Not that I know of, I'm running this, rei's minimap, zombe's and TMI here with no issues. Can you post the error by any chance?
This is a new one on me, I'll look into it. Have you got an old version of the .zip from a previous version hanging around somewhere maybe?
Excellent! Always good to know I'm not a complete failure :biggrin.gif:
What the...After I read this post, which wasnt that long ago, I tried installing again, and it worked! Maybe im intoxicated or something. Thanks for the great mod!
Rollback Post to RevisionRollBack
Your stupidity is Commendable. But you're still stupid.
This is Just dumb. You need single player commands for this to work and if you go in SPC and type in "bind (key) (command)" u get exactly the same result.
Good try though..
Can you do that in SMP? No... That's why its useful. =3
What the...After I read this post, which wasnt that long ago, I tried installing again, and it worked! Maybe im intoxicated or something. Thanks for the great mod!
Nice, I reckon the Minecraft gremlins were responsible, damn them.
Is it possible to set a key for sprint? I hate having to keep pressing 'W' twice...
Yes, you can use the script functions sprint and unsprint, depending on how you want it to work.
Personally I like the FPS-style press-to-sprint function:
Choose the key you want to bind
Switch it to Key State Macro at the top
In the Key Held macro enter
$${sprint()}$$
In the Key Up macro enter
$${unsprint()}$$
Set Repeat Rate to 0
Save the macro!
If you just want a single key to activate sprint, just enter $${sprint}$$ in the Key Down macro instead without entering any other commands.
Ah sorry about this, the keyboard layout widget was changed slighly to accommodate the ability to bind mouse buttons. Accessing the edit function is now easier however because you can toggle the option in the Settings screen (right at the bottom under Advanced Options). Apologies for the inconvenience.
It is already updated to 1.0 if that's what you mean. If you're anticipating the next release then it won't be long as there were some features I dropped for 0.7 because I didn't have time to properly test them before 1.0 came out.
Do you know when the new MCP will be out so i can update it? x P
And i really love your mod :smile.gif:
I looked at your mod, it looks like a nice idea. One suggestion I would make is that it's worth avoiding overriding notch classes if you can. ModLoader (as well as other tools) makes this possible because you can hook into the Minecraft code using OnTickInGame and OnTickInGui which basically allows you to do pretty much anything without touching Notch's code (with liberal sprinkling of reflection of course :smile.gif:). It also makes it easier to update because you only need to change the class, field and method names in your code for the most part.
You don't need to wait for the new MCP if your modding requirements are simple or you just use class mappings, you can leverage the Retroguard setup in any MCP configuration without needing the deobfuscation functionality. Just clear out the class, method and field mapping files and the patches, then just use it as normal.
Not to bug you or anything, but the sprint thing you said 2 posts above dosn't seem to work on 1.0.0 :ohmy.gif:
Any ideas?
thanks x D
I'll check it out, I may have broken something prior to release, if necessary I'll upload a fixed version.
Edit, just checked it and it seems to be fine. I did notice that I left off the () from unsprint() but that shouldn't make any difference. Have you got sufficient food level etc? The requirements for sprinting with this are the same as regular sprinting since I don't want to encourage cheaters.
Yeah I had food, I'll try it again though perhaps my hunger was low
Still doesn't seem to work :sad.gif: I had a full hunger bar, here is what I have
I assume you have W bound to move forward as well? In which case it won't work as you expect.
The way the mod works is that macros can be bound to any unused key and used as single-press keys. However, any used keys, like the WASD cluster, number keys, etc. are ignored by macros but you can still bind them: these macros can be activated by pressing the <MACRO ACTIVATE> key followed by the macro key, or by using the <MACRO OVERRIDE> key in conjunction with the key to override the key's normal function (this, as far as I know is a unique feature of this mod).
However, to do what you want you need to execute the macro as well as the key's normal function, which is deliberately excluded from happening. You can achieve it though by binding MOVE FORWARD to another key, then binding the W key as follows (essentially the W key becomes a macro key which presses forward and activates sprint):
Hope this helps, if I've got the wrong end of the stick entirely then let me know :smile.gif:
I'm running Mac OS X and - like several other people who posted here in the past - can't get the mod GUI to appear due to issues with the apostrophe key in LWJGL on Mac. The recommendation that was given to those people was to edit the "macros.txt" file to change the keys used to invoke the mod GUI. However, I don't actually know what part of the "macros.txt" file corresponds to the keys used to invoke the GUI, and as such I'm powerless to change anything.
It's entirely possible that I am missing something very obvious, but I can't seem to find it anywhere... so might someone be able to help me with what part of the options file needs to be edited in order to redefine the keys that load the GUI? Thanks :smile.gif:
I'm running Mac OS X and - like several other people who posted here in the past - can't get the mod GUI to appear due to issues with the apostrophe key in LWJGL on Mac. The recommendation that was given to those people was to edit the "macros.txt" file to change the keys used to invoke the mod GUI. However, I don't actually know what part of the "macros.txt" file corresponds to the keys used to invoke the GUI, and as such I'm powerless to change anything.
