It already is, when choosing a version just check MCRewind versions. You will probably not be able to get those versions, though. MCRewind is currently bugged.
Thanks for keeping us in the loop, Forkk. I never mind having to wait a bit longer for something that I enjoy so long as there's some kind of progress updates. Even the smallest bits of information helps to keep the crazy thoughts away.
Also thanks to Peterix and TakSuyu for keeping this project alive while Forkk is (hopefully) on hiatus. I'd offer to help but my C++ skills are so rusty these days you'd probably need a tetanus shot just from looking at my commits. xD
My sentiments exactly
Rollback Post to RevisionRollBack
Learn some Java before you mod, and skip over the chapter on ModLoader, straight to MinecraftForge. It's better. Trust me.
I have 4gb ram and cant put 2gb ram to my game it says
Error occurred during initialization of VM
Could not reserve enough space for object heap
Error: Could not create the Java Virtual Machine.
Error: A fatal exception has occurred. Program will exit.
I have 4gb ram and cant put 2gb ram to my game it says
Error occurred during initialization of VM
Could not reserve enough space for object heap
Error: Could not create the Java Virtual Machine.
Error: A fatal exception has occurred. Program will exit.
What do i do?
are you running the 32 bit version of Java? that's limited to 1gig i think... to use more ram you MUST have the 64 bit version of Java.
Actually, give me the log. I want to see it. If it is freaking out because of .jar files, it might be a java issue, but I still want to see the full crash log from the generate crash report button if you would.
This time I attempted to load on SoulShards mod, came in another .jar format and invalid signature again. If it's a java issue I'm hard pressed to figure out what it would be. Specially after playing with removing and re-adding a few times and it works.
I have 4gb ram and cant put 2gb ram to my game it says
Error occurred during initialization of VM
Could not reserve enough space for object heap
Error: Could not create the Java Virtual Machine.
Error: A fatal exception has occurred. Program will exit.
What do i do?
If you are trying 2 gigs, then yeah the bit count is screwing you. that error means that you allocated too much memory to java.
This time I attempted to load on SoulShards mod, came in another .jar format and invalid signature again. If it's a java issue I'm hard pressed to figure out what it would be. Specially after playing with removing and re-adding a few times and it works.
You see? this is why you should post the full log, even if you think it won't help. Your issue is that you are installing forge mods into the .jar mods section. Forge is "special" when it comes to this, and instead of working just fine when forge mods are installed to the jar, it sort of gets confused and refuses to work. I would move all of the mods except for forge, playerAPI and optifine over to the mods folder instead of .jar. Basically only install forge mods to the jar if it says to, which will almost never happen. If it requires forge, then it is either a mods folder mod, a core mod, or a hackish jar mod.
You see? this is why you should post the full log, even if you think it won't help. Your issue is that you are installing forge mods into the .jar mods section. Forge is "special" when it comes to this, and instead of working just fine when forge mods are installed to the jar, it sort of gets confused and refuses to work. I would move all of the mods except for forge, playerAPI and optifine over to the mods folder instead of .jar. Basically only install forge mods to the jar if it says to, which will almost never happen. If it requires forge, then it is either a mods folder mod, a core mod, or a hackish jar mod.
You have to be kidding me... /facepalm
*tail between legs* of all the people, I'm in operation error lol
I guess I just assumed way back when putting them in the jar tab was a good idea? uhg If i had just read the tab, I would have known better.
If you had read their blog you would know that the main reason why we haven't seen an update yet is because Forkk13 (the original author) is simply tired of working on MultiMC and even Minecraft in general. Most of his time is spent on other projects at the moment, however there are still a couple guys who are working with him to update it at some point to 1.6.
Obviously it's going to take longer than what you're used to when Forkk13 isn't giving his full attention to the project anymore.
To say that this is the "end of MultiMC" is silly and an overreaction on your part. This is an open source program, and one that is quite popular. If all of the current developers who are working on the main version of MultiMC suddenly decided to call it quits then someone else would simply create a new fork and update it themselves. In fact there have already been several people who have shown interest in doing exactly that, and the devs encourage those people to join them on their IRC channel to talk about it and offer advice.
It's also nonsense for you to claim that Mojang created a new launcher of their own entirely out of ill-will or to undermine MultiMC. Installing mods without a launcher isn't difficult at all thanks to Forge, and if you still can't seem to do it on your own and don't want to wait for an update, then go use Magic Launcher. It's been 1.6 compatible for quite a while now.
