Podshot / MCEdit-Unified

Combined MCEdit & Pymclevel repository.
http://podshot.github.io/MCEdit-Unified/
ISC License
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Confirmed pocket bug list #676

Open Khroki opened 8 years ago

Khroki commented 8 years ago

Downloaded the Windows 10 edition of Minecraft, and here are the bugs I have confirmed. This thread is so we can see what all needs to be done. If you have another bug please open a new issue, I'll add it to here once confirmed.

I have heard about MCEdit supposedly not loading some chunks, but I haven't been able to reproduce even with some large worlds, if someone could provide a world with this bug and tell me where chunks are missing (a screenshot), that would help.

Robbeedee commented 8 years ago

Not loading chunks? If it is as described in the screenshots below then I have attached a new world that I just created. I always have this problem. Sometimes it can be a chunk that has a significant amount of edits in it.

Mcedit for Mac. Minecraft on iPhone.

mcedit minecraft

Yf0AAOKMLAA=.zip

Khroki commented 8 years ago

I assume that second screenshot was taken first, if so yeah it's missing for me too. But so is the rest of that delta. I'm not sure pocket actually saves all unmodified chunks, Do you have any examples of player-modified chunks doing this?

Robbeedee commented 8 years ago

Now that I have gone looking for it I am not finding any. All I am seeing is the checkerboard nature of the horizon at the moment.

When I used to see it on modified chunks I remember it would also not load the 4 chunks connecting the sides. It would always end up being a plus sign looking configuration of 5 chunks that wouldn't load.

I should say though that somewhere over the last couple of updates the stability and usability of mcedit with pocket worlds has gone from frustrating to reliable. I'm going to be thrilled when that lighting/shadow problem is resolved.

Robbeedee commented 8 years ago

Right after I posted that I found this. This is what I remember seeing, it is only now I realise it doesn't load the sides of the hole. Is this an error in the map maybe.

edit: Trying to interact with the missing chunks results in mcedit error. Console started going nuts as soon as it had to load it. Copied below.

