Invalid or corrupt jarfile /home/username/.minecraft/bin/minecraft.jar
I'm not sure what's going on? Should I remove everything and start again or does the MCPatcher process mean I need a different launcher command?
You can't run minecraft.jar directly like that, but that's not the error I would expect to see. It looks more like the jar file itself is corrupt, maybe from a previous patch attempt. If you have the unzip command, does this produce any errors?
Probably best to delete minecraft.jar and minecraft-1.0.0.jar and redownload.
It's annoying that the non-Windows game launcher is also called minecraft.jar, so I usually rename it to Minecraft.jar or minecraft-launcher.jar to avoid confusion.
Nevermind I figured that out. What is the framerate on them though?
It's one frame per game tick, which is about 20fps. You can customize it in a .properties file. See the Info for Texture Pack Authors section in the OP.
I am using a macbook pro with osx lion (10.7.1). I am trying to install the HD version of Dokucraft, as I am sick of using the 16x16 Mini Dokucraft texture pack. I have repeatedly deleted my minecraft jar and patched the empty .jar, then loaded dokucraft.zip into my texture packs folder, but when I start up mine craft, dokucraft is always greyed out.. Anyone know why this is? I have no idea...
Make sure the texture pack is zipped properly. The contents (terrain.png, etc.) should be in the root of the zip file. Macs seem to have a strange habit of adding an extra layer of folders to the mix, e.g., Dokucraft.zip -> Dokucraft -> terrain.png, etc. instead of Dokucraft.zip -> terrain.png, etc.
I can't install Custom Colors due to not having any classes that match BlockCauldron, and I don't know what to do about that. I started with a clean /bin and whatnot.
MCPatcher version is 2.3.1
OS: Mac OS X 10.4.11 i386
JVM: Apple Computer, Inc. 1.5.0_19 (32 bit)
...
no classes matched BlockCauldron
That's an interesting one. It appears to happen only in Java 5. I'll see if I can find a workaround.
Similarly to Misa's take, the mods I personally find interesting are the game enhancement ones rather than the
game changing ones.
And it seems that with the trend of the current updates: with Randomob and Custom Colors support,
that CTM compatibility makes sense.
It takes away the monotony of the horizontal and vertical texture repetition, and
allows artists to provide a distinctive order to complementary block's textures.
Whatever happens, happens. It's simply nice to have these intelligent mods all compatible
with mcpatcher. Take a look: CTM
Hello,I am currently rewriting the mod, to make it a bit more easy to update. Therefore i am trying to move the code out of the original minecraft classes. I am as well thinking about releasing the source code after that. So the next version will probably be beta and as much open source as possible (it will not reveal any original minecraft classes). I will update as soon as i am ready, so please do not spam the thread with any please update messages.
You should totally add it to the MCPatcher!
=D
EDIT:
this is for the Water Shader Mod btw.
now to figure out how to get this to work with optifine and misa's texture pack again.
OptiFine doesn't do 12w01a I don't believe. Misa released an update the same day as McPatcher, so it should work fine. I've been using Misa's latest release and it's amazing.
Kahr, you didn't answer my question about better snow!
I found a bug with the swamp water colors (using Misa's pack):
It appears that the gradients are backwards, so the browner part of the transition blocks is on the wrong side of the blocks (closer to the clear water rather than the brown water).
It seems that outside of mushroom biomes is producing what looks like the outlines of a swamp biome. At first I thought I had did the coloring wrong in my texture pack, but it's appearing with Misa's pack as well.
I don't think I'll complain much though. Looks like algae or plankton.
Also, swamp transition seems to be hit or miss. Sometimes it's smooth but sometimes it's also just as harsh as it is in default. I'm gonna assume this is a fault of Minecraft though, and not necessarily something you can control.
umm i just updated to 1.1 today and got this and TMI and now my game goes all crazy. i can get in the game but instead of the normal graphics i get the old weird blue and red 3D junk like they had for old 3D movies before it all went digital. Help? i will post a similar comment on the TMI page as i do not know which is corrupting(thats what i guess id call what happened) my graphics in-game.
umm i just updated to 1.1 today and got this and TMI and now my game goes all crazy. i can get in the game but instead of the normal graphics i get the old weird blue and red 3D junk like they had for old 3D movies before it all went digital. Help? i will post a similar comment on the TMI page as i do not know which is corrupting(thats what i guess id call what happened) my graphics in-game.
any help with this would be appreciated
There is an option for that in the game normally try checking to see if that is turned on for some reason.
OKay, I am getting mildly frustrated here, if I install ModLoader with this program (1.0.0 version mind you!), my game black screens, re patching removes modloader and brings the screen up, unpatching this and using just modloader allows modloader to work, why you no work with modloader anymore?
Note also my ModLoader doesn't appear to use the aaa.class file anymore?
OKay, I am getting mildly frustrated here, if I install ModLoader with this program (1.0.0 version mind you!), my game black screens, re patching removes modloader and brings the screen up, unpatching this and using just modloader allows modloader to work, why you no work with modloader anymore?
