[Launcher] Magic Launcher 1.2.3 (mods, options, profiles, news)
Posted 14 July 2013 - 05:12 PM
Posted 14 July 2013 - 05:51 PM
I have that same problem.
Posted 14 July 2013 - 06:46 PM
Posted 15 July 2013 - 12:49 AM
The "Bug" is that ML doesn't look for the "version" and "assets" folders in the .minecraft folder specified as "Base Directory" in the advanced tab.
Would be a nice feature if ML 1.1.7 would look for these folders in the specified custom base path
I noticed the same thing. Even if you use a specified custom base path, Magic Launcher will still look in the .minecraft folder in %AppData% home directory. It took me a little while to figure this out.
On another note... It seems that the use of Magic Launcher is to not have to edit the minecraft jar file, just put your mods in a certain order and play. But now you have to alter the jar file with the Forge installer. Forge offers a universal and installer file on their site, but you need the installer to get it installed. Not sure why they offer a stand alone universal. One would think that that file would be put in you mods folder for Magic Launcher to use. I dunno.
Posted 15 July 2013 - 12:49 AM
Posted 15 July 2013 - 01:24 AM
Posted 15 July 2013 - 01:27 AM
same here, been watching the thread to see if there was a fix or any info regarding the no sound issue with the magic launcher. do wish someone in the know would give a shout as to whats going on soon.
Posted 15 July 2013 - 01:56 AM
I found out by accident. I have Optifine loaded in Magic Launcher and have both texture packs in the Resourcepacks folder. I just go the standard Minecraft menus, change between the texture packs and bam, sound starts working.
Maybe worth a try if you have exhausted all other avenues.
If you are using Magic Launcher, I would load Mod Loader (or Forge if that is what the Mods require) as the first item in your Magic Launcher mod list, and then load the mods after that.
Hopefully that will work.
What mods are you using by the way?
Posted 15 July 2013 - 03:29 AM
Posted 15 July 2013 - 05:18 AM
edit: I finally got Optifine to play nice by using " -Dfml.ignoreInvalidMinecraftCertificates=true -Dfml.ignorePatchDiscrepancies=true " in the advanced>> Parameters field but only if it is in the mods section of the launcher
Posted 15 July 2013 - 07:35 AM
Posted 15 July 2013 - 10:34 AM
Ok so here the instructions for all of you to get mods working (at least I got all of mines that were updated so far)
You first start minecraft with the vanilal launcher once.
You go and download forge installer, and you use it to install forge.
You start that forge profil with the vanilla launcher once.
You go into magic launcher and tell him to use the forged version
You install your mods, using the 'add' button and not unziping any of the mod file you download!!!
Install them one by one, so that if any of them bug you know which one it is! (because if it bug it won't be ML fault but the mod fault!)
The only bad point of this is that magic launcher says there is no forge, but in fact when you play forge work perfectly fine.
I think we just need to wait for an update so that the launcher can realize that when you use a forged version, there is forge inside... (duh)
PS: just one more point, I discovered it upon installing optifine
You need to go into the parameter tab (in the setup window) and type in
Into the parameter slot. (just copy and paste the above line, all symbols included even the minus at the start!)
I don't know exactly what that line does, but Optifine work only with it and it doesn't create any crashes for me so I suppose it doesn't change much.
That said another remark: When magic launcher crash, or refuse to start it might not be because of ML but because of the MOD you are trying to install, which isn't updated or if faulty.... just saying...
Finally: It happen (it happened to me at least) that when you try start the game, magic launcher doesn't start it... Don't panic!
Go to the vanilla launcher, to the forge profil and start it in vanilla.
Then return to ML and use the 'test' button in the setup window.
If that work, then you should be able to play fine.
That's it! Fel' out!
Posted 15 July 2013 - 01:37 PM
OptiFine and what im trying to get to work, rei's minimap please help me
Posted 15 July 2013 - 01:52 PM
Posted 15 July 2013 - 02:30 PM
Posted 15 July 2013 - 02:50 PM
The Forge installer does not even touch the minecraft.jar. It creates a new launcher profile, copies the universal-jar into some directory and "tells" the launcher to download the required libraries, and then start Minecraft using Forge's main class, not Minecraft's vanilla one. The forge-universal.jar does no longer contain the modified classes itself, so it's useless to inject its contents into the minecraft.jar. It now contains binary patches to patch Minecraft's vanilla classes at runtime.
So it would only be possible to just give ML a path to a Forge universal jar file if:
- The universal file itself contains the information about the new main class and the required 3rd-party-libs, maybe as a .json file
- ML would read this information, download the libs itself and start the main class given by the forge zip
So, sp614x (or other custom launcher makers) and the Forge team have to define a standard way where in the "internal coremods" zip/jar to put the information about required libraries and maybe a base class, that every mod maker puts this information to the same json file in the zip, where every custom launcher tries to find it.
Posted 15 July 2013 - 03:24 PM
The installer is a .jar that you start with java to run it as a mini-software
It do all the work for you.
Posted 15 July 2013 - 04:08 PM