I tried this mod out briefly and it makes everything look spectacular.
Then I had to stop playing SSP and go back to my normal SMP :sad.gif:
I really want to be able to use this online because I never play by myself. Great job though it looks especially shiny with the texture packs that have made themselves compatible with it.
If you are installing the BG+BL or BL compatible version, install the appropriate mod with the MrMPatcher, and THEN copy these file into the "minecraft.jar" file created with the MrMPatcher. Remember you must download the appropriate compatibility version.
I don't see a BL version. That is, of course, the one I'd like to use. Did you make a BL only version?
After using a lot of time trying to get Wild Grass to work on my server, im stuck..
My core problem is that i can't seem to get the altered files to work in the "minecraft_server.jar" file. I have tried both the altered server fix by Repkam09 and the originally posted files, including both installation methods.
As for adding the .class files to the .jar file, i have tried the following:
- Drag & Drop from one .zip / .rar to the .jar file.
- Extracting the .jar file replacing the class files and repacked the .jar file.
- Both deleting the META-INF and keeping in the file.
When i delete the META-INF file i get the error (both in Ubuntu and / or Windows):
"Invalid or corrupt jarfile C:\Users\sigurd\Desktop\Minecraft Server 2\minecraft_server.jar"
As a side note, before i alter the .jar file in any way it works like a charm.
Any help, advice and / or hints will be much appreciated.
Hey, I have an interesting concept. Will it be possible for caves to produce stalagmite. Obviously it would have a slower growth, but not too tremendous to be pointless. I've always just wanted those deep caverns to have stalagmites growing everywhere for a richer experience
Downloaded a fresh minecraft.jar
(running it at this point works fine, but obviously no mod)
Downloaded ejhopkins_WildGrass_v6.2_VANILLA.rar
Copied bt.class, ht.class, qp.class, and terrain.png into the fresh minecraft.jar
(After having trouble I tried running it at this point, but makes the window go black after logging in)
Deleted the META-INF folder
(running it at this point from terminal responds with "Invalid or corrupt jarfile minecraft.jar")
Ubuntu 10.04
$ java -version
java version "1.6.0_22"
Java(TM) SE Runtime Environment (build 1.5.0_22-b04)
Java HotSpot(TM) Client VM (build 17.1-b03, mixed mode, sharing)
[SOLVED]
So, I decided to go hunting for where the SSP maps are stored and came across ~/.minecraft/bin/ folder so I installed the mod to the minecraft.jar in that hidden folder and it works! Awesome.
So yea, this is the first mod I've installed.
The grass fix on side of the block mod appears to have gone quiet. I think it would be a brilliant idea if you were to impliment it in your own mod for compatabilitys sake.
After using a lot of time trying to get Wild Grass to work on my server, im stuck..
My core problem is that i can't seem to get the altered files to work in the "minecraft_server.jar" file. I have tried both the altered server fix by Repkam09 and the originally posted files, including both installation methods.
As for adding the .class files to the .jar file, i have tried the following:
- Drag & Drop from one .zip / .rar to the .jar file.
- Extracting the .jar file replacing the class files and repacked the .jar file.
- Both deleting the META-INF and keeping in the file.
When i delete the META-INF file i get the error (both in Ubuntu and / or Windows):
"Invalid or corrupt jarfile C:\Users\sigurd\Desktop\Minecraft Server 2\minecraft_server.jar"
As a side note, before i alter the .jar file in any way it works like a charm.
Any help, advice and / or hints will be much appreciated.
- Sigurdtheone
draging and dropping SSP code meant for minecraft.jar into minecraft_server.jar for SMP will not work. The two versions use different obfuscated mappings. It would be like putting a german speaking teacher in a spanish speaking school and hoping all the students would be able to understand what the teacher is saying. It just wont work like that.
I am going to try to make a SMP version for servers, but the problem is that the server side code for the grass block does not have access to the biome temperature and humidity values like it does in single player. I use these values to determine the height of grass, and so I have no way of setting biome appropriate grass growth in multiplayer. I am trying to find a way around this to allow temperate and humidity values to reach the server.
draging and dropping SSP code meant for minecraft.jar into minecraft_server.jar for SMP will not work. The two versions use different obfuscated mappings. It would be like putting a german speaking teacher in a spanish speaking school and hoping all the students would be able to understand what the teacher is saying. It just wont work like that.
I am going to try to make a SMP version for servers, but the problem is that the server side code for the grass block does not have access to the biome temperature and humidity values like it does in single player. I use these values to determine the height of grass, and so I have no way of setting biome appropriate grass growth in multiplayer. I am trying to find a way around this to allow temperate and humidity values to reach the server.
That sounds awesome mate, im really going to look forward to that. I already checked it out in SSP, and it was a definate game changer. Gotta love this Mod, i just hope its possible to port it to the servers.
After using a lot of time trying to get Wild Grass to work on my server, im stuck..
My core problem is that i can't seem to get the altered files to work in the "minecraft_server.jar" file. I have tried both the altered server fix by Repkam09 and the originally posted files, including both installation methods.
