It looks like the annotations are being stripped somehow, but decompiling mod_Gammabright shows they are still there:
public static boolean gBright = false;
public ats mc = ModLoader.getMinecraftInstance();
public atp keyToggle = new atp("Gammabright", 34);
public atp keyIncrease = new atp("Brighten", 205);
public atp keyDecrease = new atp("Darken", 203);
public atp keyReset = new atp("Reset Gamma", 208);
@MLProp(info="brightness Gammabright sets to at first")
public static double enabledBrightness = 15.0D;
@MLProp(info="how much arrow keys adjust brightness")
public static double increment = 0.1D;
@MLProp(info="how much arrow keys adjust brightness [while sneaking]")
public static double increment_sneak = 0.5D;
@MLProp(info="x-axis position of text [horizontal]")
public static int xPos = 7;
@MLProp(info="y-axis position of text [vertical]")
public static int yPos = 6;
public float defaultBrightness = this.mc.u.ak;
public double resetBrightness = enabledBrightness;
public double percentFix;
public boolean showText = true;
public boolean wasSneaking = false;
More new info: Googling how reflection handles annotations it may be possible that the classloading IS causing the issues! I am going to look into it more, but basically if MLProp is loaded by the MC classloader and the mod is loaded by the ML classloader the ML classloader will strip the annotations.
OK bad news time: The config issue may not be fixable. I am 90% sure it is an issue with the classloader used to start minecraft. The reason the game works in MCP is that all the classes are loaded by the same classloader. With the launcher they are not. This means that the classloader loading the mods doesn't know that MLProp.class exists, and so removes it silently (stupid java... Throw an exception!). This means that when ML checks for @MLProp annotations they are not found despite their actually being there.
OK bad news time: The config issue may not be fixable. I am 90% sure it is an issue with the classloader used to start minecraft. The reason the game works in MCP is that all the classes are loaded by the same classloader. With the launcher they are not. This means that the classloader loading the mods doesn't know that MLProp.class exists, and so removes it silently (stupid java... Throw an exception!). This means that when ML checks for @MLProp annotations they are not found despite their actually being there.
Aww snap, definitely a possibility since 1.6.2 now requires a new launcher.
Aww snap, definitely a possibility since 1.6.2 now requires a new launcher.
But, Forge got it working... somehow.
Forge has it's own version of ML. And it also has this thing called the "relauncher" which basically shuts the whole game down and reloads it, not suprisingly under a the same classloader. It is worth looking into anyway, though.
I just tested it today. It seems to be working properly with LiteLoader. All LiteLoader mods and ModLoader mods loaded properly. Also may I know what's wrong between this patch and OptiFine HD U B4? Magic Launcher popped up 1 error when I got the patch installed.
I just tested it today. It seems to be working properly with LiteLoader. All LiteLoader mods and ModLoader mods loaded properly. Also may I know what's wrong between this patch and OptiFine HD U B4? Magic Launcher popped up 1 error when I got the patch installed.
Thanks in advance.
Yeah the issue with optifine is that the fix for invisible entities mods an optifine class. If you use optifine just make sure to add optifine after the patch and everything will work fine except maybe the invisible entities patch. If you install optifine and then the patch it will crash, I believe.
Yeah the issue with optifine is that the fix for invisible entities mods an optifine class. If you use optifine just make sure to add optifine after the patch and everything will work fine except maybe the invisible entities patch. If you install optifine and then the patch it will crash, I believe.
On MagicLauncher, it will say that the patch isn't an compatible mod if it's installed after OptiFine, so yeah, I assume it doesn't work that way.
But anyway, I haven't faced any issue from that '1 error', everything works as expected.
Thanks for the patch anyway.
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"Life is like riding a bicycle. To keep your balance, you must keep moving."
On MagicLauncher, it will say that the patch isn't an compatible mod if it's installed after OptiFine, so yeah, I assume it doesn't work that way.
But anyway, I haven't faced any issue from that '1 error', everything works as expected.
Thanks for the patch anyway.
The "1 error" is the fact that the invisible entities fix is being overridden by optifine, but I think optifine has that fix built in so no problem there.
Can you fix the doDaylightCycle bug?
If you don't know what it is when you have the gamerule "doDaylightCycle" on true some mods don't work like the all-u-want mod. The bug is a ModLoader bug, I've tested with Forge.
Thank you!
Can you fix the doDaylightCycle bug?
If you don't know what it is when you have the gamerule "doDaylightCycle" on true some mods don't work like the all-u-want mod. The bug is a ModLoader bug, I've tested with Forge.
Thank you!
