Thanks for this! Quite the complete package. I hope you find ways to stuff more useful features in. Respect the need to keep cheaty magic out of the mix though please. So far so great sp614x! What would you say to a player skin manager built in?
I was playing fine for a few hours until recently after killing a few cows and pigs. After killing another pig, I got a saving cuhnks screen then a white screen.
Now when I login and start the game up again this is what I get:
MagicMinecraftLauncher 0.8.7
Exception in thread "main" java.lang.NoClassDefFoundError: aiw
at java.lang.Class.getDeclaredMethods0(Native Method)
at java.lang.Class.privateGetDeclaredMethods(Unknown Source)
at java.lang.Class.getDeclaredMethod(Unknown Source)
at magic.launcher.Launcher.a(Unknown Source)
at magic.launcher.Launcher.main(Unknown Source)
Caused by: java.lang.ClassNotFoundException: aiw
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 5 more
I have these mods, and they were working fine together before, and in previous versions of Minecraft:
It also never used to say "not compatible", it only started saying that after the crashing started. Before that, it said OptiFine and ModLoader were OK. And the "Minecraft.jar:" field used to say "1.1" instead of "???".
Edit: I just opened the minecraft.jar and it's no longer a clean 1.1 jar. I thought this launcher loaded mods without having to place the classes into the jar? I can see mod files for Rei's Minimap, TMI, etc. in the jar. This is weird since I strongly recall starting with a CLEAN 1.1 jar.
MagicMinecraftLauncher 0.8.7
java.lang.ClassNotFoundException: net.minecraft.client.Minecraft
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at magic.launcher.Launcher.main(Unknown Source)
Okay. But still a very very good tool.
Allso keep up the good work :biggrin.gif:
If any new verions pop-up whene i wakuup later i will test it and let ya know how its working.
The new 0.8.8 Windows EXE should work correctly with 64-bit java.
Won't work anymore... :sad.gif:
I was playing fine for a few hours until recently after killing a few cows and pigs. After killing another pig, I got a saving cuhnks screen then a white screen.
Now when I login and start the game up again this is what I get:
...
I have these mods, and they were working fine together before, and in previous versions of Minecraft:
...
It also never used to say "not compatible", it only started saying that after the crashing started. Before that, it said OptiFine and ModLoader were OK. And the "Minecraft.jar:" field used to say "1.1" instead of "???".
Edit: I just opened the minecraft.jar and it's no longer a clean 1.1 jar. I thought this launcher loaded mods without having to place the classes into the jar? I can see mod files for Rei's Minimap, TMI, etc. in the jar. This is weird since I strongly recall starting with a CLEAN 1.1 jar.
The launcher does not modify minecraft.jar or the mod files.
AMAZING MOD AS USUAL FROM YOU DUDE HAD TO CAPS THIS COS ITS A EASY FIX I AM SURE I ADD THE ZOMBE MODPACK INTO THE MODS SECTION AND THEN IT SAYS ACTIVE DOES THIS MEAN I DONT HAVE TO ENTER ANYTHING INTO MY .MINECRAFT??? OR DOES THIS FEATURE ONLY ALLOW MODS THAT HAVE ONLY CLASS FILES TO BE INSTALLED??? ALL I NEED IS A BIT OF EXPLANATION SORRY IF THIS IS EASY I WAS LIKE :sad.gif:(( WHEN IT DIDNT WORK
I'm getting this: http://screensnapr.com/v/1tU5ov.png
But I don't know the errors. Could you please add a feature that shows which files are incompatible, please?
Is this GLSL compatible? I couldn't get the shaders working while using this launcher. If it isn't would you be able to implement compatibility? Thank you.
Rollback Post to RevisionRollBack
The Butcher's Wasteland Server: 69.27.127.167:25568
20 slots. PVP. Currency and trading. Home and spawn TP.
AMAZING MOD AS USUAL FROM YOU DUDE HAD TO CAPS THIS COS ITS A EASY FIX I AM SURE I ADD THE ZOMBE MODPACK INTO THE MODS SECTION AND THEN IT SAYS ACTIVE DOES THIS MEAN I DONT HAVE TO ENTER ANYTHING INTO MY .MINECRAFT??? OR DOES THIS FEATURE ONLY ALLOW MODS THAT HAVE ONLY CLASS FILES TO BE INSTALLED??? ALL I NEED IS A BIT OF EXPLANATION SORRY IF THIS IS EASY I WAS LIKE :sad.gif:(( WHEN IT DIDNT WORK
Insert the config files yourself, and clear the zip so it only has class files in the root folder of the zip.