MagicLauncher seems to have updated to v1.6.2 without problems. If Forkk13 is tired of working on it, he should release the source so someone else can pick up where he left it. At the very least, update the OP to let people know if it's even being worked on at all.
I'm switching to MagicLauncher since the author still seems interested in Minecraft, and cares enough to update it.
MagicLauncher seems to have updated to v1.6.2 without problems. If Forkk13 is tired of working on it, he should release the source so someone else can pick up where he left it. At the very least, update the OP to let people know if it's even being worked on at all.
I'm switching to MagicLauncher since the author still seems interested in Minecraft, and cares enough to update it.
If you knew anything about multiMC, you would know, first off, that it is OPEN SOURCE. Meaning that anyone can download the source and make modifications to it. Also, people are already working on it.
The reason why magiclauncher updated so quickly is magiclauncher doesn't actually download jars. Magiclauncher only uses the jars you have. Updating for magiclauncher was only how to run the jar. It actually uses the versions in your versions folder. What multiMC needs to do is implement code to download the 1.6+ versions in a way that doesn't conflict with previous versions and still installs everything correctly. Basically, they need to make another launcher inside the launcher, which would get rather hacky. MultiMC 5 will have all the features of magiclauncher and so much more, making it by far the superior launcher.
You have to be kidding me... /facepalm
*tail between legs* of all the people, I'm in operation error lol
I guess I just assumed way back when putting them in the jar tab was a good idea? uhg If i had just read the tab, I would have known better.
MagicLauncher seems to have updated to v1.6.2 without problems. If Forkk13 is tired of working on it, he should release the source so someone else can pick up where he left it. At the very least, update the OP to let people know if it's even being worked on at all.
I'm switching to MagicLauncher since the author still seems interested in Minecraft, and cares enough to update it.
Alright, here's the situation as it stands currently:
I am currently not working on the project, but some of the awesome folks from the IRC channel (namely, peterix and TakSuyu) have picked it up and started working on it.
Unfortunately, Minecraft 1.6 support will not be added in MultiMC 4. There are far too many complications and doing so would be hacky and messy.
Instead, MultiMC 5 is being worked on, and we're going to release it when it's ready with support for Minecraft 1.6.
Unfortunately, development isn't moving along too quickly, but we'll get there eventually.
Now that I've cleared that up, there's a few more things I have to say:
No, I can not and will not give you an ETA. Do not ask me, because I don't know. Don't ask the people on IRC either, they don't care to estimate how long it will take and will probably just kick you from the channel for asking about it. You've been warned.
No, Mojang is not intentionally making this difficult for us (at least not completely). A lot of the changes they've made are things that should have been there in the first place. Unfortunately, MultiMC was never written to handle these things. Here are just a few of the problems we face:
The Minecraft client no longer downloads its own resources, such as sounds. It expects the launcher to do it. It should have been like this in the first place, but it wasn't. Making MultiMC 4 download resources would be crazy and hacky. This is one of the reasons we're not doing this for MultiMC 4.
Login protocols are changing. I haven't looked much into it, so I don't really know much about this one.
The way the game launches is completely different. Unfortunately this one is going to be an issue whether we implement this in MultiMC 4 or 5. They're both using the same launch code, so we're going to have to add some more crazy compatibility code to support both 1.6 and all the different broken crap in previous versions.
There are also several other issues, but I'm going to leave it at that for now.
I am not abandoning this project. At least not completely. For the moment, I've simply lost my motivation to work on MultiMC. I may go back to it later or I may not. Although I am not currently actively developing it, however, I will still be handling the distribution of MultiMC. I'll still be the one setting up all the annoying build server stuff and getting things there working properly. Builds will still be done on ci.forkk.net and you'll download it and get updates from the same places as before. Furthermore, the awesome, awesome guys who are working on it now are pretty damn good at what they do, so the project is certainly in good hands.
That's about it for now. I might turn this post in to a blog post at some point, not sure. Anyways, thanks for being patient, guys, I'm very sorry about the wait, hopefully MultiMC 5 will be worth it. In the meantime, you can use that crazy Java thingy that Mojang calls a launcher. It can't be that bad, right?
Also, inb4 peterix comes in and corrects me on every point I made in this post...
Edit: Here's a blog post explaining basically everything I just said here: http://forkk.net/upd...e-launcher.html You should go comment on there instead, because Minecraft Forums sucks...
magiclauncher has most of the functionality as multiMC, just a lot clumsier.
