Currently this requires python-gearman, gearman-java, and a java SDK.
This code will probably be all thrown away, but if you really want to
play, first compile Biome.java, then run the resulting Biome.class.
Note you'll probably need to hack the signatures out of minecraft.jar to
get it to run.
Then copy grasscolor.png into the cwd, and run gmap.py as usual.
It is slowwwww. Perhaps running Biome.class on multiple machines might
speed things up?
Here's the kind of output produced: http://smp.em32.net/biome_test/
* Pumpkins and Jack-o-lanterns now face the correct direction
* Pumpkins and jack-o-lanterns now have different textures (thanks
alexjurkiewicz). one is lit, the other is not
* a bad looking green tint is applied to grass and to leaves
Someone please make this better
The following are now rendered:
* Pumpkins
* Jack-O-Lanterns (look identical to pumpkins at the moment, to match
the ingame rendering)
* Bloodstone
* Slow Sand
* Lightstone
Details:
* A queue object is passed to all renderers, allowing each process to
avoid using shared memory when recording signpost data.
* New overviewer.dat file that stores persistent data between runs.
Currently used to store information on signs. markers.js is
generated by merging the stored POI list with the newly generated POI
list.
* POIs are tagged with their type (e.g. "spawn" or "sign"). This
should be useful if different types of POIs needs to be
handled/displayed differently
Known bugs:
* If you delete the last sign in a chunk, it won't be removed from
markers.js
Other things with direction (torches, ladders, stairs, etc) will be
handled in a similar fashion. Note: minetracks on slopes are still
not rendered correctly
The following textures now no longer render as blocks:
* Flowers
* Mushrooms
* Saplings
* Reeds
* Torches
Note that torches attached to wall are still rendered incorrectly
The spawn point is automatically added to the gmap as a marker.
Adding other markers (signs, mob spawners, etc) should be fairly
easy. Note: the math that converts from in-game block coordinates
to pixel coordinates is iffy. it requires a careful codereview