I've just noticed that with the beta I am no longer able to use the enter key on my number pad to confirm entries. Such as if I have a $$<amount> variable in a macro, I enter the value and then hit enter and it doesn't proceed unless I hit the center return key on my keyboard. Anybody else having this issue?
I've just noticed that with the beta I am no longer able to use the enter key on my number pad to confirm entries. Such as if I have a $$<amount> variable in a macro, I enter the value and then hit enter and it doesn't proceed unless I hit the center return key on my keyboard. Anybody else having this issue?
I can't reproduce that personally. Do me a favour and at the binding screen hit ENTER and see what key code it says you're editing, and then hit RETURN and see if it says something different. 1.6.2 uses the newer LWJGL library so it's possible that there's some other keycode being sent for that key.
EDIT: Alternatively you can try the same thing in the "Controls" GUI, I just need to know if ENTER and RETURN are giving different key codes.
EDIT2: Yes it seems like there's a new keycode [156] which is [NUMPADENTER], can you let me know if your computer is sending this code.
I'm looking into this. It's not a bug with the beta I need to fix it in the launcher. Basically for mods to work they have to be added as resource packs into the game engine. When I register the resource packs it initialises the sound engine (the first time things load this is triggered) but then sometimes (and this is the pain in the ****, because it seems to depend on timing) the game tries to initialise the sound at the same time and fails, causing no sounds to work. I think I need to change the order things happen but not exactly sure what will cure it. I'll post a liteloader update when I figure it out.
Heh, probably a bit overkill but yes, it's a big mod and doing as much as it does without touching a single base class is bloody difficult, there are several abstraction layers working together to create a coherent system which presents itself to the outside observer as a simple mod.
But it's like an iceberg, 90% of the mod isn't event apparent that it exists until invoked either via a script command or via hooking the more esoteric features built in to the macro preprocessor such as recursive compilation or pre-compilation conditionals.
Some of the most advanced parts of the internals don't need much tweaking, because they're stand-alone subsystems in their own right, such as:
The script executive: which is the "core" of the mod and what crunches all the numbers when all's said and done. One of the most complex bits of the mod but one of the easiest to maintain because everything else revolves around it
The jinput subsystem: one of the cleverest parts and the one people are least likely to even know it exists, this subsystem literally decompiles the raw input buffers every frame in order to inject or supress keypresses, and capture the key and mouse driven macro triggers. This also has the ability to capture input from any device supported by jinput, such as joysticks and joypads, yes you could actually use this to provide native joypad control from minecraft if you really wanted to, if I could be bothered to document how.
The designable GUI system: this just sits on top of everything and minds its own business, it talks to macros core as its base API, but doesn't really give a flying stuff about anything else.
Whereas conversely, some of the "simple" parts are the trickiest to maintain because they interface directly with the minecraft engine and are reliant on a lot of reflection magic to make them work at all, such as
The environment variable providers: these hook directly onto the game engine and such are easily broken when anything small changes
The icon managers: I've given up counting how many times Mojang have changed their minds about how textures are managed in the engine, meaning this all needs to be re-written. The transition to resource packs has been a real doozy because I've had to write resource providers for anything which needs to do clever things with textures or sounds, like the thumbnail manager, text editor and PLAYSOUND command.
Packet-triggered events: don't even get me started.
The biggest thing to realise is that there are parts buried in this mod which would make pretty good stand-alone mods by themselves! Honestly the number of times I'm reading through the "mods" section of the forums and think, "hmm, you could do that with macros". Unfortunately it's all let down by the documentation, which is why I'm (trying) to make that a priority at the moment. You'll note that there aren't any new features in this next release and that's the main reason why.
So yeah, a lot of things take care of themselves, but testing every corner of the mod is nigh impossible, especially when there's stuff that I've forgotten exists!
I like talking about it though, this has been a labour of love for over two years now, and the scale it's reached has far surpassed my original plans but I'm very pleased with where it's gone and where it's going and it's good that people enjoy my work and appreciate the time I spend, that's the pay-off of course.
Still reading? Good, that was a test of your resolve. As a reward you get the beta. I'll put the changelog in the spoiler below. Some new features aren't ready for prime time so they've been dropped so rather than 0.10.0 this is 0.9.10 and 0.10 will follow when I've finished the current improvements. In a nutshell this is 0.9.9 with some bug fixes and updated to 1.6.2. As ever, report any bugs you find in this thread. Test as much as you can.
