Glad I could help! I have a hard time leaving unknown problems alone :tongue.gif: The reason I know most of Minecrafters features is simply from necessity... when I have 47 mods running, I'm bound to find all sorts of things!
@ SycoPrime: Those two halves of the battle sound about right!
As for the issue with launching INV Edit, I think it has something to do with being launched by another process. I wrote a little AHK_L script to test something out.
This one on the other hand works just fine. I think when INV Edit or LolEditor are launched via another process they don't set the correct working directory. It seems to me that it's a hole that should be fixed in their code, but I don't know enough to say for sure? I also don't know if that could be solved on the Minecrafter side or not?
I hope this helps as well. I really need to learn Java so I can join in on modding and making external programs to do with Minecraft. That would be just freaking great!
@Prelithe Thank you very much :smile.gif:
I took the suggestion regarding the jar. I assumed that was the case. Not only did it not blackscreen, but TeleportSigns works, so I'm happy :smile.gif: But I'm still a little concerned about overwriting the newer jar with an older one...it looks like only two class files "escaped", though. Either way, you get what you get :tongue.gif:
@OpalMonkey I can be of a bit of assistance in your endeavors to learn Java. Feel free to PM me or e-mail me with questions. Don't expect replies to be terribly prompt :tongue.gif: And I'm not a Java expert by any means, so I may not have an answer for you...
I put the full path in the minecrafter field, from C: to .exe, and there are no spaces in it anywhere. Still, it seems implementing a quick cd command in Minecrafter could be a solution.
Done. Added remembering last launched package & fixed working directory issues when launching external programs. Since that's not too many things added/fixed, I'll wait for a few more bug fixes/features before I release 1.2.1.
Hey Prelithe, I just wanted to tell you again how much easier Minecrafter has made my life. It makes it EXTREMELY easy to load up 32x, 64x, and 128x and play them in Minecraft without going through the usual process of making it work. What's better is that its only temporary so you don't have to worry about anything crashing. So, I wanted to thank you once again for all of your hard work and awesomeness.
Thanks!
Edit: I forgot to mention I never used anything higher than 16x because I always have trouble with the HD packs. (I only used Glimmer's Steampunk and OkamiCraft, and I used them very rarely) Now I use all sorts of different pack because Minecrafter makes it easier to do. :smile.gif:
I've got a quick question. (I bet you've heard that one before)
What do you do when a mod doesn't have a gui/items.png file to edit, and instead comes with an entirely different .png? For example, 303's Grappling Hook mod works just fine, but there's no icon for the gui or any in-game representation, and I can't edit it into the block setup directly due to the fact that its graphic files are under grapplinghook/(filename).png.
I looked through the thread and checked the documentation, but I didn't see anyone else with the same worries, so I'll just hope you haven't seen this problem before and my reading comprehension skills are still in tip-top shape.
Rollback Post to RevisionRollBack
Quote from VIROS »
It is the equivalent of saying
"We should add drug trafficking to the game to attract more Mexicans. I'm not saying that I'm racist, it is just that most Mexicans traffic drugs."
Well, the only way of replacing this file within a mod package is another png file which you can rename (say, grapplinghook/item.png). It will need to be the same structure though (i.e. must be 16x16). There isn't a way (currently) to grab a block from terrain.png or items.png and replace the contents of another png.
If one of them are, if will append "bin/minecraft.jar" and check if that file exists. I've tested on Ubuntu 10.10 32-bit and it picks it up fine. I guess I could try using a tilde instead of the user.home property, do you think that would make a difference?
@denalae - Permanent mod package installing amongst other things are coming in v1.2.0.
I had the same problem, and I fixed it by creating a "/home/eric/minecraft/bin" and placing a hard link to mincraft.bin in it.
Was about to whine a little cause i was trying to use Risugami's ModLoader 1.2.6 and i kept getting "An exception occured when compiling Mod Package to JAR". Then i decided to use my head and try a few stuff. Turns out it was because the file was in .rar format. Changed to .7z and works now.
