Anyone has any ideas on those constant lag spikes with WECUI ? Any fixes?
No fix as of yet, Removing it when not needing to use world edit CUI is the only fix. Just make 2 jars one with CUI one without and rename them as needed.
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Attempting to get WorldEdit CUI working with Magic Launcher.
As you can see everything else is working fine and when I load the game this way nothing crashes I just don't get the CUI that I'm looking for. My main question is, has anyone gotten WorldEdit CUI installed using Magic Launcher?
Attempting to get WorldEdit CUI working with Magic Launcher.
As you can see everything else is working fine and when I load the game this way nothing crashes I just don't get the CUI that I'm looking for. My main question is, has anyone gotten WorldEdit CUI installed using Magic Launcher?
I like this mod and would love to use it, however it causes a lot of random screen freezes and fps issue for no apparent reason that I can figure out. It's only after I get this installed too. Is this have some sort of incompatibility with MCPatcher? Was kinda of a pain to get working with MCPatcher and BetterGrass changes to a grayish color with my Texture Pack. It's an awesome mod, but,sadly, not as useful as putting up with the random freezes.
Seriously guys, that issue with the "lag every 5-30 secs" has been addressed and fixed. He knows about it, it has been fixed & compiled.
Lies. I couldn't get it to work with any of my mods and decided to do some trial and error. Guess what? Failed at step 1. Vanilla JAR with just ModLoader and WECUI gives me the 5-30 second freeze spikes AND occasional freeze on login. Since you don't have the problem I'm gonna have to assume it has something to do with certain people's hardware or software configuration outside of Minecraft. :/
Yes. I am aware of the lag issues. This is an incredibly difficult problem to fix, as this issue hasn't existed prior to 1.3, and I have yet to find the cause of the issue, even though I've isolated where it occurs. Unfortunately, I don't see any fix for the issue in the immediate future. My suggestion is to create two minecraft.jars, one with CUI and one without it. This lets you use the mod when you need it, and not have the lag spikes when you don't. I would also suggest trying the version by GuntherDW, which some people have had moderate success with.
Regarding Forge, no, WECUI is not compatible with it. While Forge attempts to be compatible with all MC mods, it is not compatible with everything, and CUI has falled into that pit. Adding Forge support would require a massive change to the core of CUI, and that's not really possible unless it's re-written from the ground up.
Magic Launcher is also incompatible, as it does not search in any subdirectories of a zip file for mod classes. To solve this issue, simply unpack the CUI zip file, and zip the classes/ directory. This new zip is able to be loaded with Magic Launcher and any other mod loader.
I am aware of the issues with this mod, and am working as hard as I can to fix them. With schoolwork, regular work, and other IRL stuff, work is progressing slower than I'd like. I'm here to let you know that I haven't abandoned you all, and I understand your frustration. I also use CUI when playing Minecraft, and the lag spikes do get annoying. Hang in there, be patient, and I promise you all that it'll pay off!
So people are still having those lagspikes when that move -> tp bug is fixed?
I'd say make the tp'ing optional, and see whether or not that fixes anything.
Yetanotherx, I could profile a bit and check out where the lag is coming from if you want, but after that pullreq i haven't been having hiccups any more.
The problem with making TP optional is that if the entity isn't teleported, then the game starts to bug out at high X/Z values, as it's trying to render an entity that's thousands of blocks away. I've isolated where the problem exists, but if you want to give it a crack, that would be much appreciated. I'll link the dev version which you claim works in my recent post, see if that fixes it.
I also got a little problem with this release:
It won't work either way i put my mods together:
I'm starting with MagicLauncher, first profile is Modloader+PlayerAPI=No SPC, second profile is Forge+SPC=No WeCUI
Yes. I am aware of the lag issues. This is an incredibly difficult problem to fix, as this issue hasn't existed prior to 1.3, and I have yet to find the cause of the issue, even though I've isolated where it occurs. Unfortunately, I don't see any fix for the issue in the immediate future. My suggestion is to create two minecraft.jars, one with CUI and one without it. This lets you use the mod when you need it, and not have the lag spikes when you don't. I would also suggest trying the version by GuntherDW, which some people have had moderate success with.
