What heap are you allocating in your run configuration? Don't forget that Eclipse takes up a fair bit of RAM so if you're running in a small amount of RAM (eg. <4GB) then you may need to explicitly set the heap. Try specifying a fixed heap (Xmx and Xms set to the same value) of like 1GB and see if it still happens.
Aha! Check that you have all the assets and that assetsDir is being correctly passed in by the debug Start class. Set a breakpoint on line 61 (or put a System.out.println) in my Start.java and check where the assetsDir variable points, then go check that that folder exists and is full of all the minecraft assets.
(It should point to mcp_dir/jars/assets/virtual/legacy)
Aha! Check that you have all the assets and that assetsDir is being correctly passed in by the debug Start class. Set a breakpoint on line 61 (or put a System.out.println) in my Start.java and check where the assetsDir variable points, then go check that that folder exists and is full of all the minecraft assets.
(It should point to mcp_dir/jars/assets/virtual/legacy)
Nah, it goes to /Users/julian/Documents/mcmodding/mcp903/eclipse/Client/assets/virtual/legacy
Something wrong with your Start.java?
I think i found the problem
MCP start.java: "--assetsDir", "assets/virtual/legacy"
Your start.java: File gameDir = new File(System.getProperty("user.dir")); File assetsDir = new File(gameDir, "assets/virtual/legacy");
Soo that's why my stuff appeared in the eclipse workspace.. System.getProperty("user.dir") goes to eclipse project.
Soo that's why my stuff appeared in the eclipse workspace.. System.getProperty("user.dir") goes to eclipse project.
That means your run configuration has the wrong value for "Working directory", see the image I posted above it should link to the virtual directory "jars" under the "Client" project.
That means your run configuration has the wrong value for "Working directory", see the image I posted above it should link to the virtual directory "jars" under the "Client" project.
No worries, it's a bloody cryptic message to be sure but the thing which gave away that it wasn't finding the assets in your full error log was this part:
[12:58:14] [Client thread/WARN]: Unable to play unknown soundEvent: minecraft:gui.button.press
[12:58:15] [Client thread/WARN]: Unable to play unknown soundEvent: minecraft:gui.button.press
[12:58:16] [Client thread/WARN]: Unable to play unknown soundEvent: minecraft:gui.button.press
[12:58:17] [Client thread/WARN]: Unable to play unknown soundEvent: minecraft:music.menu
Which indicates the assets were missing/not found. It's just a bit daft that it's the fallback "steve" skin which was causing the client to crash by not being found.
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Hm, I didn't see anything like this mentioned, but I think I've stumbled upon some kind of bug when attempting to use Optifine and Forge both as tweak loads in mods/1.7.2/
For some reason, when they're both in there, I get an explosion.
[05:30:29 INFO]: Client> java.lang.NullPointerException: Initializing game
[05:30:29 INFO]: Client> at Config.getResourcePacks(Config.java:926)
[05:30:29 INFO]: Client> at Config.getResourcePackNames(Config.java:942)
[05:30:29 INFO]: Client> at net.minecraft.client.renderer.texture.TextureManager.func_110549_a(TextureManager.java:172)
Simply trans-positioning the configuration so Forge is in libraries/ and loaded via JSON + explicitly declaring the --tweakClass parameters is a work around that works.
I get the impression that this combination is expected to work somehow without needing to modify the JSON
Hm, I didn't see anything like this mentioned, but I think I've stumbled upon some kind of bug when attempting to use Optifine and Forge both as tweak loads in mods/1.7.2/
For some reason, when they're both in there, I get an explosion.
[05:30:29 INFO]: Client> java.lang.NullPointerException: Initializing game
[05:30:29 INFO]: Client> at Config.getResourcePacks(Config.java:926)
[05:30:29 INFO]: Client> at Config.getResourcePackNames(Config.java:942)
[05:30:29 INFO]: Client> at net.minecraft.client.renderer.texture.TextureManager.func_110549_a(TextureManager.java:172)
Simply trans-positioning the configuration so Forge is in libraries/ and loaded via JSON + explicitly declaring the --tweakClass parameters is a work around that works.
