using the windows exe and getting this error. I was having it in 4.1 too but didn't post it because I thought someone had posted something the same already so I just waited for the update... But it still does it. Might give the python method a go.
edit: Completely failed at python. Waits eagerly for response.
Jigarbov - I've fixed the bug you found, try version 0.5.2. It was pretty rare so this was working for most people without any problems.
ThE_T_:tongue.gif: - Since I don't have a Mac I'm going to have to guess here... By default I think OS X uses bash shell. The mistake you made was to both escape the spaces using '\ ' (which I assume means you used TAB auto completion) and to also quote the name with "". You should do either one or the other, but not both. Also you have a space at the end of your directory name which I assume is a mistake.
Jigarbov - I've fixed the bug you found, try version 0.5.2. It was pretty rare so this was working for most people without any problems.
ThE_T_:tongue.gif: - Since I don't have a Mac I'm going to have to guess here... By default I think OS X uses bash shell. The mistake you made was to both escape the spaces using '\ ' (which I assume means you used TAB auto completion) and to also quote the name with "". You should do either one or the other, but not both. Also you have a space at the end of your directory name which I assume is a mistake.
Ok Thank you so much! i mean i use terminal all the time for minecraft coder pack, i have quite alot of knowledge in java (not python) but somethimes code have simlar properties... but i could just not for the life of me figure out to do in terminal (even though terminal isnt code, just a command center for your computer) but i use terminal for MCP... so yea THANK YOU
Not complaining, but I just noticed that when I did the sealevel shift fix (all blocks down one) that paintings aren't included in that, and all my paintings are now up a block with torches sticking through them.... Time to replace them all, heh.
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
Not complaining, but I just noticed that when I did the sealevel shift fix (all blocks down one) that paintings aren't included in that, and all my paintings are now up a block with torches sticking through them.... Time to replace them all, heh.
That's a bit strange. I thought all entities including paintings should have been shifted with the rest of the map. I'll have to take a look at this and run some tests when I get a chance.
Another thought, as I'm laboriously trimming my map again in MCedit, to fix the arrow straight rivers problem, is that there's not always a reason to split the old map and new map with a river. There are a few places on my map where it would be perfect if it just merged the height difference in the two landscapes and evened it out a bit. No real need to separate the two with a river.
Of course, this would call for a GUI of some type, and probably a fair bit of coding. But I can imagine a GUI much like a Minutor map of the world, with a chunk grid overlay. You select a set of chunks that are on the dividing line and set them to be merged with no river, just average the difference in terrain height. Telling it to use X number of chunks on each side to average to would be cool as well. Then, select another set of chunks on a different area of the dividing line and tell that set to create a river between the two with various options.
Now that would be cool.
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
Ok, that looks like a problem with your scipy installation. Are you sure you installed it for the correct version of Python? When installing through a package manager, libraries may not install for the version of Python you're expecting. Also, what happens when you run this:
/usr/lib64/python2.4/site-packages/scipy/misc/__init__.py:25: DeprecationWarning: NumpyTest will be removed in the next release; please update your code to use nose or unittest
test = NumpyTest().test
0.6.0
However, this is an old version of python. I am using python26 for for this, and if I enter
Dweller_Benthos - That's unlikely to happen since GUI would be a lot more work and I have other projects that need attention. However, for anyone else interested in doing something like this, creating a substitute for the 'trace' step using a GUI would be fairly straight forward since the contour file syntax is pretty basic. In fact, once you get it that far, it wouldn't be too hard to integrate both together assuming it's also written in Python. And pymclevel would be a great library to provide the data for rendering too.
Adding an option to smooth heights without a river wouldn't be too hard, however I've not done it until now because without a GUI it's not much use. You could have desert and grassland meet and give some pretty ugly results if there's no river to break up the transition.
uncovery - Yeh, I suspect my code won't work with Python 2.5 thought I haven't tested it. You have a few options. The easiest is to upgrade your distribution to a version that uses Python 2.6 or higher as the default version. Then you can just install the numpy/scipy packages and you're done.
Otherwise you're going to have to compile your own versions of numpy and scipy. There should be plenty of instructions available for how to do this online.
The last option is to copy the map to a computer running Windows, or if that's not an option, then run Windows in a virtual machine, and just use the ready pre-packaged windows binaries. Who knows... maybe this could even work with Wine?
Dweller_Benthos - That's unlikely to happen since GUI would be a lot more work and I have other projects that need attention. However, for anyone else interested in doing something like this, creating a substitute for the 'trace' step using a GUI would be fairly straight forward since the contour file syntax is pretty basic. In fact, once you get it that far, it wouldn't be too hard to integrate both together assuming it's also written in Python. And pymclevel would be a great library to provide the data for rendering too.
Adding an option to smooth heights without a river wouldn't be too hard, however I've not done it until now because without a GUI it's not much use. You could have desert and grassland meet and give some pretty ugly results if there's no river to break up the transition.