Ok so two little things:
1. You're awesome, wanna have your babies !
2. Any way i can use Texture Rotator with this? I'm currently using the Quandary Twelve Month Texture packs with the Texture rotator to give it a yearly?!? feel, but since ya gotta run the Texture Rotator's .jar i end up getting mind raped.
Cheers and keep up the good work. Tools like this make me believe in unicorns.
Just had a go with the new mod loader (1.2.6 v2) and I can confirm there is a problem. But, if you quit Minecrafter and retry, it works :S. It's a weird problem with MCPatcher actually, it can't read Modloader.class for some reason, but a restart seems to solve the problem. But seeing that you've already solved it yourself via a workaround, that's cool too.
Sorry, but there is no way to get the Texture Rotator to work with my program. You can already switch between different mod packages very easily, so you could technically mimic the functionality by creating 12 mod packages with different texture packs; the obvious kicker to that is that it's not automatically chosen for you.
Ok, since I can't make it work, I figured I'd come and ask here. How would I go about making MrMMods mods to load using Minecrafter? I've tried every way I could think of and I can't get it to work... Any ideas on how to make it work? (I'm very inexperienced with mods, only use them because of Minecrafter...)
Ok, since I can't make it work, I figured I'd come and ask here. How would I go about making MrMMods mods to load using Minecrafter? I've tried every way I could think of and I can't get it to work... Any ideas on how to make it work? (I'm very inexperienced with mods, only use them because of Minecrafter...)
You can't.
The MrMMods use a customised patcher based on Xau's HD patcher to make modifications directly to the code rather than having class files.
You need to run "MrMessiah's patcher.jar" and select the mods you want before clicking on the "Patch" button.
Oh... well that makes sense.... I didn't know know that about MrMMods....
What is the process I have to do to get this and BetterLight working on a mac? I can usually get only one or the other installed (HD fix or Betterlight), but getting both on the same JAR file has been annoying. Anyone know how to do this for sure?
What is the process I have to do to get this and BetterLight working on a mac? I can usually get only one or the other installed (HD fix or Betterlight), but getting both on the same JAR file has been annoying. Anyone know how to do this for sure?
As said a couple posts up, you can't use this and Betterlight because MrMMods using a custom installer. As for the HD fix, go to options and click the checkbox next to HD Fix, that should do it for the HD fix.
Edit: Though you can just install Betterlight with the MRMMods installer, then you can put in other mods or use the HD fix using Minecrafter.
@ERhyne - You should be able to run MrMPatcher before using Minecrafter and it should work. What I did with BetterLight is I patched the JAR and I grabbed the patched class files, restored the JAR to the original & added the class files as a mod in Minecrafter.
@Cowmendi - Go to the Minecrafter data folder (via the options menu) and copy & paste the error.log.
@ERhyne - You should be able to run MrMPatcher before using Minecrafter and it should work. What I did with BetterLight is I patched the JAR and I grabbed the patched class files, restored the JAR to the original & added the class files as a mod in Minecrafter.
@Cowmendi - Go to the Minecrafter data folder (via the options menu) and copy & paste the error.log.
May I ask which class files I should be getting for BetterLight Prelithe? I can't figure out which one I need to grab as there are a lot of them....
When patching it'll tell you which files it patches (in the popup box), but for BetterLight, it's bk & bw.class.
Ok thank you.... I never understood what all that stuff meant, but it makes more little more sense now. Anywho, Thank you once again for your help. :smile.gif:
EDIT: I patched it again just so I could see what you were talking about and you were right about it telling you which class files it changes! I learned something new today! YEAH! >:biggrin.gif:
EDIT AGAIN!: Just found our that BetterLight, Decaying Leaves, and Handheld Torch Light all work perfectly together. I'm telling you this so I can tell you again how awesome you truly are! (Sorry for my crazed "you are awesomeness incarnate" posts all over the place. You deserve a pat on the back for this, I just have a bad tendency to overdo it....)
@ SycoPrime: Those two halves of the battle sound about right!
As for the issue with launching INV Edit, I think it has something to do with being launched by another process. I wrote a little AHK_L script to test something out.
