Is this a standard install of Minecraft? I mean mod-free?
Perhaps an unusual computer configuration?
Can you show me a screen capture of what it looks like on your computer?
Only mods where SPC and inventory tweaks. PM me and maybe I could help.
I don't quite understand "scehmatic". The plus version supports "documents" where you start with a blank area of land. You can open/save without affecting a minecraft world. You can use this to create items to place in multiple worlds. How does this relate to your idea?
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
at System.ThrowHelper.ThrowArgumentOutOfRangeException()
at System.Collections.Generic.List`1.get_Item(Int32 index)
at Substrate.Core.RegionManager.Enumerator.get_Current()
at Substrate.Core.RegionManager.Enumerator.System.Collections.Generic.IEnumerator.get_Current()
at Substrate.RegionChunkManager.Enumerator..ctor(RegionChunkManager cm)
at Substrate.RegionChunkManager.GetEnumerator()
at Avanti.MainForm.importMinecraft(String importPath, Boolean sceneChangedStatus)
at Avanti.MainForm.MainForm_Shown(Object sender, EventArgs e)
at System.Windows.Forms.Form.OnShown(EventArgs e)
at System.Windows.Forms.Form.CallShownEvent()
at System.Windows.Forms.Control.InvokeMarshaledCallbackDo(ThreadMethodEntry tme)
at System.Windows.Forms.Control.InvokeMarshaledCallbackHelper(Object obj)
at System.Threading.ExecutionContext.runTryCode(Object userData)
at System.Runtime.CompilerServices.RuntimeHelpers.ExecuteCodeWithGuaranteedCleanup(TryCode code, CleanupCode backoutCode, Object userData)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Windows.Forms.Control.InvokeMarshaledCallback(ThreadMethodEntry tme)
at System.Windows.Forms.Control.InvokeMarshaledCallbacks()
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
It's not worth it to me if you have to pay full for copy/paste and cannot use mods. I love my mods too much. I would change my mind completely if it had an entity editor. Also, it should be able to import and export .schematic files.
But on the good side, it is clean, and easy to use. It has better graphics and design than mcedit, too.
That's another long one. But I'm glad to have the feedback.
>There seems to be a z-buffer error on all blocks, regardless if the grid is on or off (see screenshot).
I've seen that too, an an older computer. Is this a NVIDIA chip? Recent?
>I really, really would like to be able to turn off textures and just have solid colors (including grid on/off). The texture gets in the way of editing.
Hmmm... not sure but perhaps I can add this as an option. A special version of "terrain.png" is all that would be required. I'll think on it.
>Also, right now, it's sometimes difficult to judge if a block is adjacent or above another due to the shading in the editor. An option to differentiate height of blocks (by slight color shading, perhaps) would be helpful, I think.
Not impossible, but that's would require a cycle of colouring I think since there are only so many shades possible. Not sure about that.
>So you can move around with WASD, and space awkwardly moved you up a grid... but how about moving down? I'd rather have space as a quick toggle between Draw and Erase.
Down is shift-space. Toggle between draw and erase... I think there is that already. Shift key down while using a draw tool should make it work like an eraser.
>I couldn't find a water block in the editing palette (but I was able to sample one).
It's there somewhere, but it looks a bit odd I think.
>Water blocks have a weird distance in height between them, though.
From the side yes. I can't do anything about that one.
>The brush size popup has too large steps between each size and is completely unnecessary. All I want when I click on it is a horizontal slider telling me exactly the block radius of my brush.
Gee, I kind of like that one as it is. :-)
>Holding down the Alt key should temporarily switch to the sample tool.
I'll keep that one in mind. Is this the standard?
>Only a very small portion of the world is loaded... but perhaps it's because this is early in development?
I struggle with this right now. I have memory issues at the moment and need to limit things. I could make it say 50% bigger but that would be it for now. It's something again that I have to think about.
>Also, two bugs:
>1. Placed ladders are invisible once you are in the game.
That's is in the "disclaimer" as one of the things Avanti! doesn't do well: work with things made in the crafting table. This is related to memory usage. I haven't quite decided what, if anything I can do about it.
>2. When placing a double slab, every other block sometimes becomes a stronghold type block... which doesn't show up even if you go back into Avanti.
Generally, I'm trying to do something a bit "different" with Avanti! I'm not trying to "do everything" by any means. My goal was to try to keep things fairly simple. But, I'll try to implement "usability". For example if "alt" is the standard for sample then I should implement it.
