all im saying what was the advantage of that change?
sure easyer for modders... harder to understand howto instal mods im used to using 54mods in minecraft optifine, ur mods, tukmc, optileaves, etc i miss having multimc put mod in my dekstop/mods then going to edit mods click add and select the mod for 1 of the 3 tabs
Good grief learn how to punctuate.
Are you really asking this question? Okay well if you are then I suppose you really don't get it. Here are some handy bullet points for you:
Third-party launchers are a problem. Yes, a lot of people like them, but an even larger number of people just download the launcher from minecraft.net and run the game. They are a problem because, with the best will in the world, there is no way to be 100% sure that a third-party launcher won't steal your account information, or do other undesirable things to your computer. Sure, a lot of people don't care about this and will run third-party launchers, which is great for them, super. They feel reassured by the fact that the launchers are publiished by "trustworthy" sources, or "if it stole your password, it would soon be known and people would stop using it", okay. That's their choice.
However this excludes anyone who is not prepared to take that risk, they're stuck with the cronky old launcher which is difficult to mod, has no configuration options, and just plain sucks.
Third party launchers are also a problem for mod developers because they are all different and all work in different ways, and so as well has having to support our mods on the expected platform, we have to spend time supporting problems directly caused by other launchers and their strange quirks. Good grief if I had a pound for every time MagicLauncher has caused a problem with my mod I could probably retire tomorrow on the proceeds. This kind of diverse culture of launchers is good for driving innovation and convenience, but it is terrible from the point of view of trust, and of supportability.
Secondly, the old launcher was a quick and dirty solution to run the game outside of a web browser, it was never intended to be a good platform for extensibility and with Mojang's continued drive towards turning Minecraft into a sensible modding platform, a more modular approach was required and this is represented by the new launcher. There are some very powerful features built into the new launcher which make the likes of MagicLauncher and MultiMC effectively obsolete, save for the user-interface issues. However putting a good UI on top of a solid product is small potatoes compared to building a good product underneat a pretty UI. Expect the UI to improve over time, expect the UX issues to go away incrementally.
Needless to say, if the official Mojang API is ever going to happen, then the new launching platform is something that needed to happen first, and this is what we are seeing now. A move to a new technology platform. For people migrating from the old vanilla launcher, it's a big step forwards.
Thirdly, mods are not Mojangs priority but they are a consideration, this is why they have provided mechanisms like tweaks and versions in the new launcher, to allow the modding community to coexist. People who ignore this olive branch are only doing the community a disservice in the long run, because they will effectively be the ones driving a more fractured user experience for all players.
In a nutshell, yes, to date you have had a smoother experience with mods, because you make a choice to use a third-party product which has never been officially supported. Mojang have taken steps to move the whole technology of the platform forward and rather than praise them for their forward thinking you come out with barely coherent nonsense posts like the ones above.
Things will improve once everyone adapts to the new changes, just, be, patient and try to be understanding rather than spurting "I hate the developers for trying to improve things for the majority because they make things inconvenient for me for a short time".
I shouldn't need to explain this, but apparently I do.
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true btw im not quoting that its to big but yes the old launcher was and im not saying the new one or the old one isnt good its just i have to use magiclauncher casue im on linux optifine with the normal launcher breaks my mouse and fullscreen and i get a glitch where stuffs invisable and btw magiclauncher is a reliable launcher its made by the owner of optifine witch you probbaly know btw i cant spell i know sorry i type to fast and this keyboard is a touch not a key
true btw im not quoting that its to big but yes the old launcher was and im not saying the new one or the old one isnt good its just i have to use magiclauncher casue im on linux optifine with the normal launcher breaks my mouse and fullscreen and i get a glitch where stuffs invisable and btw magiclauncher is a reliable launcher its made by the owner of optifine witch you probbaly know btw i cant spell i know sorry i type to fast and this keyboard is a touch not a key
I'm well aware of that, and I'm sure it's all valid. However you have to realise that people using 3rd-party launchers are still a minority compared to those using the official one, and so Mojang cannot rest on its laurels. It is up to the authors of the 3rd-party launchers to provide compatibility with the new system and the onus of being compatible with unofficial launchers is not the responsibility of mod developers.
