I've decided to stay up for a bit longer to get a jump on the spreadsheet.
In regards to the DL links, I'll just put it in as is I get it (bit.ly, mediafire, mcmodcentre, github, mod.ifies, rapidshare (I'm sure theres a GM script for that too), etc. I'll leave it you to sort it out from there.
Perfect, no probs. Sounds great. If you need any help, let me know.
Will do. For now, I'm going to keep it private so I can keep track of things. Once I have a decent list of mods (read: over 40) and their links, I'll link it to you. I'm on almost everyday, so I can update if need be. Oh, in the case of mods that have not be updated, or those that require the addition of JARs or files in the /resources, I'll note those under a fourth column for additional notes. Also anything the mod requires will be there too, like audiomod, modloader, etc.
So far, this project is on FIRE!!!
Oh, this just hit me. Since this program is similar, in a way, to a patcher. Would it be possible to implement something like that? Basically, it's just taking the files from a texture pack that's above the default size (16x16) and overwriting the existing files from within the JAR. Do you think that could improve it?
That could also make this appeal to those people who use 16x16, 32x32, 64x64, and 128x128 texture a lot, getting this program a wider fanbase.
Sounds great! I look forward to seeing your progress soon.
And to your patcher question, could you explain to me a bit more what the program would be doing? I don't really mess with texture packs much.
::UPDATE::
Jar manager is now completely done. You access it by clicking the "Jar Manager" button at the bottom right. More instructions will be put in the first post in a few minutes!
Woot! I am beginning to doze here, but I finished adding the names of all the 1.3_01 compatible mods to the list. I'll get their links tomorrow as well as all the others.
I think I'm gonna head off after grabbing the new update. Night.
Thanks! :biggrin.gif: So, what exactly is that patcher doing? Is it just copying the texture pack to a folder or something? And sweet, sounds good. Thanks for all your help so far.
::UPDATE::
First post updated. I'll get some screenies of everything tomorrow. But good thing is, now you can have as many jar files as you want, to easily change around the mods that you're using! The OCMI has gotten about 200 downloads tonight. Keep it up everyone! I'm glad you all like it. :smile.gif: I'm hoping this Jar manager will spice things up a bit, and maybe even bring an additional small fanbase.
Ended up staying up a bit later to watch another show. lol So basically what you're saying is that it takes the texture pack zip and inserts those files into minecraft.jar directly?
Hm, apparently it's not that simple. Well, NOW I'm going to bed. haha Also, to anyone that had not already doodled with this, you can also install texture packs automatically with the OCMI. Just put the link to the texture pack's zip file in the ZIP file text box when adding a mod in the Mod Manager, and it's all good. Night everyone!
popa_qwerty: Thanks for your suggestions! 1) So, basically have a feature that allows the user to just have the mod's zip file downloaded to the folder that OCMI is in, then the program will extract it in the same folder so the user can check out what's in it? If that's the case, I can have the done and uploaded in like 3 minutes. lol 2) I see where the idea is coming from, however I don't think it would be terribly effective. Maybe if the installation process took a few minutes or even half a minute per mod, but each mod is literally a click and then a couple seconds later it's all done. I don't think a queue would be an effective means of installing. But, if you can prove me wrong, I'll gladly add it in. :smile.gif:
OK I think I miss interpreted what i meant by in suggestion 1 & 2 it will be easier for me to show you what i meant.
Here is a pic of a outdated mod installer i was using before the update. I will point out what i mean.
1) Is the mods that are conflicting
2) shows the files in the selected zip file **
3) show the Readme.txt of the selected zip file***
*this works by checking if there are files with the same name in the multiple zips
**(optional) to see this middle click here
***This is important because some mods that add items only post the recipe in the Readme.txt
Edit Version 2.5.0 will not install any mods for me i keep getting this error
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.ArgumentOutOfRangeException: InvalidArgument=Value of '-1' is not valid for 'index'.
Parameter name: index
at System.Windows.Forms.ComboBox.ObjectCollection.get_Item(Int32 index)
at _MC_One_Click_Mod_Installer_.Form1.Button3_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
[MC One-Click Mod Installer]
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Abdallah/AppData/Roaming/.minecraft/texturepacks/Mods/Version%202.5.0/Version%202.5.0/%5BMC%20One-Click%20Mod%20Installer%5D.exe
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 10.0.0.0
Win32 Version: 10.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
Rollback Post to RevisionRollBack
DAMN, DOUBLE POST ALL THE WAY, CROSS THE PAGE! YEAH, YEAH YEAH YEAH YEAH! SO INTENSE!
Hm, apparently it's not that simple. Well, NOW I'm going to bed. haha Also, to anyone that had not already doodled with this, you can also install texture packs automatically with the OCMI. Just put the link to the texture pack's zip file in the ZIP file text box when adding a mod in the Mod Manager, and it's all good. Night everyone!
Okay, I can see where that came out of. As the OCMI automatically copies the mod files into the jar, it wouldn't be much different to either link the .zip or local path it.
