I think that's because Mojang said 1.6 was a major step in the direction of Modding API. Which is, I believe, intended to be a Mojang-implemented and supported method to modding the game. A replacement for Mod Loader/Forge, If you will.
Someone was nice enough to respond with a video about a program called Magic launcher which appears to work. if you use the MCpatcher folder in under your versions folder that MCpatcher creates when you patch the jar file then load the mod and modloader through Magic Launcher it lets both MCpatcher and the Mods/Modloader coincide together at the same time.
Just tried it and it worked swimmingly. I can have both a minimap and MCpatcher stuff.
Just wondering, are you able to use MCPatcher 4.x for Minecraft 1.5.2? I mean when it's in the "versions" folder from the new launcher not the old launcher. I tried just changing the directory of the original .jar but all the Mods are greyed out.
Just wondering, are you able to use MCPatcher 4.x for Minecraft 1.5.2? I mean when it's in the "versions" folder from the new launcher not the old launcher. I tried just changing the directory of the original .jar but all the Mods are greyed out.
MCPatcher 3.x = 1.5.2 with the old launcher
MCPatcher 4.x = 1.6.1 with the new launcher
Supporting 1.5.2 under the new launcher is a lot of work for little benefit, and I wish Mojang hadn't even made it available.
Rather than Kahr wasting his valuable time making the old version compatible with the new launcher, just use the old launcher.
I'm getting some really weird microstutter with this. If I have just the patcher, it works okay. If i have just a texture pack on vanilla minecraft, it works okay. But if I have the patcher and a texture pack that uses patcher features, it gets some really annoying stutter when I move side to side.
edit: this is with the latest patcher version on MC 1.6.1
Okay... I just need someone to install this pack for me and tell me if it shows up on their list in game. If not, then it's a problem with the pack/converter. If it does show up, then I still have no idea what to do.
put in textfile pack.mcmeta
{
"pack": {
"pack_format": 1,
"description": "PackName"
}
}
I think I know the answer to this question, but...
Is there any way to blend biome-compliant CTM textures? Individually textured biome foliage would look great compared to greyscale ones thrown into a colour filter.
If you have an example texture pack that shows these problems, that would help me out.
Kahr,
I sent you a PM a while ago regarding the enchanting problems. Check your inbox.
I hate to do it, but could I impose upon you to fix one more thing? When an enchantment overlay displays on worn armor, it stretches across the entire width of the armor instead of tiling. This makes a square overlay look stretched on the worn armor, or a rectangular overlay look squished on the held item.
I know you've already got a lot going on, but will you please fix this when you get the time? No rush. My pack's next release will wait. Just letting you know.
Edit: Actually, I'm going to have to use a roundabout method to get the effect I desire on armor anyway. I mean, it's still a thing that someone is probably going to want you to fix, but don't worry about it on my account.
Hey, Kahr! Is the "horizontal" CTM method supposed to work on the top of the block?
No, because there's no natural left and right on the top (or bottom) face of a block. It would have to assume either east-west or north-south orientation, which would feel artificial.
I figured it out. Apparently when you load your game you need to have your profile set to load the MCpatcher folder as the version. If you don't it won't use your HD texture's font, connected textures and such correctly.
Just did this and now I get better glass, connected textures, the correct resource pack font, etc. Only thing that doesn't seem to be working is random mobs is still refusing to cycle through the mobs in my resource pack.
Better integration with the new launcher is on my to-do list, but for now unfortunately you may have to fiddle with profiles and local versions manually.
EDIT: Yeah nevermind that. If I try to use MCpatcher to add in modloader and Zan Minimap it crashes when I attempt to enter the game. It works fine if I just add modloader by iteself. Keeps giving me the below message.
A fatal error has been detected by the Java Runtime Environment:
#
# EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x69fc0764, pid=4164, tid=4460
#
# JRE version: 7.0_17-b02
# Java VM: Java HotSpot(TM) Client VM (23.7-b01 mixed mode windows-x86 )
# Problematic frame:
# C [atioglxx.dll+0xf90764]
#
# Failed to write core dump. Minidumps are not enabled by default on client versions of Windows
#
# An error report file with more information is saved as:
# C:\Documents and Settings\Adam\Application Data\.minecraft\hs_err_pid4164.log
#
# If you would like to submit a bug report, please visit:
# http://bugreport.sun.com/bugreport/crash.jsp
# The crash happened outside the Java Virtual Machine in native code.
# See problematic frame for where to report the bug.
#
AL lib: (EE) alc_cleanup: 1 device not closed
Minecraft exited with status 1
Just tried ModLoader and the minimap (both installed through the patcher) and it worked fine for me. The crash (atioglxx.dll) looks ATI-specific, but it could be a memory issue. Any difference when using the launcher vs. the Test Minecraft button?
I can not get MCPatcher 4.1.0 to work with minecraftforge-universal-1.6.1-8.9.0.768 patching MC 1.6.1
Forge seems to require some custom installer/launcher thing now. As far as I know no mods that modify the jar are working with it. If anyone knows something different, let me know.
Is there any way to blend biome-compliant CTM textures? Individually textured biome foliage would look great compared to greyscale ones thrown into a colour filter.
Yes, you can limit CTM rules to certain biomes using the biomes= property. There are also height-based restrictions to make certain textures appear only underground for example.
I sent you a PM a while ago regarding the enchanting problems. Check your inbox.
