0

Merge textures rewrite into 19prep

This commit is contained in:
Aaron Griffith
2011-11-11 14:05:05 -05:00
41 changed files with 8890 additions and 2235 deletions

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@@ -2,21 +2,30 @@
Building the Overviewer from Source
===================================
These instructions are for building the C extension for Overviewer. Also note
that pre-built Windows and Debian executables are available in the `Downloads
<https://github.com/overviewer/Minecraft-Overviewer/downloads>`_ section. These
kits already contain the compiled extension and require no further setup (so you
can skip to the :doc:`Running <running>` section of the docs).
These instructions are for building the C extension for Overviewer. Once you
have finished with these instructions, head to :doc:`running`.
.. note::
Pre-built Windows and Debian executables are available on the
:doc:`installing` page. These kits already contain the compiled code and
require no further setup, so you can skip to the next section of the docs:
:doc:`running`.
Get The Source
==============
First step: download the source! Either clone with Git or download the most recent snapshot
* URL to clone: ``git://github.com/overviewer/Minecraft-Overviewer.git``
First step: download the platform-independent source! Either clone with Git
(recommended if you know Git) or download the most recent snapshot
* Git URL to clone: ``git://github.com/overviewer/Minecraft-Overviewer.git``
* `Download most recent tar archive <https://github.com/overviewer/Minecraft-Overviewer/tarball/master>`_
* `Download most recent zip archive <https://github.com/overviewer/Minecraft-Overviewer/zipball/master>`_
Once you have the source, see below for instructions on building for your
system.
Build Instructions For Various Operating Systems
================================================
@@ -157,5 +166,10 @@ regular user.
Installing the Compiled Code
----------------------------
You can run the ``overviewer.py`` script from the build directory just fine. If
you'd like to install, run ``python setup.py install``
You can run the ``overviewer.py`` script from the build directory just fine;
installation is unnecessary. If you'd like to install, run
::
python setup.py install

