever that ends up coming out. I assume it's related to the multiple-wood-texture stuff that's in there.
Quote from Tedious »
Sounds great, but is there any way to download it without visiting megauploads? I can't get it from there... Parental controls suck...
Multiupload sends it to a bunch of other file-upload sites too actually, can you get to these?
This works fine on all of my worlds but one, my biggest (25+ MB) world. The loading bar reaches the end, and then the window immediately closes. Any tips on getting it to work?
This works fine on all of my worlds but one, my biggest (25+ MB) world. The loading bar reaches the end, and then the window immediately closes. Any tips on getting it to work?
I'm having the same problem with my 12 MB world. All of my smaller ones work just fine.
This works fine on all of my worlds but one, my biggest (25+ MB) world. The loading bar reaches the end, and then the window immediately closes. Any tips on getting it to work?
Quote from grendel03 »
I'm having the same problem with my 12 MB world. All of my smaller ones work just fine.
As Dweller_Benthos mentioned, make sure you're using MB5, which should take care of large-map issues. If you're still seeing that error on MB5, if you could zip up your world file and upload it somewhere so that I could take a look, that would be great.
Quote from nightsingingmouse »
DISREGARD THAT, I was just looking at the screenshot. Just ran it and see lapis there.
Heh, yeah, I should probably update those. I always hate doing "maintenance" work like that.
This works fine on all of my worlds but one, my biggest (25+ MB) world. The loading bar reaches the end, and then the window immediately closes. Any tips on getting it to work?
Quote from grendel03 »
I'm having the same problem with my 12 MB world. All of my smaller ones work just fine.
As Dweller_Benthos mentioned, make sure you're using MB5, which should take care of large-map issues. If you're still seeing that error on MB5, if you could zip up your world file and upload it somewhere so that I could take a look, that would be great.
I'm having the same problem as them, and I am running the latest version. My world is 5.06mb and in slot 1. It's not by any real stretch a "Large World". The world I have in slot 5, which is a similar size, runs perfectly fine.
I attempted to copy World 1 to the second slot, rename, and render, but this did nothing. Interestingly, though, rendering the world in an earlier version of X Ray (Specifically, unmodified 2.7), allowed it to complete, and open. Of course, given the updates, earlier versions are useless.
Thanks for that! Looks like there are some potential issues with how I was handling dyed wool. I've got a fix in place already and I'll release MB6 this afternoon, but I've got to run out for some meetings now, so it'll be an hour or two.
Out of curiosity, were you using any mods on there? I noticed a "warps.txt" in the world dir and was curious if maybe something in a mod was creating behavior I wasn't familiar with (would just be nice to know for the future; as I say, I've already fixed the code to deal with your map properly).
Thanks for that! Looks like there are some potential issues with how I was handling dyed wool. I've got a fix in place already and I'll release MB6 this afternoon, but I've got to run out for some meetings now, so it'll be an hour or two.
Out of curiosity, were you using any mods on there? I noticed a "warps.txt" in the world dir and was curious if maybe something in a mod was creating behavior I wasn't familiar with (would just be nice to know for the future; as I say, I've already fixed the code to deal with your map properly).
Yeah, I didn't even notice it, but World 5 doesn't have any wool or dye present in the inventory or placed on the map. It's a pre-update world that didn't belong to me, and hasn't been played for awhile.
Thanks a lot for the hard work! Looking forward to the release.
Explored caves sounds cool, that would be useful.
Being able to change key bindings would be nice, but not something that I would place high on the list. I don't suppose a simple INI text file would do the trick? Just something like forward=w, back=s etc. Of course, you have to tell it to read the INI, which is probably the boring part.
D_B
To tell them how to live is to prevent them living.
Yeah, it's pretty easy to do that; the biggest problem I've been having with that is that so far everything I've tried leads to pretty severe framerate drops while things are loading in the background. I just haven't figured out a way to have it load smoothly. This is actually technically a problem when you're just running around loading the chunks for the first time too - especially if you've got the "move-fast" button held down, there'll be a noticeable pause/glitch while it loads the new chunks, though IMO it's still quite usable. I assume that the chunk-loading process could be optimized to make things smoother (and thus support loading the "full" minimap in the background), and eventually I'll get around to looking into that. For now it'll just remain as it is, though.
Yeah, it's more just figuring out where the ini file should go for all the supported platforms, figuring out if there's a good way to translate the text in the INI file to the LWJGL key constants, etc. It is something that I probably should prioritize higher than I have been. Relatedly, support for that would also make it easy for the app to remember what options you've got selected on the main screen, which is something else that's been asked for in the past.
D_B
To tell them how to live is to prevent them living.
Yeah, I was already looking into that. There needs to be a mapping from the block type to the texture, otherwise they'll just show up as air.
I did just run a quick test on a freshly-generated map, and unless I screwed up the logic where I was looking for unknown blocks (which is entirely possible, of course), they do appear to be quite rare. In the 24MB world file I generated by walking around for a day, I didn't seem to pick up any unknown blocks.Edit: Nevermind, I was just being stupid; there they are.It looks like the new tree type(s) will show up as the standard log texture for now, fwiw - it looks like they're all the same block type, and the differentiation is in the block's data nibble.
Anyway, I'll try to step up my efforts to get the minimap + chunk rendering issues cleared up; I could always just do a patch release off of MB4 to support the newer blocks but I'd rather just release all at one time. The explored-dungeon mode thing may have to wait for MB6; we'll see how it goes.