I get the impression that this combination is expected to work somehow without needing to modify the JSON
It is supposed to work, but when you get complex transformer setups in place it's quite tricky to juggle everything right so that all parties are happy. I'm still working on getting this to all play nice.
Out of interest, does it work if the tweaker is forge and liteloader and optifine loaded from the mods folder?
Out of interest, does it work if the tweaker is forge and liteloader and optifine loaded from the mods folder?
It does, yes. Thats the only combination I think I hadn't already tried, because I suspect I had assumed the tweak-loading magic was a feature liteloader provided, hence, why I reported the issue here.
Though seeing it may not be liteloader doing the work, and its just some forge <-> optifine interaction mess caused by the tweakloader , it may be that this is not Liteloaders problem to fix.
It does, yes. Thats the only combination I think I hadn't already tried, because I suspect I had assumed the tweak-loading magic was a feature liteloader provided, hence, why I reported the issue here.
Though seeing it may not be liteloader doing the work, and its just some forge <-> optifine interaction mess caused by the tweakloader , it may be that this is not Liteloaders problem to fix.
Well the problem is that there's not a "standard" per se, and the order of things does matter. Both liteloader and forge modloader can load external tweaks but the order which injected tweaks are processed makes a huge difference.
Basically you can put forge in as a tweak and have it load other tweaks, or you can put liteloader in and have it load other tweaks, obviously if you put optifine in as the main tweak it won't load anything else as it doesn't have code in there to do that.
cpw's approach is slightly different to mine, but that's because our loader architectures are very different. I know that liteloader will load fml perfectly, and also load optifine, but getting both to play nice together when using dynamic injection is going to take some experimentation. I also suspect the internal priorities (which optifine does provide but fml doesn't, so I invent one on the fly) may need tweaking.
Basically. It'll work at some point but the fact that it doesn't work now doesn't shock me much.
It's not the mod, it's a problem experienced on MacOS when certain paths are put on the classpath, which I know for a fact that magic launcher does. Don't use magic launcher.
If it still happens when using the real launcher, then I'm 100% happy to fix the issue and it'll be rolled into the next beta. But problems caused by third party launchers are not something I will deal with.
Why not use the real launcher anyway? To install (with the two mods I see you have - gammabright and optifine) you only need to:
Run the liteloader installer (which you must have already done)
Drop the gammabright mod in the /minecraft/mods folder
Make a folder under /minecraft/mods called "1.7.2"
Drop the optifine jar in /minecraft/mods/1.7.2
Run the game, liteloader will load gammabright and optifine for you
It's not the mod, it's a problem experienced on MacOS when certain paths are put on the classpath, which I know for a fact that magic launcher does. Don't use magic launcher.
If it still happens when using the real launcher, then I'm 100% happy to fix the issue and it'll be rolled into the next beta. But problems caused by third party launchers are not something I will deal with.
Why not use the real launcher anyway? To install (with the two mods I see you have - gammabright and optifine) you only need to:
Run the liteloader installer (which you must have already done)
Drop the gammabright mod in the /minecraft/mods folder
Make a folder under /minecraft/mods called "1.7.2"
Drop the optifine jar in /minecraft/mods/1.7.2
Run the game, liteloader will load gammabright and optifine for you
I have one that runs on forge as well...I just use it because of an OCD thing...the thing that the minecraft app stays open after you quit
Do you know how I can get minecraft to fully quit (no longer in bar at bottom of the screen) once the launcher is done starting?
It should do that by default... But if not, you can change the Launcher Visibility options and a lot more by clicking the "Edit Profile" button in the bottom left corner of the launcher.
It should do that by default... But if not, you can change the Launcher Visibility options and a lot more by clicking the "Edit Profile" button in the bottom left corner of the launcher.