Basically give them time to adjust, there have been bigger upheavals in the past it's just that this one is very visible to people because everyone had gotten... comfortable with the status-quo. But comfortable != ideal and so when changes need to be made, people need to adapt. I have done my homework and spent a not inconsiderable amount of time in moving forward, others will do the same in their own time and they are entitled to do so, so be patient with them.
no... 1st I hate JEB!!!!!!!!!!!! but who doesnt for what happened in 1.6
doesn't really do anyone any favours and is kind of irrelevant to the whole topic. Your somewhat obfuscated rhetorical question actually yields the answer "most people who aren't impatient little children", those are the people who don't hate 'jeb'.
If you'd asked the question coherently in the first place we could have avoided all this, if you want the Liteloader jar itself just download the installer and click "extract".
So you can modify base classes without replacing them now?
If you register yourself as a library yes. Although I'm surprised that you need to edit base classes for a simple xray mod. Can't you do what you need to do with reflection?
If you register yourself as a library yes. Although I'm surprised that you need to edit base classes for a simple xray mod. Can't you do what you need to do with reflection?
I'll probably play with the new Liteloader update after I finish playing with my Apple IIGS.
Looking at your code it's certainly possible to make that base clean, although you're not doing it the way I assumed that XRay was always done by swapping out the texture unit or editing RenderBlocks. It seems to me like you could do a lot by compiling a glCallLists into the original sub-chunk display list and then having that list contain funky stuff like setting opacity. You could have it nicely cross-fade between opaque/translucent and all sorts of things.
The quick and dirty way would be to create a block proxy for each type of block that you want to change the rendering behaviour and then use reflection to insert your proxy in the Blocks list. That would allow you to call your masking function in the proxy without altering the block class itself.
I would require a little bit of rewriting but it would be pretty straightforward to implement and would make you totally base clean. The bright entities bit might be harder but still not impossible.
Looking at your code it's certainly possible to make that base clean, although you're not doing it the way I assumed that XRay was always done by swapping out the texture unit or editing RenderBlocks. It seems to me like you could do a lot by compiling a glCallLists into the original sub-chunk display list and then having that list contain funky stuff like setting opacity. You could have it nicely cross-fade between opaque/translucent and all sorts of things.
The quick and dirty way would be to create a block proxy for each type of block that you want to change the rendering behaviour and then use reflection to insert your proxy in the Blocks list. That would allow you to call your masking function in the proxy without altering the block class itself.
I would require a little bit of rewriting but it would be pretty straightforward to implement and would make you totally base clean. The bright entities bit might be harder but still not impossible.
Ahh, never thought of that.
Thanks :-)
Bookmarked!
Looking at your code it's certainly possible to make that base clean, although you're not doing it the way I assumed that XRay was always done by swapping out the texture unit or editing RenderBlocks. It seems to me like you could do a lot by compiling a glCallLists into the original sub-chunk display list and then having that list contain funky stuff like setting opacity. You could have it nicely cross-fade between opaque/translucent and all sorts of things.
The quick and dirty way would be to create a block proxy for each type of block that you want to change the rendering behaviour and then use reflection to insert your proxy in the Blocks list. That would allow you to call your masking function in the proxy without altering the block class itself.
I would require a little bit of rewriting but it would be pretty straightforward to implement and would make you totally base clean. The bright entities bit might be harder but still not impossible.
RenderBlocks it's used by Optifine, I think (If you install OF with Minecraft Forge you will view that OF modify it)
Ahh, never thought of that.
Thanks :-)
Bookmarked!
I spend all my spare time thinking up ways to sneakily do things with reflection, I even have a mod whose entire core is based on that type of technology (Macros). Believe me if you want ideas for this kind of stuff just ask me. Hell LiteLoader itself is based on exactly this kind of soft hackery.
RenderBlocks it's used by Optifine, I think (If you install OF with Minecraft Forge you will view that OF modify it)
I wasn't suggesting editing RenderBlocks (I hate base edits), I was just saying that I had assumed that was the class he would edit to make XRay and I was wrong.
I spend all my spare time thinking up ways to sneakily do things with reflection, I even have a mod whose entire core is based on that type of technology (Macros). Believe me if you want ideas for this kind of stuff just ask me. Hell LiteLoader itself is based on exactly this kind of soft hackery.
Yeah, I've tried to find ways to use reflection.
I'll ask you next time :-)
Again, thanks.
I spend all my spare time thinking up ways to sneakily do things with reflection, I even have a mod whose entire core is based on that type of technology (Macros). Believe me if you want ideas for this kind of stuff just ask me. Hell LiteLoader itself is based on exactly this kind of soft hackery.