chunk

28/05/2016 11:59:02.782 PM mcedit[1146]: Traceback (most recent call last):
28/05/2016 11:59:02.782 PM mcedit[1146]:   File "renderer.pyc", line 3800, in workOnChunk
28/05/2016 11:59:02.783 PM mcedit[1146]:   File "renderer.pyc", line 3781, in calcFacesForChunkRenderer
28/05/2016 11:59:02.783 PM mcedit[1146]:   File "renderer.pyc", line 383, in calcFaces
28/05/2016 11:59:02.783 PM mcedit[1146]:   File "renderer.pyc", line 870, in calcFacesForChunkRenderer
28/05/2016 11:59:02.783 PM mcedit[1146]:   File "renderer.pyc", line 1407, in makeChunkVertices
28/05/2016 11:59:02.783 PM mcedit[1146]:   File "renderer.pyc", line 906, in getNeighboringChunks
28/05/2016 11:59:02.783 PM mcedit[1146]:   File "pymclevel/leveldbpocket.pyc", line 492, in getChunk
28/05/2016 11:59:02.783 PM mcedit[1146]:   File "pymclevel/leveldbpocket.pyc", line 231, in loadChunk
28/05/2016 11:59:02.783 PM mcedit[1146]:   File "pymclevel/leveldbpocket.pyc", line 1006, in __init__
28/05/2016 11:59:02.783 PM mcedit[1146]:   File "pymclevel/leveldbpocket.pyc", line 57, in loadNBTCompoundList
28/05/2016 11:59:02.783 PM mcedit[1146]:   File "pymclevel/leveldbpocket.pyc", line 51, in load
28/05/2016 11:59:02.783 PM mcedit[1146]:   File "_nbt.pyx", line 595, in _nbt.load (_nbt.c:12191)
28/05/2016 11:59:02.783 PM mcedit[1146]:   File "_nbt.pyx", line 689, in _nbt.load_compound (_nbt.c:13110)
28/05/2016 11:59:02.783 PM mcedit[1146]:   File "_nbt.pyx", line 696, in _nbt.load_named (_nbt.c:13190)
28/05/2016 11:59:02.783 PM mcedit[1146]:   File "_nbt.pyx", line 812, in _nbt.load_tag (_nbt.c:14448)
28/05/2016 11:59:02.783 PM mcedit[1146]:   File "_nbt.pyx", line 711, in _nbt.load_list (_nbt.c:13362)
28/05/2016 11:59:02.783 PM mcedit[1146]:   File "_nbt.pyx", line 800, in _nbt.load_tag (_nbt.c:14340)
28/05/2016 11:59:02.783 PM mcedit[1146]:   File "_nbt.pyx", line 660, in _nbt.load_float (_nbt.c:12831)
28/05/2016 11:59:02.784 PM mcedit[1146]:   File "_nbt.pyx", line 614, in _nbt.read (_nbt.c:12359)
28/05/2016 11:59:02.784 PM mcedit[1146]: NBTFormatError: NBT Stream too short. Asked for 4, only had 2
28/05/2016 11:59:02.785 PM mcedit[1146]: [ WARNING][                   root.py:838]:Error reading chunk: NBT Stream too short. Asked for 4, only had 2
28/05/2016 11:59:02.792 PM mcedit[1146]: Traceback (most recent call last):
28/05/2016 11:59:02.792 PM mcedit[1146]:   File "renderer.pyc", line 3800, in workOnChunk
28/05/2016 11:59:02.792 PM mcedit[1146]:   File "renderer.pyc", line 3781, in calcFacesForChunkRenderer
28/05/2016 11:59:02.792 PM mcedit[1146]:   File "renderer.pyc", line 383, in calcFaces
28/05/2016 11:59:02.792 PM mcedit[1146]:   File "renderer.pyc", line 870, in calcFacesForChunkRenderer
28/05/2016 11:59:02.792 PM mcedit[1146]:   File "renderer.pyc", line 1407, in makeChunkVertices
28/05/2016 11:59:02.792 PM mcedit[1146]:   File "renderer.pyc", line 906, in getNeighboringChunks
28/05/2016 11:59:02.793 PM mcedit[1146]:   File "pymclevel/leveldbpocket.pyc", line 492, in getChunk
28/05/2016 11:59:02.793 PM mcedit[1146]:   File "pymclevel/leveldbpocket.pyc", line 231, in loadChunk
28/05/2016 11:59:02.793 PM mcedit[1146]:   File "pymclevel/leveldbpocket.pyc", line 1006, in __init__
28/05/2016 11:59:02.793 PM mcedit[1146]:   File "pymclevel/leveldbpocket.pyc", line 57, in loadNBTCompoundList
28/05/2016 11:59:02.793 PM mcedit[1146]:   File "pymclevel/leveldbpocket.pyc", line 51, in load
28/05/2016 11:59:02.793 PM mcedit[1146]:   File "_nbt.pyx", line 595, in _nbt.load (_nbt.c:12191)
28/05/2016 11:59:02.793 PM mcedit[1146]:   File "_nbt.pyx", line 689, in _nbt.load_compound (_nbt.c:13110)
28/05/2016 11:59:02.793 PM mcedit[1146]:   File "_nbt.pyx", line 696, in _nbt.load_named (_nbt.c:13190)
28/05/2016 11:59:02.793 PM mcedit[1146]:   File "_nbt.pyx", line 812, in _nbt.load_tag (_nbt.c:14448)
28/05/2016 11:59:02.793 PM mcedit[1146]:   File "_nbt.pyx", line 711, in _nbt.load_list (_nbt.c:13362)
28/05/2016 11:59:02.793 PM mcedit[1146]:   File "_nbt.pyx", line 800, in _nbt.load_tag (_nbt.c:14340)
28/05/2016 11:59:02.793 PM mcedit[1146]:   File "_nbt.pyx", line 660, in _nbt.load_float (_nbt.c:12831)
28/05/2016 11:59:02.793 PM mcedit[1146]:   File "_nbt.pyx", line 614, in _nbt.read (_nbt.c:12359)
28/05/2016 11:59:02.793 PM mcedit[1146]: NBTFormatError: NBT Stream too short. Asked for 4, only had 2
28/05/2016 11:59:06.294 PM mcedit[1146]: Traceback (most recent call last):
28/05/2016 11:59:06.294 PM mcedit[1146]:   File "renderer.pyc", line 3800, in workOnChunk
28/05/2016 11:59:06.294 PM mcedit[1146]:   File "renderer.pyc", line 3781, in calcFacesForChunkRenderer
28/05/2016 11:59:06.294 PM mcedit[1146]:   File "renderer.pyc", line 383, in calcFaces
28/05/2016 11:59:06.294 PM mcedit[1146]:   File "renderer.pyc", line 870, in calcFacesForChunkRenderer
28/05/2016 11:59:06.294 PM mcedit[1146]:   File "renderer.pyc", line 1407, in makeChunkVertices
28/05/2016 11:59:06.294 PM mcedit[1146]:   File "renderer.pyc", line 906, in getNeighboringChunks
28/05/2016 11:59:06.294 PM mcedit[1146]:   File "pymclevel/leveldbpocket.pyc", line 492, in getChunk
28/05/2016 11:59:06.294 PM mcedit[1146]:   File "pymclevel/leveldbpocket.pyc", line 231, in loadChunk
28/05/2016 11:59:06.294 PM mcedit[1146]:   File "pymclevel/leveldbpocket.pyc", line 1006, in __init__
28/05/2016 11:59:06.294 PM mcedit[1146]:   File "pymclevel/leveldbpocket.pyc", line 57, in loadNBTCompoundList
