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Problems with Eihort

Posted: Mon Mar 11, 2013 2:15 pm
by Luna
So i decided to try it because, it looked good, but when i started it up, i got this. (FYI i am running snapshot 12w10b)

...acosx/Eihort.app/Contents/MacOS/../../../texpack.lua:15: Failed to locate terrain.png.

Check your minecraft_jar path in eihort.config or place this file in the folder with the Eihort application.
stack traceback:
[C]: in function 'error'
...acosx/Eihort.app/Contents/MacOS/../../../texpack.lua:15: in function 'loadTexture'
...cosx/Eihort.app/Contents/MacOS/../../../blockids.lua:14: in function 'loadBlockDesc'
...acosx/Eihort.app/Contents/MacOS/../../../mapview.lua:246: in function 'beginMapView'
...osx/Eihort.app/Contents/MacOS/../../../worldmenu.lua:71: in function 'action'
....12-macosx/Eihort.app/Contents/MacOS/../../../ui.lua:257: in function <....12-macosx/Eihort.app/Contents/MacOS/../../../ui.lua:251>
(tail call): ?
(tail call): ?
...osx/Eihort.app/Contents/MacOS/../../../worldmenu.lua:136: in function 'action'
...macosx/Eihort.app/Contents/MacOS/../../../eihort.lua:28: in function 'eventUp'
...macosx/Eihort.app/Contents/MacOS/../../../eihort.lua:70: in function 'handler'
...macosx/Eihort.app/Contents/MacOS/../../../eihort.lua:93: in function 'processEvent'
...macosx/Eihort.app/Contents/MacOS/../../../eihort.lua:104: in function <...macosx/Eihort.app/Contents/MacOS/../../../eihort.lua:84>
[C]: in function 'xpcall'
...macosx/Eihort.app/Contents/MacOS/../../../eihort.lua:247: in main chunk

Re: Problems with Eihort

Posted: Mon Mar 11, 2013 2:27 pm
by fr0stbyte124
It says it failed to load terrain.png. It is possibly because you are on MacOS it is reading resources off the filestystem differently. In the past, blocks it had no reference on would simply appear invisible, or have some odd geometry artifacts. I don't think any of the new content would all of a sudden start crashing the program.

You may try loading one of your older worlds in MC and alter a few chunks to see if Eihort has any trouble with that world. Also try just plain loading an old world without any changes to see if something is different about Eihort all of a sudden.

Re: Problems with Eihort

Posted: Mon Mar 11, 2013 2:52 pm
by Luna
fr0stbyte124 wrote:It says it failed to load terrain.png. It is possibly because you are on MacOS it is reading resources off the filestystem differently. In the past, blocks it had no reference on would simply appear invisible, or have some odd geometry artifacts. I don't think any of the new content would all of a sudden start crashing the program.

You may try loading one of your older worlds in MC and alter a few chunks to see if Eihort has any trouble with that world. Also try just plain loading an old world without any changes to see if something is different about Eihort all of a sudden.
I tried loading every single world i had and the exact same thing came up, the earliest world i have was made in 1.0

Re: Problems with Eihort

Posted: Mon Mar 11, 2013 2:54 pm
by fr0stbyte124
Then it's something to do with Eihort then. Unfortunately, I don't know what to do in this case, being unfamiliar with MacOS, or anything else that might cause it to break.

Re: Problems with Eihort

Posted: Mon Mar 11, 2013 3:09 pm
by Luna
fr0stbyte124 wrote:Then it's something to do with Eihort then. Unfortunately, I don't know what to do in this case, being unfamiliar with MacOS, or anything else that might cause it to break.
K, Thanks anyway

Re: Problems with Eihort

Posted: Tue Mar 12, 2013 11:57 pm
by CommanderKobialka
sry if im wrong. but eihort sounds like a mod? most modders dont bother making thier mods compatible with snapshots.

Re: Problems with Eihort

Posted: Wed Mar 13, 2013 12:03 am
by Luna
CommanderKobialka wrote:sry if im wrong. but eihort sounds like a mod? most modders dont bother making thier mods compatible with snapshots.
It's not a mod, it's an external program like MC edit

Re: Problems with Eihort

Posted: Wed Mar 13, 2013 12:11 am
by fr0stbyte124
It's a standalone world visualization tool which you can fly around in. It's selling point is its rather impressive draw distance, which can get out past 1km on a half decent desktop. We're borrowing a few tricks from its playbook for Futurecraft, but I don't know its inner workings well enough to troubleshoot it.