I thought as much, GUIs being a pain. How about instead of the trace and doing the map wholesale, would it be possible/easy to define chunks to merge by some coordinate system? For example, tell it to merge chunks 10,5 and 10,6 (the two chunks on either side of the boundary) with or without a river. Of course, you'd have to list a good number of chunks to make it worthwhile and that would get tedious. A bounding box wouldn't be much help as the boundary usually isn't within a rectangle for too long.
Not sure how that would work. Oh well. if I knew anything about programming beyond small visual basic stuff, I'd try to tackle it myself.
Though I suppose with careful trimming in MCEdit, you could delete any sections that would need a river, and let it merge the remaining sections without a river, then go back and add the sections that do need a river....
Getting a GUI and eliminating the contour file would be nice though, since you could then merge various landscapes without having to trim stuff in MCEdit. I had a world that started in alpha 1.1.2 and then progressed from there. There were terrain mis-matches when the generation changed after the Halloween update, then again with the new biome updates. I just deleted all the post Halloween stuff and got it back to the alpha landscape. It would have been nice to leave that in and merge those selectively and then merge the new landscape to that. No big though, I didn't have anything special in those areas so I wasn't too concerned with dumping them.
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
That's more or less what the contour data file allows you to do, which is why I was saying it could be possible to write a GUI that deals with selection only and have mcmerge take care of the actual merging. Tighter integration where you combine both into a single program would be nice but not absolutely necessary.
The current contour format specifies the chunk coordinates and the sides which will have a river put on them. The sides are specified as points of the compass, so NE for North-East, etc. It's human readable so wouldn't be hard for another program to play with.
I could probably add an additional item to the contour data file to indicate if the merging should be done with a river or not without too much effort (although it's possible this entails some complexities I haven't considered yet). However, I can't think of a way to modify the trace step in the command line tool to allow you to do a mix of both, because you would need a way to tell it which edges to ignore at each step, and for that you need a GUI again.
Perhaps the easiest way would be some kind of plugin for MCEdit, though I have no idea how hard that would be or if doable at all.
OK, looking at the dat file, I see how it's formatted. Seems if you could figure out what chunks needed a non-river merge, and delete the rest, it would just merge those chunks, correct? It would be a pain to figure out which ones that needed to be done, but seems it would work.
As for a MCEdit plugin, could it be possible to select chunks in MCEdit and have it output the dat file from that? Don't know how complicated that would be, having no programming knowledge in that sort of thing.
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
[b][b]uncovery[/b] - Yeh, I suspect my code won't work with Python 2.5 thought I haven't tested it. You have a few options. The easiest is to upgrade your distribution to a version that uses Python 2.6 or higher as the default version. Then you can just install the numpy/scipy packages and you're done.
Otherwise you're going to have to compile your own versions of numpy and scipy. There should be plenty of instructions available for how to do this online.
The last option is to copy the map to a computer running Windows, or if that's not an option, then run Windows in a virtual machine, and just use the ready pre-packaged windows binaries. Who knows... maybe this could even work with Wine?
Thanks for the hint. I compiled SciPy and now it works fine! thanks!
OK, looking at the dat file, I see how it's formatted. Seems if you could figure out what chunks needed a non-river merge, and delete the rest, it would just merge those chunks, correct? It would be a pain to figure out which ones that needed to be done, but seems it would work.
As for a MCEdit plugin, could it be possible to select chunks in MCEdit and have it output the dat file from that? Don't know how complicated that would be, having no programming knowledge in that sort of thing.
I would have to add an extra option for the merge mode to allow you to specify if it should merge with or without a river. But yeh, besides that, it would work. Also you would have to make the chunks, where the river and non-river merges meet, overlap (just by one chunk) to smooth out the transition.
I would have to add an extra option for the merge mode to allow you to specify if it should merge with or without a river. But yeh, besides that, it would work. Also you would have to make the chunks, where the river and non-river merges meet, overlap (just by one chunk) to smooth out the transition.
That sounds cool. What if I wanted to just merge a spot with no river, and leave the rest alone?
Rollback Post to RevisionRollBack
D_B
To tell them how to live is to prevent them living.
I was merging around with areas and noticed that ocean merges replace the bottom with sand. Is there a possibility that when mcmerge detects it's merging two water sources that go deep (e.g., oceans, lakes), it'll just smooth out the bottom but won't replace any of the seafloor? This would make island transpo seamless :smile.gif:
edit: Completely failed at python. Waits eagerly for response.
i get this for both trace and the ocean level one D':
ThE_T_:tongue.gif: - Since I don't have a Mac I'm going to have to guess here... By default I think OS X uses bash shell. The mistake you made was to both escape the spaces using '\ ' (which I assume means you used TAB auto completion) and to also quote the name with "". You should do either one or the other, but not both. Also you have a space at the end of your directory name which I assume is a mistake.