I wasn't suggesting editing RenderBlocks (I hate base edits), I was just saying that I had assumed that was the class he would edit to make XRay and I was wrong.
Sorry for that, I misinterpreted it *This happens if you don't understand all English things...
How do I install this if I want to run liteloader with Forge. I need them both and am confused with the new Profiles on how to do it without editting the jar.
I don't run the forge listed in the Installer. I run a previous version.
My sound also doesn't start up on startup, but only if I have the WECUI installed.
Client> 2013-07-16 15:01:02 [CLIENT] [INFO] Reloading ResourceManager: Default, WorldEditCUI by yetanotherx
Client>
Client> Starting up SoundSystem...
Client> 2013-07-16 15:01:03 [INFO] Initialising mod WorldEditCUI by yetanotherx version 1.6.2_00_lite
Client> Initializing LWJGL OpenAL
Client> (The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org)
Client> OpenAL initialized.
Client> Initializing LWJGL OpenAL
Client> (The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org)
Client> Exception in thread "Thread-7" java.lang.IllegalStateException: Only one OpenAL context may be instantiated at any one time.
Client> at org.lwjgl.openal.AL.create(AL.java:113)
Client> at org.lwjgl.openal.AL.create(AL.java:102)
Client> at org.lwjgl.openal.AL.create(AL.java:201)
Client> at paulscode.sound.libraries.LibraryLWJGLOpenAL.init(LibraryLWJGLOpenAL.java:164)
Client> at paulscode.sound.SoundSystem.CommandNewLibrary(SoundSystem.java:1576)
Client> at paulscode.sound.SoundSystem.CommandQueue(SoundSystem.java:2572)
Client> at paulscode.sound.CommandThread.run(CommandThread.java:121)
Client> 2013-07-16 15:01:04 [INFO] Calling late init for mod WorldEditCUI by yetanotherx
I have to reload or change the resource pack in order to start it up again.
How do I install this if I want to run liteloader with Forge. I need them both and am confused with the new Profiles on how to do it without editting the jar.
I don't run the forge listed in the Installer. I run a previous version.
If you run a different version of forge, install LiteLoader and check the box to install the cascadedTweak, then open .minecraft/versions/LiteLoader1.6.2/LiteLoader1.6.2.json and just change the forge version number to the forge version you have installed.
As soon as I get a second I'll be updating the installer to do this automatically but for the time being it's just that simple edit. Once you've made that change run the LiteLoader profile and it should load forge as well.
My sound also doesn't start up on startup, but only if I have the WECUI installed.
Client> 2013-07-16 15:01:02 [CLIENT] [INFO] Reloading ResourceManager: Default, WorldEditCUI by yetanotherx
Client>
Client> Starting up SoundSystem...
Client> 2013-07-16 15:01:03 [INFO] Initialising mod WorldEditCUI by yetanotherx version 1.6.2_00_lite
Client> Initializing LWJGL OpenAL
Client> (The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org)
Client> OpenAL initialized.
Client> Initializing LWJGL OpenAL
Client> (The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org)
Client> Exception in thread "Thread-7" java.lang.IllegalStateException: Only one OpenAL context may be instantiated at any one time.
Client> at org.lwjgl.openal.AL.create(AL.java:113)
Client> at org.lwjgl.openal.AL.create(AL.java:102)
Client> at org.lwjgl.openal.AL.create(AL.java:201)
Client> at paulscode.sound.libraries.LibraryLWJGLOpenAL.init(LibraryLWJGLOpenAL.java:164)
Client> at paulscode.sound.SoundSystem.CommandNewLibrary(SoundSystem.java:1576)
Client> at paulscode.sound.SoundSystem.CommandQueue(SoundSystem.java:2572)
Client> at paulscode.sound.CommandThread.run(CommandThread.java:121)
Client> 2013-07-16 15:01:04 [INFO] Calling late init for mod WorldEditCUI by yetanotherx
I have to reload or change the resource pack in order to start it up again.
I don't think this is restricted to LiteMods as I've seen it reported elsewhere, as you say the temporary fix is to just change resource pack. I expect Mojang are aware of the issue.
Good grief learn how to punctuate.
Are you really asking this question? Okay well if you are then I suppose you really don't get it. Here are some handy bullet points for you:
Third party launchers are also a problem for mod developers because they are all different and all work in different ways, and so as well has having to support our mods on the expected platform, we have to spend time supporting problems directly caused by other launchers and their strange quirks. Good grief if I had a pound for every time MagicLauncher has caused a problem with my mod I could probably retire tomorrow on the proceeds. This kind of diverse culture of launchers is good for driving innovation and convenience, but it is terrible from the point of view of trust, and of supportability.