Quote from popa_qwerty »
Quote from arcticfang »
popa_qwerty: Thanks for your suggestions! 1) So, basically have a feature that allows the user to just have the mod's zip file downloaded to the folder that OCMI is in, then the program will extract it in the same folder so the user can check out what's in it? If that's the case, I can have the done and uploaded in like 3 minutes. lol 2) I see where the idea is coming from, however I don't think it would be terribly effective. Maybe if the installation process took a few minutes or even half a minute per mod, but each mod is literally a click and then a couple seconds later it's all done. I don't think a queue would be an effective means of installing. But, if you can prove me wrong, I'll gladly add it in. :smile.gif:
OK I think I miss interpreted what i meant by in suggestion 1 & 2 it will be easier for me to show you what i meant.
Here is a pic of a outdated mod installer i was using before the update. I will point out what i mean.
1) Is the mods that are conflicting
2) shows the files in the selected zip file **
3) show the Readme.txt of the selected zip file***
*this works by checking if there are files with the same name in the multiple zips
**(optional) to see this middle click here
***This is important because some mods that add items only post the recipe in the Readme.txt
Edit Version 2.5.0 will not install any mods for me i keep getting this error
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.ArgumentOutOfRangeException: InvalidArgument=Value of '-1' is not valid for 'index'.
Parameter name: index
at System.Windows.Forms.ComboBox.ObjectCollection.get_Item(Int32 index)
at _MC_One_Click_Mod_Installer_.Form1.Button3_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
[MC One-Click Mod Installer]
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Abdallah/AppData/Roaming/.minecraft/texturepacks/Mods/Version%202.5.0/Version%202.5.0/%5BMC%20One-Click%20Mod%20Installer%5D.exe
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 10.0.0.0
Win32 Version: 10.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
Okay, I think that one came out of the JAR manager colliding with the mod collector.
Going back to what you meant,
1. Search the JAR for files of the same names and perhaps use a color scheme to show if they are clean (no conflict) or conflicting.
2. OCMI reads the contents of the zip, and produces a list to be shown.
3. Simply download the mod zip to the OCMI folder, so it'd be easy to view any Readme.txt that are present. Unless Arctic were to implement a way for OCMI to read the txt and place that text in that box above the install buttons.
popa_qwerty: Version 3.0.0 will have a lot better mod displaying capabilities. I've already added a file-showing mechanism so that you can see the contents of the .zip file when you select it in the list. I'm also going to add in over the next few hours several popular mods' infos. The program will see if a file unique to that mod is located in the zip, and if it is, it will display certain info about it below the mod title. The compatibility thing will most likely come in the version after next. Also, according to your error, the problem is that you did not select a jar to install the mod to. Make sure that in the list under the mod's title you have selected your desired jar. Choose Default MineCraft Jar if you would like to install the mod to the jar that the game is currently using.
*shudder* I have my work cut out for me. Some of the mods out there have different variations. Like Convenient Inventory: it has a TooManyItems compatible version and another that's on it's own. I'll get it done though, but..... *shudder*
A week or so ago I had an idea to create a program that would load different .jars for different worlds.
Lets say you have one world with Builders and Minecolony and Humans+ with a certain texturepack to make it look medieval, and on another you have a space texture pack with a lower gravity type of mod or something.
Naturally you wouldn't want them together, but besides keeping different .jars and renaming them when you want to switch worlds, you can't do it efficiently.
It seems with your multiple .jars feature, you're already half way there.
I wouldn't know how to force Minecraft to load different .jars depending on the world, but it would perhaps be based on a modded minecraft launcher or an entirely new launcher? Or maybe work similar to the Biome Terrain Mod in that files have to go into a default .jar used to load the game first?
I never really got past the initial concept in my head, but it seems like you could take this idea and run with it if you wanted to. I'm not sure how useful this would be to the majority however, so it may not even be worth the time.
Omega: haha Well, I really appreciate it mate. :smile.gif: Good luck with it. As soon as you get it done I can integrate it with my mods.html file.
Veageta8: Hm, if I may ask, what part of that is not in the Jar Manager already? Besides the whole changing jars from within the launcher deal, but you can do that really easily from the Jar Manager itself. What would you want added to it?
::UPDATE::
Version 3.0.0 just hit! Check out the first post for updates! It's mainly just an upgrade to the way mod info is displayed when you click on a mod in the mod list. You'll always see the root contents of the zip file, and if the mod is in the mods.html file you'll see more information above that. (MineColony and ModLoader are the only ones included atm, to give you an example) When the next version hits, mods.html will automatically update when you open up the program. With the help of Omega, I'll be adding dozens of mods to the mods.html file before the next update so it will be more complete for you. I should also have a more complete mod list already included so you don't have to do it yourself. :smile.gif: Check it out! Last night the OCMI got around 400 downloads. Some of you should start posting and give some ideas or suggestions. I can add anything to this thing. Eventually it may not just be the OCMI, it may be a compilation of a bunch of tools you can use. :smile.gif: I need your input though!
