WorldPainter support?

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Captain_Chaos
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Re: WorldPainter support?

by Captain_Chaos » Thu Feb 16, 2017 20:26

Well this all sounds very encouraging. I think I can come up with something relatively simple, yet useful. I'll probably support v25 of the serialization format, the sqlite backend and the minecraft_game block set (insofar as they overlap with Minecraft), at least initially. I'll need people to test once I have something up and running. I don't know when that will be yet, but I'll keep you guys posted.
 

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Re: WorldPainter support?

by TheReaperKing » Thu Feb 16, 2017 21:45

My students and I would be happy to test it!
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Re: WorldPainter support?

by toby109tt » Fri Feb 17, 2017 13:06

I would love to test it!
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Re: WorldPainter support?

by sfan5 » Fri Feb 17, 2017 14:32

About required files you should be fine with only map.sqlite, world.mt and map_meta.txt (for disabling the default mapgen).
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Re: WorldPainter support?

by Captain_Chaos » Sun Feb 19, 2017 17:21

What is the "ignore" block for? When should I be generating it instead of air blocks?
 

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Re: WorldPainter support?

by Nore » Sun Feb 19, 2017 17:28

"ignore" is used for unloaded blocks or nodes. You should never generate it.
 

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Re: WorldPainter support?

by Captain_Chaos » Sun Feb 19, 2017 18:11

That is nice and clear, thanks. I will refrain for now. ;)
 

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Re: WorldPainter support?

by toby109tt » Mon Feb 20, 2017 10:59

Captain_Chaos wrote:That is nice and clear, thanks. I will refrain for now. ;)


Can you post updates on progress? I'm really curious in the process behind the scenes
It's the good opportunity to ask now :)
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Re: WorldPainter support?

by Captain_Chaos » Mon Feb 20, 2017 14:47

Nore wrote:"ignore" is used for unloaded blocks or nodes. You should never generate it.

Should it exist on disk? The reason I know about it is that I see it in a dumps of a test map I made with Minetest. Usually the only other nodes in the block are leaf or air nodes.

I'm curious how it is used, exactly, as there might be circumstances in which it would be useful for WorldPainter to generate them, for example perhaps around the edges of the generated area for objects which extrude outside the generated area.
 

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Re: WorldPainter support?

by Nore » Mon Feb 20, 2017 15:07

Hmm, I am surprised that it may even exist on disk. You can try to do as you say, but beware that it may have strange consequences, so try to avoid it if possible.
 

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Re: WorldPainter support?

by Captain_Chaos » Mon Feb 20, 2017 17:12

Nore wrote:Hmm, I am surprised that it may even exist on disk. You can try to do as you say, but beware that it may have strange consequences, so try to avoid it if possible.

Maybe some day; it seems clear that initially I shouldn't bother with it. But if it's not supposed to exist on disk you might want to look into that, as I'm seeing it quite a lot. Let me know if you need details.
 

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Re: WorldPainter support?

by Captain_Chaos » Mon Feb 20, 2017 17:16

Krock wrote:Check out the buildbot script. That script and the 32-bit pendant download cross-compiled libraries for MinGW and compile the binary automatically.

What environment is that script made for? I'm trying to compile Minetest on Windows.
 

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Re: WorldPainter support?

by toby109tt » Wed Feb 22, 2017 16:37

Captain_Chaos wrote:
Krock wrote:Check out the buildbot script. That script and the 32-bit pendant download cross-compiled libraries for MinGW and compile the binary automatically.

What environment is that script made for? I'm trying to compile Minetest on Windows.

It says that it's for Windows (but apart from that I dunno sorry I can't help)
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Re: WorldPainter support?

by Wayward_One » Wed Feb 22, 2017 21:56

toby109tt wrote:It says that it's for Windows (but apart from that I dunno sorry I can't help)


Yes, it's for compiling Minetest for Windows, but that script is meant to be run on Linux.
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Re: WorldPainter support?

by toby109tt » Thu Feb 23, 2017 10:25

Wayward_One wrote:
toby109tt wrote:It says that it's for Windows (but apart from that I dunno sorry I can't help)


Yes, it's for compiling Minetest for Windows, but that script is meant to be run on Linux.