It's entirely possible that I am missing something very obvious, but I can't seem to find it anywhere... so might someone be able to help me with what part of the options file needs to be edited in order to redefine the keys that load the GUI? Thanks :smile.gif:
The issues under MacOS were addressed back in 0.4 so you shouldn't have any trouble, you may need to change the macro activate key though if apostrophe/grave doesn't work for you. The key used to invoke the GUI is the macro activate key used in conjunction with the sneak key, just press both together and it should appear. In 0.7 you can now reverse the sneak key function as well, so that pressing macro activate alone will show the bindings screen and holding sneak down will enter playback.
You don't need to edit macros.txt to change the keys, in fact they're stored in options.txt like any other keybind. I recommend just changing the keys through the GUI however.
One thing you can change in macros.txt if you like (the file is reasonably well commented so each option is documented in the file) is to set debug.enabled=1 which will show you on-screen which keys are registering at any given time. directmode.enabled=1 will enable the aforementioned sneak key mode.
anyone can help how to configure this, i have no idea how to use this mod,
the only config i want to make is like if i hit the arrow key (up) it will toggle hold on the left mouse button for auto mining
[/quote]
Man, this mod makes my life so much easier! :biggrin.gif: thanks!
What the...After I read this post, which wasnt that long ago, I tried installing again, and it worked! Maybe im intoxicated or something. Thanks for the great mod!
Derp. I had 1.8.1 installed.
Can you do that in SMP? No... That's why its useful. =3
Nice, I reckon the Minecraft gremlins were responsible, damn them.
Derp derp. It's often something simple, at least you got it working now :smile.gif:
Yes, you can use the script functions sprint and unsprint, depending on how you want it to work.
Personally I like the FPS-style press-to-sprint function:
Ah sorry about this, the keyboard layout widget was changed slighly to accommodate the ability to bind mouse buttons. Accessing the edit function is now easier however because you can toggle the option in the Settings screen (right at the bottom under Advanced Options). Apologies for the inconvenience.
It is already updated to 1.0 if that's what you mean. If you're anticipating the next release then it won't be long as there were some features I dropped for 0.7 because I didn't have time to properly test them before 1.0 came out.
Edit: ninja'd :biggrin.gif:
Do you know when the new MCP will be out so i can update it? x P
And i really love your mod :smile.gif:
Any ideas?
thanks x D
I looked at your mod, it looks like a nice idea. One suggestion I would make is that it's worth avoiding overriding notch classes if you can. ModLoader (as well as other tools) makes this possible because you can hook into the Minecraft code using OnTickInGame and OnTickInGui which basically allows you to do pretty much anything without touching Notch's code (with liberal sprinkling of reflection of course :smile.gif:). It also makes it easier to update because you only need to change the class, field and method names in your code for the most part.
You don't need to wait for the new MCP if your modding requirements are simple or you just use class mappings, you can leverage the Retroguard setup in any MCP configuration without needing the deobfuscation functionality. Just clear out the class, method and field mapping files and the patches, then just use it as normal.
I'll check it out, I may have broken something prior to release, if necessary I'll upload a fixed version.
Edit, just checked it and it seems to be fine. I did notice that I left off the () from unsprint() but that shouldn't make any difference. Have you got sufficient food level etc? The requirements for sprinting with this are the same as regular sprinting since I don't want to encourage cheaters.
I assume you have W bound to move forward as well? In which case it won't work as you expect.
The way the mod works is that macros can be bound to any unused key and used as single-press keys. However, any used keys, like the WASD cluster, number keys, etc. are ignored by macros but you can still bind them: these macros can be activated by pressing the <MACRO ACTIVATE> key followed by the macro key, or by using the <MACRO OVERRIDE> key in conjunction with the key to override the key's normal function (this, as far as I know is a unique feature of this mod).
However, to do what you want you need to execute the macro as well as the key's normal function, which is deliberately excluded from happening. You can achieve it though by binding MOVE FORWARD to another key, then binding the W key as follows (essentially the W key becomes a macro key which presses forward and activates sprint):
Hope this helps, if I've got the wrong end of the stick entirely then let me know :smile.gif:
PM please if you can!
It's entirely possible that I am missing something very obvious, but I can't seem to find it anywhere... so might someone be able to help me with what part of the options file needs to be edited in order to redefine the keys that load the GUI? Thanks :smile.gif:
The issues under MacOS were addressed back in 0.4 so you shouldn't have any trouble, you may need to change the macro activate key though if apostrophe/grave doesn't work for you. The key used to invoke the GUI is the macro activate key used in conjunction with the sneak key, just press both together and it should appear. In 0.7 you can now reverse the sneak key function as well, so that pressing macro activate alone will show the bindings screen and holding sneak down will enter playback.
You don't need to edit macros.txt to change the keys, in fact they're stored in options.txt like any other keybind. I recommend just changing the keys through the GUI however.
One thing you can change in macros.txt if you like (the file is reasonably well commented so each option is documented in the file) is to set debug.enabled=1 which will show you on-screen which keys are registering at any given time. directmode.enabled=1 will enable the aforementioned sneak key mode.
Hope this helps.
the only config i want to make is like if i hit the arrow key (up) it will toggle hold on the left mouse button for auto mining
thanks for the help