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@@ -90,7 +90,7 @@ the process remains the same). In order to render a cube out of this, an `affine
transformation`_ is applied to the texture in order to transform it to the top,
left, and right faces of the cube.
.. image:: texturecubing.png
.. image:: blockrendering/texturecubing.png
:alt: A texture gets rendered into a cube
.. _affine transformation: http://en.wikipedia.org/wiki/Affine_transformation
@@ -130,12 +130,12 @@ these steps:
This produces an image of size 24 by 12 as seen in the following sequence.
.. image:: texturetopsteps.png
.. image:: blockrendering/texturetopsteps.png
:alt: The 4 steps for transforming a texture square into the top of the cube.
The final image, shown below, becomes the top of the cube.
.. image:: cube_top.png
.. image:: blockrendering/cube_top.png
:alt: Top of the cube
On the left is what will become the top of the block at actual size after the
@@ -156,13 +156,13 @@ a shear.
2. The 12 by 12 square is sheared by a factor of 1.5 in the Y direction,
producing an image that is bounded by a 12 by 18 pixel square.
.. image:: texturesidesteps.png
.. image:: blockrendering/texturesidesteps.png
:alt: Texture being sheared for the side of the cube.
This image is simply flipped along the horizontal axis for the other visible
side of the cube.
.. image:: cube_sides.png
.. image:: blockrendering/cube_sides.png
:alt: The sides of the block
Again, shown on the left are the two sides of the block at actual size, the
@@ -177,7 +177,7 @@ However, notice from the middle of the three images in the sequence below that
the images as transformed don't fit together exactly. There is some overlap when
put in the 24 by 24 box in which they must fit.
.. image:: cube_parts.png
.. image:: blockrendering/cube_parts.png
:alt: How the cube parts fit together
There is one more complication. The cubes don't tessellate perfectly. This
@@ -185,7 +185,7 @@ diagram illustrates when a cube is positioned next to another. The lower cubes
are 18 pixels lower and 12 pixels to either side, which is half the width and
3/4 the height respectively.
.. image:: tessellation.png
.. image:: blockrendering/tessellation.png
:alt: Cubes don't tessellate perfectly
The solution is to manually touch up those 6 pixels. 3 pixels are added on the
@@ -194,7 +194,7 @@ perfectly!
This is done at the end of :func:`textures._build_block`
.. image:: pixelfix.png
.. image:: blockrendering/pixelfix.png
:alt: The 6 pixels manually added to each cube.
Other Cube Types
@@ -336,6 +336,128 @@ Tile Rendering
==============
.. Covers the placement of chunk images on a tile
So now that we know how to draw a single chunk, we can move on to placing them
on an image.
For the diagrams in this section, we are positioning an entire chunk, but
frequently, only the top face of the chunk is drawn (shown in green below).
.. image:: tilerendering/topofchunk.png
:alt: The top of a chunk is highlighted
This makes it easier and less cumbersome to describe chunk positionings. Just
remember that chunks extend down for 1536 more pixels.
Chunk Addressing
----------------
Chunks in Minecraft have an X,Z address, starting at 0,0 and extending to
positive and negative infinity on both axes. Since we're looking at things
diagonally, however, we need a way of addressing these chunks in the final
image. For that, we refer to them in rows and columns. Consider this grid
showing the tops of a five by five region of chunks, labeled with their in-game
addresses.
.. image:: tilerendering/chunkgrid.png
:alt: A grid of 5x5 chunks showing how chunks are addressed.
Now, we want to transform each chunk to a row/column address as shown here:
.. image:: tilerendering/chunkgridwithrowcol.png
:alt: A grid of 5x5 chunks showing how chunks are addressed.
So the chunk at address 0,0 would be at col 0, row 0; while the chunk at address
1,1 would be at col 2, row 0. The intersection of the red and green lines
addresses the chunk in col,row format.
Notice that as a consequence of this addressing scheme, there is no chunk at
e.g. column 1 row 0. There are some col,row addresses that lie between chunks
(as can be seen where the red/green lines intersect at a chunk boundary instead
of the middle of a chunk). Something to keep in mind.
So how does one translate between them? It turns out that a chunk's column
address is simply the sum of the X and the Z coordinate, while the row is the
difference. Try it!
::
col = X + Z
row = Z - X
X = (col - row) / 2
Z = (col + row) / 2
Chunk Positioning
-----------------
Again just looking at the top of a chunk, we can work out how to position them
relative to each other. This is similar to how to position blocks relative to
each other, but this time, for chunks.
A chunk's top face is 384 pixels wide by 192 pixels tall. Similar to the block,
neighboring chunks have these relationships:
.. image:: tilerendering/chunkpositioning.png
:alt: Chunk positioning diagram
But that's all pretty trivial. With this knowledge, we could draw the chunks at
the above offsets in one large image, but for large worlds, that would quickly
become too much to handle. (Early versions of the Overviewer did this, but the
large, unwieldy images quickly motivated the development of rendering to
individual tiles)
Tile Layout
-----------
Instead of rendering to one large image, chunks are rendered to small tiles.
Only a handful of chunks need to be rendered into each tile. The downside is
that chunks must be rendered multiple times for each tile they appear in, but
the upside is that arbitrarily sized maps can be viewed.
The Overviewer uses a tile size of 384 by 384 pixels. This is the same as a
width of a chunk and is no coincidence. Just considering the top face of a
chunk, 8 chunks get rendered into a tile in this configuration:
.. image:: tilerendering/chunksintile.png
:alt: The 8 chunks that get rendered into a tile
So the overall strategy is to convert all chunks into diagonal col,row
coordinates, then for each tile decide which chunks belong in it, then render
them in the appropriate place on the tile.
The rendering routines are actually passed a range of chunks to render, e.g.
rows 4-6, cols 20-24. The lower bound col,row chunk given in the range is
rendered at position 0,0 in the diagram above. That is, at offset -192,-96
pixels.
The rendering routines takes the given range of columns and rows, converts it
back into chunk coordinates, and renders the given 8 chunks plus all chunks from
the 16 rows above the given range (see the note below). The chunks are
positioned correctly with the above positioning rules, so any chunks that are
out of the bounds get rendered off the tile and don't affect the final image.
(There is therefore no penalty for rendering out-of-bounds chunks for a tile
except increased processing)
.. note::
Remember that chunks are actually very tall, so there are actually several
rows above 0 in the above diagram that are rendered into the tile. Since the
chunk outlines in the diagrams are only the top face of the chunk, they most
likely don't contribute to the image since chunks usually don't have
anything to render way up at the top near the sky.
Since every other column of chunks is half-way in two tiles, they must be
rendered twice. Each neighboring tile is therefore only 2 columns over, not 3 as
one may suspect at first. Same goes for the rows: The next tile down is 4 rows
down, not 5.
Quadtrees
=========
.. About the tile output
get_range_by_path
-----------------
.. Explain the quadtree.QuadtreeGen._get_range_by_path method
Reading the Data Files
======================
..