How does that make any sense whatsoever?
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Re: WorldPainter support?

by twoelk » Thu Feb 23, 2017 11:46

It is called "cross-compiling" and is done quite often or did you really think all them apps for Android where all programmed on smart phones ;-P

Quit often the target OS of an apllication doesn't even have a development environment so that it may need to be compiled on a different OS. Think off all the other devices and robots used in the industry or your smart toaster or whatever.

Compiling Minetest on a MS-Windows system seems to be a lot more difficult and resource demanding than on a Linux system. Therefore some executables for Windows or Android systems are cross compiled on Linux operating systems that seem to have easier access to all the libraries needed.

For example the Windows-Builds provided by sfan5 are built on Linux while those provided by Krock have been built on Windows-XP.
 

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Re: WorldPainter support?

by Captain_Chaos » Thu Feb 23, 2017 13:23

So is anyone building Minetest on Windows? I've still not managed to do it. I actually get quite far with Bash on ubuntu on Windows 10, which compiles and links the executable, but it won't run due to missing libraries. Somewere, someone must be building Minetest on Windows, right?
 

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Re: WorldPainter support?

by twoelk » Thu Feb 23, 2017 14:42

twoelk wrote:...
while those provided by Krock have been built on Windows-XP.


also you might want to wade through the Builds thread
Getting hold of people like Krock, Addi and maybe Jordach might be the best idea though
 

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Re: WorldPainter support?

by Captain_Chaos » Fri Feb 24, 2017 14:12

Progress report:
Image
 

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Re: WorldPainter support?

by Captain_Chaos » Fri Feb 24, 2017 21:36

Alright, I have a first test version for people to try out and give me feedback. This is still in heavy development and nowhere near finished, so there will be bugs, missing functionality, usability problems, etc.

Also, if you are already a regular WorldPainter user, don't edit your existing worlds with this version. The regular version of WorldPainter will not be able to load any worlds which you have saved with this version!

First, you have to install Java, of the right number of bits for your OS if you are on Windows. You can download Java here. For 64-bit Windows pick the version with the name ending in -x64.exe.

Then, download and install WorldPainter. You'll need this snapshot; the plugin won't work on the regular version of WorldPainter:

64-bit Windows
32-bit Windows
Mac OS
UNIX/Linux

Install it, run it, and open the plugins folder from the Tools menu. Then, download the Minetest support plugin from here and place it in the plugins folder (do not extract it).

Restart WorldPainter and you should now be able to select Minetest as the map format on the New World screen (Ctrl+N or File-> New World...) or the Export screen (Ctrl+E or File->Export->Export as new Minecraft map...; obviously that text will have to change ;) ).

If you try it out let me know how you get on and what you think about it!

Caveats:

  • WorldPainter is first and foremost, and will probably remain for the foreseeable future, a Minecraft map generator. The available block types and terrain types are geared towards Minecraft, and many of them won't be available on Minetest. This first version of the plugin tries to map blocks to minetest_game insofar it has the same, or very similar, blocks. Other blocks are left as is and will be rendered as unknown nodes in Minetest. In the future I'll probably add some way to customise the block mapping so that you can change it or add blocks from other mods.
  • The Minetest format does not support the Nether or End dimensions, so if you load an existing WorldPainter world which has those dimensions you won't be able to select the Minetest format. If you delete those dimensions via Edit->Dimensions you should then be able to export it.
  • There doesn't appear to be an easy way for WorldPainter to set the spawn point, and since WorldPainter maps tend to be higher (because they start at y=0 and have their water level at y=62 by default) Minetest will probably spawn you in the void outside the map, or in a cave.
 

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Re: WorldPainter support?

by toby109tt » Sat Feb 25, 2017 00:09

Captain_Chaos wrote:Alright, I have a first test version for people to try out and give me feedback. This is still in heavy development and nowhere near finished, so there will be bugs, missing functionality, usability problems, etc.