That didn't help.
Full log: http://pastebin.com/CUTfwWXh
Does not happen when I do not put LiteLoader on the classpath.
(It should point to mcp_dir/jars/assets/virtual/legacy)
Nah, it goes to /Users/julian/Documents/mcmodding/mcp903/eclipse/Client/assets/virtual/legacy
Something wrong with your Start.java?
I think i found the problem
MCP start.java: "--assetsDir", "assets/virtual/legacy"
Your start.java: File gameDir = new File(System.getProperty("user.dir")); File assetsDir = new File(gameDir, "assets/virtual/legacy");
Soo that's why my stuff appeared in the eclipse workspace.. System.getProperty("user.dir") goes to eclipse project.
That means your run configuration has the wrong value for "Working directory", see the image I posted above it should link to the virtual directory "jars" under the "Client" project.
Ahh, that fixed it, thanks.
No worries, it's a bloody cryptic message to be sure but the thing which gave away that it wasn't finding the assets in your full error log was this part:
Which indicates the assets were missing/not found. It's just a bit daft that it's the fallback "steve" skin which was causing the client to crash by not being found.
For some reason, when they're both in there, I get an explosion.
Here is what happens on Forge 998 ( and others ) w Optifine 1.7.2_HD_U_C2 https://gist.github....56b2ab19f8c112b
Simply trans-positioning the configuration so Forge is in libraries/ and loaded via JSON + explicitly declaring the --tweakClass parameters is a work around that works.
I get the impression that this combination is expected to work somehow without needing to modify the JSON
It is supposed to work, but when you get complex transformer setups in place it's quite tricky to juggle everything right so that all parties are happy. I'm still working on getting this to all play nice.
Out of interest, does it work if the tweaker is forge and liteloader and optifine loaded from the mods folder?
It does, yes. Thats the only combination I think I hadn't already tried, because I suspect I had assumed the tweak-loading magic was a feature liteloader provided, hence, why I reported the issue here.
Though seeing it may not be liteloader doing the work, and its just some forge <-> optifine interaction mess caused by the tweakloader , it may be that this is not Liteloaders problem to fix.
Well the problem is that there's not a "standard" per se, and the order of things does matter. Both liteloader and forge modloader can load external tweaks but the order which injected tweaks are processed makes a huge difference.
Basically you can put forge in as a tweak and have it load other tweaks, or you can put liteloader in and have it load other tweaks, obviously if you put optifine in as the main tweak it won't load anything else as it doesn't have code in there to do that.
cpw's approach is slightly different to mine, but that's because our loader architectures are very different. I know that liteloader will load fml perfectly, and also load optifine, but getting both to play nice together when using dynamic injection is going to take some experimentation. I also suspect the internal priorities (which optifine does provide but fml doesn't, so I invent one on the fly) may need tweaking.
Basically. It'll work at some point but the fact that it doesn't work now doesn't shock me much.
It may/may not be causing problems with a mod I'm using
I don't support third-party launchers.
Could that cause a mod to have issues though?
It's not the mod, it's a problem experienced on MacOS when certain paths are put on the classpath, which I know for a fact that magic launcher does. Don't use magic launcher.
If it still happens when using the real launcher, then I'm 100% happy to fix the issue and it'll be rolled into the next beta. But problems caused by third party launchers are not something I will deal with.
Why not use the real launcher anyway? To install (with the two mods I see you have - gammabright and optifine) you only need to:
I have one that runs on forge as well...I just use it because of an OCD thing...the thing that the minecraft app stays open after you quit
Do you know how I can get minecraft to fully quit (no longer in bar at bottom of the screen) once the launcher is done starting?
It should do that by default... But if not, you can change the Launcher Visibility options and a lot more by clicking the "Edit Profile" button in the bottom left corner of the launcher.
It closes it...apps still running in background
You're using a Mac, so there's nothing you can do about it. Go bug Mojang about it.
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