Will do. For now, I'm going to keep it private so I can keep track of things. Once I have a decent list of mods (read: over 40) and their links, I'll link it to you. I'm on almost everyday, so I can update if need be. Oh, in the case of mods that have not be updated, or those that require the addition of JARs or files in the /resources, I'll note those under a fourth column for additional notes. Also anything the mod requires will be there too, like audiomod, modloader, etc.
So far, this project is on FIRE!!!
Oh, this just hit me. Since this program is similar, in a way, to a patcher. Would it be possible to implement something like that? Basically, it's just taking the files from a texture pack that's above the default size (16x16) and overwriting the existing files from within the JAR. Do you think that could improve it?
That could also make this appeal to those people who use 16x16, 32x32, 64x64, and 128x128 texture a lot, getting this program a wider fanbase.
And to your patcher question, could you explain to me a bit more what the program would be doing? I don't really mess with texture packs much.
::UPDATE::
Jar manager is now completely done. You access it by clicking the "Jar Manager" button at the bottom right. More instructions will be put in the first post in a few minutes!
Not exactly sure on the texture patchers, but a good one to check out is Xau's. Look for it on the One Stop Mod Shop: viewtopic.php?f=25&t=93171.
I think I'm gonna head off after grabbing the new update. Night.
::UPDATE::
First post updated. I'll get some screenies of everything tomorrow. But good thing is, now you can have as many jar files as you want, to easily change around the mods that you're using! The OCMI has gotten about 200 downloads tonight. Keep it up everyone! I'm glad you all like it. :smile.gif: I'm hoping this Jar manager will spice things up a bit, and maybe even bring an additional small fanbase.
Difference is: the 'patcher' included with MC is easily reversable. Doing this will make you have to get a fresh minecraft.jar.
Check out the structure of the GERUDOKU Texture Pack (32x32) for the general structural idea.
http://dl.dropbox.com/u/19897948/GERUDOKU%2032x32.zip
OK I think I miss interpreted what i meant by in suggestion 1 & 2 it will be easier for me to show you what i meant.
Here is a pic of a outdated mod installer i was using before the update. I will point out what i mean.
1) Is the mods that are conflicting
2) shows the files in the selected zip file **
3) show the Readme.txt of the selected zip file***
*this works by checking if there are files with the same name in the multiple zips
**(optional) to see this middle click here
***This is important because some mods that add items only post the recipe in the Readme.txt
Edit Version 2.5.0 will not install any mods for me i keep getting this error
Okay, I can see where that came out of. As the OCMI automatically copies the mod files into the jar, it wouldn't be much different to either link the .zip or local path it.
Okay, I think that one came out of the JAR manager colliding with the mod collector.
Going back to what you meant,
1. Search the JAR for files of the same names and perhaps use a color scheme to show if they are clean (no conflict) or conflicting.
2. OCMI reads the contents of the zip, and produces a list to be shown.
3. Simply download the mod zip to the OCMI folder, so it'd be easy to view any Readme.txt that are present. Unless Arctic were to implement a way for OCMI to read the txt and place that text in that box above the install buttons.
Is that what you meant?
*shudder* I have my work cut out for me. Some of the mods out there have different variations. Like Convenient Inventory: it has a TooManyItems compatible version and another that's on it's own. I'll get it done though, but..... *shudder*
Lets say you have one world with Builders and Minecolony and Humans+ with a certain texturepack to make it look medieval, and on another you have a space texture pack with a lower gravity type of mod or something.
Naturally you wouldn't want them together, but besides keeping different .jars and renaming them when you want to switch worlds, you can't do it efficiently.
It seems with your multiple .jars feature, you're already half way there.
I wouldn't know how to force Minecraft to load different .jars depending on the world, but it would perhaps be based on a modded minecraft launcher or an entirely new launcher? Or maybe work similar to the Biome Terrain Mod in that files have to go into a default .jar used to load the game first?
I never really got past the initial concept in my head, but it seems like you could take this idea and run with it if you wanted to. I'm not sure how useful this would be to the majority however, so it may not even be worth the time.
Veageta8: Hm, if I may ask, what part of that is not in the Jar Manager already? Besides the whole changing jars from within the launcher deal, but you can do that really easily from the Jar Manager itself. What would you want added to it?
::UPDATE::
Version 3.0.0 just hit! Check out the first post for updates! It's mainly just an upgrade to the way mod info is displayed when you click on a mod in the mod list. You'll always see the root contents of the zip file, and if the mod is in the mods.html file you'll see more information above that. (MineColony and ModLoader are the only ones included atm, to give you an example) When the next version hits, mods.html will automatically update when you open up the program. With the help of Omega, I'll be adding dozens of mods to the mods.html file before the next update so it will be more complete for you. I should also have a more complete mod list already included so you don't have to do it yourself. :smile.gif: Check it out! Last night the OCMI got around 400 downloads. Some of you should start posting and give some ideas or suggestions. I can add anything to this thing. Eventually it may not just be the OCMI, it may be a compilation of a bunch of tools you can use. :smile.gif: I need your input though!
Could you give me a screenshot?