As for adding the .class files to the .jar file, i have tried the following:
- Drag & Drop from one .zip / .rar to the .jar file.
- Extracting the .jar file replacing the class files and repacked the .jar file.
- Both deleting the META-INF and keeping in the file.
When i delete the META-INF file i get the error (both in Ubuntu and / or Windows):
"Invalid or corrupt jarfile C:\Users\sigurd\Desktop\Minecraft Server 2\minecraft_server.jar"
As a side note, before i alter the .jar file in any way it works like a charm.
Any help, advice and / or hints will be much appreciated.
- Sigurdtheone
draging and dropping SSP code meant for minecraft.jar into minecraft_server.jar for SMP will not work. The two versions use different obfuscated mappings. It would be like putting a german speaking teacher in a spanish speaking school and hoping all the students would be able to understand what the teacher is saying. It just wont work like that.
I am going to try to make a SMP version for servers, but the problem is that the server side code for the grass block does not have access to the biome temperature and humidity values like it does in single player. I use these values to determine the height of grass, and so I have no way of setting biome appropriate grass growth in multiplayer. I am trying to find a way around this to allow temperate and humidity values to reach the server.
@sigurdtheone: The version I had made for servers a while back is probably (almost surely) out of date by now.
@ejhopkins: Last I had looked, making my quick change version, the server side grass blocks DO have access, its just in a slightly different place I think... Had to change a few things to find the correct classes, but it did work...
Unless Notch changed things since then, it should still work the same.
Is there a way to make WildGrass compatible with Nandonalt's Coral Reefs? The wildgrass is using his reef textures. Is this something I can fix by changing IDs or ? (and if so how?) :tongue.gif:
@ejhopkins: Last I had looked, making my quick change version, the server side grass blocks DO have access, its just in a slightly different place I think... Had to change a few things to find the correct classes, but it did work...
Oh, that's great news. Would you mind pointing me to the correct methods to call to access that data? Save me the trouble?
Quote from Zhuria »
Is there a way to make WildGrass compatible with Nandonalt's Coral Reefs? The wildgrass is using his reef textures. Is this something I can fix by changing IDs or ? (and if so how?) :tongue.gif:
This will have compatibility with it in the next update 7.0
version 7.0 will have a lot of new features and things that make it way more compatible with other mods. It will use its own texture file "wildgrass.png" and will therefore not conflict with custom texture packs or mods that change the terrain.png. It will also not alter the class that handles block rendering and will therefore be compatible with both BL and BG without needing a separate download. This also makes it compatible with many other mods as well. I will also be adding lily pads and possibly seaweed.
I am about 98% done with version 7. Look for it in the next couple of days.
I'm not sure, but is this supposed to be compatible with texture packs or not fully right now? It goes well with my current texture pack, but when the grass is to it's maximum length it doesn't display correctly. Oh, and if this is covered by an earlier topic, I'm sorry, I didn't really bother reading through the entire thing.
Rollback Post to RevisionRollBack
GENERATION 23: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
@ Sounas, that's what I'm getting, although only when the grass reaches it's full hight though. I know it's compatible with the other mods I'm using, since they all run fine together without the texture pack. I just don't understand why the grass is fine, and then at the final stage it's messed up.
and @charlie5231990, optiminer works with it just fine for me.
Rollback Post to RevisionRollBack
GENERATION 23: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
It's the one from Wild Grass. I'm sorry, I can install a mod, but really have no clue as to the workings of them. But if that's the problem, I'm assuming the upcoming update will fix it? Something like making issues involving terrain.png no longer be a problem?
Rollback Post to RevisionRollBack
GENERATION 23: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
@ejhopkins: Last I had looked, making my quick change version, the server side grass blocks DO have access, its just in a slightly different place I think... Had to change a few things to find the correct classes, but it did work...
Oh, that's great news. Would you mind pointing me to the correct methods to call to access that data? Save me the trouble?
Yikes! Sorry, I haven't been around here for a while. Assuming your using MCP 2.7 to decompile all you should need to change is your little Biome methods here:
public double getGrassBiomeScale(World world, int i, int j, int k)
{
world.func_4075_a().func_4069_a(i, k, 1, 1);
double d = world.func_4075_a().temperature[0];
double d1 = world.func_4075_a().humidity[0];
return d * d1;
}
public int getGrassBiomeHeight(World world, int i, int j, int k)
{
world.func_4075_a().func_4069_a(i, k, 1, 1);
double d = world.func_4075_a().temperature[0];
double d1 = world.func_4075_a().humidity[0];
return (int)(9D * d * d1);
}
To use these methods in 'world' instead:
public double getGrassBiomeScale(World world, int i, int j, int k)
{
world.func_4077_a().func_4065_a(i, k, 1, 1);
double d = world.func_4077_a().temperature[0];
double d1 = world.func_4077_a().humidity[0];
return d * d1;
}
public int getGrassBiomeHeight(World world, int i, int j, int k)
{
world.func_4077_a().func_4065_a(i, k, 1, 1);
double d = world.func_4077_a().temperature[0];
double d1 = world.func_4077_a().humidity[0];
return (int)(9D * d * d1);
}
That should be all, if I remember correctly. You've probably gotten it already anyway...