28/05/2016 11:59:06.294 PM mcedit[1146]:   File "pymclevel/leveldbpocket.pyc", line 51, in load
28/05/2016 11:59:06.294 PM mcedit[1146]:   File "_nbt.pyx", line 595, in _nbt.load (_nbt.c:12191)
28/05/2016 11:59:06.294 PM mcedit[1146]:   File "_nbt.pyx", line 689, in _nbt.load_compound (_nbt.c:13110)
28/05/2016 11:59:06.295 PM mcedit[1146]:   File "_nbt.pyx", line 696, in _nbt.load_named (_nbt.c:13190)
28/05/2016 11:59:06.295 PM mcedit[1146]:   File "_nbt.pyx", line 812, in _nbt.load_tag (_nbt.c:14448)
28/05/2016 11:59:06.295 PM mcedit[1146]:   File "_nbt.pyx", line 711, in _nbt.load_list (_nbt.c:13362)
28/05/2016 11:59:06.295 PM mcedit[1146]:   File "_nbt.pyx", line 800, in _nbt.load_tag (_nbt.c:14340)
28/05/2016 11:59:06.295 PM mcedit[1146]:   File "_nbt.pyx", line 660, in _nbt.load_float (_nbt.c:12831)
28/05/2016 11:59:06.295 PM mcedit[1146]:   File "_nbt.pyx", line 614, in _nbt.read (_nbt.c:12359)
28/05/2016 11:59:06.295 PM mcedit[1146]: NBTFormatError: NBT Stream too short. Asked for 4, only had 2
28/05/2016 11:59:06.405 PM mcedit[1146]: Traceback (most recent call last):
28/05/2016 11:59:06.405 PM mcedit[1146]:   File "renderer.pyc", line 3800, in workOnChunk
28/05/2016 11:59:06.405 PM mcedit[1146]:   File "renderer.pyc", line 3781, in calcFacesForChunkRenderer
28/05/2016 11:59:06.405 PM mcedit[1146]:   File "renderer.pyc", line 383, in calcFaces
28/05/2016 11:59:06.405 PM mcedit[1146]:   File "renderer.pyc", line 870, in calcFacesForChunkRenderer
28/05/2016 11:59:06.405 PM mcedit[1146]:   File "renderer.pyc", line 1407, in makeChunkVertices
28/05/2016 11:59:06.405 PM mcedit[1146]:   File "renderer.pyc", line 906, in getNeighboringChunks
28/05/2016 11:59:06.405 PM mcedit[1146]:   File "pymclevel/leveldbpocket.pyc", line 492, in getChunk
28/05/2016 11:59:06.405 PM mcedit[1146]:   File "pymclevel/leveldbpocket.pyc", line 231, in loadChunk
28/05/2016 11:59:06.405 PM mcedit[1146]:   File "pymclevel/leveldbpocket.pyc", line 1006, in __init__
28/05/2016 11:59:06.405 PM mcedit[1146]:   File "pymclevel/leveldbpocket.pyc", line 57, in loadNBTCompoundList
28/05/2016 11:59:06.405 PM mcedit[1146]:   File "pymclevel/leveldbpocket.pyc", line 51, in load
28/05/2016 11:59:06.406 PM mcedit[1146]:   File "_nbt.pyx", line 595, in _nbt.load (_nbt.c:12191)
28/05/2016 11:59:06.406 PM mcedit[1146]:   File "_nbt.pyx", line 689, in _nbt.load_compound (_nbt.c:13110)
28/05/2016 11:59:06.406 PM mcedit[1146]:   File "_nbt.pyx", line 696, in _nbt.load_named (_nbt.c:13190)
28/05/2016 11:59:06.406 PM mcedit[1146]:   File "_nbt.pyx", line 812, in _nbt.load_tag (_nbt.c:14448)
28/05/2016 11:59:06.406 PM mcedit[1146]:   File "_nbt.pyx", line 711, in _nbt.load_list (_nbt.c:13362)
28/05/2016 11:59:06.406 PM mcedit[1146]:   File "_nbt.pyx", line 800, in _nbt.load_tag (_nbt.c:14340)
28/05/2016 11:59:06.406 PM mcedit[1146]:   File "_nbt.pyx", line 660, in _nbt.load_float (_nbt.c:12831)
28/05/2016 11:59:06.406 PM mcedit[1146]:   File "_nbt.pyx", line 614, in _nbt.read (_nbt.c:12359)
28/05/2016 11:59:06.406 PM mcedit[1146]: NBTFormatError: NBT Stream too short. Asked for 4, only had 2
28/05/2016 11:59:13.764 PM mcedit[1146]: Traceback (most recent call last):
28/05/2016 11:59:13.764 PM mcedit[1146]:   File "renderer.pyc", line 3800, in workOnChunk
28/05/2016 11:59:13.764 PM mcedit[1146]:   File "renderer.pyc", line 3781, in calcFacesForChunkRenderer
28/05/2016 11:59:13.764 PM mcedit[1146]:   File "renderer.pyc", line 383, in calcFaces
28/05/2016 11:59:13.764 PM mcedit[1146]:   File "renderer.pyc", line 870, in calcFacesForChunkRenderer
28/05/2016 11:59:13.764 PM mcedit[1146]:   File "renderer.pyc", line 1407, in makeChunkVertices
28/05/2016 11:59:13.765 PM mcedit[1146]:   File "renderer.pyc", line 906, in getNeighboringChunks
28/05/2016 11:59:13.765 PM mcedit[1146]:   File "pymclevel/leveldbpocket.pyc", line 492, in getChunk
28/05/2016 11:59:13.765 PM mcedit[1146]:   File "pymclevel/leveldbpocket.pyc", line 231, in loadChunk
28/05/2016 11:59:13.765 PM mcedit[1146]:   File "pymclevel/leveldbpocket.pyc", line 1006, in __init__
28/05/2016 11:59:13.765 PM mcedit[1146]:   File "pymclevel/leveldbpocket.pyc", line 57, in loadNBTCompoundList
28/05/2016 11:59:13.765 PM mcedit[1146]:   File "pymclevel/leveldbpocket.pyc", line 51, in load
28/05/2016 11:59:13.765 PM mcedit[1146]:   File "_nbt.pyx", line 595, in _nbt.load (_nbt.c:12191)
28/05/2016 11:59:13.765 PM mcedit[1146]:   File "_nbt.pyx", line 689, in _nbt.load_compound (_nbt.c:13110)
28/05/2016 11:59:13.765 PM mcedit[1146]:   File "_nbt.pyx", line 696, in _nbt.load_named (_nbt.c:13190)
28/05/2016 11:59:13.765 PM mcedit[1146]:   File "_nbt.pyx", line 812, in _nbt.load_tag (_nbt.c:14448)
28/05/2016 11:59:13.765 PM mcedit[1146]:   File "_nbt.pyx", line 711, in _nbt.load_list (_nbt.c:13362)
28/05/2016 11:59:13.765 PM mcedit[1146]:   File "_nbt.pyx", line 800, in _nbt.load_tag (_nbt.c:14340)
28/05/2016 11:59:13.765 PM mcedit[1146]:   File "_nbt.pyx", line 660, in _nbt.load_float (_nbt.c:12831)
28/05/2016 11:59:13.765 PM mcedit[1146]:   File "_nbt.pyx", line 614, in _nbt.read (_nbt.c:12359)
28/05/2016 11:59:13.765 PM mcedit[1146]: NBTFormatError: NBT Stream too short. Asked for 4, only had 2
28/05/2016 11:59:13.797 PM mcedit[1146]: Traceback (most recent call last):
28/05/2016 11:59:13.797 PM mcedit[1146]:   File "renderer.pyc", line 3800, in workOnChunk
28/05/2016 11:59:13.797 PM mcedit[1146]:   File "renderer.pyc", line 3781, in calcFacesForChunkRenderer