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@@ -2,22 +2,53 @@
Frequently Asked Questions
==========================
**The full map doesn't display even when fully zoomed out!**
Are you using the :option:`-z` or :option:`--zoom <-z>` option on your commandline or
in settings.py? If so, try removing it, or increasing the value you set.
It's quite likely you don't need it at all. See the documentation for the
:option:`zoom <-z>` option.
.. contents::
:local:
**You've added a few feature, but it's not showing up on my map!**
Some new features will only show up in newly-rendered areas. Use the
:option:`--forcerender` option to update the entire map.
General Questions
=================
**How do I use this on CentOS 5?**
CentOS 5 comes with Python 2.4, but the Overviewer needs 2.6 or higher. See
the special instructions at :ref:`centos`
The full map doesn't display even when fully zoomed out!
--------------------------------------------------------
**The background color of the map is black, and I don't like it!**
You can change this by using the :option:`--bg-color` command line option, or
``bg_color`` in settings.py. See the :doc:`options` page for more
details.
Are you using the :option:`-z` or :option:`--zoom <-z>` option on your
commandline or in settings.py? If so, try removing it, or increasing the value
you set. It's quite likely you don't need it at all. See the documentation for
the :option:`zoom <-z>` option.
You've added a few feature, but it's not showing up on my map!
--------------------------------------------------------------
Some new features will only show up in newly-rendered areas. Use the
:option:`--forcerender` option to update the entire map.
How do I use this on CentOS 5?
------------------------------
CentOS 5 comes with Python 2.4, but the Overviewer needs 2.6 or higher. See the
special instructions at :ref:`centos`
The background color of the map is black, and I don't like it!
--------------------------------------------------------------
You can change this by using the :option:`--bg-color` command line option, or
``bg_color`` in settings.py. See the :doc:`options` page for more details.
I downloaded the Windows version but when I double-click it, the window closes real fast.
-----------------------------------------------------------------------------------------
The Overviewer is a command line program and must be run from a command line. It
is necessary to become at least a little familiar with a command line to run The
Overviewer (if you have no interest in this, perhaps this isn't the mapping
program for you).
Unfortunately, A full tutorial of the Windows command line is out of scope for this
documentation; consult the almighty Google for tutorials and information on
the Windows command line. (If you would like to contribute a short tutorial to
these docs, please do!)
Batch files are another easy way to run the Overviewer without messing with
command lines, but information on how to do this has also not been written.
On a related note, we also welcome contributions for a graphical interface for
the Overviewer.

View File

@@ -6,6 +6,10 @@
The Minecraft Overviewer
========================
See also the `Github Homepage`_
.. _Github Homepage: https://github.com/overviewer/Minecraft-Overviewer
Introduction
============
The Minecraft Overviewer is a command-line tool for rendering high-resolution
@@ -54,8 +58,9 @@ Windows, Mac, and Linux as long as you have these software packages installed:
* Either a Minecraft Client installed or a terrain.png for the textures.
There are additional requirements for compiling it. More details are available
in either the :doc:`Building <building>` or :doc:`Installing <installing>` pages.
The first three are included in the Windows download. Also, there are additional
requirements for compiling it (like a compiler). More details are available in
either the :doc:`Building <building>` or :doc:`Installing <installing>` pages.
Getting Started
===============
@@ -71,7 +76,9 @@ packages and don't want to have to compile anything yourself**, head to the
**If you would like to build the Overviewer from source yourself (it's not that
bad)**, head to the :doc:`Building <building>` page.
.. _Github Homepage: https://github.com/overviewer/Minecraft-Overviewer
**For all other platforms** you will need to build it yourself.
:doc:`building`.
Help
====
@@ -92,8 +99,8 @@ Documentation Contents
.. toctree::
:maxdepth: 2
building
installing
building
running
options
faq

View File

@@ -3,8 +3,9 @@ Installing
==========
This page is for installing the pre-compiled binary versions of the Overviewer.
If you have built the Overviewer from source yourself, head back to
:doc:`Building <building>`.
If you want to build the Overviewer from source yourself, head to :doc:`Building
<building>`. If you have already built The Overviewer, proceed to
:doc:`running`.
Windows
@@ -18,8 +19,7 @@ right place!
For 64 bit, you'll want these instead: `VC++ 2008 <http://www.microsoft.com/downloads/en/details.aspx?familyid=bd2a6171-e2d6-4230-b809-9a8d7548c1b6>`_ and `VC++ 2010 <http://www.microsoft.com/download/en/details.aspx?id=14632>`_
3. That's it! Proceed with instructions on :doc:`Running <running>` the
Overviewer.
3. That's it! Proceed with instructions on :doc:`running`.
Debian / Ubuntu
===============