Also, if you are already a regular WorldPainter user, don't edit your existing worlds with this version. The regular version of WorldPainter will not be able to load any worlds which you have saved with this version!

First, you have to install Java, of the right number of bits for your OS if you are on Windows. You can download Java here. For 64-bit Windows pick the version with the name ending in -x64.exe.

Then, download and install WorldPainter. You'll need this snapshot; the plugin won't work on the regular version of WorldPainter:

64-bit Windows
32-bit Windows
Mac OS
UNIX/Linux

Install it, run it, and open the plugins folder from the Tools menu. Then, download the Minetest support plugin from here and place it in the plugins folder (do not extract it).

Restart WorldPainter and you should now be able to select Minetest as the map format on the New World screen (Ctrl+N or File-> New World...) or the Export screen (Ctrl+E or File->Export->Export as new Minecraft map...; obviously that text will have to change ;) ).

If you try it out let me know how you get on and what you think about it!

Caveats:

  • WorldPainter is first and foremost, and will probably remain for the foreseeable future, a Minecraft map generator. The available block types and terrain types are geared towards Minecraft, and many of them won't be available on Minetest. This first version of the plugin tries to map blocks to minetest_game insofar it has the same, or very similar, blocks. Other blocks are left as is and will be rendered as unknown nodes in Minetest. In the future I'll probably add some way to customise the block mapping so that you can change it or add blocks from other mods.
  • The Minetest format does not support the Nether or End dimensions, so if you load an existing WorldPainter world which has those dimensions you won't be able to select the Minetest format. If you delete those dimensions via Edit->Dimensions you should then be able to export it.
  • There doesn't appear to be an easy way for WorldPainter to set the spawn point, and since WorldPainter maps tend to be higher (because they start at y=0 and have their water level at y=62 by default) Minetest will probably spawn you in the void outside the map, or in a cave.


i cant get it to install :/

Image

bdw im on the newest update of java
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Re: WorldPainter support?

by sofar » Sat Feb 25, 2017 00:48

$ ./worldpainter
Could not load Logmanager "org.pepsoft.worldpainter.util.WPLogManager"
java.lang.ClassNotFoundException: org.pepsoft.worldpainter.util.WPLogManager

java.lang.NoClassDefFoundError: com/google/common/collect/ImmutableList
at org.pepsoft.worldpainter.Platform.<init>(Platform.java:29)

[2017-02-24 16:47:10,358] {INFO } ( org.pepsoft.worldpainter.Main) Creating new configuration
java.lang.NoClassDefFoundError: Could not initialize class org.pepsoft.worldpainter.DefaultPlugin
at org.pepsoft.worldpainter.Configuration.<init>(Configuration.java:1003)
 

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Re: WorldPainter support?

by kaeza » Sat Feb 25, 2017 01:41

It seems to run fine for me until I try to export the world:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
java.lang.NoClassDefFoundError: javafx/util/Pair
   at org.pepsoft.worldpainter.minetest.MinetestChunkStore.<init>(MinetestChunkStore.java:57)
   at org.pepsoft.worldpainter.minetest.Plugin.getChunkStore(Plugin.java:58)
   at org.pepsoft.worldpainter.exporting.WorldRegion.save(WorldRegion.java:271)
   at org.pepsoft.worldpainter.exporting.AbstractWorldExporter.lambda$parallelExportRegions$0(AbstractWorldExporter.java:271)
   at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1142)

Root cause:
java.lang.ClassNotFoundException: javafx.util.Pair
   at java.net.URLClassLoader.findClass(URLClassLoader.java:381)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
   at org.pepsoft.worldpainter.minetest.MinetestChunkStore.<init>(MinetestChunkStore.java:57)
   at org.pepsoft.worldpainter.minetest.Plugin.getChunkStore(Plugin.java:58)