Either of these two should work for you:
Or:
Ok Thank you so much! i mean i use terminal all the time for minecraft coder pack, i have quite alot of knowledge in java (not python) but somethimes code have simlar properties... but i could just not for the life of me figure out to do in terminal (even though terminal isnt code, just a command center for your computer) but i use terminal for MCP... so yea THANK YOU
D_B
To tell them how to live is to prevent them living.
That's a bit strange. I thought all entities including paintings should have been shifted with the rest of the map. I'll have to take a look at this and run some tests when I get a chance.
Awesome it worked great now, thanks!
Of course, this would call for a GUI of some type, and probably a fair bit of coding. But I can imagine a GUI much like a Minutor map of the world, with a chunk grid overlay. You select a set of chunks that are on the dividing line and set them to be merged with no river, just average the difference in terrain height. Telling it to use X number of chunks on each side to average to would be cool as well. Then, select another set of chunks on a different area of the dividing line and tell that set to create a river between the two with various options.
Now that would be cool.
D_B
To tell them how to live is to prevent them living.
Sorry for the late reply. I get a
/usr/lib64/python2.4/site-packages/scipy/misc/__init__.py:25: DeprecationWarning: NumpyTest will be removed in the next release; please update your code to use nose or unittest
test = NumpyTest().test
0.6.0
However, this is an old version of python. I am using python26 for for this, and if I enter
ImportError: No module named scipy
Not sure how to fix this...
Adding an option to smooth heights without a river wouldn't be too hard, however I've not done it until now because without a GUI it's not much use. You could have desert and grassland meet and give some pretty ugly results if there's no river to break up the transition.
uncovery - Yeh, I suspect my code won't work with Python 2.5 thought I haven't tested it. You have a few options. The easiest is to upgrade your distribution to a version that uses Python 2.6 or higher as the default version. Then you can just install the numpy/scipy packages and you're done.
Otherwise you're going to have to compile your own versions of numpy and scipy. There should be plenty of instructions available for how to do this online.
The last option is to copy the map to a computer running Windows, or if that's not an option, then run Windows in a virtual machine, and just use the ready pre-packaged windows binaries. Who knows... maybe this could even work with Wine?
I thought as much, GUIs being a pain. How about instead of the trace and doing the map wholesale, would it be possible/easy to define chunks to merge by some coordinate system? For example, tell it to merge chunks 10,5 and 10,6 (the two chunks on either side of the boundary) with or without a river. Of course, you'd have to list a good number of chunks to make it worthwhile and that would get tedious. A bounding box wouldn't be much help as the boundary usually isn't within a rectangle for too long.
Not sure how that would work. Oh well. if I knew anything about programming beyond small visual basic stuff, I'd try to tackle it myself.
Though I suppose with careful trimming in MCEdit, you could delete any sections that would need a river, and let it merge the remaining sections without a river, then go back and add the sections that do need a river....
Getting a GUI and eliminating the contour file would be nice though, since you could then merge various landscapes without having to trim stuff in MCEdit. I had a world that started in alpha 1.1.2 and then progressed from there. There were terrain mis-matches when the generation changed after the Halloween update, then again with the new biome updates. I just deleted all the post Halloween stuff and got it back to the alpha landscape. It would have been nice to leave that in and merge those selectively and then merge the new landscape to that. No big though, I didn't have anything special in those areas so I wasn't too concerned with dumping them.
D_B
To tell them how to live is to prevent them living.
The current contour format specifies the chunk coordinates and the sides which will have a river put on them. The sides are specified as points of the compass, so NE for North-East, etc. It's human readable so wouldn't be hard for another program to play with.
I could probably add an additional item to the contour data file to indicate if the merging should be done with a river or not without too much effort (although it's possible this entails some complexities I haven't considered yet). However, I can't think of a way to modify the trace step in the command line tool to allow you to do a mix of both, because you would need a way to tell it which edges to ignore at each step, and for that you need a GUI again.
Perhaps the easiest way would be some kind of plugin for MCEdit, though I have no idea how hard that would be or if doable at all.
As for a MCEdit plugin, could it be possible to select chunks in MCEdit and have it output the dat file from that? Don't know how complicated that would be, having no programming knowledge in that sort of thing.
D_B
To tell them how to live is to prevent them living.
Thanks for the hint. I compiled SciPy and now it works fine! thanks!
I would have to add an extra option for the merge mode to allow you to specify if it should merge with or without a river. But yeh, besides that, it would work. Also you would have to make the chunks, where the river and non-river merges meet, overlap (just by one chunk) to smooth out the transition.
That sounds cool. What if I wanted to just merge a spot with no river, and leave the rest alone?
D_B
To tell them how to live is to prevent them living.
I had to trim an irregular border of chunks to get the rivers to look normal. Took forever in MCedit.
D_B
To tell them how to live is to prevent them living.
I was merging around with areas and noticed that ocean merges replace the bottom with sand. Is there a possibility that when mcmerge detects it's merging two water sources that go deep (e.g., oceans, lakes), it'll just smooth out the bottom but won't replace any of the seafloor? This would make island transpo seamless :smile.gif: