[QUOTE=DireAvenger;22599113]Gngthertjabsgas
[B]DAMNIT MUST I DO EVERYTHING FOR YOU[/B]
Oh right
LINKED!
[/QUOTE]
Well it [I]is[/I] a massive picture you know.
Oh wait I know why, I tried to delete that world. :downs:
That's what your map looks like.
It's how it's rendered ingame.
[editline]04:06AM[/editline]
because the chunks were deleted and shit and then re-placed in weird ass spots
Cartograph still refuses to output an image of world 3, my only post-island update world. I WANT DIAMONDS DAMMIT
[QUOTE=Moreto;22599244]Well it [I]is[/I] a massive picture you know.[/QUOTE]
Yeah, I know.
I feel like such an asshole now. :frown:
[editline]07:23PM[/editline]
[QUOTE=JoeSibilant;22599275]Cartograph still refuses to output an image of world 3, my only post-island update world. I WANT DIAMONDS DAMMIT[/QUOTE]
Make sure you're generating the NORMAL image FIRST, and also make sure that in your AppData/.roaming/Minecraft folder there is actually a World3 folder.
[QUOTE=DireAvenger;22599391]Yeah, I know.
I feel like such an asshole now. :frown:
[editline]07:23PM[/editline]
Make sure you're generating the NORMAL image FIRST, and also make sure that in your AppData/.roaming/Minecraft folder there is actually a World3 folder.[/QUOTE]
The world is definitely there, it's set to normal, and it completes rendering without crashing. Just no image.
[QUOTE=JoeSibilant;22599223]OK, an image showed up, but it's kinda [URL="http://i.imgur.com/70uxu.png"]weird.[/URL] Any reason it would do this?[/QUOTE]
Oops, that's not island update.
[QUOTE=DireAvenger;22599422]Oops, that's not island update.[/QUOTE]
Yeah, that's world 1. Worlds 1 and 2 are about a month old. World 3 I created a few days ago, and that's the one that won't output even though it renders.
[QUOTE=JoeSibilant;22599452]Yeah, that's world 1. Worlds 1 and 2 are about a month old. World 3 I created a few days ago, and that's the one that won't output even though it renders.[/QUOTE]
Hrm, the issue might be either a be file fragmenting (Those files look pretty fragmented) or a bad CPU/HDD not being able to put chunks in certain places.
But those are crackpot uninformed decisions, so I don't really know.
[QUOTE=DireAvenger;22599483]Hrm, the issue might be either a be file fragmenting (Those files look pretty fragmented) or a bad CPU/HDD not being able to put chunks in certain places.
But those are crackpot uninformed decisions, so I don't really know.[/QUOTE]
No, no. W1 looks like that because I tried to delete ingame and it crashed partway through. My issue is that Cartographer won't output any renders it does of World 3, which is intact.
Sorry if i'm the bearer of bad news, but...
From Notch's blog.
[quote]
[b]A gentle warning about infdev saves breaking[/b]
I hate to do this, but I will break all your infdev saves.
One of the major performance issues with infdev is how it saves levels. I need to give it a major overhaul, and that will cause all old saves to break.
It would be possible to write a level converter for it, but I’m leaning towards not doing it, as it’s quite a bit of work just for preserving levels in a development build of an alpha version of the game..
If people are REALLY in love with their games, I could probably do something that converts only the terrain (no mobs, no chest contents, not keeping track of the time of day), or possibly work with some volunteer and give out information on how to write a level converter. If you wish to do this, first make sure you understand the NBT file format.
This save breaking change almost certainly won’t happen this week, and I won’t delete the old files after the change, so there’s still time to implement a converter after the change.
[edit:]
As requested, here’s the actual technical reason:
Right now, the level is saved in files that cover 16*16*128 blocks. Each file gets a unique name for the zone it covers, and gets saved to a subdirectory of a subdirectory to avoid having too many files in a single dir. My test level (which isn’t huge by any means) takes up 6.11 MB in 4825 files in 4160 folders. That’s an average of just over 1 kb per file.
The file system on my computer (and many others) won’t allocate less than 4 kb per file, so the actual space used for this save is 18.8 mb. That means that the save is three times the size it really should be.
Saving and loading new areas of a map causes a lot of file seeks and reads (30 per second is not uncommon), which is far from optimal. Added on top of this is the time spent compressing and decompressing the data.
Instead, the new plan is to store data in much larger individual zones of uncompressed terrain data that can be directly memory mapped. Each zone will probably be something like 256*256*128 blocks and will occupy 4 MB each. Entities and Tile Entities will be saved in a separate database like structure.[/quote]
[QUOTE=Superwafflez;22599791]Sorry if i'm the bearer of bad news, but...
From Notch's blog.[/QUOTE]
fuuuuuuuuu
A quick question. Is there lava in Infdev?
[QUOTE=Zeraux;22600055]A quick question. Is there lava in Infdev?[/QUOTE]
Yeah, it's right at the bottom.
