ReDll wrote:mvgulik wrote:After getting a lot of new mmap's with the Kami client.
I think if Kami doing something with maps stored other clients are not obliged to support or understand that.
That would be a valid point, if that would be the case.
Which it isn't.
Just to make that clear: My client does not touch local map cache or functionality in any way.
What I did:
- I changed a comparison within the minimap code which sometimes prevented the minimap from being clickable.
- I added a try catch around the part, where the map export tried to access a seemingly corrupt local map cache storage.
- I added a different way to draw the minimap, which is totally optional and does not interfere with storing / loading the map cache.
I suspect that these issues will vanish if the map get's exported, map cache get's deleted and map get's imported again.
Problem for him is: It looks like his map-cache is actually broken in a weird way.
See:
viewtopic.php?f=47&t=80018This is base vanilla code, where I added the prior mentioned try catch fix to skip NPE on broken segments.
I think it's a really unlucky chain of event's which lead to the corruption of the mapcache.
The mapfile (Meta data) is stored for each character per world.
But the segment's can have different ids. That's why you can import a map that is basically not connected with yours even though both are overworld maps.
It's possible that one of the merges failed, which is tied to a segment found on ender, which now can't be loaded correctly.