Looking forward to the next release.
Edit: I just tested this, and it appears to work. :smile.gif:
It's the one from Wild Grass. I'm sorry, I can install a mod, but really have no clue as to the workings of them. But if that's the problem, I'm assuming the upcoming update will fix it? Something like making issues involving terrain.png no longer be a problem?
sounds to me like the terrain.png is missing the texture for the tallest height of grass. there should be a whole row of grass in the terrain file and then under the very last one there should be a two block high texture for the final stage of grass. if this is missing it will not display the grass, and it will display whatever colour is in its stead.
Then I had to stop playing SSP and go back to my normal SMP :sad.gif:
I really want to be able to use this online because I never play by myself. Great job though it looks especially shiny with the texture packs that have made themselves compatible with it.
I don't see a BL version. That is, of course, the one I'd like to use. Did you make a BL only version?
After using a lot of time trying to get Wild Grass to work on my server, im stuck..
My core problem is that i can't seem to get the altered files to work in the "minecraft_server.jar" file. I have tried both the altered server fix by Repkam09 and the originally posted files, including both installation methods.
As for adding the .class files to the .jar file, i have tried the following:
- Drag & Drop from one .zip / .rar to the .jar file.
- Extracting the .jar file replacing the class files and repacked the .jar file.
- Both deleting the META-INF and keeping in the file.
When i delete the META-INF file i get the error (both in Ubuntu and / or Windows):
"Invalid or corrupt jarfile C:\Users\sigurd\Desktop\Minecraft Server 2\minecraft_server.jar"
As a side note, before i alter the .jar file in any way it works like a charm.
Any help, advice and / or hints will be much appreciated.
- Sigurdtheone
Downloaded a fresh minecraft.jar
(running it at this point works fine, but obviously no mod)
Downloaded ejhopkins_WildGrass_v6.2_VANILLA.rar
Copied bt.class, ht.class, qp.class, and terrain.png into the fresh minecraft.jar
(After having trouble I tried running it at this point, but makes the window go black after logging in)
Deleted the META-INF folder
(running it at this point from terminal responds with "Invalid or corrupt jarfile minecraft.jar")
Ubuntu 10.04
$ java -version
java version "1.6.0_22"
Java(TM) SE Runtime Environment (build 1.5.0_22-b04)
Java HotSpot(TM) Client VM (build 17.1-b03, mixed mode, sharing)
[SOLVED]
So, I decided to go hunting for where the SSP maps are stored and came across ~/.minecraft/bin/ folder so I installed the mod to the minecraft.jar in that hidden folder and it works! Awesome.
So yea, this is the first mod I've installed.
Thanks. :/
draging and dropping SSP code meant for minecraft.jar into minecraft_server.jar for SMP will not work. The two versions use different obfuscated mappings. It would be like putting a german speaking teacher in a spanish speaking school and hoping all the students would be able to understand what the teacher is saying. It just wont work like that.
I am going to try to make a SMP version for servers, but the problem is that the server side code for the grass block does not have access to the biome temperature and humidity values like it does in single player. I use these values to determine the height of grass, and so I have no way of setting biome appropriate grass growth in multiplayer. I am trying to find a way around this to allow temperate and humidity values to reach the server.
That sounds awesome mate, im really going to look forward to that. I already checked it out in SSP, and it was a definate game changer. Gotta love this Mod, i just hope its possible to port it to the servers.
- Sigurdtheone
@sigurdtheone: The version I had made for servers a while back is probably (almost surely) out of date by now.
@ejhopkins: Last I had looked, making my quick change version, the server side grass blocks DO have access, its just in a slightly different place I think... Had to change a few things to find the correct classes, but it did work...
Unless Notch changed things since then, it should still work the same.
Oh, that's great news. Would you mind pointing me to the correct methods to call to access that data? Save me the trouble?
This will have compatibility with it in the next update 7.0
version 7.0 will have a lot of new features and things that make it way more compatible with other mods. It will use its own texture file "wildgrass.png" and will therefore not conflict with custom texture packs or mods that change the terrain.png. It will also not alter the class that handles block rendering and will therefore be compatible with both BL and BG without needing a separate download. This also makes it compatible with many other mods as well. I will also be adding lily pads and possibly seaweed.
I am about 98% done with version 7. Look for it in the next couple of days.
and @charlie5231990, optiminer works with it just fine for me.
Yikes! Sorry, I haven't been around here for a while. Assuming your using MCP 2.7 to decompile all you should need to change is your little Biome methods here:
To use these methods in 'world' instead:
That should be all, if I remember correctly. You've probably gotten it already anyway...
Looking forward to the next release.
Edit: I just tested this, and it appears to work. :smile.gif:
sounds to me like the terrain.png is missing the texture for the tallest height of grass. there should be a whole row of grass in the terrain file and then under the very last one there should be a two block high texture for the final stage of grass. if this is missing it will not display the grass, and it will display whatever colour is in its stead.