28/05/2016 11:59:13.797 PM mcedit[1146]:   File "renderer.pyc", line 383, in calcFaces
28/05/2016 11:59:13.797 PM mcedit[1146]:   File "renderer.pyc", line 870, in calcFacesForChunkRenderer
28/05/2016 11:59:13.797 PM mcedit[1146]:   File "renderer.pyc", line 1407, in makeChunkVertices
28/05/2016 11:59:13.797 PM mcedit[1146]:   File "renderer.pyc", line 906, in getNeighboringChunks
28/05/2016 11:59:13.797 PM mcedit[1146]:   File "pymclevel/leveldbpocket.pyc", line 492, in getChunk
28/05/2016 11:59:13.797 PM mcedit[1146]:   File "pymclevel/leveldbpocket.pyc", line 231, in loadChunk
28/05/2016 11:59:13.797 PM mcedit[1146]:   File "pymclevel/leveldbpocket.pyc", line 1006, in __init__
28/05/2016 11:59:13.797 PM mcedit[1146]:   File "pymclevel/leveldbpocket.pyc", line 57, in loadNBTCompoundList
28/05/2016 11:59:13.797 PM mcedit[1146]:   File "pymclevel/leveldbpocket.pyc", line 51, in load
28/05/2016 11:59:13.797 PM mcedit[1146]:   File "_nbt.pyx", line 595, in _nbt.load (_nbt.c:12191)
28/05/2016 11:59:13.797 PM mcedit[1146]:   File "_nbt.pyx", line 689, in _nbt.load_compound (_nbt.c:13110)
28/05/2016 11:59:13.797 PM mcedit[1146]:   File "_nbt.pyx", line 696, in _nbt.load_named (_nbt.c:13190)
28/05/2016 11:59:13.797 PM mcedit[1146]:   File "_nbt.pyx", line 812, in _nbt.load_tag (_nbt.c:14448)
28/05/2016 11:59:13.798 PM mcedit[1146]:   File "_nbt.pyx", line 711, in _nbt.load_list (_nbt.c:13362)
28/05/2016 11:59:13.798 PM mcedit[1146]:   File "_nbt.pyx", line 800, in _nbt.load_tag (_nbt.c:14340)
28/05/2016 11:59:13.798 PM mcedit[1146]:   File "_nbt.pyx", line 660, in _nbt.load_float (_nbt.c:12831)
28/05/2016 11:59:13.798 PM mcedit[1146]:   File "_nbt.pyx", line 614, in _nbt.read (_nbt.c:12359)
28/05/2016 11:59:13.798 PM mcedit[1146]: NBTFormatError: NBT Stream too short. Asked for 4, only had 2
28/05/2016 11:59:13.800 PM mcedit[1146]: [ WARNING][                   root.py:838]:Error reading chunk: NBT Stream too short. Asked for 4, only had 2
28/05/2016 11:59:13.806 PM mcedit[1146]: Traceback (most recent call last):
28/05/2016 11:59:13.806 PM mcedit[1146]:   File "renderer.pyc", line 3800, in workOnChunk
28/05/2016 11:59:13.806 PM mcedit[1146]:   File "renderer.pyc", line 3781, in calcFacesForChunkRenderer
28/05/2016 11:59:13.806 PM mcedit[1146]:   File "renderer.pyc", line 383, in calcFaces
28/05/2016 11:59:13.806 PM mcedit[1146]:   File "renderer.pyc", line 870, in calcFacesForChunkRenderer
28/05/2016 11:59:13.806 PM mcedit[1146]:   File "renderer.pyc", line 1407, in makeChunkVertices
28/05/2016 11:59:13.806 PM mcedit[1146]:   File "renderer.pyc", line 906, in getNeighboringChunks
28/05/2016 11:59:13.806 PM mcedit[1146]:   File "pymclevel/leveldbpocket.pyc", line 492, in getChunk
28/05/2016 11:59:13.806 PM mcedit[1146]:   File "pymclevel/leveldbpocket.pyc", line 231, in loadChunk
28/05/2016 11:59:13.806 PM mcedit[1146]:   File "pymclevel/leveldbpocket.pyc", line 1006, in __init__
28/05/2016 11:59:13.806 PM mcedit[1146]:   File "pymclevel/leveldbpocket.pyc", line 57, in loadNBTCompoundList
28/05/2016 11:59:13.806 PM mcedit[1146]:   File "pymclevel/leveldbpocket.pyc", line 51, in load
28/05/2016 11:59:13.806 PM mcedit[1146]:   File "_nbt.pyx", line 595, in _nbt.load (_nbt.c:12191)
28/05/2016 11:59:13.806 PM mcedit[1146]:   File "_nbt.pyx", line 689, in _nbt.load_compound (_nbt.c:13110)
28/05/2016 11:59:13.806 PM mcedit[1146]:   File "_nbt.pyx", line 696, in _nbt.load_named (_nbt.c:13190)
28/05/2016 11:59:13.806 PM mcedit[1146]:   File "_nbt.pyx", line 812, in _nbt.load_tag (_nbt.c:14448)
28/05/2016 11:59:13.806 PM mcedit[1146]:   File "_nbt.pyx", line 711, in _nbt.load_list (_nbt.c:13362)
28/05/2016 11:59:13.807 PM mcedit[1146]:   File "_nbt.pyx", line 800, in _nbt.load_tag (_nbt.c:14340)
28/05/2016 11:59:13.807 PM mcedit[1146]:   File "_nbt.pyx", line 660, in _nbt.load_float (_nbt.c:12831)
28/05/2016 11:59:13.807 PM mcedit[1146]:   File "_nbt.pyx", line 614, in _nbt.read (_nbt.c:12359)
28/05/2016 11:59:13.807 PM mcedit[1146]: NBTFormatError: NBT Stream too short. Asked for 4, only had 2
28/05/2016 11:59:13.853 PM mcedit[1146]: Traceback (most recent call last):
28/05/2016 11:59:13.853 PM mcedit[1146]:   File "renderer.pyc", line 3800, in workOnChunk
28/05/2016 11:59:13.853 PM mcedit[1146]:   File "renderer.pyc", line 3781, in calcFacesForChunkRenderer
28/05/2016 11:59:13.853 PM mcedit[1146]:   File "renderer.pyc", line 383, in calcFaces
28/05/2016 11:59:13.853 PM mcedit[1146]:   File "renderer.pyc", line 870, in calcFacesForChunkRenderer
28/05/2016 11:59:13.853 PM mcedit[1146]:   File "renderer.pyc", line 1407, in makeChunkVertices
28/05/2016 11:59:13.853 PM mcedit[1146]:   File "renderer.pyc", line 906, in getNeighboringChunks
28/05/2016 11:59:13.853 PM mcedit[1146]:   File "pymclevel/leveldbpocket.pyc", line 492, in getChunk
28/05/2016 11:59:13.853 PM mcedit[1146]:   File "pymclevel/leveldbpocket.pyc", line 231, in loadChunk
28/05/2016 11:59:13.853 PM mcedit[1146]:   File "pymclevel/leveldbpocket.pyc", line 1006, in __init__
28/05/2016 11:59:13.853 PM mcedit[1146]:   File "pymclevel/leveldbpocket.pyc", line 57, in loadNBTCompoundList
28/05/2016 11:59:13.853 PM mcedit[1146]:   File "pymclevel/leveldbpocket.pyc", line 51, in load
28/05/2016 11:59:13.853 PM mcedit[1146]:   File "_nbt.pyx", line 595, in _nbt.load (_nbt.c:12191)
28/05/2016 11:59:13.853 PM mcedit[1146]:   File "_nbt.pyx", line 689, in _nbt.load_compound (_nbt.c:13110)