Regarding Forge, no, WECUI is not compatible with it. While Forge attempts to be compatible with all MC mods, it is not compatible with everything, and CUI has falled into that pit. Adding Forge support would require a massive change to the core of CUI, and that's not really possible unless it's re-written from the ground up.
Magic Launcher is also incompatible, as it does not search in any subdirectories of a zip file for mod classes. To solve this issue, simply unpack the CUI zip file, and zip the classes/ directory. This new zip is able to be loaded with Magic Launcher and any other mod loader.
I am aware of the issues with this mod, and am working as hard as I can to fix them. With schoolwork, regular work, and other IRL stuff, work is progressing slower than I'd like. I'm here to let you know that I haven't abandoned you all, and I understand your frustration. I also use CUI when playing Minecraft, and the lag spikes do get annoying. Hang in there, be patient, and I promise you all that it'll pay off!
That's good to hear, man. That dual JARs thing is what I'm doing atm. Thanks a lot for maintaining this for us!
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I just have one additional question though. Why add an extra entity to the game, you don't need something like that to render lines and/or other stuff.
It's how the code was written when I inherited the mod, I'm not quite sure how I'd implement it other than an entity.
Is this mod compatible with Single Player Commands v4.0? I am fairly certain that I installed it right, but it does not function at all. I just want to know if anyone else can reproduce this.
No fix as of yet, Removing it when not needing to use world edit CUI is the only fix. Just make 2 jars one with CUI one without and rename them as needed.
As I said in my post, I did that 6 times.
As you can see everything else is working fine and when I load the game this way nothing crashes I just don't get the CUI that I'm looking for. My main question is, has anyone gotten WorldEdit CUI installed using Magic Launcher?
You have to repack the wecui for Magic Launcher.
Thank you. You are a gentleman and a scholar!
What do you mean repack the wecui for Magic Launcher???
You have to unzip the WorldEditCUI-1.3.2a.zip and than you make a new zip with the content from the classes folder.
For those who don't get it to work, can download and use my repackaged WorldEditCUI-1.3.2a.zip from here: https://dl.dropbox.com/u/66757750/minecraft/minecraft_client/mods_1.3.2/worldeditcui/WorldEdit-CUI-1.3.2a-Repack.zip
Lies. I couldn't get it to work with any of my mods and decided to do some trial and error. Guess what? Failed at step 1. Vanilla JAR with just ModLoader and WECUI gives me the 5-30 second freeze spikes AND occasional freeze on login. Since you don't have the problem I'm gonna have to assume it has something to do with certain people's hardware or software configuration outside of Minecraft. :/
Regarding Forge, no, WECUI is not compatible with it. While Forge attempts to be compatible with all MC mods, it is not compatible with everything, and CUI has falled into that pit. Adding Forge support would require a massive change to the core of CUI, and that's not really possible unless it's re-written from the ground up.
Magic Launcher is also incompatible, as it does not search in any subdirectories of a zip file for mod classes. To solve this issue, simply unpack the CUI zip file, and zip the classes/ directory. This new zip is able to be loaded with Magic Launcher and any other mod loader.
I am aware of the issues with this mod, and am working as hard as I can to fix them. With schoolwork, regular work, and other IRL stuff, work is progressing slower than I'd like. I'm here to let you know that I haven't abandoned you all, and I understand your frustration. I also use CUI when playing Minecraft, and the lag spikes do get annoying. Hang in there, be patient, and I promise you all that it'll pay off!
The problem with making TP optional is that if the entity isn't teleported, then the game starts to bug out at high X/Z values, as it's trying to render an entity that's thousands of blocks away. I've isolated where the problem exists, but if you want to give it a crack, that would be much appreciated. I'll link the dev version which you claim works in my recent post, see if that fixes it.
It won't work either way i put my mods together:
I'm starting with MagicLauncher, first profile is Modloader+PlayerAPI=No SPC, second profile is Forge+SPC=No WeCUI
That's good to hear, man. That dual JARs thing is what I'm doing atm. Thanks a lot for maintaining this for us!
It's how the code was written when I inherited the mod, I'm not quite sure how I'd implement it other than an entity.