Just stating this for the info but there is currently no world or schematic editor (unless you count Minecraft itself) that fully supports mods. The closest you get is the way this does it by showing a pink block.
I imagine it would be quite difficult to support every mod, the only reasonable way would be through the ID's, but then it would also have to account for different styles of programming and rendering. Hopefully once the official API appears and coders have got used to it we will see improvements in this area as all mods (hopefully) will be working to the same API.
I'm sorry, I thought that it could not load modded worlds at all. I guess that I'll give it a try, in that case.
I've started making improvments. First is the "alt" key as sample. That's an easy one of course. I just haven't had much time lately.
Unfortunately, I can't make this work with XP. I use something called a "ribbon" and it only works in Windows 7 normally. I "think" it might work on Vista if all service packs are installed, but I haven't had a chance to try. But I only officially support Windows 7 and higher.
i like the program so far but also have that z-buffer issue someone mentioned a few posts above. i got a recent gfx card from nvidia (gtx 570) with a recent driver (301.42). I'd like to mention that it'd be nice to see and modify "underground" too
Super program, very simple and easy to use which is an A+++ for me. But I do have a question? will you be updating this to show all current blocks in the game? It is working fine on 1.2.5 for me, but fences show up as squares and not fences. Is it meant to do that?
This is an excellent program and I would be happy to purchase the premium version, however I now have a problem exporting changes that I hope can be fixed.
I managed to make a multitude of different changes including land reforming and creating/adding to structures and everything exported as expected and appeared in Minecraft as expected. However, on the last of my exports that worked, it seems that only a portion of the total blocks that Avanti was presenting as my 'scope' were actually saved in the Export. I ended up with a part of a structure literally cut from the rest vertically as though it did not save the changes to anything in blocks over a certain coodinate value.
Another point of note is that prior to having export issues, the number of blocks being exported was probably on the order of 1 million, or at least a lot more than the current 4000.
I was running 1.2.5 when I first used Avanti and did upgrade when I selected the "Yes Now.." option and still I managed to export even more changes, so I am reluctant to attribute my issue to the patch.
Any insight would be greatly appreciated. I want to purchase the upgrade, but can not rationalize it if map changes are not being saved.
I don't like the sound of that! Sorry about that. I use a third party tool for saving and loading the Minecraft blocks. I see there is an update to it, I hope that can fix it.
The only significant issue outstanding is the odd texturing on NVIDIA based systems. I'm not sure if it is a problem with all NVIDIA chips/drivers or not. But, certainly some are having problems, though they are just "appearance" issues.
Avanti worked fine for me in 1.2.5 and I loved it, but after updating to 1.3 exports don't work. I clearly changed the world and it said the export was successful, but no changes show up in Minecraft. Is that beta version my answer?
Rollback Post to RevisionRollBack
Something tells me I haven't been logged into Minecraft Forum for over a year, and that I should change my signature...
Only mods where SPC and inventory tweaks. PM me and maybe I could help.
At this point no. I haven't decided where I want to go with that yet. Also, I have some technical issues to deal with. Memory usage in particular.
wideload
That's a long list. I'll have to think about it all and ask some questions. But thanks!