Normally zombe's modpack zip is a bunch of folders with classes, the source, config files and a readme. MagicLauncher can only handle class files.
Is this GLSL compatible? I couldn't get the shaders working while using this launcher. If it isn't would you be able to implement compatibility? Thank you.
MagicLauncher can't add shaders. Patch the minecraft.jar outside of MagicLauncher (the usual way) and then select the modified minecraft.jar and select other mods.
MagicLauncher can't add shaders. Patch the minecraft.jar outside of MagicLauncher (the usual way) and then select the modified minecraft.jar and select other mods.
That doesn't work if you use optifine unfortunately.
I also noticed you can't uncheck any external mods in my windows version.
Rollback Post to RevisionRollBack
The Butcher's Wasteland Server: 69.27.127.167:25568
20 slots. PVP. Currency and trading. Home and spawn TP.
omg... a decent replacement launcher for minecraft... finally! And I mean decent in the nicest way possible. No seriously this is pretty freaking cool.
I do have some thoughts though. I was using MyCraft before but MagicLauncher stomps all over MyCraft. The place when MyCraft is better, though, is portability. I can copy it from one computer to another or make 5 different copies of everything while I'm testing different mod combinations and it just keeps right on trucking. I also put .minecraft folder in the same folder as the MyCraft folder and use a batch file to set the %APPDATA% folder to the current folder... thus eliminating the "hidden" .minecraft folder. Works great with MyCraft.
I did the same with magic launcher and it works there too... until I try to make a copy of the folder. Then magic loader chokes on the absolute paths in it's config file. I edited the config file directly and made everything into relative paths and that works perfect. I can copy the folder a dozen times to different drive letters and different computers even... No issue. This even allows MagicLauncher/Minecraft to run from a portable harddrive. Clearly MagicLauncher already works with this setup... it just needs the option to be configured this way without manually editing config files and moving folders.
I was hoping you would consider a "portable mode" option. The three main differences is that this would move the .minecraft folder to the same folder as MagicLauncher.exe/.jar, replace the paths in the config with relative paths (relative to MagicLauncher.exe/.jar), and set the %appdata% system variable for the running process (magiclauncher) to the location of MagicLauncher.exe/.jar. This mode would, of course, be off by default for those who it might confuse.
I was hoping you would consider a "portable mode" option. The three main differences is that this would move the .minecraft folder to the same folder as MagicLauncher.exe/.jar, replace the paths in the config with relative paths (relative to MagicLauncher.exe/.jar), and set the %appdata% system variable for the running process (magiclauncher) to the location of MagicLauncher.exe/.jar. This mode would, of course, be off by default for those who it might confuse. Wha'da'ya think?
Nice ideas.
Changing the minecraft folder location is in the TODO and I will probably do it per profile. So it will be possible to create several configuration profiles with different minecraft folders. The profile could also be marked as mobile or portable and then it will use paths relative to the EXE location. It will also change the "APPDATA" variable for the launched process.
I'm on a Mac, so opening an Application executable would be preferable to opening the JAR file, which don't appear in "Recent Applications".
I can't find a way to save or load different configurations. All I get is "Default", and the "New" and "Delete" buttons are disabled. Is there a way to fix this, or does it not work with Macs yet?
Other than that and the other issues already address, this tool is perfect! Mojang should take a look at this.
I am thinking about using this starting 1.1 upgrade im about to do soon.
but I have a question:
Many mods require to place files in the resources folder.
Do I still have to do this with this program ????
Also, I am hoping that this mod does not do automatic updates for minecraft, incase minecraft
decides to do another version,I dont want this program to automatically screw me over.
It also seems that I have to also manually use the "ModLoaderMp 1.1 v2:" file.
any other files I need to do "manually".
Do I need to manually do "mcpatcher-2.3.1" for MC v1.1,
or do I treat this as a mod as well. ???
We need better instructions on the first post about this.
ALSO:
Starting to add mod files by the time I add the Forge file
I get this.
6 errors already, and I just started.
When I manually patch the minecraft JAR with MC-Patcher for v1.1 I get a White Screen that wont go away.
and it has an error.
MagicMinecraftLauncher 0.8.8
Mod Initialized: mod_ModLoaderMp 1.0.0
MCPatcherUtils initialized. Directory C:\Users\xxxx\AppData\Roaming\.minecraft\.
