Erm just open it with winrar, ctrl+c files within the sparrow.zip file and then ctrl+v into minecraft.jar file. Of course previusly delete meta.inf and installed modloader.
Rollback Post to RevisionRollBack
The Doctor: This is Clara. Not my assistant. She's... er... some other word. Clara: I'm his carer. The Doctor: Yeah, my carer. She cares so I don't have to.
Erm just open it with winrar, ctrl+c files within the sparrow.zip file and then ctrl+v into minecraft.jar file. Of course previusly delete meta.inf and installed modloader.
I ask because that error seems to indicate that it doesn't recognize getnextsimplyID, so I'd double-check to make sure you put in both SparrowAPI and the simplyID java file that are in the zip.
I haven't been able to get any mods on with Magic Launcher. It doesn't crash or anything... but it either says "Internal Mod" or "No mods found". Does that mean I'm finding mods that are not compatible with it?
Well I really don't now how it worked but now I'm able to playing on creative without any errors xD
I have another question - did anyone play with extrabiomes and doggy? Extrabiomes require forge and I'm not sure if it is good idea to try install forge with modloader.
Rollback Post to RevisionRollBack
The Doctor: This is Clara. Not my assistant. She's... er... some other word. Clara: I'm his carer. The Doctor: Yeah, my carer. She cares so I don't have to.
well i found the versian but it crashes Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; ModLoader has failed to initialize.
This error has been saved to C:\Users\CHRIS\AppData\Roaming\.minecraft\crash-reports\crash-2012-08-14_11.44.48-client.txt for your convenience. Please include a copy of this file if you report this crash to anyone.
grr its annoying plz help
--- BEGIN ERROR REPORT c196f29 --------
Generated 8/14/12 11:44 AM
- Minecraft Version: 1.3.1
- Operating System: Windows 7 (x86) version 6.1
- Java Version: 1.6.0_29, Sun Microsystems Inc.
- Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
- Memory: 419001312 bytes (399 MB) / 518979584 bytes (494 MB) up to 1037959168 bytes (989 MB)
- JVM Flags: 2 total; -Xms512m -Xmx1024m
- ModLoader: Mods loaded: 2
ModLoader 1.3.1
mod_DoggyTalents 1.2.5
java.lang.VerifyError: (class: CommandEmblem, method: a signature: (Laan;Lxd;Lyw;)Laan;) Incompatible argument to function
at mod_DoggyTalents.load(mod_DoggyTalents.java:70)
at ModLoader.init(ModLoader.java:922)
at ModLoader.addAllRenderers(ModLoader.java:169)
at avx.<init>(RenderManager.java:86)
at avx.<clinit>(RenderManager.java:12)
at net.minecraft.client.Minecraft.a(SourceFile:260)
at net.minecraft.client.Minecraft.run(SourceFile:516)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT d9a2d126 ----------
well i found the versian but it crashes Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; ModLoader has failed to initialize.
This error has been saved to C:\Users\CHRIS\AppData\Roaming\.minecraft\crash-reports\crash-2012-08-14_11.44.48-client.txt for your convenience. Please include a copy of this file if you report this crash to anyone.
grr its annoying plz help
--- BEGIN ERROR REPORT c196f29 --------
Generated 8/14/12 11:44 AM
- Minecraft Version: 1.3.1
- Operating System: Windows 7 (x86) version 6.1
- Java Version: 1.6.0_29, Sun Microsystems Inc.
- Java VM Version: Java HotSpot™ Client VM (mixed mode), Sun Microsystems Inc.