28/05/2016 11:59:13.854 PM mcedit[1146]:   File "_nbt.pyx", line 696, in _nbt.load_named (_nbt.c:13190)
28/05/2016 11:59:13.854 PM mcedit[1146]:   File "_nbt.pyx", line 812, in _nbt.load_tag (_nbt.c:14448)
28/05/2016 11:59:13.854 PM mcedit[1146]:   File "_nbt.pyx", line 711, in _nbt.load_list (_nbt.c:13362)
28/05/2016 11:59:13.854 PM mcedit[1146]:   File "_nbt.pyx", line 800, in _nbt.load_tag (_nbt.c:14340)
28/05/2016 11:59:13.854 PM mcedit[1146]:   File "_nbt.pyx", line 660, in _nbt.load_float (_nbt.c:12831)
28/05/2016 11:59:13.854 PM mcedit[1146]:   File "_nbt.pyx", line 614, in _nbt.read (_nbt.c:12359)
28/05/2016 11:59:13.854 PM mcedit[1146]: NBTFormatError: NBT Stream too short. Asked for 4, only had 2
28/05/2016 11:59:16.500 PM mcedit[1146]: mcedit.main MCEdit exited with errors.
28/05/2016 11:59:16.501 PM mcedit[1146]: [   ERROR][                  root.py:1006]:MCEdit version Unified v1.5.3.0 %s Minecraft 1.8/1.9 | PE 0.11
28/05/2016 11:59:16.516 PM mcedit[1146]: Traceback (most recent call last):
28/05/2016 11:59:16.517 PM mcedit[1146]:   File "/Applications/mcedit.app/Contents/Resources/mcedit.py", line 1066, in <module>
28/05/2016 11:59:16.517 PM mcedit[1146]:   File "/Applications/mcedit.app/Contents/Resources/mcedit.py", line 1003, in main
28/05/2016 11:59:16.517 PM mcedit[1146]:   File "/Applications/mcedit.app/Contents/Resources/mcedit.py", line 847, in main
28/05/2016 11:59:16.517 PM mcedit[1146]:   File "albow/root.pyc", line 168, in run
28/05/2016 11:59:16.517 PM mcedit[1146]:   File "albow/root.pyc", line 233, in run_modal
28/05/2016 11:59:16.517 PM mcedit[1146]:   File "albow/widget.pyc", line 787, in gl_draw_all
28/05/2016 11:59:16.517 PM mcedit[1146]:   File "albow/widget.pyc", line 787, in gl_draw_all
28/05/2016 11:59:16.517 PM mcedit[1146]:   File "albow/widget.pyc", line 787, in gl_draw_all
28/05/2016 11:59:16.517 PM mcedit[1146]:   File "albow/widget.pyc", line 787, in gl_draw_all
28/05/2016 11:59:16.517 PM mcedit[1146]:   File "albow/widget.pyc", line 784, in gl_draw_all
28/05/2016 11:59:16.517 PM mcedit[1146]:   File "albow/openglwidgets.pyc", line 22, in gl_draw_self
28/05/2016 11:59:16.517 PM mcedit[1146]:   File "albow/openglwidgets.pyc", line 28, in gl_draw_viewport
28/05/2016 11:59:16.517 PM mcedit[1146]:   File "viewports/camera.pyc", line 1835, in gl_draw
28/05/2016 11:59:16.518 PM mcedit[1146]:   File "viewports/camera.pyc", line 1857, in render
28/05/2016 11:59:16.518 PM mcedit[1146]:   File "viewports/camera.pyc", line 344, in updateBlockFaceUnderCursor
28/05/2016 11:59:16.518 PM mcedit[1146]:   File "raycaster.pyc", line 93, in firstBlock
28/05/2016 11:59:16.518 PM mcedit[1146]:   File "pymclevel/infiniteworld.pyc", line 478, in blockAt
28/05/2016 11:59:16.518 PM mcedit[1146]:   File "pymclevel/leveldbpocket.pyc", line 492, in getChunk
28/05/2016 11:59:16.518 PM mcedit[1146]:   File "pymclevel/leveldbpocket.pyc", line 231, in loadChunk
28/05/2016 11:59:16.518 PM mcedit[1146]:   File "pymclevel/leveldbpocket.pyc", line 1006, in __init__
28/05/2016 11:59:16.518 PM mcedit[1146]:   File "pymclevel/leveldbpocket.pyc", line 57, in loadNBTCompoundList
28/05/2016 11:59:16.518 PM mcedit[1146]:   File "pymclevel/leveldbpocket.pyc", line 51, in load
28/05/2016 11:59:16.518 PM mcedit[1146]:   File "_nbt.pyx", line 595, in _nbt.load (_nbt.c:12191)
28/05/2016 11:59:16.518 PM mcedit[1146]:   File "_nbt.pyx", line 689, in _nbt.load_compound (_nbt.c:13110)
28/05/2016 11:59:16.518 PM mcedit[1146]:   File "_nbt.pyx", line 696, in _nbt.load_named (_nbt.c:13190)
28/05/2016 11:59:16.518 PM mcedit[1146]:   File "_nbt.pyx", line 812, in _nbt.load_tag (_nbt.c:14448)
28/05/2016 11:59:16.518 PM mcedit[1146]:   File "_nbt.pyx", line 711, in _nbt.load_list (_nbt.c:13362)
28/05/2016 11:59:16.519 PM mcedit[1146]:   File "_nbt.pyx", line 800, in _nbt.load_tag (_nbt.c:14340)
28/05/2016 11:59:16.519 PM mcedit[1146]:   File "_nbt.pyx", line 660, in _nbt.load_float (_nbt.c:12831)
28/05/2016 11:59:16.519 PM mcedit[1146]:   File "_nbt.pyx", line 614, in _nbt.read (_nbt.c:12359)
28/05/2016 11:59:16.519 PM mcedit[1146]: NBTFormatError: NBT Stream too short. Asked for 4, only had 2
28/05/2016 11:59:16.519 PM mcedit[1146]: Traceback (most recent call last):
28/05/2016 11:59:16.519 PM mcedit[1146]:   File "/Applications/mcedit.app/Contents/Resources/__boot__.py", line 399, in <module>
28/05/2016 11:59:16.519 PM mcedit[1146]:     _run()
28/05/2016 11:59:16.519 PM mcedit[1146]:   File "/Applications/mcedit.app/Contents/Resources/__boot__.py", line 336, in _run
28/05/2016 11:59:16.519 PM mcedit[1146]:     exec(compile(source, path, 'exec'), globals(), globals())
28/05/2016 11:59:16.520 PM mcedit[1146]:   File "/Applications/mcedit.app/Contents/Resources/mcedit.py", line 1081, in <module>
28/05/2016 11:59:16.520 PM mcedit[1146]:     raw_input("Press the Enter key to close this window")
28/05/2016 11:59:16.520 PM mcedit[1146]: EOFError: EOF when reading a line
28/05/2016 11:59:16.520 PM mcedit[1146]: ==================================
28/05/2016 11:59:16.520 PM mcedit[1146]:              MCEdit has crashed
28/05/2016 11:59:16.520 PM mcedit[1146]: ==================================
28/05/2016 11:59:16.541 PM mcedit[1146]: mcedit Error
28/05/2016 11:59:16.541 PM mcedit[1146]: 2016-05-28 23:59:16.540 mcedit[1146:238585] mcedit Error
28/05/2016 11:59:18.639 PM launchservicesd[76]: SecTaskLoadEntitlements failed error=22
Khroki commented 8 years ago

