Nope, if the uncovered map is so big and you run rendermap it will have to do all those parts (btw, it's not directly files and also not necessarily linear in time during those steps).I'm running render map on a server, and it's got 93,664 files to go... any way to optimize that?
I don't use any player maps. The rendering is done directly from the chunks as they are in the game so it will always be up to date and just contain anything that has ever been rendered by the game.What happens when one player map has an older version than another (like if a base was built later)? Can you skip duplicates, like from all the players that log in and out immediately?
I would assume they don't hurt. Do you see any problems when those errors appear? Do they appear when you tried to open the page while rendermap was running?Also, when I open the website, I get these errors in the log:
/EDIT: Ignore that very last question, the log shows that it was during rendermap

I assume the engine just wasn't fast enough to reply to the browsers request as it is quite busy with rendering during that time so the browser probably closed the connection for a timeout.
@leadingzero:
First of all I just made an updated release package for the deobfuscator which contains the entity.position field used by my mod so you should switch to that one if you want to also apply my mod

I suppose it indeed is some kind of permission or access problem. Wonder why it tries to open the files by an URI (file:///) instead of just a local path. You could try for example to put the deobfuscator in a simpler path, e.g. (at least for trying) in C:\deobfuscate.Is there a dependency that's missing from the release tree, or is it likely encountering an execution permissions issue?
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