- Memory: 419001312 bytes (399 MB) / 518979584 bytes (494 MB) up to 1037959168 bytes (989 MB)
- JVM Flags: 2 total; -Xms512m -Xmx1024m
- ModLoader: Mods loaded: 2
ModLoader 1.3.1
mod_DoggyTalents 1.2.5
java.lang.VerifyError: (class: CommandEmblem, method: a signature: (Laan;Lxd;Lyw;)Laan;) Incompatible argument to function
at mod_DoggyTalents.load(mod_DoggyTalents.java:70)
at ModLoader.init(ModLoader.java:922)
at ModLoader.addAllRenderers(ModLoader.java:169)
at avx.<init>(RenderManager.java:86)
at avx.<clinit>(RenderManager.java:12)
at net.minecraft.client.Minecraft.a(SourceFile:260)
at net.minecraft.client.Minecraft.run(SourceFile:516)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT d9a2d126 ----------
This is not 1.3.1, you cannot play with this mod til it updates to 1.3.1
Well I really don't now how it worked but now I'm able to playing on creative without any errors xD
I have another question - did anyone play with extrabiomes and doggy? Extrabiomes require forge and I'm not sure if it is good idea to try install forge with modloader.
Modloader won't hurt when playing with forge, heck you don't even need modloader if you have forge installed.
This mod dosent works for me trying to craft a command emblem gies me appatite and a doggy treat a sturdy macine.
This is so irritating.
can someone help
Simple Id error, go into your .minecraft, then go into your config file, then open mod_doggytalent.CFG, then change the item IDs below the lines with a "#" on the left.
I haven't been able to get any mods on with Magic Launcher. It doesn't crash or anything... but it either says "Internal Mod" or "No mods found". Does that mean I'm finding mods that are not compatible with it?
Magic launcher might have updated to 1.3.1 and as this mod isn't 1.3.1 it won't recognize it and crash.
I haven't been able to get any mods on with Magic Launcher. It doesn't crash or anything... but it either says "Internal Mod" or "No mods found". Does that mean I'm finding mods that are not compatible with it?
The No mods found is because you have to repackage the file to something magic launcher can understand look it up on youtube.
I know the mod is stil 1.25 I DIDN'T try to use the Doggy Talents mod. I went onto Planet Minecraft, and I looked through the 1.3 mods for some that I thought I'd like. So I tried them out but they all didn't work. At first they said no mods found, but then I fixed it. But it said Internal Mod. Apparently its supposed to say something else, but I don't know what the problem is.
Hey guys, sorry I haven't posted lately. Basically, this whole 1.3 ordeal has been rather depressing and demotivating, and both Forge and Modloader are in beta stages. To be perfectly honest, I'm biding my time. The update process, when I actually get to the physical coding part of it, will be quite painful, and it's a process that I do not even remotely wish to do twice. Currently Forge and Modloader are incompatible from what I've been able to figure out, though the word is that they hope to change this soon for Forge. If they remain incompatible, which is, I hope, unlikely, then on top of this annoying update process I will have to suffer the pain of increasing the difficulty of updating TwoFold (by maintaining two separate codebases, one with ML and one with Forge.
I'm going to try and get to work on the mod this weekend, but I'm thinking I might actually try it from the angle of making it "doggy talents 2", rebuilding the code from scratch, re-adding all of the existing features piece by piece, so that I always have a working product at every step of the way. The new code system is ALMOST as foreign to me as the old one was to me a year ago, so I think mimicking the beginning stages of the mod might be beneficial.
My highest priority is preserving my enjoyment of, and thus my commitment to, minecraft modding, so that this mod doesn't go the way of Wolves Extended. Rebuilding the mod from the ground up will most likely be less of a pain than fixing the mod in its current form, with a year of amateur and sloppy code to deal with. A ground-up rewrite is probably long overdue. This doesn't mean that DT2 will be completely different and nothing like the mod you know and love though! I intend to stay as true to the current mod as I can, though some small details may change if necessary.
This whole merger is a pain in the ass modding wise. It means relearning stuff, 'cos a lot has changed. And the current split between ML and Forge just makes it even more of a mess. Fingers crossed for it getting sorted, but you never know.
For me, I know that my code is littered with a heck of a lot of code which I - even only 2 months in - see as naive and poorly done. So, like you, I'm coding from the ground up, using this complete change in code style as an excuse to fix "amateur code" as you called it.
So I wish you luck, man, and I understand your position completely. Take it easy, and good luck!
How did you install it?
The Doctor: This is Clara. Not my assistant. She's... er... some other word.
Clara: I'm his carer.
The Doctor: Yeah, my carer. She cares so I don't have to.