Actually, that looks like a renderer error, are there any unusual blocks in those chunks/errors in the console? Edit: posted this as you edited yours, does it happen if you turn on rough graphics in mcedit?

Robbeedee commented 8 years ago

Rough graphics does not resolve the missing chunks.

ProNoob135 commented 8 years ago

I used to get the plus-shaped chunk errors all the time back in v 1.4.?, but i've only seen one in 0.5.3. In both of the worlds i have tried to use (both containing alot of redstone and redstone components) i get an error trying to save, "expected 1, got 0" or something like that. still going to test some more.

ProNoob135 commented 8 years ago

I have now found a plus sized chunk loading error in this world; it also gets an error when trying to save. buggy world.zip capture

ProNoob135 commented 8 years ago

When a world is edited, the piston head entities (even in unextended pistons) are useually deleted, leaving a headless piston.

HimbeersaftLP commented 8 years ago

When a world is edited, the piston head entities (even in unextended pistons) are useually deleted, leaving a headless piston

I achieved that once, too, but in MCPE itself xD

ProNoob135 commented 8 years ago

How did you do that?

HimbeersaftLP commented 8 years ago

How did you do that?

I built a slimeblock-observer-piston-plane and let it fly to the max build height xD

L3ice commented 7 years ago

https://github.com/jocopa3/leveldb-mcpe Maybe that helps.

LaChal commented 7 years ago

Hello,

Some good news concerning PE worlds for the next release!

The "NBT too short error on save on certain worlds (asked for 4 only got 0)" stuff shall be fixed. It was due to entity data not loaded correctly. Looks like it was related to the missing chunks issue.

Moreover, PE 1+ support had some progress: 2017-02-11 01-03-02-

At the time I'm writing, the PE 1+ worlds can't be saved, but the can be loaded :smile:

Robbeedee commented 7 years ago

Excellent work. As a user, it is much appreciated.

jocopa3 commented 7 years ago

Unsaved missing chunks doesn't sound all that unusual (though missing chunks due to other errors is :p). MCPE doesn't save any and all chunks, only chunks in near proximity to the player (roughly a 4 to 6 chunk radius), chunks with structures, or chunks that have been modified. Any other chunks will not be saved regardless of the player's render distance in-game. The For example, here is a world generated in 0.16.0 which has lots of "missing chunks" that simply weren't saved:

Here is another example of "missing chunks". In the satallite view, there are some outlying chunks that are seemingly saved at random:

However, if you look at a cave view of those chunks, you'll see there are structures are saved in all of those outer-lying chunks (the pink bits on the map are structures):

LaChal commented 7 years ago

@jocopa3 Right. Non existing chunks in the save itself aren't causing any trouble to MCEdit. The errors we could fix (or get close to a fix) were due to MCEdit thought the entity data was not valid in some chunks, and sent errors. It was a MCEdit internal error.

Chunks not created by the game let MCEdit show the neighbouring chunks blocks (like cliffs in the first screenshot in this comment). Chunks not loaded by MCEdit due to errors makes neighbouring chunk with a transparent border (only the top of the topsoil blocks are displayed in the screenshot in this comment), plus displaying errors in the UI and program console.

Currently, we're fighting with the PE 1+ world which refuse to be saved correctly...

And, nice to see you there :smile:

jocopa3 commented 7 years ago

@LaChal Just to get this out of the way: are you guys aware that world saves in 1.0+ can mix chunk formats (i.e., some chunks can be saved using the old 0.9.0 non-stacked format, and some can be saved as 1.0.0 stacked format)? The game won't convert all chunks to 1.0 format when a 0.9 world is loaded in 1.0; only updated/newly generated chunks.

LaChal commented 7 years ago

This is an interesting point, we must think about. I guess the 'version' first byte in the 1+ chunk format is there for some purpose :smile:

The tests I made on my side were done on few pre 1+ world and on only one 1+ world. The latest world seem to be fully 1+ (AFAIK), since loading it using the subchunk format does not give any error.

