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porting VoxelMap to 1.7.2

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MamiyaOtaru's Avatar MamiyaOtaru
Level 99 : Overlord Programmer
1,903
Now released - please test it out

This will be updated with bits of info as things progress

Alpha for MCP just released so I can start updating the code. It doesn't reobfuscate yet so I won't be able to release anything but I can at least start getting ready.

So: after initial import: 1175 errors! I'm hoping redoing my imports will get it down to around 300 (all the classes are now divided out into separate packages now, like Forge has been doing)

After fixing import statements, down to 668 errors :(

So at 500+ now. Many of those are in the code for the various GUI screens. Things that used to have nice deobfuscated names like "width" and "height" are now i_2343_a (made up, but stuff like that). I can change them all, but I am not super motivated to do so because eventually they will be width and height again and I'd have to change them back. That's probably 200 or more of the remaining errors. Hopefully MCP will get the meaningful variable and method names back in for them soon so I don't have to change them all twice.

UPDATE: no MCP updates. But MCPBot has been updated so people are able to submit better deobfuscated names for methods and variables, so when a new release comes out, we won't have as many nonsensical var and method names. I'm just putting work on hold until then so I don't have to change variable names more than necessary.

That said, I am not happy with the delay. Be it lack of interest or lack of ability on the part of those in charge, MCP is no longer providing a framework for mods to be made within a reasonable time of a new Minecraft release. Everyone has been playing Minecraft with (very few, non MCP dependent) mods for over a month, and people are getting used to the idea of mods being non essential. Also modding is about the only thing I do with Minecraft now, and being stuck for a month without being able to work on them has weaned me from the game a bit and I can't guarantee that I'll want to start up again. I can't blame anyone for the delay, but its existence sort of makes me not want to do this anymore.

In other news, Forge's new gradle system looks like a royal PITA. If my mods are updated, I will likely not put out a Forge version. In addition to a baseclass version, I'll probably do a liteloader version (liteloader works fine with Forge, vanilla, whatever). That said, liteloader has a tendency to not be ready for a little while after each new minecraft release, so there's more delays to look forward to (or not)

UPDATE:
New MCP release! Doesn't reobfuscate correctly yet, and I'm not the only one. Also no updates to deobfuscated field names D: D:

tl;dr the entire modding thing has become a real drag with 1.7 and I'm not really sure I want to keep it up

UPDATE:
GUI stuff finished. Combo of abstracting some stuff out, and renaming a bunch of junk with the old (and probable future) names commented out to make switching back less of a chore. So now to the meat of the matter: not having blockIDs anymore

UPDATE:
MCP prerelease finally reobfuscates correctly on my machine, so it's actually possible to get a mod that I can distribute. Guess I'll work on it some, may be something soon, depending on how much is still obfuscated. .. DOH up to 385 errors. Like I knew would happen I get to redo a lot of stuff now that it's been deobfuscated properly. Shouldn't have to make any more changes there at least, and perhaps a bunch of other stuff will be easier to read! *one hour later* back to 111 errors

UPDATE:
running in 1.7.2 now, see screenshot. I still want to do some speed testing to make sure the new Block->ID lookups aren't running too slow. Also I need to finish up some things like the teleport command, and CTM support. For that matter, I'm not sure if this will work with MCPatcher or not anymore. The most recent builds of MCPatcher for 1.6.4 broke minimap compatibility (I think by not storing biome info for blocks that the player hadn't looked at yet. This was a problem since blocks behind the player still show on the map, and trying to get biome info for them failed with MCPatcher installed). Will have to see if the same thing happens in 1.7.2, and if so, workaround somehow

current count: 0 errors!

Just testing now. MCPatcher seems to work (randomobs and biomes, though I'll need to add support for the new optional grid format for biome coloring. That will be in a b version though, won't hold up release)
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6 Update Logs

Update #6 : by MamiyaOtaru 01/17/2014 7:38:36 amJan 17th, 2014

initial version updated. No Forge support yet. Stuff will probably break. Please check it out at it's page and tell me about it!
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1
03/10/2014 7:24 pm
Level 35 : Artisan Button Pusher
Cartoonish Villain
Cartoonish Villain's Avatar
i can not seem to get the minimap to work with forge, even without optifine, i think it may be interefered by the better pvp mod
1
03/10/2014 7:45 pm
Level 99 : Overlord Programmer
MamiyaOtaru
MamiyaOtaru's Avatar
there were initially some problems with havin the map and better PVP at the same time (black square behind the round minimap) but it otherwise worked fine, and that has been fixed since then.  I am using botht he map and better pvp right now with no issues

make sure you are using the forge version of the minimap.  If it isn't functioning, be a little more clear exactly what that means (crashes?  mod not loaded at all?  mod loads, but looks wrong?).  Post crashlogs if applicable and tell me your graphics card
1
03/11/2014 6:39 am
Level 35 : Artisan Button Pusher
Cartoonish Villain
Cartoonish Villain's Avatar
what happens is it just does not load, forge does not even reconize the mod at all, even without better pvp, or any other of the mods, i, due to this am coupling two mods together to make a good enough replacement.
1
03/11/2014 7:09 am
Level 99 : Overlord Programmer
MamiyaOtaru
MamiyaOtaru's Avatar
like i mentioned in the other thread, you need the forge version of the mod :)  thanks for the additional details
1
02/01/2014 11:32 am
Level 1 : New Miner
Grauhaar72
Grauhaar72's Avatar
With the release of Voxelmap for 1.7.2. you saved my (Minecraft-)live. A hearty Thank You! (just why did all these Server admins jump to 1.7 before any(mod)thing was working?).

Now with Voxelmap in MP there is the problem with loosing the waypoints if the server is not in my LAN. In the folder voxelMap there is only a file ".points" (with the right waypoint data), but the waypoints don't show up in the game when I exit the launcher and restart. (when I just disconnect and reconnect, the waypoints stay).

Any workaround? I tried to rename .points to .points, but this did not help
1
02/01/2014 3:11 pm
Level 99 : Overlord Programmer
MamiyaOtaru
MamiyaOtaru's Avatar
ugh obviously that shouldn't be happening. I don't think I can reproduce here (all working fine for me). If you like, PM me the address of a server this is happening on
1
02/02/2014 8:03 am
Level 1 : New Miner
Grauhaar72
Grauhaar72's Avatar
You made my day! You were right to suspect the server address. Waypoints work nicely on normal servers. The one I had problems with belonged to a group of 10, and I entered server 5 directjy, not thru the central hub. The address used cannot even be pinged (how does MC get to this server anyway?).

Now all is fine. 1000 thx!
1
03/11/2014 7:11 am
Level 99 : Overlord Programmer
MamiyaOtaru
MamiyaOtaru's Avatar
newest version of the map should function better as in not creating .points files (with no name).  i know you got it to work by accessing the server in another manner, but perhaps it will work now without you having to do so.  would be interested to know if that is the case, if you happen to see this!
1
02/01/2014 11:35 am
Level 1 : New Miner
Grauhaar72
Grauhaar72's Avatar
Sorry about the typo: tried to rename .points to servername .points and server-ip.points, with no effect.
1
01/28/2014 2:40 am
Level 1 : New Miner
alexscorpion
alexscorpion's Avatar
Please could you show us the download for MCP 1.7.2
mcp.ocean-labs.de/download.php?list.2 shows old stuff, and I wish to update my mod too.
Regards
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