Changes for 0.9.10
Updated for Minecraft 1.6.2, and believe me this was no picnic
Kick/disconnect now properly triggers onJoinGame when rejoining
Improvements to macro enqueue/dequeue which should prevent CoModificationException when calling STOP inside an EXEC'd task
Fixed ECHO not working inside UNSAFE when flood protection is enabled (still prevented when flood protection is off)
Improved escaping for | inside script actions, \| should now work as expected in regex and ECHO
Fixed issue with array iterator position var
Improved SETRES to work more reliably than the old version
Added RESOURCEPACK command as an alias of TEXTUREPACK, both versions work for compatibility purposes
API Version bump to 11
I cheated sorry I read a post from before that said to look back
I cheated sorry I read a post from before that said to look back
Still made you look
I just wanted to hide it from the people who have been annoying me so much by constantly flouting the forum rules asking for updates. I only want people testing the beta whom I can trust to come back here and report issues so I can release the actual update sooner (by getting sensible and useful feedback).
It seems that after I installed the liteloader with the installer, I can no longer use any of my other profiles online. they all automatically go to offline. also when i use the liteloader profile, Optifine seems to not be in use, though it works on my other profiles
I'm having lots of issues with this lol
I put this in the onChat event, with that example script you put at the bottom.
Two things:
I don't understand the significance of the Filter flag, and two, whenever I get a message with that macro running, "recieved from" pops up in debug every time. And when I recieve money, it doesn't even work then :/. A little help please? here are the formats for the messages again:
Hello Mumfrey, I may be new to this forum, however I'm not new to the mod.
Anyways seems as if it doesnt respond to the "Grave" key. Hope it helps, had seen a few other keys were not responding in previous posts. Another to add?
Thank you for the beta though, MC seems so empty with out this mod. Great work and I appriciate the mod once again.
It seems that after I installed the liteloader with the installer, I can no longer use any of my other profiles online. they all automatically go to offline. also when i use the liteloader profile, Optifine seems to not be in use, though it works on my other profiles
That has happened to me before, and it's a consequence of changing profiles on the launcher(I believe this to be a bug). Just hit log out and then re-enter your password and hit play.
I would love a little push in the right direction here if possible.
Let's say ingame something says
Define: 17
you can do
IFMATCHES(%&chat%,Define: [0-9]+)
MATCH(%&chat%,Define: ([0-9]+),{#def})
correct?
but what if it's
Define: Nublette
do I do this?
IFMATCHES(%&chat%,Define: [a-z]+)
MATCH(%&chat%,Define: ([a-z]+),{#def})
EDIT: Well the [a-z]+ thing doesn't work...so what should it be.
also if it's
Define: Nublette17
what would it be? @_@
thanks in advance and I think I made myself clear if not let me know
You are not quoting your regex, so the comma is being treated as an argument delimiter not part of the regex. For regex help I'd go to regular-expressions.info, it will tell you everything you need to know.
Anyways seems as if it doesnt respond to the "Grave" key. Hope it helps, had seen a few other keys were not responding in previous posts. Another to add?
Change the key to something else then, it's the first thing the mod prompts you to do when you install it.
So I think the best fix for this is seperating the lines before the ChatFilter gets them as it is for the onChat-Event.
Agreed, I can add that. Not sure how to let MODIFY send multiline messages though, since line breaks aren't really supported in variables, I need to think about it.
I can't reproduce that personally. Do me a favour and at the binding screen hit ENTER and see what key code it says you're editing, and then hit RETURN and see if it says something different. 1.6.2 uses the newer LWJGL library so it's possible that there's some other keycode being sent for that key.
EDIT: Alternatively you can try the same thing in the "Controls" GUI, I just need to know if ENTER and RETURN are giving different key codes.
EDIT2: Yes it seems like there's a new keycode [156] which is [NUMPADENTER], can you let me know if your computer is sending this code.
Thanks for the reply. Just tried it and yes it does show two different keys. the number pad enter shows as NUMPADENTER and the return key shows as RETURN.
EDIT: Also, this is a mac keyboard if that is of any consequence.
Thanks for the reply. Just tried it and yes it does show two different keys. the number pad enter shows as NUMPADENTER and the return key shows as RETURN.
EDIT: Also, this is a mac keyboard if that is of any consequence.
That's probably why it's reporting differently then. On a PC (at least on my PC) they both return the same keycode which is why I never found this issue before. Will fix for release.
Is there any way to install this mod and liteloader with magiclauncher? Never mind I figured it out. You have to install liteloader than set the in magiclauncher you have to set the jar as the liteloader one, then put macros into the mods folder.
I'm sorry if this has been asked already, I read through the past several pages and haven't seen anything. I wanted to know, if the chatfilter module will be updated, any estimate on when that can be released?
I'm sorry if this has been asked already, I read through the past several pages and haven't seen anything. I wanted to know, if the chatfilter module will be updated, any estimate on when that can be released?
@Edit1: are you sure you have a LABEL, not textarea or button, named "Playerlist", (first letter capitalized)?
also do not omit the \n in the Set(), i added that for a reason (spacing out the names vertically)
@Edit2:If it says it's GUIMACROPLAYBACK, then for all intents and purposes, it is.
Anything you could possibly use that name for has to do with the GUI variable anyway, and that's consistent, so...
are you sure it's not executing?
Could try IF("%GUI%" = "GUIMACROPLAYBACK") to force them both to be strings, in case they're not
Based on this posting (THANKS!) I have a list of players on the right while in chat screen, and It works great.
I have bound the script to onChat, onShowGui, onPlayerJoined, and a button in the inChat GUI.
Questions:
Any way to keep the chat GUI from closing after send message? I am staff on a server and spend quite a bit of time here.
The list of players when you press "Tab" is colored based on rank. Any way to capture/retain this when getting the playlist?
We use a plugin to address issues from the players. any way to send a command to the server and capture the return text and log to only a separate text area?
I can't reproduce that personally. Do me a favour and at the binding screen hit ENTER and see what key code it says you're editing, and then hit RETURN and see if it says something different. 1.6.2 uses the newer LWJGL library so it's possible that there's some other keycode being sent for that key.
EDIT: Alternatively you can try the same thing in the "Controls" GUI, I just need to know if ENTER and RETURN are giving different key codes.
EDIT2: Yes it seems like there's a new keycode [156] which is [NUMPADENTER], can you let me know if your computer is sending this code.
Not sure if this means anything to you, but modLoader has the same issue and this here is an unofficial patch for modLoader that fixes the sound: http://www.minecraftforum.net/topic/1888092-162fix-acomputerdogs-modloader-patch-fix-the-bugs-in-modloader/
Idk if that could help you by looking into it? not sure, good luck
I cheated sorry I read a post from before that said to look back
Still made you look
I just wanted to hide it from the people who have been annoying me so much by constantly flouting the forum rules asking for updates. I only want people testing the beta whom I can trust to come back here and report issues so I can release the actual update sooner (by getting sensible and useful feedback).
Let's say ingame something says
Define: 17
you can do
IFMATCHES(%&chat%,Define: [0-9]+)
MATCH(%&chat%,Define: ([0-9]+),{#def})
correct?
but what if it's
Define: Nublette
do I do this?
IFMATCHES(%&chat%,Define: [a-z]+)
MATCH(%&chat%,Define: ([a-z]+),{#def})
EDIT: Well the [a-z]+ thing doesn't work...so what should it be.
also if it's
Define: Nublette17
what would it be? @_@
thanks in advance and I think I made myself clear if not let me know
Anyways seems as if it doesnt respond to the "Grave" key. Hope it helps, had seen a few other keys were not responding in previous posts. Another to add?
Thank you for the beta though, MC seems so empty with out this mod. Great work and I appriciate the mod once again.
couldn't get to this to work help anyone?
That has happened to me before, and it's a consequence of changing profiles on the launcher(I believe this to be a bug). Just hit log out and then re-enter your password and hit play.
Firstly, did you bind it correctly? Secondly, it may be too fast(I usually like to add some wait time in my macros), but I'm not sure.
Until next time, immediacy.
You are not quoting your regex, so the comma is being treated as an argument delimiter not part of the regex. For regex help I'd go to regular-expressions.info, it will tell you everything you need to know.
Change the key to something else then, it's the first thing the mod prompts you to do when you install it.
Agreed, I can add that. Not sure how to let MODIFY send multiline messages though, since line breaks aren't really supported in variables, I need to think about it.
It seems that GETSLOT() returns 0 for the slot and I don't know why it does this.
Macro/Keybind mod Wiki
Thanks for the reply. Just tried it and yes it does show two different keys. the number pad enter shows as NUMPADENTER and the return key shows as RETURN.
EDIT: Also, this is a mac keyboard if that is of any consequence.
That's probably why it's reporting differently then. On a PC (at least on my PC) they both return the same keycode which is why I never found this issue before. Will fix for release.
I'm sorry if this has been asked already, I read through the past several pages and haven't seen anything. I wanted to know, if the chatfilter module will be updated, any estimate on when that can be released?
He already updated it Chatfilter
Macro/Keybind mod Wiki
Based on this posting (THANKS!) I have a list of players on the right while in chat screen, and It works great.
I have bound the script to onChat, onShowGui, onPlayerJoined, and a button in the inChat GUI.
Questions:
Try my guide here: [1.6.2] - FORGE, OPTIFINE, LITELOADER, AND MAGIC LAUNCHER (NO JAR MODDING)
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