View File

@@ -137,3 +137,23 @@ modification times intact, use ``cp -p``. For people who render from backups,
GNU ``tar`` automatically handles modification times correctly. ``rsync -a``
will handle this correctly as well. If you use some other tool, you'll have to
figure out how to do this yourself.
Biome Support
=============
Minecraft Overviewer has support for using the biome info from the `Minecraft
Biome Extractor`_. If you run the biome extractor on your world, during the
next run Overviewer will automatically recognize the biome info and use it to
colorize your grass and leaves appropriately. This will only appear on updated
chunks, though; to colorize the entire world you will need to re-render from
scratch by using :option:`--forcerender`
.. note::
as of Minecraft 1.8, you currently need to use a patched Biome Extractor
that can be found `here
<http://www.minecraftforum.net/topic/76063-minecraft-biome-extractor-add-biome-support-to-your-mapper/page__st__140__gopid__8431028#entry8431028>`_,
or `here on GitHub
<https://github.com/overviewer/minecraft-biome-extractor>`_.
.. _Minecraft Biome Extractor: http://www.minecraftforum.net/viewtopic.php?f=25&t=80902

View File

@@ -15,7 +15,25 @@
# You should have received a copy of the GNU General Public License along
# with the Overviewer. If not, see <http://www.gnu.org/licenses/>.
import platform
import sys
if platform.system() == 'Windows':
try:
import ctypes
GetConsoleProcessList = ctypes.windll.kernel32.GetConsoleProcessList
num = GetConsoleProcessList(ctypes.byref(ctypes.c_int(0)), ctypes.c_int(1))
if (num == 1):
print "The Overviewer is a console program. Please open a Windows command prompt"
print "first and run Overviewer from there. Further documentation is available at"
print "http://docs.overviewer.org/\n"
print "Press [Enter] to close this window."
raw_input()
sys.exit(1)
except Exception:
pass
if not (sys.version_info[0] == 2 and sys.version_info[1] >= 6):
print "Sorry, the Overviewer requires at least Python 2.6 to run"
if sys.version_info[0] >= 3:
@@ -29,7 +47,6 @@ import subprocess
import multiprocessing
import time
import logging
import platform
from overviewer_core import util
logging.basicConfig(level=logging.INFO,format="%(asctime)s [%(levelname)s] %(message)s")
@@ -139,7 +156,7 @@ def main():
print "Git commit: %s" % overviewer_version.HASH
print "built on %s" % overviewer_version.BUILD_DATE
print "Build machine: %s %s" % (overviewer_version.BUILD_PLATFORM, overviewer_version.BUILD_OS)
except:
except Exception:
print "version info not found"
pass
sys.exit(0)

View File

@@ -125,27 +125,6 @@ def get_tileentity_data(level):
data = level['TileEntities']
return data
# This set holds blocks ids that can be seen through, for occlusion calculations
transparent_blocks = set([ 0, 6, 8, 9, 18, 20, 26, 27, 28, 29, 30, 31, 32, 33,
34, 37, 38, 39, 40, 44, 50, 51, 52, 53, 55, 59, 63, 64,
65, 66, 67, 68, 69, 70, 71, 72, 74, 75, 76, 77, 78, 79,
81, 83, 85, 90, 92, 93, 94, 96, 101, 102, 104, 105,
106, 107, 108, 109, 111, 113, 114, 115, 116, 117, 118,
119, 120])
# This set holds block ids that are solid blocks
solid_blocks = set([1, 2, 3, 4, 5, 7, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22,
23, 24, 25, 35, 41, 42, 43, 44, 45, 46, 47, 48, 49, 53, 54, 56, 57, 58, 60,
61, 62, 67, 73, 74, 78, 79, 80, 81, 82, 84, 86, 87, 88, 89, 91, 95, 97, 98,
99, 100, 103, 108, 109, 110, 112, 114, 121])
# This set holds block ids that are fluid blocks
fluid_blocks = set([8,9,10,11])
# This set holds block ids that are not candidates for spawning mobs on
# (glass, slabs, stairs, fluids, ice, pistons, webs,TNT, wheat, cactus, iron bars, glass planes, fences, fence gate, cake, bed, repeaters, trapdoor)
nospawn_blocks = set([20,26, 29, 30, 33, 34, 44, 46, 53, 59, 67, 79, 81, 85, 92, 93, 94, 96, 107, 109, 101, 102]).union(fluid_blocks)
class ChunkCorrupt(Exception):
pass
@@ -414,7 +393,7 @@ def generate_facemasks():
left = Image.new("L", (24,24), 0)
whole = Image.new("L", (24,24), 0)
toppart = textures.transform_image(white)
toppart = textures.transform_image_top(white)
leftpart = textures.transform_image_side(white)
# using the real PIL paste here (not alpha_over) because there is