I was not aware of that bug, but I may actually know what is causing it. I will work on it. Thanks for pointing this out!
mod_Gammabright.gBright: false
mod_Gammabright.mc: false
mod_Gammabright.keyToggle: false
mod_Gammabright.keyIncrease: false
mod_Gammabright.keyDecrease: false
mod_Gammabright.keyReset: false
mod_Gammabright.enabledBrightness: false
mod_Gammabright.increment: false
mod_Gammabright.increment_sneak: false
mod_Gammabright.xPos: false
mod_Gammabright.yPos: false
mod_Gammabright.defaultBrightness: false
mod_Gammabright.resetBrightness: false
mod_Gammabright.percentFix: false
mod_Gammabright.showText: false
mod_Gammabright.wasSneaking: false
It should be:
mod_Gammabright.gBright: false
mod_Gammabright.mc: false
mod_Gammabright.keyToggle: false
mod_Gammabright.keyIncrease: false
mod_Gammabright.keyDecrease: false
mod_Gammabright.keyReset: false
mod_Gammabright.enabledBrightness: true
mod_Gammabright.increment: true
mod_Gammabright.increment_sneak: true
mod_Gammabright.xPos: true
mod_Gammabright.yPos: true
mod_Gammabright.defaultBrightness: false
mod_Gammabright.resetBrightness: false
mod_Gammabright.percentFix: false
mod_Gammabright.showText: false
mod_Gammabright.wasSneaking: false
It looks like the annotations are being stripped somehow, but decompiling mod_Gammabright shows they are still there:
public static boolean gBright = false;
public ats mc = ModLoader.getMinecraftInstance();
public atp keyToggle = new atp("Gammabright", 34);
public atp keyIncrease = new atp("Brighten", 205);
public atp keyDecrease = new atp("Darken", 203);
public atp keyReset = new atp("Reset Gamma", 208);
@MLProp(info="brightness Gammabright sets to at first")
public static double enabledBrightness = 15.0D;
@MLProp(info="how much arrow keys adjust brightness")
public static double increment = 0.1D;
@MLProp(info="how much arrow keys adjust brightness [while sneaking]")
public static double increment_sneak = 0.5D;
@MLProp(info="x-axis position of text [horizontal]")
public static int xPos = 7;
@MLProp(info="y-axis position of text [vertical]")
public static int yPos = 6;
public float defaultBrightness = this.mc.u.ak;
public double resetBrightness = enabledBrightness;
public double percentFix;
public boolean showText = true;
public boolean wasSneaking = false;
Aww snap, definitely a possibility since 1.6.2 now requires a new launcher.
But, Forge got it working... somehow.
Forge has it's own version of ML. And it also has this thing called the "relauncher" which basically shuts the whole game down and reloads it, not suprisingly under a the same classloader. It is worth looking into anyway, though.
Not yet, but I can go add it real quick and send you a version. I won't be able to test it, though.
EDIT: Try this one: http://www.mediafire.com/download/7xxqu02hu2s50oh/[1.6.2]ModLoaderPatchTest.zip
I just tested it today. It seems to be working properly with LiteLoader. All LiteLoader mods and ModLoader mods loaded properly. Also may I know what's wrong between this patch and OptiFine HD U B4? Magic Launcher popped up 1 error when I got the patch installed.
Thanks in advance.
Yeah the issue with optifine is that the fix for invisible entities mods an optifine class. If you use optifine just make sure to add optifine after the patch and everything will work fine except maybe the invisible entities patch. If you install optifine and then the patch it will crash, I believe.
On MagicLauncher, it will say that the patch isn't an compatible mod if it's installed after OptiFine, so yeah, I assume it doesn't work that way.
But anyway, I haven't faced any issue from that '1 error', everything works as expected.
Thanks for the patch anyway.
The "1 error" is the fact that the invisible entities fix is being overridden by optifine, but I think optifine has that fix built in so no problem there.
Make sure you install optifine after the patch. I recommend like this: Modloader, ModloaderPatch, Optifine, Better Sprinting.
If you don't know what it is when you have the gamerule "doDaylightCycle" on true some mods don't work like the all-u-want mod. The bug is a ModLoader bug, I've tested with Forge.
Thank you!
I was not aware of that bug, but I may actually know what is causing it. I will work on it. Thanks for pointing this out!
I keep getting errors with optifine and can't use Kymasters' gammabright mod
Click Here
That error can be ignored. Optifine is overriding one particular patch and disabling it, but it includes it's own version of the same patch.
Gammabright isn't working though...
WHen I use this patch, minecraft don't even launch!
For now, this is useless
Is it in the folder .minecraft/versions/1.6.2/mods? If it is installed into the jar it will not launch.
Does it crash? Do you have other mods? Are you using MagicLauncher?