[QUOTE=Zeraux;22600055]A quick question. Is there lava in Infdev?[/QUOTE]
Yes there is.
[editline]12:41PM[/editline]
Ninja'd
[QUOTE=Superwafflez;22599791]Sorry if i'm the bearer of bad news, but...
From Notch's blog.[/QUOTE]
Shit :saddowns:
Tl;dr on the blog post:
He's optimising how levels are saved (so they take up less space), at the expense of our in-development alpha build saves.
Sounds like a good trade to me.
Ahah...
oh my poor poor saves ;-;
[QUOTE=Superwafflez;22599791]Sorry if i'm the bearer of bad news, but...
From Notch's blog.[/QUOTE]
Oh fuck oh fuck oh fuck oh fuck
[b]MY DIAMONDS, NOOOOOOOOO[/b]
It just makes me chuckle on how everyone's fort they spent days building is ruined, but I'm sad because of the sam reason :frown:
Incoming boxes.
Just got a pixel acceleration when starting up mine craft.
any help?
[QUOTE=Salsa_Ninja;22600224]Just got a pixel acceleration when starting up mine craft.
any help?[/QUOTE]
I thought the solution was solved a few threads back.
You have to accelerate the pixels.
Was it this error?
[img_thumb]http://filesmelt.com/dl/deskop.png[/img_thumb]
[QUOTE=Salsa_Ninja;22600224]Just got a pixel acceleration when starting up mine craft.
any help?[/QUOTE]
Update drivers and Java.. Update as much as you can. And then accelerate the pixels :v:
[editline]01:01PM[/editline]
Update for Notch's last blog (He edited it)
[quote=Notch's blog]As requested, here’s the actual technical reason:
Right now, the level is saved in files that cover 16*16*128 blocks. Each file gets a unique name for the zone it covers, and gets saved to a subdirectory of a subdirectory to avoid having too many files in a single dir. My test level (which isn’t huge by any means) takes up 6.11 MB in 4825 files in 4160 folders. That’s an average of just over 1 kb per file.
The file system on my computer (and many others) won’t allocate less than 4 kb per file, so the actual space used for this save is 18.8 mb. That means that the save is three times the size it really should be.
Saving and loading new areas of a map causes a lot of file seeks and reads (30 per second is not uncommon), which is far from optimal. Added on top of this is the time spent compressing and decompressing the data.
Instead, the new plan is to store data in much larger individual zones of uncompressed terrain data that can be directly memory mapped. Each zone will probably be something like 256*256*128 blocks and will occupy 4 MB each. Entities and Tile Entities will be saved in a separate database like structure.[/quote]
[QUOTE=Fatrix;22600291]Update drivers and Java.. Update as much as you can. And then accelerate the pixels :v:[/QUOTE]
Oh fuck, just installed Win 7, I knew i forgot something.
Damned video card drivers :v:
Thanks for the help.
[QUOTE=Salsa_Ninja;22600304]Oh fuck, just installed Win 7, I knew i forgot something.
Damned video card drivers :v:
Thanks for the help.[/QUOTE]
You're welcome :3:
[QUOTE=Superwafflez;22599791]Sorry if i'm the bearer of bad news, but...
From Notch's blog.[/QUOTE]
when will he remove all saves?
Is there anyway for me to make animals spawn in my "hole-in-the-ground"?
Or is the only way to get animals down there to push them in?
[QUOTE=scratch (nl);22600341]when will he remove all saves?[/QUOTE]
Pretty sure he won't be deleting anything, seeing as they're stored on your own computer.
Your game will just most likely fail to load the old chunks after the update.
[editline]09:08PM[/editline]
[QUOTE=Zeraux;22600342]Is there anyway for me to make animals spawn in my "hole-in-the-ground"?
Or is the only way to get animals down there to push them in?[/QUOTE]
I'd say you better get pushing. :v:
This is why he is getting rid of your saves so you don't get all mad at him:
[QUOTE=Notch]As requested, here’s the actual technical reason:
Right now, the level is saved in files that cover 16*16*128 blocks. Each file gets a unique name for the zone it covers, and gets saved to a subdirectory of a subdirectory to avoid having too many files in a single dir. My test level (which isn’t huge by any means) takes up 6.11 MB in 4825 files in 4160 folders. That’s an average of just over 1 kb per file.
The file system on my computer (and many others) won’t allocate less than 4 kb per file, so the actual space used for this save is 18.8 mb. That means that the save is three times the size it really should be.
Saving and loading new areas of a map causes a lot of file seeks and reads (30 per second is not uncommon), which is far from optimal. Added on top of this is the time spent compressing and decompressing the data.
Instead, the new plan is to store data in much larger individual zones of uncompressed terrain data that can be directly memory mapped. Each zone will probably be something like 256*256*128 blocks and will occupy 4 MB each. Entities and Tile Entities will be saved in a separate database like structure.[/QUOTE]
[editline]06:09AM[/editline]
good god :ninja:'d by ten whole minutes that has to be a record of some kind
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