I ask because that error seems to indicate that it doesn't recognize getnextsimplyID, so I'd double-check to make sure you put in both SparrowAPI and the simplyID java file that are in the zip.
I have another question - did anyone play with extrabiomes and doggy? Extrabiomes require forge and I'm not sure if it is good idea to try install forge with modloader.
The Doctor: This is Clara. Not my assistant. She's... er... some other word.
Clara: I'm his carer.
The Doctor: Yeah, my carer. She cares so I don't have to.
----------------------
Minecraft has stopped running because it encountered a problem; ModLoader has failed to initialize.
This error has been saved to C:\Users\CHRIS\AppData\Roaming\.minecraft\crash-reports\crash-2012-08-14_11.44.48-client.txt for your convenience. Please include a copy of this file if you report this crash to anyone.
grr its annoying plz help
--- BEGIN ERROR REPORT c196f29 --------
Generated 8/14/12 11:44 AM
- Minecraft Version: 1.3.1
- Operating System: Windows 7 (x86) version 6.1
- Java Version: 1.6.0_29, Sun Microsystems Inc.
- Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
- Memory: 419001312 bytes (399 MB) / 518979584 bytes (494 MB) up to 1037959168 bytes (989 MB)
- JVM Flags: 2 total; -Xms512m -Xmx1024m
- ModLoader: Mods loaded: 2
ModLoader 1.3.1
mod_DoggyTalents 1.2.5
java.lang.VerifyError: (class: CommandEmblem, method: a signature: (Laan;Lxd;Lyw;)Laan;) Incompatible argument to function
at mod_DoggyTalents.load(mod_DoggyTalents.java:70)
at ModLoader.init(ModLoader.java:922)
at ModLoader.addAllRenderers(ModLoader.java:169)
at avx.<init>(RenderManager.java:86)
at avx.<clinit>(RenderManager.java:12)
at net.minecraft.client.Minecraft.a(SourceFile:260)
at net.minecraft.client.Minecraft.run(SourceFile:516)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT d9a2d126 ----------
This is not 1.3.1, you cannot play with this mod til it updates to 1.3.1
Modloader won't hurt when playing with forge, heck you don't even need modloader if you have forge installed.
Simple Id error, go into your .minecraft, then go into your config file, then open mod_doggytalent.CFG, then change the item IDs below the lines with a "#" on the left.
Magic launcher might have updated to 1.3.1 and as this mod isn't 1.3.1 it won't recognize it and crash.
This mod is 1.2.5, you are using minecraft 1.3.1, this mod isn't for 1.3.1.
This mod will not update the 1.3.1. We're already in 1.3.2 and forge updated to it before it was released.
I'm going to try and get to work on the mod this weekend, but I'm thinking I might actually try it from the angle of making it "doggy talents 2", rebuilding the code from scratch, re-adding all of the existing features piece by piece, so that I always have a working product at every step of the way. The new code system is ALMOST as foreign to me as the old one was to me a year ago, so I think mimicking the beginning stages of the mod might be beneficial.
My highest priority is preserving my enjoyment of, and thus my commitment to, minecraft modding, so that this mod doesn't go the way of Wolves Extended. Rebuilding the mod from the ground up will most likely be less of a pain than fixing the mod in its current form, with a year of amateur and sloppy code to deal with. A ground-up rewrite is probably long overdue. This doesn't mean that DT2 will be completely different and nothing like the mod you know and love though! I intend to stay as true to the current mod as I can, though some small details may change if necessary.
Thank you for your patience guys.
As a fellow modder, I understand entirely.
This whole merger is a pain in the ass modding wise. It means relearning stuff, 'cos a lot has changed. And the current split between ML and Forge just makes it even more of a mess. Fingers crossed for it getting sorted, but you never know.
For me, I know that my code is littered with a heck of a lot of code which I - even only 2 months in - see as naive and poorly done. So, like you, I'm coding from the ground up, using this complete change in code style as an excuse to fix "amateur code" as you called it.
So I wish you luck, man, and I understand your position completely. Take it easy, and good luck!
Take your time man. We don't want you to snap and kill someone