Note also my ModLoader doesn't appear to use the aaa.class file anymore?
make sure you have deleted META-INF thats probably the problem if not delete you minecraft.jar and restart minecraft then start over. if this didnt help then sorry but it tried
Rollback Post to RevisionRollBack
Can you match my resolve? If so then you will succeed. - Monty Oum
Thanks for your amazing patcher, it goes without saying how excellent it is...but I say it nonetheless.
However, I have a slight problem with this update. I use a 32x palette for my terrain.png and mostly 128x resolution for my water, lava and portal animations. Previously these have happily sat side by side, but now my hi-res animations (water,lava, etc) are appearing scaled down to 32x. I have some 64x particles and they remain at 64x, so I'm assuming not all the graphics in my texture pack are being scaled down.
I'm wondering if this is a new way of approaching mixed scale texture packs and if so, is there anyway of switching back to how it was?
Many thanks for all your efforts to make Minecraft a thing of beauty and not just ingenuity.
[edit]
Following my hunch, I upped the scale of my 32x 'terrain.png' file to 64x and the water, lava, etc. followed suit and upscaled to 64x also. That's interesting then...mmm. So now I can control the resolution of my HD animations by whatever I set the terrain.png to. That should make it easier for me to produce different versions of my pack for those who can cope with higher resolutions...excellent! :smile.gif: Previously I edited each animation strip from my master 128x version down to 32x which is more time consuming than just using the terrain as a controller.
Hey, I was thinking a good mod you could add with this texture patcher that's focused on textures like the others is the CTM mod. It connects the texture of glass so it all looks like one big pane, with no borders except when it touches a block besides glass,thanks.
CTM=Connected Textures Mod? I really don't know anything about it, but it might be a possibility in the future.
You can't run minecraft.jar directly like that, but that's not the error I would expect to see. It looks more like the jar file itself is corrupt, maybe from a previous patch attempt. If you have the unzip command, does this produce any errors?
Probably best to delete minecraft.jar and minecraft-1.0.0.jar and redownload.
It's annoying that the non-Windows game launcher is also called minecraft.jar, so I usually rename it to Minecraft.jar or minecraft-launcher.jar to avoid confusion.
It's one frame per game tick, which is about 20fps. You can customize it in a .properties file. See the Info for Texture Pack Authors section in the OP.
Make sure the texture pack is zipped properly. The contents (terrain.png, etc.) should be in the root of the zip file. Macs seem to have a strange habit of adding an extra layer of folders to the mix, e.g., Dokucraft.zip -> Dokucraft -> terrain.png, etc. instead of Dokucraft.zip -> terrain.png, etc.
That's an interesting one. It appears to happen only in Java 5. I'll see if I can find a workaround.
Similarly to Misa's take, the mods I personally find interesting are the game enhancement ones rather than the
game changing ones.
And it seems that with the trend of the current updates: with Randomob and Custom Colors support,
that CTM compatibility makes sense.
It takes away the monotony of the horizontal and vertical texture repetition, and
allows artists to provide a distinctive order to complementary block's textures.
Whatever happens, happens. It's simply nice to have these intelligent mods all compatible
with mcpatcher. Take a look: CTM
Thanks Again,
Schwaa
You should totally add it to the MCPatcher!
=D
EDIT:
this is for the Water Shader Mod btw.
OptiFine doesn't do 12w01a I don't believe. Misa released an update the same day as McPatcher, so it should work fine. I've been using Misa's latest release and it's amazing.
Kahr, you didn't answer my question about better snow!
It appears that the gradients are backwards, so the browner part of the transition blocks is on the wrong side of the blocks (closer to the clear water rather than the brown water).
Regards,
Saghalie
Halo Wawa, Boire du Cafe'
Check your anti-virus program.
I don't think I'll complain much though. Looks like algae or plankton.
Also, swamp transition seems to be hit or miss. Sometimes it's smooth but sometimes it's also just as harsh as it is in default. I'm gonna assume this is a fault of Minecraft though, and not necessarily something you can control.
any help with this would be appreciated
There is an option for that in the game normally try checking to see if that is turned on for some reason.
Note also my ModLoader doesn't appear to use the aaa.class file anymore?
make sure you have deleted META-INF thats probably the problem if not delete you minecraft.jar and restart minecraft then start over. if this didnt help then sorry but it tried
Thanks for your amazing patcher, it goes without saying how excellent it is...but I say it nonetheless.
However, I have a slight problem with this update. I use a 32x palette for my terrain.png and mostly 128x resolution for my water, lava and portal animations. Previously these have happily sat side by side, but now my hi-res animations (water,lava, etc) are appearing scaled down to 32x. I have some 64x particles and they remain at 64x, so I'm assuming not all the graphics in my texture pack are being scaled down.
I'm wondering if this is a new way of approaching mixed scale texture packs and if so, is there anyway of switching back to how it was?
Many thanks for all your efforts to make Minecraft a thing of beauty and not just ingenuity.
[edit]
Following my hunch, I upped the scale of my 32x 'terrain.png' file to 64x and the water, lava, etc. followed suit and upscaled to 64x also. That's interesting then...mmm. So now I can control the resolution of my HD animations by whatever I set the terrain.png to. That should make it easier for me to produce different versions of my pack for those who can cope with higher resolutions...excellent! :smile.gif: Previously I edited each animation strip from my master 128x version down to 32x which is more time consuming than just using the terrain as a controller.