27 achievements
174 recipes
Exception in thread "Minecraft main thread" java.lang.NoSuchMethodError: yz.setTileSize(Lnet/minecraft/client/Minecraft;)V
at net.minecraft.client.Minecraft.a(SourceFile:247)
at net.minecraft.client.Minecraft.run(SourceFile:648)
at java.lang.Thread.run(Unknown Source)
And I dont know why in the hell is this error saying that modloaderMp is v1.0.0
When I know for a fact that I have ModLoaderMp 1.1 v2 installed...
Im still confused by this...
I am getting this error since I updated, is there anything I can do to fix? and it only seems to load with 1024MB.
MagicLauncher 0.8.8
java.home: C:\Program Files (x86)\Java\jre6
os.name: Windows 7
os.arch: x86
Memory: 8192 MB
Java path: C:\Program Files (x86)\Java\jre6/bin/java
Could not create the Java virtual machine.
Invalid maximum heap size: -Xmx8192m
The specified size exceeds the maximum representable size.
Memory: 8192 MB
Java path: C:\Program Files (x86)\Java\jre6/bin/java
Invalid maximum heap size: -Xmx8192m
The specified size exceeds the maximum representable size.
Not sure how much memory you actually have in your machine but you're trying to allocate over 4GB of memory using 32-Bit Java and 32-Bit Windows (unless it's reading the Windows one wrong, which happens often and is probably the case since you're trying to allocate 8GB meaning you're probably using 64-Bit Windows if you have that much in your system). You can't do that with 32-bit since it has a limitation of 4GB. That's why the 1GB ( 1024MB ) is working for you.
Try 2048, then 3072, then 4096. Although, I don't believe you'll really see a difference between them.
Although, if you are running 64-Bit Windows, you could always install the 64-Bit Java and put that in your path so it sees that first and then you should be able to allocate more.
sp614x fixed it to work properly with the 64-Bit version of Java in the latest version (as of this post). So, it's no wonder that it stopped working for you based on what I said above.
Also, I am hoping that this mod does not do automatic updates for minecraft, incase minecraft
decides to do another version,I dont want this program to automatically screw me over.
The update check for Minecraft will be coming and will be optional with confirmation.
Do I need to manually do "mcpatcher-2.3.1" for MC v1.1,
or do I treat this as a mod as well. ???
The MCPatcher can not be loaded as a mod. Instead you can use OptiFine which does almost everything that MCPatcher does.
Or if you are willing to experiment you can try patching the minecraft.jar and then adding the mods with MagicLauncher, but whether this will work depends on the used patches and the loaded mods.
Starting to add mod files by the time I add the Forge file
I get this.
6 errors already, and I just started.
It says that the minecraft.jar is already modified (probably patched), so it is no wonder that there are errors.
Starting with a clean minecraft.jar works much better.
The current Forge has 2 errors (removed public methods) which are not critical and do not make problems.
And I dont know why in the hell is this error saying that modloaderMp is v1.0.0
When I know for a fact that I have ModLoaderMp 1.1 v2 installed...
Im still confused by this...
Your minecraft.jar is modified.
The ModLoaderMP 1.0 may already be inside the jar file and therefore gets initialized.
I was playing fine for a few hours until recently after killing a few cows and pigs. After killing another pig, I got a saving cuhnks screen then a white screen.
Now when I login and start the game up again this is what I get:
I have these mods, and they were working fine together before, and in previous versions of Minecraft:
It also never used to say "not compatible", it only started saying that after the crashing started. Before that, it said OptiFine and ModLoader were OK. And the "Minecraft.jar:" field used to say "1.1" instead of "???".
Edit: I just opened the minecraft.jar and it's no longer a clean 1.1 jar. I thought this launcher loaded mods without having to place the classes into the jar? I can see mod files for Rei's Minimap, TMI, etc. in the jar. This is weird since I strongly recall starting with a CLEAN 1.1 jar.
java.lang.ClassNotFoundException: net.minecraft.client.Minecraft
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at magic.launcher.Launcher.main(Unknown Source)
The new 0.8.8 Windows EXE should work correctly with 64-bit java.
The launcher does not modify minecraft.jar or the mod files.
yep 0.8.8 is working great now even if i do more memory its start mincraft. Good Work :biggrin.gif:
seems really nice, but one simple question, couldnt find it on the last pages here.
Does this find ID Conflicts?
regards
jume
But I don't know the errors. Could you please add a feature that shows which files are incompatible, please?
Playing MInecraft since February 22, 2011
To see the errors click View Log.
20 slots. PVP. Currency and trading. Home and spawn TP.
Insert the config files yourself, and clear the zip so it only has class files in the root folder of the zip.
Normally zombe's modpack zip is a bunch of folders with classes, the source, config files and a readme. MagicLauncher can only handle class files.