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
at System.ThrowHelper.ThrowArgumentOutOfRangeException()
at System.Collections.Generic.List`1.get_Item(Int32 index)
at Substrate.Core.RegionManager.Enumerator.get_Current()
at Substrate.Core.RegionManager.Enumerator.System.Collections.Generic.IEnumerator.get_Current()
at Substrate.RegionChunkManager.Enumerator..ctor(RegionChunkManager cm)
at Substrate.RegionChunkManager.GetEnumerator()
at Avanti.MainForm.importMinecraft(String importPath, Boolean sceneChangedStatus)
at Avanti.MainForm.MainForm_Shown(Object sender, EventArgs e)
at System.Windows.Forms.Form.OnShown(EventArgs e)
at System.Windows.Forms.Form.CallShownEvent()
at System.Windows.Forms.Control.InvokeMarshaledCallbackDo(ThreadMethodEntry tme)
at System.Windows.Forms.Control.InvokeMarshaledCallbackHelper(Object obj)
at System.Threading.ExecutionContext.runTryCode(Object userData)
at System.Runtime.CompilerServices.RuntimeHelpers.ExecuteCodeWithGuaranteedCleanup(TryCode code, CleanupCode backoutCode, Object userData)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Windows.Forms.Control.InvokeMarshaledCallback(ThreadMethodEntry tme)
at System.Windows.Forms.Control.InvokeMarshaledCallbacks()
************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5456 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
Avanti
Assembly Version: 1.1.1.0
Win32 Version: 1.1.1.0
CodeBase: file:///C:/Program%20Files%20(x86)/Ambient/Avanti!/Avanti.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5460 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5456 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5462 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
Interop.ACSG
Assembly Version: 584.0.0.0
Win32 Version: 584.0.0.0
CodeBase: file:///C:/Program%20Files%20(x86)/Ambient/Avanti!/Interop.ACSG.DLL
----------------------------------------
Ribbon
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Program%20Files%20(x86)/Ambient/Avanti!/Ribbon.DLL
----------------------------------------
AvantiPlugin
Assembly Version: 1.0.4575.20387
Win32 Version: 1.0.4575.20387
CodeBase: file:///C:/Program%20Files%20(x86)/Ambient/Avanti!/AvantiPlugin.DLL
----------------------------------------
AxInterop.ACViewport
Assembly Version: 588.0.0.0
Win32 Version: 588.0.0.0
CodeBase: file:///C:/Program%20Files%20(x86)/Ambient/Avanti!/AxInterop.ACViewport.DLL
----------------------------------------
Interop.ACViewport
Assembly Version: 588.0.0.0
Win32 Version: 588.0.0.0
CodeBase: file:///C:/Program%20Files%20(x86)/Ambient/Avanti!/Interop.ACViewport.DLL
----------------------------------------
DxVBLibA
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Program%20Files%20(x86)/Ambient/Avanti!/DxVBLibA.DLL
----------------------------------------
VBRUN
Assembly Version: 6.0.0.0
Win32 Version: 6.0.0.0
CodeBase: file:///C:/Program%20Files%20(x86)/Ambient/Avanti!/VBRUN.DLL
----------------------------------------
Accessibility
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------
Substrate
Assembly Version: 1.3.0.0
Win32 Version: 1.3.0.0
CodeBase: file:///C:/Program%20Files%20(x86)/Ambient/Avanti!/Substrate.DLL
----------------------------------------
Interop.ACHF
Assembly Version: 121.0.0.0
Win32 Version: 121.0.0.0
CodeBase: file:///C:/Program%20Files%20(x86)/Ambient/Avanti!/Interop.ACHF.DLL
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5420 (Win7SP1.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
Alternate
Assembly Version: 1.0.4575.20245
Win32 Version: 1.0.4575.20245
CodeBase: file:///C:/Program%20Files%20(x86)/Ambient/Avanti!/Plugins/Alternate.dll
----------------------------------------
AmbientSG
Assembly Version: 1.0.4575.20330
Win32 Version: 1.0.4575.20330
CodeBase: file:///C:/Program%20Files%20(x86)/Ambient/Avanti!/AmbientSG.DLL
----------------------------------------
AmbientSG
Assembly Version: 1.0.4575.20218
Win32 Version: 1.0.4575.20218
CodeBase: file:///C:/Program%20Files%20(x86)/Ambient/Avanti!/Plugins/AmbientSG.DLL
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 8.0.0.0
Win32 Version: 8.0.50727.5420 (Win7SP1.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
AvantiPlugin
Assembly Version: 1.0.4568.23245
Win32 Version: 1.0.4568.23245
CodeBase: file:///C:/Program%20Files%20(x86)/Ambient/Avanti!/Plugins/AvantiPlugin.DLL
----------------------------------------
DrawOriented
Assembly Version: 1.0.4575.20251
Win32 Version: 1.0.4575.20251
CodeBase: file:///C:/Program%20Files%20(x86)/Ambient/Avanti!/Plugins/DrawOriented.dll
----------------------------------------
DrawRoof
Assembly Version: 1.0.4575.20257
Win32 Version: 1.0.4575.20257
CodeBase: file:///C:/Program%20Files%20(x86)/Ambient/Avanti!/Plugins/DrawRoof.dll
----------------------------------------
DrawWalls
Assembly Version: 1.0.4575.20264
Win32 Version: 1.0.4575.20264
CodeBase: file:///C:/Program%20Files%20(x86)/Ambient/Avanti!/Plugins/DrawWalls.dll
----------------------------------------
EraseOriented
Assembly Version: 1.0.4575.20270
Win32 Version: 1.0.4575.20270
CodeBase: file:///C:/Program%20Files%20(x86)/Ambient/Avanti!/Plugins/EraseOriented.dll
----------------------------------------
FillTop
Assembly Version: 1.0.4575.20276
Win32 Version: 1.0.4575.20276
CodeBase: file:///C:/Program%20Files%20(x86)/Ambient/Avanti!/Plugins/FillTop.dll
----------------------------------------
System.Core
Assembly Version: 3.5.0.0
Win32 Version: 3.5.30729.5420 built by: Win7SP1
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Core/3.5.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
Running Windows 7 Pro 64bit.
