Comments (8)
Do let me know if you want any beta testing. Always happy to help with different size maps
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@killercode did you ever get this to work? Let me know if this is still an issue, I'll take a look and see if there is an issue. This could be related to #18 and your config file not actually loading properly.
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@tomnolan i have not been able to get it to work.
Any way I can buy you a coffee for all your work getting this updated?
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Hah! No worries, just glad there are people out there who appreciate the updates.
I'll take a look at the player parsing, I thought I had it working on one of my worlds before, I'll have to double check.
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I don't believe the "local" config file logic is working. I've been meaning to look into that.
As a workaround: you can insert those values into the main data\bedrock_viz.cfg
file (note the name has changed) which I can confirm works with the recent v0.1.3 release. (I have a copy on the side that I've added players and a few geojson-block elements that I specify with a --cfg
command line option.)
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yeah, the "local" config file wasn't "working" because there doesn't seem to be any code that even tried to do that. 🙄 Fix proposed on the above PR, would love to get some feedback on if the docs make any sense, and if that style of handling it works for you @counterfitninja
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Thanks for the update @cabbey i had already been editing the previous bedrock_viz.cfg file to add player names and that was working fine, after i realised that on a server you get multiple entries for the play, one to link the xbox account, one local player, and one server player. It is difficult to know who is who on a server as there is pretty much no way to find out which user it which without asking. (i did find other ways todo this via mcctoolchest and guessing their inventory)
The docs did make sense to me, but is there another way to click a play in the UI and tag them? ( I guess this would need a writable DB somewhere. Would having all the data in a SQLlite DB be better than the xml files, that way it might be writable? )
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If I were to build that, I'd suggest that the FE pull from the DB to display the names rather than having the visualizer embed them into the map statically... it would be best to just put the player id in the geojson and leave it to the FE to translate the ID to a name. You could almost envision that as a addon to the produced web app. Perhaps we should think about some sort of extension system that could be added in and allow users to deploy various addon as they need. I'd personally love to see a "real time" version of that where the player location is loaded dynamically from the server instead of from the static map dump.
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Related Issues (20)
- [BUG] Mobs no longer appearing in maps made from 1.18.30
- link to current view HOT 1
- are unexplored viewable chunks sometimes black? HOT 3
- [BUG] array subscript out of range HOT 2
- [ error] LevelDB operation returned status=Corruption: CURRENT file does not end with newline (What am I doing wrong?) HOT 1
- Multi threaded CPU support? HOT 1
- Push container on GitHub Container Registry
- [BUG] Please update bedrock_viz.xml for 1.19 blocks
- Calculate light levels as heat-map or simply as another piece of info in the HUD. HOT 1
- Iteration Plan for October 2022 HOT 1
- Need help in finding custom entity
- support for new biome data HOT 3
- [BUG] x z limits are not documented
- [BUG] OSX build instructions do not work HOT 9
- Please add 1.20 new blocks and other renamed blocks.
- Biome Misclassifications, Typos, and Omissions. HOT 4
- Show beds in interactive map object list
- [BUG] *** buffer overflow detected ***: terminated HOT 4
- [BUG] Build error: filesystem’ in namespace ‘std’ does not name a type HOT 2
- Help wanted - all "unknown chunks" and only log in out1. Win10 HOT 2
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