View File

@@ -196,7 +196,7 @@ class ConfigOptionParser(object):
sys.exit(1)
return value
elif a['type'] == "float":
return long(value)
return float(value)
elif a['type'] == "complex":
return complex(value)
elif a['type'] == "function":

View File

@@ -261,6 +261,9 @@ var overviewer = {
google.maps.event.addListener(overviewer.map, 'zoom_changed', function() {
overviewer.util.updateHash();
});
google.maps.event.addListener(overviewer.map, 'dblclick', function() {
overviewer.util.updateHash();
});
// Make the link again whenever the map changes
google.maps.event.addListener(overviewer.map, 'maptypeid_changed', function() {

View File

@@ -20,8 +20,7 @@
static PyObject *textures = NULL;
static PyObject *chunk_mod = NULL;
static PyObject *blockmap = NULL;
static PyObject *special_blocks = NULL;
static PyObject *specialblockmap = NULL;
static PyObject *known_blocks = NULL;
static PyObject *transparent_blocks = NULL;
PyObject *init_chunk_render(PyObject *self, PyObject *args) {
@@ -47,13 +46,10 @@ PyObject *init_chunk_render(PyObject *self, PyObject *args) {
blockmap = PyObject_GetAttrString(textures, "blockmap");
if (!blockmap)
return NULL;
special_blocks = PyObject_GetAttrString(textures, "special_blocks");
if (!special_blocks)
known_blocks = PyObject_GetAttrString(textures, "known_blocks");
if (!known_blocks)
return NULL;
specialblockmap = PyObject_GetAttrString(textures, "specialblockmap");
if (!specialblockmap)
return NULL;
transparent_blocks = PyObject_GetAttrString(chunk_mod, "transparent_blocks");
transparent_blocks = PyObject_GetAttrString(textures, "transparent_blocks");
if (!transparent_blocks)
return NULL;
@@ -64,6 +60,10 @@ int
is_transparent(unsigned char b) {
PyObject *block = PyInt_FromLong(b);
int ret = PySequence_Contains(transparent_blocks, block);
if (!ret)
{
ret = !(PySequence_Contains(known_blocks, block));
}
Py_DECREF(block);
return ret;
@@ -381,6 +381,9 @@ chunk_render(PyObject *self, PyObject *args) {
state.imgy = yoff - state.x*6 + state.y*6 + 128*12 + 15*6;
for (state.z = 0; state.z < 128; state.z++) {
PyObject *tmp;
unsigned char ancilData;
state.imgy -= 12;
/* get blockid */
@@ -404,56 +407,48 @@ chunk_render(PyObject *self, PyObject *args) {
}
blockid = PyInt_FromLong(state.block);
// check for occlusion
/* check for occlusion */
if (render_mode_occluded(rendermode, state.x, state.y, state.z)) {
continue;
}
// everything stored here will be a borrowed ref
/* everything stored here will be a borrowed ref */
/* get the texture and mask from block type / ancil. data */
if (!PySequence_Contains(special_blocks, blockid)) {
/* t = textures.blockmap[blockid] */
t = PyList_GetItem(blockmap, state.block);
ancilData = getArrayByte3D(state.blockdata_expanded, state.x, state.y, state.z);
state.block_data = ancilData;
/* block that need pseudo ancildata:
* grass, water, glass, chest, restone wire,
* ice, fence, portal, iron bars, glass panes */
if ((state.block == 2) || (state.block == 9) ||
(state.block == 20) || (state.block == 54) ||
(state.block == 55) || (state.block == 79) ||
(state.block == 85) || (state.block == 90) ||
(state.block == 101) || (state.block == 102) ||
(state.block == 113)) {
ancilData = generate_pseudo_data(&state, ancilData);
state.block_pdata = ancilData;
} else {
PyObject *tmp;
unsigned char ancilData = getArrayByte3D(state.blockdata_expanded, state.x, state.y, state.z);
state.block_data = ancilData;
/* block that need pseudo ancildata:
* grass, water, glass, chest, restone wire,
* ice, fence, portal, iron bars, glass panes */
if ((state.block == 2) || (state.block == 9) ||
(state.block == 20) || (state.block == 54) ||
(state.block == 55) || (state.block == 79) ||
(state.block == 85) || (state.block == 90) ||
(state.block == 101) || (state.block == 102) ||
(state.block == 113)) {
ancilData = generate_pseudo_data(&state, ancilData);
state.block_pdata = ancilData;
} else {
state.block_pdata = 0;
}
tmp = PyTuple_New(2);
Py_INCREF(blockid); /* because SetItem steals */
PyTuple_SetItem(tmp, 0, blockid);
PyTuple_SetItem(tmp, 1, PyInt_FromLong(ancilData));
/* this is a borrowed reference. no need to decref */
t = PyDict_GetItem(specialblockmap, tmp);
Py_DECREF(tmp);
state.block_pdata = 0;
}
tmp = PyTuple_New(2);
Py_INCREF(blockid); /* because SetItem steals */
PyTuple_SetItem(tmp, 0, blockid);
PyTuple_SetItem(tmp, 1, PyInt_FromLong(ancilData));
/* this is a borrowed reference. no need to decref */
t = PyDict_GetItem(blockmap, tmp);
Py_DECREF(tmp);
/* if we found a proper texture, render it! */
if (t != NULL && t != Py_None)
{
PyObject *src, *mask, *mask_light;
int randx = 0, randy = 0;
src = PyTuple_GetItem(t, 0);
mask = PyTuple_GetItem(t, 1);
mask_light = PyTuple_GetItem(t, 2);
mask = PyTuple_GetItem(t, 0);
mask_light = PyTuple_GetItem(t, 1);
if (mask == Py_None)
mask = src;