WorldPainter version: 2.4.2-SNAPSHOT (20170224195009)

java.version: 1.8.0_121
java.vendor: Oracle Corporation
java.vm.version: 25.121-b13
java.vm.vendor: Oracle Corporation
java.vm.name: OpenJDK 64-Bit Server VM
os.name: Linux
os.arch: amd64
os.version: 4.4.0-64-generic
user.home: /home/kaeza
user.dir: /home/kaeza/.local/share/worldpainter
user.country: ES
user.language: es

Free memory: 95925296 bytes
Total memory size: 215482368 bytes
Max memory size: 1722810368 bytes

World name: Generated World
Seed: 6411768780601592116
Bounds: -2, -2 => 2, 2
Height: 256
Number of tiles: 25
Layers in use:
Border: null @ 62
Sub surface material: STONE_MIX
Water height: 62

Operation: null
Radius: 50
Brush: Plateau Circle (radius=0, brushShape=CIRCLE, level=1.0)/Sine Circle (radius=0, brushShape=CIRCLE, level=1.0)
Level: 0.51/0.51
Zoom: 0
Hidden layers: [Biome]
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Re: WorldPainter support?

by fishyWET » Sat Feb 25, 2017 04:12

toby109tt wrote:i cant get it to install :/
-snap-

Downloading the latest 64 bit appears to fix that for me. (Not directly from java main download page)

But WorldPainter (Windows 64bit) (EDIT: Win 10) crashes (with no error message) when starting up :/

(not sure if im doing the debugging thing right)
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
C:\Users\fishy\Desktop\Tools\WorldPainter\worldpainter.exe
Symbol search path is: srv*
Executable search path is:
ModLoad: 00007ff7`a3ab0000 00007ff7`a3b5c000   image00007ff7`a3ab0000
ModLoad: 00007fff`a9020000 00007fff`a91e1000   ntdll.dll
ModLoad: 00007fff`a77d0000 00007fff`a787d000   C:\WINDOWS\system32\KERNEL32.DLL
ModLoad: 00007fff`a5e10000 00007fff`a5ff8000   C:\WINDOWS\system32\KERNELBASE.dll
ModLoad: 00007fff`a6420000 00007fff`a6576000   C:\WINDOWS\system32\USER32.dll
ModLoad: 00007fff`a7880000 00007fff`a7a06000   C:\WINDOWS\system32\GDI32.dll
ModLoad: 00007fff`a65a0000 00007fff`a6647000   C:\WINDOWS\system32\ADVAPI32.dll
ModLoad: 00007fff`a7530000 00007fff`a75cd000   C:\WINDOWS\system32\msvcrt.dll
ModLoad: 00007fff`a70b0000 00007fff`a710b000   C:\WINDOWS\system32\sechost.dll
ModLoad: 00007fff`a7300000 00007fff`a741c000   C:\WINDOWS\system32\RPCRT4.dll
(10f4.2148): Break instruction exception - code 80000003 (first chance)
ntdll!LdrpDoDebuggerBreak+0x30:
00007fff`a90eab20 cc              int     3
Last edited by fishyWET on Sat Feb 25, 2017 12:13, edited 2 times in total.
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Re: WorldPainter support?

by TheReaperKing » Sat Feb 25, 2017 05:19

On Windows 7 64 bit I was able to install WorldPainter just fine but upon loading I see the splash screen but nothing else happens. I am using the 64 bit version of WorldPainter.
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Re: WorldPainter support?

by Captain_Chaos » Sat Feb 25, 2017 08:23

Clearly I need to do some more work... ;) I'll have a new build out soon!
 

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Re: WorldPainter support?

by Captain_Chaos » Sat Feb 25, 2017 12:50

OK, I uploaded a new build of WorldPainter. There was a dependency missing, but now it should work. The download links are still the same; for the links and instructions, see my previous post. Please try again and let me know how it goes!

Again: for Windows, make sure to install the right version of Java with respect to the number of bits. *-i586.exe for 32-bits; *-x64.exe for 64-bits.
Last edited by Captain_Chaos on Sat Feb 25, 2017 15:42, edited 1 time in total.
 