This first one gets the same exception as using Minecrafter. It's something to do with a missing file. LolEditor also gets the same kind of error.
This one on the other hand works just fine. I think when INV Edit or LolEditor are launched via another process they don't set the correct working directory. It seems to me that it's a hole that should be fixed in their code, but I don't know enough to say for sure? I also don't know if that could be solved on the Minecrafter side or not?
I hope this helps as well. I really need to learn Java so I can join in on modding and making external programs to do with Minecraft. That would be just freaking great!
I took the suggestion regarding the jar. I assumed that was the case. Not only did it not blackscreen, but TeleportSigns works, so I'm happy :smile.gif: But I'm still a little concerned about overwriting the newer jar with an older one...it looks like only two class files "escaped", though. Either way, you get what you get :tongue.gif:
@OpalMonkey I can be of a bit of assistance in your endeavors to learn Java. Feel free to PM me or e-mail me with questions. Don't expect replies to be terribly prompt :tongue.gif: And I'm not a Java expert by any means, so I may not have an answer for you...
I put the full path in the minecrafter field, from C: to .exe, and there are no spaces in it anywhere. Still, it seems implementing a quick cd command in Minecrafter could be a solution.
Donate!
Thanks!
Edit: I forgot to mention I never used anything higher than 16x because I always have trouble with the HD packs. (I only used Glimmer's Steampunk and OkamiCraft, and I used them very rarely) Now I use all sorts of different pack because Minecrafter makes it easier to do. :smile.gif:
Donate!
What do you do when a mod doesn't have a gui/items.png file to edit, and instead comes with an entirely different .png? For example, 303's Grappling Hook mod works just fine, but there's no icon for the gui or any in-game representation, and I can't edit it into the block setup directly due to the fact that its graphic files are under grapplinghook/(filename).png.
I looked through the thread and checked the documentation, but I didn't see anyone else with the same worries, so I'll just hope you haven't seen this problem before and my reading comprehension skills are still in tip-top shape.
Donate!
I'll fiddle with it a bit and see what I can come up with. Thanks for the response. c:
I had the same problem, and I fixed it by creating a "/home/eric/minecraft/bin" and placing a hard link to mincraft.bin in it.
Just had a go with the new mod loader (1.2.6 v2) and I can confirm there is a problem. But, if you quit Minecrafter and retry, it works :S. It's a weird problem with MCPatcher actually, it can't read Modloader.class for some reason, but a restart seems to solve the problem. But seeing that you've already solved it yourself via a workaround, that's cool too.
Sorry, but there is no way to get the Texture Rotator to work with my program. You can already switch between different mod packages very easily, so you could technically mimic the functionality by creating 12 mod packages with different texture packs; the obvious kicker to that is that it's not automatically chosen for you.
I appreciate the feedback RelicShadow.
Donate!
Oh... well that makes sense.... I didn't know know that about MrMMods....
As said a couple posts up, you can't use this and Betterlight because MrMMods using a custom installer. As for the HD fix, go to options and click the checkbox next to HD Fix, that should do it for the HD fix.
Edit: Though you can just install Betterlight with the MRMMods installer, then you can put in other mods or use the HD fix using Minecrafter.
@Cowmendi - Go to the Minecrafter data folder (via the options menu) and copy & paste the error.log.
Donate!
May I ask which class files I should be getting for BetterLight Prelithe? I can't figure out which one I need to grab as there are a lot of them....
Donate!
Ok thank you.... I never understood what all that stuff meant, but it makes more little more sense now. Anywho, Thank you once again for your help. :smile.gif:
EDIT: I patched it again just so I could see what you were talking about and you were right about it telling you which class files it changes! I learned something new today! YEAH! >:biggrin.gif:
EDIT AGAIN!: Just found our that BetterLight, Decaying Leaves, and Handheld Torch Light all work perfectly together. I'm telling you this so I can tell you again how awesome you truly are! (Sorry for my crazed "you are awesomeness incarnate" posts all over the place. You deserve a pat on the back for this, I just have a bad tendency to overdo it....)