View File

@@ -38,8 +38,8 @@ rendermode_overlay_start(void *data, RenderState *state, PyObject *options) {
self->white_color = PyObject_GetAttrString(state->chunk, "white_color");
self->solid_blocks = PyObject_GetAttrString(state->chunk, "solid_blocks");
self->fluid_blocks = PyObject_GetAttrString(state->chunk, "fluid_blocks");
self->solid_blocks = PyObject_GetAttrString(state->textures, "solid_blocks");
self->fluid_blocks = PyObject_GetAttrString(state->textures, "fluid_blocks");
self->get_color = get_color;

View File

@@ -72,7 +72,7 @@ rendermode_spawn_start(void *data, RenderState *state, PyObject *options) {
/* now do custom initializations */
self = (RenderModeSpawn *)data;
self->nospawn_blocks = PyObject_GetAttrString(state->chunk, "nospawn_blocks");
self->nospawn_blocks = PyObject_GetAttrString(state->textures, "nospawn_blocks");
self->blocklight = PyObject_GetAttrString(state->self, "blocklight");
self->skylight = PyObject_GetAttrString(state->self, "skylight");

File diff suppressed because it is too large Load Diff

View File

@@ -52,7 +52,7 @@ def findGitHash():
try:
import overviewer_version
return overviewer_version.HASH
except:
except Exception:
return "unknown"
def findGitVersion():
@@ -68,9 +68,9 @@ def findGitVersion():
# and 0.1.3 into 0.1.3
line = '-'.join(line.split('-', 2)[:2])
return line.strip()
except:
except Exception:
try:
import overviewer_version
return overviewer_version.VERSION
except:
except Exception:
return "unknown"

View File

@@ -267,6 +267,12 @@ class World(object):
chunkX = spawnX/16
chunkY = spawnZ/16
## clamp spawnY to a sane value, in-chunk value
if spawnY < 0:
spawnY = 0
if spawnY > 127:
spawnY = 127
try:
## The filename of this chunk
chunkFile = self.get_region_path(chunkX, chunkY)

View File

@@ -142,7 +142,7 @@ except AttributeError:
try:
pil_include = os.environ['PIL_INCLUDE_DIR'].split(os.pathsep)
except:
except Exception:
pil_include = [ os.path.join(get_python_inc(plat_specific=1), 'Imaging') ]
if not os.path.exists(pil_include[0]):
pil_include = [ ]
@@ -221,7 +221,7 @@ def generate_version_py():
f = open("overviewer_core/overviewer_version.py", "w")
f.write(outstr)
f.close()
except:
except Exception:
print "WARNING: failed to build overviewer_version file"
class CustomSDist(sdist):