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Re: WorldPainter support?

by Badger » Sat Feb 25, 2017 13:42

Have updated java. Installed WorldPainter. But doesn't start. (Linux 64bit)
-------------------------------------------------------------------------------------
Could not load Logmanager "org.pepsoft.worldpainter.util.WPLogManager"
java.lang.ClassNotFoundException: org.pepsoft.worldpainter.util.WPLogManager
at java.net.URLClassLoader.findClass(URLClassLoader.java:381)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:331)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
at java.util.logging.LogManager$1.run(LogManager.java:195)
at java.util.logging.LogManager$1.run(LogManager.java:181)
at java.security.AccessController.doPrivileged(Native Method)
at java.util.logging.LogManager.<clinit>(LogManager.java:181)
at java.util.logging.Logger.demandLogger(Logger.java:448)
at java.util.logging.Logger.getLogger(Logger.java:502)
at com.install4j.runtime.installer.helper.versionspecific.NoHelper.<clinit>(NoHelper.java:20)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Class.java:264)
at com.install4j.runtime.installer.helper.versionspecific.VersionSpecificHelper.<clinit>(VersionSpecificHelper.java:36)
at com.install4j.runtime.installer.helper.InstallerUtil.disablePreferencesLogging(InstallerUtil.java:539)
at com.install4j.runtime.installer.helper.InstallerUtil.<clinit>(InstallerUtil.java:92)
at com.install4j.runtime.launcher.LauncherIntegration.checkIntegrations(LauncherIntegration.java:35)
at com.install4j.runtime.launcher.Launcher.init(Launcher.java:106)
at com.install4j.runtime.launcher.UnixLauncher.main(UnixLauncher.java:23)
[2017-02-25 16:40:50,250] {INFO } ( org.pepsoft.worldpainter.Main) Starting WorldPainter 2.4.2-SNAPSHOT (20170224195009)
[2017-02-25 16:40:50,253] {INFO } ( org.pepsoft.worldpainter.Main) Hardware acceleration method: default
[2017-02-25 16:40:50,253] {INFO } ( org.pepsoft.worldpainter.Main) Creating new configuration
java.lang.NoClassDefFoundError: com/google/common/collect/ImmutableList
at org.pepsoft.worldpainter.Platform.<init>(Platform.java:29)
at org.pepsoft.worldpainter.DefaultPlugin.<clinit>(DefaultPlugin.java:135)
at org.pepsoft.worldpainter.Configuration.<init>(Configuration.java:1003)
at org.pepsoft.worldpainter.Main.main(Main.java:161)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:498)
at com.exe4j.runtime.LauncherEngine.launch(LauncherEngine.java:65)
at com.install4j.runtime.launcher.UnixLauncher.main(UnixLauncher.java:57)
Caused by: java.lang.ClassNotFoundException: com.google.common.collect.ImmutableList
at java.net.URLClassLoader.findClass(URLClassLoader.java:381)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:331)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
... 10 more
 

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Re: WorldPainter support?

by Captain_Chaos » Sat Feb 25, 2017 13:58

Badger wrote:Have updated java. Installed WorldPainter. But doesn't start. (Linux 64bit)

And you have redownloaded it? That's odd, that error is exactly the one I fixed. I'll see if I can run it on Linux.

Edit: in fact I can tell from the timestamp in the error message that that is not the new version. Try downloading it again and reinstalling.

Another edit: it occurred to me that I didn't make clear I uploaded a new build of WorldPainter, not of the plugin. Sorry if I caused any confusion. Although it never hurts to download and install them both every time.
Last edited by Captain_Chaos on Sat Feb 25, 2017 15:43, edited 1 time in total.
 

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Re: WorldPainter support?

by Captain_Chaos » Sat Feb 25, 2017 15:41

I have another question for the developers: how is the lighting information stored in the map? It seems like the light propagates the same or similar in Minetest as it does in Minecraft, and I can already calculate the light for Minecraft so it would probably be easy to adapt, if I only knew how it was stored.
 

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