In a nutshell, yes, to date you have had a smoother experience with mods, because you make a choice to use a third-party product which has never been officially supported. Mojang have taken steps to move the whole technology of the platform forward and rather than praise them for their forward thinking you come out with barely coherent nonsense posts like the ones above.
Things will improve once everyone adapts to the new changes, just, be, patient and try to be understanding rather than spurting "I hate the developers for trying to improve things for the majority because they make things inconvenient for me for a short time".
I shouldn't need to explain this, but apparently I do.
I'm well aware of that, and I'm sure it's all valid. However you have to realise that people using 3rd-party launchers are still a minority compared to those using the official one, and so Mojang cannot rest on its laurels. It is up to the authors of the 3rd-party launchers to provide compatibility with the new system and the onus of being compatible with unofficial launchers is not the responsibility of mod developers.
Basically give them time to adjust, there have been bigger upheavals in the past it's just that this one is very visible to people because everyone had gotten... comfortable with the status-quo. But comfortable != ideal and so when changes need to be made, people need to adapt. I have done my homework and spent a not inconsiderable amount of time in moving forward, others will do the same in their own time and they are entitled to do so, so be patient with them.
Yelling incoherencies like
doesn't really do anyone any favours and is kind of irrelevant to the whole topic. Your somewhat obfuscated rhetorical question actually yields the answer "most people who aren't impatient little children", those are the people who don't hate 'jeb'.
If you'd asked the question coherently in the first place we could have avoided all this, if you want the Liteloader jar itself just download the installer and click "extract".
Macro eagerly awaiting the mod u-u.
Ty
same
If you register yourself as a library yes. Although I'm surprised that you need to edit base classes for a simple xray mod. Can't you do what you need to do with reflection?
Check out the source https://github.com/u.../MinecraftX-RAY
Oh, and I was going to add some other stuff like Opacity too.
I'll probably play with the new Liteloader update after I finish playing with my Apple IIGS.
Looking at your code it's certainly possible to make that base clean, although you're not doing it the way I assumed that XRay was always done by swapping out the texture unit or editing RenderBlocks. It seems to me like you could do a lot by compiling a glCallLists into the original sub-chunk display list and then having that list contain funky stuff like setting opacity. You could have it nicely cross-fade between opaque/translucent and all sorts of things.
The quick and dirty way would be to create a block proxy for each type of block that you want to change the rendering behaviour and then use reflection to insert your proxy in the Blocks list. That would allow you to call your masking function in the proxy without altering the block class itself.
I would require a little bit of rewriting but it would be pretty straightforward to implement and would make you totally base clean. The bright entities bit might be harder but still not impossible.
Ahh, never thought of that.
Thanks :-)
Bookmarked!
RenderBlocks it's used by Optifine, I think (If you install OF with Minecraft Forge you will view that OF modify it)
Woah woah!
I spend all my spare time thinking up ways to sneakily do things with reflection, I even have a mod whose entire core is based on that type of technology (Macros). Believe me if you want ideas for this kind of stuff just ask me. Hell LiteLoader itself is based on exactly this kind of soft hackery.
I wasn't suggesting editing RenderBlocks (I hate base edits), I was just saying that I had assumed that was the class he would edit to make XRay and I was wrong.
Yeah, I've tried to find ways to use reflection.
I'll ask you next time :-)
Again, thanks.
Sorry for that, I misinterpreted it
Woah woah!
That's ok don't worry about it
I recognise your nick, was I trying to help you with decompile/MCP on IRC the other day?
Please post the debug logs.
Yep. It was happens due to a MinecraftDiscovery.py bug
Woah woah!
I don't run the forge listed in the Installer. I run a previous version.
I have to reload or change the resource pack in order to start it up again.
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If you run a different version of forge, install LiteLoader and check the box to install the cascadedTweak, then open .minecraft/versions/LiteLoader1.6.2/LiteLoader1.6.2.json and just change the forge version number to the forge version you have installed.
As soon as I get a second I'll be updating the installer to do this automatically but for the time being it's just that simple edit. Once you've made that change run the LiteLoader profile and it should load forge as well.
I don't think this is restricted to LiteMods as I've seen it reported elsewhere, as you say the temporary fix is to just change resource pack. I expect Mojang are aware of the issue.