0

added an faq about deleting parts of your map

This commit is contained in:
Andrew Brown
2012-03-15 23:35:03 -04:00
parent bafc1fd93a
commit 74f029b9b4
2 changed files with 61 additions and 1 deletions

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@@ -358,6 +358,8 @@ values. The valid configuration keys are listed below.
This is a where a specific texture pack can be found to be used during this render.
It can be either a folder or a directory. Its value should be a string.
.. _crop:
``crop``
You can use this to render a small subset of your map, instead of the entire
thing. The format is (min x, min z, max x, max z).
@@ -397,7 +399,7 @@ values. The valid configuration keys are listed below.
once with the :option:`--check-tiles` mode activated, and then once with
the :option:`--forcerender` option. The first run will go and delete tiles that
should no longer exist, while the second will render the tiles around
the edge properly.
the edge properly. Also see :ref:`this faq entry<cropping_faq>`.
Sorry there's no better way to handle these cases at the moment. It's a
tricky problem and nobody has devoted the effort to solve it yet.

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@@ -90,3 +90,61 @@ If you are seeing exorbitant memory usage, then it is likely either a bug or a
subtly corrupted world. Please file an issue or come talk to us on IRC so we can
take a look! See :ref:`help`.
.. _cropping_faq:
I've deleted some sections of my world but they still appear in the map
-----------------------------------------------------------------------
Okay, so making edits to your world in e.g. worldedit has some caveats,
especially regarding deleting sections of your world.
This faq also applies to using the :ref:`crop<crop>` option.
Under normal operation with vanilla Minecraft and no external tools fiddling
with the world, Overviewer performs correctly, rendering areas that have
changed, and everything is good.
Often with servers one user will travel reeeeally far out and cause a lot of
extra work for the server and for The Overviewer, so you may be tempted to
delete parts of your map. This can cause problems, so read on to learn what you
can do about it.
First some explanation: Until recently (Mid May 2012) The Overviewer did not
have any facility for detecting parts of the map that should no longer exist.
Remember that the map is split into small tiles. When Overviewer starts up, the
first thing it does is calculate which tiles should exist and which should be
updated. This means it does not check or even look at tiles that should not
exist. This means that parts of your world which have been deleted will hang
around on your map because Overviewer won't even look at those tiles and notice
they shouldn't be there. You may even see strange artifacts around the border as
tiles that should exist get updated.
Now, with the :option:`--check-tiles` option, The Overviewer *will* look for and
remove tiles that should no longer exist. So you can render your map once with
that option and all those extra tiles will get removed automatically. However,
this is only half of the solution. The other half is making sure the tiles along
the border are re-rendered, or else it will look like your map is being cut off.
Explanation: The tiles next to the ones that were removed are tiles that should
continue to exist, but parts of them have chunks that no longer exist. Those
tiles then should be re-rendered to show that. However, since tile updates are
triggered by the chunk last-modified timestamp changing, and the chunks that
still exist have *not* been updated, those tiles will not get re-rendered.
The consequence of this is that your map will end up looking cut-off around the
new borders that were created by the parts you deleted. You can fix this one of
two ways.
1. You can run a render with :option:`--forcerender`. This has the unfortunate
side-effect of re-rendering *everything* and doing much more work than is
necessary.
2. Manually navigate the tile directory hierarchy and manually delete tiles
along the edge. Then run once again with :option:`--check-tiles` to re-render
the tiles you just deleted. This may not be as bad as it seems. Remember each
zoom level divides the world into 4 quadrants: 0, 1, 2, and 3 are the upper
left, upper right, lower left, and lower right. It shouldn't be too hard to
navigate it manually to find the parts of the map that need re-generating.
3. The third non-option is to not worry about it. The problem will fix itself if
people explore near there, because that will force that part of the map to
update.