Knowing mixed world exists, we'll implement something to care about this, of course.

Spankyty commented 7 years ago

I think I may know the reason for the dark shadows over the builds in PE. I copied a selection from a map to pocket and I used /fill to fill the 255 block in a large area over the build. I then replaced it with air using fill and when I used torches on the builds, the shadows went away. I feel like this has to do with the skylight or the 256 block light value. I wonder if you made the skylight value max if you'd see the shadows. Hopefully this would fix the shadows in pocket worlds. Maybe it does this because of different values of light between the two versions. Thanks.

When creating non-existent chunk in pocket worlds, it won't create any, probably due to the sub chunk format. When creating the new chunk, it will either fail or say it already exists.

naor2013 commented 7 years ago

The light issue is already fixed for next version, don't worry :)

Spankyty commented 7 years ago

I've been running from source, and has not been fixed as far as I know. Is it not public yet? Or no? Thanks :)

naor2013 commented 7 years ago

It is fixed in source. Can you send us pics and a map to check out with that issue?

naor2013 commented 7 years ago

About the chunk creation. It is not possible for us to do and this option will be removed before the next release

Spankyty commented 7 years ago

The screenshots are in the zip too. :) MCEdit Light Bug.zip

OnlyBMan commented 7 years ago

I have also been experiencing the PE lighting bug while running from source. To reproduce, create a PE world and fill an area up to 256 blocks high so the whole build fits onto it, then, either place the build inside the area full of blocks, or, fill with air, then place build. When you load up the world, you should see the shadows begin to form, and like Spankyty said, if you fill the 255th block in an area, and fill again with air, the shadow disappears from that area. Here is a world with stone filled up to the 256th block to test with.

OnlyBMan commented 7 years ago

Any update on the situation? Thanks! :smiley:

neonerz commented 7 years ago

Not sure how far you've gotten with this, but running mcedit from source, I'm having less success than running the latest full release. In the full release I could import a schematic, save, and the schematic gets written, though it's missing blocks when the world is opened back up in PE.

I used the work around mentioned here to load my world: https://github.com/Khroki/MCEdit-Unified/issues/779

If I didn't enable that, I'd just get the following error when opening a PE world: "I don't know how to open XXXX AttributeError("'NoneType' object has no attribute 'Options'",)

When I am able to load a world, most of the chunks are missing.

When I save the world with any modifications, I get the following error: "Error during <function saveFile at 0x00000000104D4AC8>: ValueError('could not broadcast input array from shape (16,16,128) into shape (16,16,256)',)"

I only mention these things because in other posts it sounds like there's been some success with using a version from source, but I've had less success than with the released version.

LaChal commented 7 years ago

Right. To use the new support for PE from a source install you have to enable some hidden features using a file and the CLI switch --new-features.

Concerning the 'shape' error, it is related to the old 128 blocks world height and the new 256 one.

Having a look to MCEdit log file can be interesting. Knowing the PE version you wanted to edit a world for too :smile:

neonerz commented 7 years ago

I believe I did use the hidden features, that's how I was able to load the map. When I didn't load it, I couldn't even open the map, I'd get the error

I don't know how to open XXXX AttributeError("'NoneType' object has no attribute 'Options'",)

I created the file new_features.def in the same directory as mcedit.py, and put the following lines in it loadNBTCompoundList newPocketSupport levelDBPy

Then I ran mcedit as python mcedit.py --new-features

I was then able to get past the above errors.

When I open it, it looks like this. If I import a schematic, and then save the map, I get the following error

Error during <function saveFile at 0x00000000104D4AC8>: ValueError('could not broadcast input array > from shape (16,16,128) into shape (16,16,256)',)

Here's a pastebin of the log file. I cleared it out before going through the above steps, so it should be a clean copy. The map is using PE 1.0+ format.

edit: Worth mentioning, I'm doing this in Windows

edit2: if you need a copy of the map to look at. I just grabbed a random one from mcpedl.com. The specific one I'm using is this one.

LaChal commented 7 years ago

The aspect of your world is quite normal. PE game do not store chunks if no blocks were changed in-game. On our side, we can't create chunks for PE worlds :/

The error come from the chunk (re)lightning. Looks like something is missing somewhere...

Thanks for the report (and the world)!

neonerz commented 7 years ago

The aspect of your world is quite normal. PE game do not store chunks if no blocks were changed in-game. On our side, we can't create chunks for PE worlds :/

Just to make sure it's clear. Those chunks that are missing in MCEdit, are populated in game. Do you mean if I go into the game, manually place a block in each chunk, then reload it in MCEdit, I should see the chunks?

We wanted to play around with porting a map to MCPE. Do you happen to have a "clean" world that does actually work? Something we could load in MCEdit, load a schematic, and save to be used in PE?

OnlyBMan commented 7 years ago

Do you mean if I go into the game, manually place a block in each chunk, then reload it in MCEdit, I should see the chunks?

MCPE saves sub-chunks, which I think are 16x16x16. You would need to place a block in each sub-chunk or you cannot save anything aove the first sub-chunk. I created a world up to the build limit in 1.0 which you could test with.

EDIT: But when you load up the world you edited, you will begin to see dark areas forming around the map

MCPE World

LaChal commented 7 years ago

I played a bit with the world and MCEdit and may have found the cause of the issue. It may be related to the resource and behaviour packs included in the world.

The fact is when wandering in the world, the block cursor in MCEdit seem to want to select unexistant blocks. They can be selected, but when analysing the selection, these blocks are only reported in the total count for blocks. The have no name and aren't listed...

LaChal commented 7 years ago

Tried to remove and edit packs related files, but nothing to do...

@neonerz right, I was talking about this your world :wink: By the way, I am able to load @bman92102 world you edited. I guess the schematic you imported was a big stone cube...

LaChal commented 7 years ago

Regarding the shadow bug, the game don't storing the lights in the PE worlds, but recalculate them at run time, AFAIK.