That is why I think as a launcher, MultiMC is far more advanced than Magic Launcher or the official one. Which is actually quite sad when you think about it. It makes me hate updates even more :/. Oh well, at least it's in process of being updated and not being dropped. for that, I thank the new devs.
Some mods don't work in MagicLauncher, they simply will never ever work as intended in most cases.
I know. Litemods do not work at all with magiclauncher. I tried everything to install the macros/keybind mod in 1.6.2, but nothing worked, and I am 100% definitely not installing anything manually.
I know. Litemods do not work at all with magiclauncher. I tried everything to install the macros/keybind mod in 1.6.2, but nothing worked, and I am 100% definitely not installing anything manually.
Hey, guys. Quote me if you want me to respond. Otherwise I'll have no idea what the hell you want with me.
Friend Code: 1263-6258-8121 (Poison)
Friend Safaris: Poison: Swalot, Whirlipede, Seviper.
It already is, when choosing a version just check MCRewind versions. You will probably not be able to get those versions, though. MCRewind is currently bugged.
https://discord.gg/0kvhqyfryyjfO7qY
My sentiments exactly
Error occurred during initialization of VM
Could not reserve enough space for object heap
Error: Could not create the Java Virtual Machine.
Error: A fatal exception has occurred. Program will exit.
What do i do?
http://paste.ubuntu.com/5928054/
This time I attempted to load on SoulShards mod, came in another .jar format and invalid signature again. If it's a java issue I'm hard pressed to figure out what it would be. Specially after playing with removing and re-adding a few times and it works.
If you are trying 2 gigs, then yeah the bit count is screwing you. that error means that you allocated too much memory to java.
https://discord.gg/0kvhqyfryyjfO7qY
You see? this is why you should post the full log, even if you think it won't help. Your issue is that you are installing forge mods into the .jar mods section. Forge is "special" when it comes to this, and instead of working just fine when forge mods are installed to the jar, it sort of gets confused and refuses to work. I would move all of the mods except for forge, playerAPI and optifine over to the mods folder instead of .jar. Basically only install forge mods to the jar if it says to, which will almost never happen. If it requires forge, then it is either a mods folder mod, a core mod, or a hackish jar mod.
https://discord.gg/0kvhqyfryyjfO7qY
You have to be kidding me... /facepalm
*tail between legs* of all the people, I'm in operation error lol
I guess I just assumed way back when putting them in the jar tab was a good idea? uhg If i had just read the tab, I would have known better.
MagicLauncher seems to have updated to v1.6.2 without problems. If Forkk13 is tired of working on it, he should release the source so someone else can pick up where he left it. At the very least, update the OP to let people know if it's even being worked on at all.
I'm switching to MagicLauncher since the author still seems interested in Minecraft, and cares enough to update it.
If you knew anything about multiMC, you would know, first off, that it is OPEN SOURCE. Meaning that anyone can download the source and make modifications to it. Also, people are already working on it.
The reason why magiclauncher updated so quickly is magiclauncher doesn't actually download jars. Magiclauncher only uses the jars you have. Updating for magiclauncher was only how to run the jar. It actually uses the versions in your versions folder. What multiMC needs to do is implement code to download the 1.6+ versions in a way that doesn't conflict with previous versions and still installs everything correctly. Basically, they need to make another launcher inside the launcher, which would get rather hacky. MultiMC 5 will have all the features of magiclauncher and so much more, making it by far the superior launcher.
https://discord.gg/0kvhqyfryyjfO7qY
I guess you could say you were....
...Jinxed.
https://discord.gg/0kvhqyfryyjfO7qY
magiclauncher has most of the functionality as multiMC, just a lot clumsier.
https://discord.gg/0kvhqyfryyjfO7qY
That is why I think as a launcher, MultiMC is far more advanced than Magic Launcher or the official one. Which is actually quite sad when you think about it. It makes me hate updates even more :/. Oh well, at least it's in process of being updated and not being dropped. for that, I thank the new devs.
I know. Litemods do not work at all with magiclauncher. I tried everything to install the macros/keybind mod in 1.6.2, but nothing worked, and I am 100% definitely not installing anything manually.
https://discord.gg/0kvhqyfryyjfO7qY
Magic Launcher looks too big as well...
Hey everyone, I'm back!
Yay! The new launcher looks awesome!
Hey, guys. Quote me if you want me to respond. Otherwise I'll have no idea what the hell you want with me.
Friend Code: 1263-6258-8121 (Poison)
Friend Safaris: Poison: Swalot, Whirlipede, Seviper.