MagicLauncher can't add shaders. Patch the minecraft.jar outside of MagicLauncher (the usual way) and then select the modified minecraft.jar and select other mods.
That doesn't work if you use optifine unfortunately.
I also noticed you can't uncheck any external mods in my windows version.
20 slots. PVP. Currency and trading. Home and spawn TP.
I do have some thoughts though. I was using MyCraft before but MagicLauncher stomps all over MyCraft. The place when MyCraft is better, though, is portability. I can copy it from one computer to another or make 5 different copies of everything while I'm testing different mod combinations and it just keeps right on trucking. I also put .minecraft folder in the same folder as the MyCraft folder and use a batch file to set the %APPDATA% folder to the current folder... thus eliminating the "hidden" .minecraft folder. Works great with MyCraft.
I did the same with magic launcher and it works there too... until I try to make a copy of the folder. Then magic loader chokes on the absolute paths in it's config file. I edited the config file directly and made everything into relative paths and that works perfect. I can copy the folder a dozen times to different drive letters and different computers even... No issue. This even allows MagicLauncher/Minecraft to run from a portable harddrive. Clearly MagicLauncher already works with this setup... it just needs the option to be configured this way without manually editing config files and moving folders.
I was hoping you would consider a "portable mode" option. The three main differences is that this would move the .minecraft folder to the same folder as MagicLauncher.exe/.jar, replace the paths in the config with relative paths (relative to MagicLauncher.exe/.jar), and set the %appdata% system variable for the running process (magiclauncher) to the location of MagicLauncher.exe/.jar. This mode would, of course, be off by default for those who it might confuse.
Wha'da'ya think?
Nice ideas.
Changing the minecraft folder location is in the TODO and I will probably do it per profile. So it will be possible to create several configuration profiles with different minecraft folders. The profile could also be marked as mobile or portable and then it will use paths relative to the EXE location. It will also change the "APPDATA" variable for the launched process.
Other than that and the other issues already address, this tool is perfect! Mojang should take a look at this.
but I have a question:
Many mods require to place files in the resources folder.
Do I still have to do this with this program ????
Also, I am hoping that this mod does not do automatic updates for minecraft, incase minecraft
decides to do another version,I dont want this program to automatically screw me over.
It also seems that I have to also manually use the "ModLoaderMp 1.1 v2:" file.
any other files I need to do "manually".
Do I need to manually do "mcpatcher-2.3.1" for MC v1.1,
or do I treat this as a mod as well. ???
We need better instructions on the first post about this.
ALSO:
Starting to add mod files by the time I add the Forge file
I get this.
6 errors already, and I just started.
When I manually patch the minecraft JAR with MC-Patcher for v1.1 I get a White Screen that wont go away.
and it has an error.
And I dont know why in the hell is this error saying that modloaderMp is v1.0.0
When I know for a fact that I have ModLoaderMp 1.1 v2 installed...
Im still confused by this...
thanks.
Not sure how much memory you actually have in your machine but you're trying to allocate over 4GB of memory using 32-Bit Java and 32-Bit Windows (unless it's reading the Windows one wrong, which happens often and is probably the case since you're trying to allocate 8GB meaning you're probably using 64-Bit Windows if you have that much in your system). You can't do that with 32-bit since it has a limitation of 4GB. That's why the 1GB ( 1024MB ) is working for you.
Try 2048, then 3072, then 4096. Although, I don't believe you'll really see a difference between them.
Although, if you are running 64-Bit Windows, you could always install the 64-Bit Java and put that in your path so it sees that first and then you should be able to allocate more.
sp614x fixed it to work properly with the 64-Bit version of Java in the latest version (as of this post). So, it's no wonder that it stopped working for you based on what I said above.
~ iiiHuman ~
The resources forlder is mostly for audio files, they still have to be installed manually.
The update check for Minecraft will be coming and will be optional with confirmation.
No, ModLoaderMP works fine just like the other mods, it has to be installed AFTER ModLoader.
The MCPatcher can not be loaded as a mod. Instead you can use OptiFine which does almost everything that MCPatcher does.
Or if you are willing to experiment you can try patching the minecraft.jar and then adding the mods with MagicLauncher, but whether this will work depends on the used patches and the loaded mods.
It says that the minecraft.jar is already modified (probably patched), so it is no wonder that there are errors.
Starting with a clean minecraft.jar works much better.
The current Forge has 2 errors (removed public methods) which are not critical and do not make problems.
Your minecraft.jar is modified.
The ModLoaderMP 1.0 may already be inside the jar file and therefore gets initialized.