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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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tools/tracking
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porting-voxelmap-to-172
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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
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
Now all is fine. 1000 thx!
mcp.ocean-labs.de/download.php?list.2 shows old stuff, and I wish to update my mod too.
Regards