Closed Kryceris closed 9 years ago
can provide world download?
Yes, just give me a second
What OS are you on? Mac? Do you open the world by going into the MACOSX folder or not?
Yes I am on mac. And using mac i need to go to ~/Library then Application Support then minecraft then saves.
Have you tried a newer version, that's a pre NBT editor version. Those old mac builds haven't aged well. You can find newer builds using the link near the top of this repository or by going to the release page.
This is the latest mcedit i found...
1.3.3.0
That picture isn't taken in 1.3.3.0. Please try again in 1.3.3.0
Make sure to delete old versions before downloading the new one, it should say 1.3.3.0 at the top and have a NBT editor icon to the right of the chunk control icon, also the go to nether button was renamed and moved. If you can take a picture of it happening in a recent version then we can look into it further :P. Just don't want to hunt down bugs that may not exist anymore, nothing against you.
Oh ok. Thanks for the tip. ;)
Yeah, it was earlier version that I downloaded becouse of error with MCedit.
If you could click open console and post the error (any lines relating to mcedit), that would help figure it out. Also what mac version?
Mac OSX 10.6.8. And It will be hard to find everything related to mcedit so I'm just gonna paste everything that is on screen after Error.
That's fine, yeah we haven't been testing builds on 10.6.8 because alll the mac user devs are on 10.10.x but we'll see what we can do anyway.
http://www.mediafire.com/view/6nlthrqrnlvmhal/Log.txt Here's the link to log
Huh, that's strange, it's choking on the icons for the file chooser/NBT editor with a wrong format error, we had similar for a small number of users relating to the splash screen, prob need a fallback put in place at the minimum. Could you try 1.2.5.0?
Uhm... Ok.
That smells like the kind of error you get when you build SDL without libpng present, and then build pygame using that incomplete SDL library.
the SDL builds are pre-compiled and libpng is present and was used to build pygame, without it terrain.png wouldn't work. It works on the majority of systems but we've had reports of this happening on a few scattered machines, not sure the cause. or why it only happens to recently added .pngs
Specifically the SDL library we use can be found here: https://www.libsdl.org/download-1.2.php
Houston we have a problem...
If we can figure out what's up though, then it'll fix some people's splash screens which fall back on plain text if it fails to load the image.
What's the latest version that works?
? Idk.
i have only tried 3 versions
Yet, File is not a Windows BMP file
is the error you get when libpng isn't available. I'll be surprised if it goes on to load terrain.png if you skip over the other files.
The SDL builds you are using are built to load libpng at runtime using whatever LoadLibrary() is called on OS X (that is, they were built using the --enable-png-shared=yes
option to SDL's configure
script, and this is the default setting). Maybe it's not loading libpng for some reason? I'm not sure exactly how to diagnose that, but I seem to recall a DYLD_TRACE_MUMBLE_MUMBLE
environment var you could set. If it only happens on 10.6, maybe dyld was changed somehow between 10.6 and 10.10?
Maybe it's related to how your zip file for the OS X builds isn't storing the symbolic links within the frameworks correctly? It has at least three copies of every framework's .dylibs in there.
So what should I do?
Actually, dyld and a few other environment things are different between post and pre 10.9, it caused some headaches getting pygame compiled. To test to see if it's all pngs, or just ones added recently, could you try build 1.2.4.0 and 1.1.2.0 and let me know if either work.
Okay.
1.2.4.0 works fine.
Yeah, 1.2.5.0 is when the splash screen was added, and when this problem started, the same problem apparently applies to the new mac file chooser icons and the NBT icons. So we need to figure out why those pngs don't load properly and the block textures/UI ones do. The compiling environment has been pretty much unchanged since 1.2
Should I still try 1.1.2.0.?
Nah, that answers the question as to when it started. Thing now is to figure out what's wrong.
Okay
Codewarrior, any thoughts? I think that eliminates problems with the base libraries.
You're using relative paths when calling pygame.image.load()
for the splash and the icon files. Try using directories.getDataDir()
instead, which is how terrain.png is loaded.
That explains that, thanks. We'll get it fixed before next release.
I seem to recall that apps launched from the Finder in 10.6 had their working directory set to /
. I wonder if that changed in a later version of OS X.
That I'm not sure but there were finder changes in 10.9 that messed with a few things, and 10.10 completely breaks old mcedit versions.
So what should I do now?
We're going to build a test release for you to try, might take a bit to sort it. Basically the same as 1.3.3.0 as we haven't sorted pocket support for mac yet.
Okay! Thank you! Btw I like how Codebreaker reports everything and You just simplyfy it :)
Yeah, used to fixing computers for the computer illiterate :P. You learn how to simplify. Anyway, will post when we have something.
Okay! Thanks!
Dens is asking if you've deleted your mcedit.ini, and if that fixes the latest version.
Uhm.. I don't get the question quite right. Deleted mcedit.ini when, becouse everytime I reinstalled I deleted that file too.
Just confirming, Thanks.
So I downloaded MCedit and tried to open my world. However when I opened my level.dat al i go is this: