Tested it out, and if i try to connect using this.. i get
2011-11-29 21:11:35 [INFO] Nesetalis [/10.1.2.42:51787] logged in with entity id 349 at (1952.8611177815228, 64.0, -297.94881529543227)
2011-11-29 21:11:37 [INFO] Nesetalis lost connection: disconnect.endOfStream
I /can/ use the non modloadermp version.. but i'm sure that is screwing with something else somewhere else... but it isnt crashing :tongue.gif:
Hmm.. I thought I posted this [after Minimap updated but the server message wasnt updated], but I cant seem to find it in the thread.
I'm confused to hell as to why its no longer here. Did I post it to the wrong thread? :X
Had to pull this out of a backup. Lucky me for backing it up. :tongue.gif:
Its a suggestion that beats the welcome message, in that server owners no longer need to re-fix the server after a minecraft update. [we had 2 in the past week or so] Great backup way, especially for those on hosting services like ClanForge.
=========== Original Message =============
Suggestion for enabling the entity tracker & stuff.
With updates to the minecraft code, the welcome msg you have breaks.
You seem to be on top of the Minimap updates, but we dont have a way to get welcome messages working. [when its not up to date]
I do not use Bukkit since I mod my server [ModLoader mods dont like Bukkit], so I cant use a bukkit plugin as a backup for the welcome message.
Could you add a detection for the server MOTD as well? [in: server.properties]
Example of Processing:
If a key symbol is detected in the MOTD [the message before connecting], check a number next to it to determine whats allowed.
The sum of whats allowed is placed after the key symbol, then is processed by Minimap.
Its cleaner to have a sum, since its 4 digits at max [including key symbol], rather than over 8.
Example of Key Symbol:
Minimap can use escaped chars to know when to read numbers without accidental triggering, because an escaped character cannot be confused with a question mark.
The key symbol can be one of the escaped characters. /f /n & /r are examples of some.
If you set the MOTD to:
motd=/f/n/r
The client will see:
???
In a packet dump, you will see:
0c 00 0a 00 0d 00
It wont be confused with a regular question mark.
Example of Use:
The server owner adds the values of whats allowed.
I know, & my friends know that everything is enabled on my server, so we really dont need to be reminded again after weeks of joining. :tongue.gif:
====== Sortable Waypoints ======
Ability to rearrange the waypoints we save. Looks like it may be hard, seeing how basic the minecraft UI is, but something to look into if possible.
- In my waypoints, I have some addresses to my friends' house & other random junk.
- As new houses are built, I have to delete the random junk to rank the residents higher, then re-add the random junk.
I mainly do this clean sort since Minimap only lists 8 entries, and I have more than 8 entries.
====== Resizable Windows ======
Mad props if you can give us the ability to resize the windows like the waypoint window. I have too many entries, so it looks over crowded.
A perfect example of what I am talking about is the latest version of [TooManyItems]
After 1.0.0, they added fully dynamic sizing to the lists, so if you resize the game a little, another column of items will show/hide, rather than having fixed sizes
I really wish I spoke Japanese. My minecraft keeps crashing as a result of this minimap and I have no idea why. I have done exactly what every video on installing has said, but when I log in, I get a blackscreen and then a minecraft has crashed screen. Please help!
Well, I finally found mod loader, installed it following what little instructions I found. Then tried to install this following all the dang instructions but nothing works. For all I know it could be mod loader since I still have just a Texture Packs button and not Mods and Texture Packs which I guess is what mod loader does (gives you a new button for new functionality).
Rollback Post to RevisionRollBack
Proud BETA tester of the newest & greatest thing to hit Minecraft since Redstone !
Rei's Minimap v2.8_01 [1.0.0]
OS: Linux (i386) version 3.0.0-13-generic
Java: 1.6.0_27, Sun Microsystems Inc.
VM: Java HotSpot(TM) Server VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: Gallium 0.4 on ATI RC410 version 2.1 Mesa 7.11, X.Org R300 Project
mainloop runtime exception
java.util.ConcurrentModificationException
at java.util.AbstractList$Itr.checkForComodification(Unknown Source)
at java.util.AbstractList$Itr.next(Unknown Source)
at ReiMinimap.renderSquareMap(ReiMinimap.java:2174)
at ReiMinimap.onTickInGame(ReiMinimap.java:784)
at mod_ReiMinimap.OnTickInGame(mod_ReiMinimap.java:24)
at mod_ReiMinimap.OnTickInGame(mod_ReiMinimap.java:29)
at ModLoader.OnTick(ModLoader.java:1119)
at EntityRendererProxy.b(EntityRendererProxy.java:16)
at net.minecraft.client.Minecraft.x(SourceFile:738)
at net.minecraft.client.Minecraft.run(SourceFile:658)
at java.lang.Thread.run(Unknown Source)
Can the expanded map view show a much larger map area? like with arrow keys so you can scroll around, and also a grid with coordinates...
Also have it so that the map only shows loaded chunks, so empty unexplored areas are just black...
I second that i am a server administrator and would like the ability to see all the explored areas, that would help on assining areas to build large projects.
Rollback Post to RevisionRollBack
I don't want to go right
I don't want to go left
Can we please just go ahead.
Nope, this mod always runned and still runs perfectly without ModLoader.
For the texture pack: why should it? :wink.gif: of course not.
Ty for the reply but with that said, even with ModLoader, I'll be damned if I can figure out how to get this to work. So without it I imagine would be an even bigger PIA, that said I've pretty much all but given up trying to mod MC outside of texture packs.
Rollback Post to RevisionRollBack
Proud BETA tester of the newest & greatest thing to hit Minecraft since Redstone !
Ty for the reply but with that said, even with ModLoader, I'll be damned if I can figure out how to get this to work. So without it I imagine would be an even bigger PIA, that said I've pretty much all but given up trying to mod MC outside of texture packs.
Here are step-by-step instructions to the letter on how to install both this, and modloader. You could have missed something VERY simple. It happens all the time.
1) Open your minecraft directory (.minecraft) by either A: Finding it manually, or B: Using the RUN command, if you have windows, and typing in %AppData% and clicking on .minecraft .
2) Once you get to your .minecraft double-click on the 'bin' folder. From there you should see some .jar files, like, lwjgl, jinput, and minecraft. Open your minecraft.jar with a zipping program, like 7-zip, WinRAR, or J-zip.
3) Once you have your minecraft.jar open you should see a folder called 'META-INF'. Delete the folder and all of it's contents immediately. That's what gives the black-screen of doom.
4) Download your mod. Once you downloaded it find it in the directory you saved it to, and open it with the same program you opened your minecraft.jar with.
5) Once you have both your minecraft.jar open and your downloaded file, just move the contents from the downloaded file STRAIGHT to your minecraft.jar No folders, no files, nothing more than move it, unless the mods's instructions say otherwise. Once you have that done just run your Minecraft and it should be there once you start it up.
Thx, guess I'll delete the bin folder and give it another go.
Post back later with what I hope is good news.
FWIW, I've been using 7Zip...
Edit: The meta-inf folder only appears in a 1.0.0 jar file the regular minecraft.jar does not have this folder.
Also, lil OT but I'm pretty sure the goof was with mod loader since as I said, after "installing" it I didnt have a Mods and Texture Packs button but rather the usual Texture Packs button.
Here are step-by-step instructions to the letter on how to install both this, and modloader. You could have missed something VERY simple. It happens all the time.
1) Open your minecraft directory (.minecraft) by either A: Finding it manually, or B: Using the RUN command, if you have windows, and typing in %AppData% and clicking on .minecraft .
2) Once you get to your .minecraft double-click on the 'bin' folder. From there you should see some .jar files, like, lwjgl, jinput, and minecraft. Open your minecraft.jar with a zipping program, like 7-zip, WinRAR, or J-zip.
3) Once you have your minecraft.jar open you should see a folder called 'META-INF'. Delete the folder and all of it's contents immediately. That's what gives the black-screen of doom.
4) Download your mod. Once you downloaded it find it in the directory you saved it to, and open it with the same program you opened your minecraft.jar with.
5) Once you have both your minecraft.jar open and your downloaded file, just move the contents from the downloaded file STRAIGHT to your minecraft.jar No folders, no files, nothing more than move it, unless the mods's instructions say otherwise. Once you have that done just run your Minecraft and it should be there once you start it up.
Thx, guess I'll delete the bin folder and give it another go.
Post back later with what I hope is good news.
FWIW, I've been using 7Zip...
Edit: The meta-inf folder only appears in a 1.0.0 jar file the regular minecraft.jar does not have this folder.
Also, lil OT but I'm pretty sure the goof was with mod loader since as I said, after "installing" it I didnt have a Mods and Texture Packs button but rather the usual Texture Packs button.
It should have the Meta-inf, unless you patched it with MCPatcher before opening it up, becuase MCPatcher auto deletes it. But still, if you don't have the meta-inf just keep going like it did exist and you deleted it. And I'm pretty sure it was modloader, as their instructions are, last time I checked, a bit vague.
It should have the Meta-inf, unless you patched it with MCPatcher before opening it up, becuase MCPatcher auto deletes it. But still, if you don't have the meta-inf just keep going like it did exist and you deleted it. And I'm pretty sure it was modloader, as their instructions are, last time I checked, a bit vague.
Well, chances are... that's whats F'n me up because I "installed" ML, then dumped this map mod in to the mods folder and nothing seems to work. I mean I can still play MC etc but nothing shows up. Any way, I'd rather use ML if possible since from as I understand it all you ever need to do is dump a mod in to the mods folder to get it to work. I don't like editing files any more than I have to so if I if ML works the way I think it's supposed to then I'd rather run mods with it installed.
Outside of this map mod everything else I want to use is supposed to support ML, from recent replies here one ould gather that this supports ML again as well.
Rollback Post to RevisionRollBack
Proud BETA tester of the newest & greatest thing to hit Minecraft since Redstone !
Tested it out, and if i try to connect using this.. i get
I /can/ use the non modloadermp version.. but i'm sure that is screwing with something else somewhere else... but it isnt crashing :tongue.gif:
A++++++++++++++++++++++
Would buy again, etc. etc. etc.
:smile.gif:
I'm sorry, my Japanese isn't the best...
I'm confused to hell as to why its no longer here. Did I post it to the wrong thread? :X
Had to pull this out of a backup. Lucky me for backing it up. :tongue.gif:
Its a suggestion that beats the welcome message, in that server owners no longer need to re-fix the server after a minecraft update. [we had 2 in the past week or so] Great backup way, especially for those on hosting services like ClanForge.
=========== Original Message =============
Suggestion for enabling the entity tracker & stuff.
With updates to the minecraft code, the welcome msg you have breaks.
You seem to be on top of the Minimap updates, but we dont have a way to get welcome messages working. [when its not up to date]
I do not use Bukkit since I mod my server [ModLoader mods dont like Bukkit], so I cant use a bukkit plugin as a backup for the welcome message.
Could you add a detection for the server MOTD as well? [in: server.properties]
Example of Processing:
If a key symbol is detected in the MOTD [the message before connecting], check a number next to it to determine whats allowed.
From your list, I modified your values:
2: entities radar (player)
4: entities radar (animal)
8: entities radar (mob)
16: entities radar (slime)
32: entities radar (squid)
64: entities radar (other living)
The sum of whats allowed is placed after the key symbol, then is processed by Minimap.
Its cleaner to have a sum, since its 4 digits at max [including key symbol], rather than over 8.
Example of Key Symbol:
Minimap can use escaped chars to know when to read numbers without accidental triggering, because an escaped character cannot be confused with a question mark.
The key symbol can be one of the escaped characters. /f /n & /r are examples of some.
If you set the MOTD to:
The client will see:
In a packet dump, you will see:
It wont be confused with a regular question mark.
Example of Use:
The server owner adds the values of whats allowed.
8: entities radar (mob)
2+8=10
Then 10 would be entered into the MOTD:
On the client side, they will see:
Minimap will see the escaped character & activate the functions.
A bit of a bother to the client's eyes, but its a good work around when the game updates & we dont have a welcome message mod yet.
I have more low priority suggestions:
====== Hide Join Messages ======
Option for clients to disable joining messages. It's slightly in the way, since it takes at most 5 lines.
- In chat history, it flushes out about 1/5 of the history. [I use the space for my mod server changelogs]
I know, & my friends know that everything is enabled on my server, so we really dont need to be reminded again after weeks of joining. :tongue.gif:
====== Sortable Waypoints ======
Ability to rearrange the waypoints we save. Looks like it may be hard, seeing how basic the minecraft UI is, but something to look into if possible.
- As new houses are built, I have to delete the random junk to rank the residents higher, then re-add the random junk.
====== Resizable Windows ======
Mad props if you can give us the ability to resize the windows like the waypoint window. I have too many entries, so it looks over crowded.
A perfect example of what I am talking about is the latest version of [TooManyItems]
After 1.0.0, they added fully dynamic sizing to the lists, so if you resize the game a little, another column of items will show/hide, rather than having fixed sizes
PS: At the time of this posting, I have 42 posts.
Or is it not needed any more for this mod ?
FWIW, I'm running 1.0.0
Ps; For whatever reason, might this cause issue with texture packs, secifically Misa's ?
Indeed it is. I'm using it right now as a matter of fact.
This is compatible with TooManyItems, I have it and both work well.
its perfectly compatable o.O
OS: Linux (i386) version 3.0.0-13-generic
Java: 1.6.0_27, Sun Microsystems Inc.
VM: Java HotSpot(TM) Server VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: Gallium 0.4 on ATI RC410 version 2.1 Mesa 7.11, X.Org R300 Project
mainloop runtime exception
java.util.ConcurrentModificationException
at java.util.AbstractList$Itr.checkForComodification(Unknown Source)
at java.util.AbstractList$Itr.next(Unknown Source)
at ReiMinimap.renderSquareMap(ReiMinimap.java:2174)
at ReiMinimap.onTickInGame(ReiMinimap.java:784)
at mod_ReiMinimap.OnTickInGame(mod_ReiMinimap.java:24)
at mod_ReiMinimap.OnTickInGame(mod_ReiMinimap.java:29)
at ModLoader.OnTick(ModLoader.java:1119)
at EntityRendererProxy.b(EntityRendererProxy.java:16)
at net.minecraft.client.Minecraft.x(SourceFile:738)
at net.minecraft.client.Minecraft.run(SourceFile:658)
at java.lang.Thread.run(Unknown Source)
I second that i am a server administrator and would like the ability to see all the explored areas, that would help on assining areas to build large projects.
I don't want to go left
Can we please just go ahead.
Here are step-by-step instructions to the letter on how to install both this, and modloader. You could have missed something VERY simple. It happens all the time.
1) Open your minecraft directory (.minecraft) by either A: Finding it manually, or B: Using the RUN command, if you have windows, and typing in %AppData% and clicking on .minecraft .
2) Once you get to your .minecraft double-click on the 'bin' folder. From there you should see some .jar files, like, lwjgl, jinput, and minecraft. Open your minecraft.jar with a zipping program, like 7-zip, WinRAR, or J-zip.
3) Once you have your minecraft.jar open you should see a folder called 'META-INF'. Delete the folder and all of it's contents immediately. That's what gives the black-screen of doom.
4) Download your mod. Once you downloaded it find it in the directory you saved it to, and open it with the same program you opened your minecraft.jar with.
5) Once you have both your minecraft.jar open and your downloaded file, just move the contents from the downloaded file STRAIGHT to your minecraft.jar No folders, no files, nothing more than move it, unless the mods's instructions say otherwise. Once you have that done just run your Minecraft and it should be there once you start it up.
Post back later with what I hope is good news.
FWIW, I've been using 7Zip...
Edit: The meta-inf folder only appears in a 1.0.0 jar file the regular minecraft.jar does not have this folder.
Also, lil OT but I'm pretty sure the goof was with mod loader since as I said, after "installing" it I didnt have a Mods and Texture Packs button but rather the usual Texture Packs button.
It should have the Meta-inf, unless you patched it with MCPatcher before opening it up, becuase MCPatcher auto deletes it. But still, if you don't have the meta-inf just keep going like it did exist and you deleted it. And I'm pretty sure it was modloader, as their instructions are, last time I checked, a bit vague.
Well, chances are... that's whats F'n me up because I "installed" ML, then dumped this map mod in to the mods folder and nothing seems to work. I mean I can still play MC etc but nothing shows up. Any way, I'd rather use ML if possible since from as I understand it all you ever need to do is dump a mod in to the mods folder to get it to work. I don't like editing files any more than I have to so if I if ML works the way I think it's supposed to then I'd rather run mods with it installed.
Outside of this map mod everything else I want to use is supposed to support ML, from recent replies here one ould gather that this supports ML again as well.