But on the good side, it is clean, and easy to use. It has better graphics and design than mcedit, too.
That's another long one. But I'm glad to have the feedback.
>There seems to be a z-buffer error on all blocks, regardless if the grid is on or off (see screenshot).
I've seen that too, an an older computer. Is this a NVIDIA chip? Recent?
>I really, really would like to be able to turn off textures and just have solid colors (including grid on/off). The texture gets in the way of editing.
Hmmm... not sure but perhaps I can add this as an option. A special version of "terrain.png" is all that would be required. I'll think on it.
>Also, right now, it's sometimes difficult to judge if a block is adjacent or above another due to the shading in the editor. An option to differentiate height of blocks (by slight color shading, perhaps) would be helpful, I think.
Not impossible, but that's would require a cycle of colouring I think since there are only so many shades possible. Not sure about that.
>So you can move around with WASD, and space awkwardly moved you up a grid... but how about moving down? I'd rather have space as a quick toggle between Draw and Erase.
Down is shift-space. Toggle between draw and erase... I think there is that already. Shift key down while using a draw tool should make it work like an eraser.
>I couldn't find a water block in the editing palette (but I was able to sample one).
It's there somewhere, but it looks a bit odd I think.
>Water blocks have a weird distance in height between them, though.
From the side yes. I can't do anything about that one.
>The brush size popup has too large steps between each size and is completely unnecessary. All I want when I click on it is a horizontal slider telling me exactly the block radius of my brush.
Gee, I kind of like that one as it is. :-)
>Holding down the Alt key should temporarily switch to the sample tool.
I'll keep that one in mind. Is this the standard?
>Only a very small portion of the world is loaded... but perhaps it's because this is early in development?
I struggle with this right now. I have memory issues at the moment and need to limit things. I could make it say 50% bigger but that would be it for now. It's something again that I have to think about.
>Also, two bugs:
>1. Placed ladders are invisible once you are in the game.
That's is in the "disclaimer" as one of the things Avanti! doesn't do well: work with things made in the crafting table. This is related to memory usage. I haven't quite decided what, if anything I can do about it.
>2. When placing a double slab, every other block sometimes becomes a stronghold type block... which doesn't show up even if you go back into Avanti.
I'll see what I can figure out about this.
I'm sorry, I thought that it could not load modded worlds at all. I guess that I'll give it a try, in that case.
Unfortunately, I can't make this work with XP. I use something called a "ribbon" and it only works in Windows 7 normally. I "think" it might work on Vista if all service packs are installed, but I haven't had a chance to try. But I only officially support Windows 7 and higher.
I managed to make a multitude of different changes including land reforming and creating/adding to structures and everything exported as expected and appeared in Minecraft as expected. However, on the last of my exports that worked, it seems that only a portion of the total blocks that Avanti was presenting as my 'scope' were actually saved in the Export. I ended up with a part of a structure literally cut from the rest vertically as though it did not save the changes to anything in blocks over a certain coodinate value.
Another point of note is that prior to having export issues, the number of blocks being exported was probably on the order of 1 million, or at least a lot more than the current 4000.
I was running 1.2.5 when I first used Avanti and did upgrade when I selected the "Yes Now.." option and still I managed to export even more changes, so I am reluctant to attribute my issue to the patch.
Any insight would be greatly appreciated. I want to purchase the upgrade, but can not rationalize it if map changes are not being saved.
I don't like the sound of that! Sorry about that. I use a third party tool for saving and loading the Minecraft blocks. I see there is an update to it, I hope that can fix it.
All,
There will be beta of a new version later today.
I haven't been able to test the install.
The only significant issue outstanding is the odd texturing on NVIDIA based systems. I'm not sure if it is a problem with all NVIDIA chips/drivers or not. But, certainly some are having problems, though they are just "appearance" issues.