The new PE support for Windows is the file LevelDB-MCPE.dll in the directory pymclevel. As far as I can remember, it has been compiled using https://github.com/jocopa3/leveldb-mcpe. This repo contains the files for Visual Studio. I did not tested to compile for Windows, but I guess if you get the repo and open a project in VS, you'll be able to start to play around with the compilation.

LaChal commented 7 years ago

@bman92102 In PE 1.1 light is written in the subchunks, but never read. Anyway, MCEdit is computing and saving sky and block lights.

Actually, PE format is using NBT data. The documetation on the official site seem to be incremental.

The issue with Toadstool castle may be related to the subchunk format, or the fact 0.9 and 1+ chunks can be mixed in saves, which is right for this world.

neonerz commented 7 years ago

@bman92102 I think this might be the case. I just tested the map I've been working on in MCPE beta 1.1 and sure enough, no lighting issues! I've been writing a filter to help automate the task of converting a world to PE 1+, so this is great news.

LaChal commented 7 years ago

I've made some tests with the Toadstool Castle world and found that the issue is related to mixed chunk version.

In PE 1+, you can have PE 0.9+ chunks. They don't have the same format than the 1+ ones, and it's causing problems in MCEdit.

For now, only the 0.9+ chunks are correctly loaded and displayed in MCEdit if mixed with 1+ chunks. If you delete 0.9 chunks and reload the world, the 1+ chunks are displayed correctly.

LaChal commented 7 years ago

The Toadstoll Castle world can be loaded using the latest commit (https://github.com/Khroki/MCEdit-Unified/commit/4960b140d6c2c24bb82497cae244e4addb9d4275). But you'll have some errors in the console... Fixes will come later :smile:

Regarding the lights, I don't have much information, sorry :/

OnlyBMan commented 7 years ago

@LaChal the new commit gave me an error while saving on a 1.0 world. It does save however. Bug

ghost commented 7 years ago

@bman92102 Can you send a dll for 32bit?

ghost commented 7 years ago

@LaChal How do I use edit MCPE 1+ Worlds? I am using a x86 Windows 10 system? I have installed VS 2015 but when I try to build LevelDB-MCPE I get a could not find CL.exe. This is from jocp3's LevelDB

OnlyBMan commented 7 years ago

@NFGamerMC I couldn't successfully use it on Windows, so I used a Ubuntu Virtual Machine, good luck!

LaChal commented 7 years ago

As I said, fixes will come later :smile:

Also, the output of the console when the error occurs can be useful, so, if you can paste it some where, it'll be appreciated!

Edit: I guess you'll have to install some additional tools for VS to be able to compile C/C++ stuff with. Badly, I'm not an expert here :/

Edit 2: @bman92102 : don't mind for the console output, I've got it... Edit 3: Fixed.

OnlyBMan commented 7 years ago

@LaChal this is what the console output.

Starting MCEdit... Running in fixed mode. Support files are in your Documents folder. Splash load... [ ** ] ~~ Starting MCEdit-Unified v1.5.6.0 [ WARNING][ root.py:103]:New features mode requested. [ WARNING][ root.py:107]:New features list loaded. [ WARNING][ mcplatform.py:1258]:Initializing window management... Minecraft_Server.jar storage initialized. Each server is stored in a subdirectory of /home/bman92102/.mcedit/MCEdit/ServerJarStorage named with the server's version number Cached servers: []

Traceback (most recent call last): File "/home/bman92102/Desktop/MCEdit-Unified/mceutils.py", line 53, in _alertException return func(*args, **kw) File "/home/bman92102/Desktop/MCEdit-Unified/leveleditor.py", line 1450, in saveFile if "Canceled" == showProgress("Copying chunks", copyChunks(), cancel=True): File "/home/bman92102/Desktop/MCEdit-Unified/albow/extended_widgets.py", line 359, in showProgress if widget.present(): File "/home/bman92102/Desktop/MCEdit-Unified/albow/widget.py", line 525, in present self.root.run_modal(self) File "/home/bman92102/Desktop/MCEdit-Unified/albow/root.py", line 233, in run_modal self.gl_draw_all(self, (0, 0)) File "/home/bman92102/Desktop/MCEdit-Unified/albow/widget.py", line 766, in gl_draw_all subwidget.gl_draw_all(root, suboffset) File "/home/bman92102/Desktop/MCEdit-Unified/albow/widget.py", line 773, in gl_draw_all self.draw_all(surface) File "/home/bman92102/Desktop/MCEdit-Unified/albow/widget.py", line 334, in draw_all self.draw(surface) File "/home/bman92102/Desktop/MCEdit-Unified/albow/extendedwidgets.py", line 275, in draw amount = progressIterator.next() File "/home/bman92102/Desktop/MCEdit-Unified/leveleditor.py", line 1446, in copyChunks for in self.level.saveInPlaceGen(): File "/home/bman92102/Desktop/MCEdit-Unified/pymclevel/leveldbpocket.py", line 2146, in saveInPlaceGen rootTagData = struct.Struct('<i').pack(magic) + struct.Struct('<i').pack(len(rootTagData)) + rootTagData error: cannot convert argument to integer

neonerz commented 7 years ago

I can report the same thing as @bman92102. Same (similar) output.

LaChal commented 7 years ago

Regarding the 'Function saveFile' error ,if your run from source, please use the commit https://github.com/Khroki/MCEdit-Unified/commit/eb7c5413dd2c0cee1e706eeeba87c5d498b176b7.

For the tile entity stuff, the 'Select' menu alreadu have an entity and tile ticks deletion function. I guess you can get some ideas from there.

OnlyBMan commented 7 years ago

While looking through the sign NBT, I found something. 1.10+ sign data looks like this

Text1: {"extra":[{"text":"Test"}],"text":""} Text2: {"extra":[{"text":"Sign"}],"text":""} Text3: {"text":""} Text4: {"text":""}

and 1.8 signs look like this

Text1: {"text":"Test Sign"} Text2: {"text":"Test"} Text3: {"text":"Sign"} Text4: {"text":""}

The 1.10+ signs would appear invisible in MCPE, while the 1.8 worked just fine

neonerz commented 7 years ago

@bman92102 can we take our chat off list? I have a couple questions for you and I don't want to keep spaming this issue.