Yeah, that's what I figured I'd do, though I was going to tint more indiscriminately (ie: anything gets tinted, not just smoothstone).
In other news, the holes-in-terrain problem is taken care of, and the minimap stuff is almost there. With luck I should be able to release MB5 tomorrow. It definitely won't include the explored-cave thing yet, though.
Anyway, Maintenance Branch 5 has now been released - you can grab it from the usual spot: http://apocalyptech.com/minecraft/xray/
The two biggest new features are:
[*:2qopaewi]Chunks are now loaded on-demand rather than all at the beginning. As a side effect of the implementation, X-Ray should now support maps of any size, and startup times should be greatly reduced.
[*:2qopaewi]Support for the 1.2-update blocks was added (Lapis Lazuli, Dispensers, dyed wool, tree trunks, etc)
Other more minor changes:
[*:2qopaewi]World selection has been moved to the startup dialog, and you can select any world file anywhere on your hard drive now (instead of just the ones in the singleplayer save slots)
[*:2qopaewi]The minimap has been rotated so that north points up, rather than left.
[*:2qopaewi]The "N" key will toggle back and forth between the Nether and Overworld, if available. It'll warp you near where Minecraft would put the matching portal, though you shouldn't consider it accurate.
[*:2qopaewi]Fullscreen toggle key has been changed to backspace, since the addition of Lapis Lazuli ate up another function key (was previously F10)
... and then there was a slew of other fixes and the like.
There are some known issues, just so you're aware:
[*:2qopaewi]The app can get a little glitchy when loading chunks, especially when you're using the speed-up-the-camera keys. I personally find it quite usable still, but I'll be trying to make that better in the future. Once chunks are loaded, they're cached in a 64x64-chunk grid, so in general you'll only have to load chunks once and then it should be smooth again.
[*:2qopaewi]The amount of area that the minimap will show at one time has been reduced, though I'm not sure if that'll be noticeable. Additionally, the minimap will only show chunks that have loaded, so its usefulness is somewhat degraded. I hope to have background loading in place at some point but I'll have to take care of the chunk-loading performance issues first.
[*:2qopaewi]There's a memory leak which will eventually result in an OutOfMemoryError if you explore too far. Anecdotally, I've run into this after travelling about nine kilometers in one direction, so hopefully this shouldn't bite too many folks. For now, if you run into this, you should be able to increase the memory limits in the launcher files. I'll try to figure it out on the code side too.
[*:2qopaewi]When warping between the Nether and Overworld, X-Ray will translate your coordinates more-or-less correctly (though of course the exact positioning in Minecraft would be different, and X-Ray doesn't take the height into consideration at all). Right now it'll let you warp to an area which doesn't actually exist yet, so you'd be left with a black screen (Home or End should help you out in those cases). Ideally I'd like to have a check so that it won't ever dump you beyond the borders of your explored map.
Will edit more as I remember things I had been meaning to mention.
This new build should take care of the issue for you. Let me know!
D_B
To tell them how to live is to prevent them living.
-Tedious-
Cubic Chunks Suggestion! (Link in text mode because banner image is 404) Cubic Chunks Mod below:
Multiupload sends it to a bunch of other file-upload sites too actually, can you get to these?
http://rapidshare.com/#!download|806l33 ... 5.zip|5825
http://www.megaupload.com/?d=1G8EBI3U
http://depositfiles.com/en/files/awa0e52nu
If those don't work, I'll just throw it up somewhere else for you.
I'm having the same problem with my 12 MB world. All of my smaller ones work just fine.
DISREGARD THAT, I was just looking at the screenshot. Just ran it and see lapis there.
Be sure you are using the newest version maintenance branch 5, it works on my largest world, which is over 100MB now, and it also finds lapis.
D_B
To tell them how to live is to prevent them living.
As Dweller_Benthos mentioned, make sure you're using MB5, which should take care of large-map issues. If you're still seeing that error on MB5, if you could zip up your world file and upload it somewhere so that I could take a look, that would be great.
Heh, yeah, I should probably update those. I always hate doing "maintenance" work like that.
I'm having the same problem as them, and I am running the latest version. My world is 5.06mb and in slot 1. It's not by any real stretch a "Large World". The world I have in slot 5, which is a similar size, runs perfectly fine.
I attempted to copy World 1 to the second slot, rename, and render, but this did nothing. Interestingly, though, rendering the world in an earlier version of X Ray (Specifically, unmodified 2.7), allowed it to complete, and open. Of course, given the updates, earlier versions are useless.
Just passing that info along. Here's my world: http://www.filefront.com/17817493/B1x-World1.7z
Thanks for that! Looks like there are some potential issues with how I was handling dyed wool. I've got a fix in place already and I'll release MB6 this afternoon, but I've got to run out for some meetings now, so it'll be an hour or two.
Out of curiosity, were you using any mods on there? I noticed a "warps.txt" in the world dir and was curious if maybe something in a mod was creating behavior I wasn't familiar with (would just be nice to know for the future; as I say, I've already fixed the code to deal with your map properly).
I am using the Painterly TP, Zan's Minimap, and MineViewer (just until Xray gets fixed, it's not as useful a program).
Yeah, I didn't even notice it, but World 5 doesn't have any wool or dye present in the inventory or placed on the map. It's a pre-update world that didn't belong to me, and hasn't been played for awhile.
Thanks a lot for the hard work! Looking forward to the release.