Yep, I got it. I'll reply after this.
I hate to do it, but could I impose upon you to fix one more thing? When an enchantment overlay displays on worn armor, it stretches across the entire width of the armor instead of tiling. This makes a square overlay look stretched on the worn armor, or a rectangular overlay look squished on the held item.
I'm not happy with how enchantments turned out on armor models either. It was a feature that was barely implemented before Mojang blindsided us with resource packs. I'm considering a couple options, but I need to give it more thought.
I'm using dokucraft, it's suppose to be supported, but random mobs doesn't seem to work. Any reason why?
Looks like some of the files are in the wrong place. Blame Mojang for this, but it should be
assets/minecraft/mcpatcher/mob/creeper/creeper2.png
not
assets/minecraft/mcpatcher/mob/creeper2.png
MCPatcher's converter will put things in the right place, but if you're doing this manually, you have to be careful to mirror Mojang's directory structure in assets/minecraft/textures/entity. Some mobs have a subfolder (creeper/creeper.png, sheep/sheep.png), and others don't (snowman.png, silverfish.png).
I'm not happy with how enchantments turned out on armor models either. It was a feature that was barely implemented before Mojang blindsided us with resource packs. I'm considering a couple options, but I need to give it more thought.
Ah... I see. No worries. I'll try my best to be patient.
PSN:
Can't you read? I said I only play PC Minecraft
Member Details
I have a question for the CTM feature of MCPatcher. Does it support log CTM. I mean, do logs connect to one another when placed next to a log of the same type? (this also includes changing the inner image of the log to the specified color in the Resource pack)
Updated to version 4.1.0_01 to fix compatibility with 1.6.2 and a few texturing issues in CIT. See OP for links.
Kahr, just a little heads up. When I use 1.6.2 that's been patched, there's a little bug where it seems to remove all spaces from all text everywhere. This doesn't happen with the unpatched version. Thought you'd like to know.
(Sorry, I seem to be the designated bearer of bad news this week. )
I have a question for the CTM feature of MCPatcher. Does it support log CTM. I mean, do logs connect to one another when placed next to a log of the same type? (this also includes changing the inner image of the log to the specified color in the Resource pack)
Yes, I'm pretty sure it's possible to make this work. Download Misa's pack. I'm pretty sure that she has this as a feature so you can easily see how it's set up.
Anyone know where i can find information on how to write the content of a .mcmeta file?
Specifically anything regaurding how to repeat frames, or set delays.
Converting my pack broke just about all of my animations, the only ones still working were converted to have only:
{
"animation": {}
{
I tried converting the rest of my animations to just that, it fixed the compass, but nothing else. The missing animations have turned the textures into black and magenta checkered squares.
My animations mostly rely heavily on delays and repeating frames through the animation configuration file, so if that's no longer possible, my pack is quite broken :/
Anyone know where i can find information on how to write the content of a .mcmeta file?
Specifically anything regaurding how to repeat frames, or set delays.
It's a convoluted system to end all convoluted systems. I'm planning to write a full tutorial as soon as I've mastered the system. For now, here's a basic rundown:
The number after "frametime" sets the global speed of every frame that's not otherwise specified.
In the animation above, frame 0 will run for 40 ticks.
It then goes through frames 1 - 3 at 1 tick each. After that, frame 4 runs for 40 ticks. It then proceeds to frame 5, but then runs backwards through frames 4 - 1 at the default rate.
Note that there's no comma after the final frame. That's important as it tells Minecraft that there's no additional frames it needs to run through.
Now... you can use frametime without listing all of the frames, and you can list all of the frames without using frametime. On the other hand, if you want to adjust the timing of even a single frame, you must list them all. (This is unchanged from the 1.5 way of doing things.)
So... clear as mud?
Feel free to PM me if you have any questions. As I said, I'm trying to master this monster of a system so I can write a tutorial on it like I did for the 1.5 system.
Alright I started a forum thread here about it.
http://www.minecraftforum.net/topic/1878605-anyone-figure-out-how-to-install-modloaders-and-mcpatcher-in-161/#entry23211528
Someone was nice enough to respond with a video about a program called Magic launcher which appears to work. if you use the MCpatcher folder in under your versions folder that MCpatcher creates when you patch the jar file then load the mod and modloader through Magic Launcher it lets both MCpatcher and the Mods/Modloader coincide together at the same time.
Just tried it and it worked swimmingly. I can have both a minimap and MCpatcher stuff.
http://img837.imageshack.us/img837/9844/27oj.png
Here's Kahr quote for what version to use.
Rather than Kahr wasting his valuable time making the old version compatible with the new launcher, just use the old launcher.
http://www.johnsmithlegacy.co.uk/ - John Smith Legacy for Java Minecraft
Ok, thanks
edit: this is with the latest patcher version on MC 1.6.1
put in textfile pack.mcmeta { "pack": { "pack_format": 1, "description": "PackName" } }And add pack image logo pack.png
both file in root of your pack.
Is there any way to blend biome-compliant CTM textures? Individually textured biome foliage would look great compared to greyscale ones thrown into a colour filter.
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ModeratorI sent you a PM a while ago regarding the enchanting problems. Check your inbox.
I hate to do it, but could I impose upon you to fix one more thing? When an enchantment overlay displays on worn armor, it stretches across the entire width of the armor instead of tiling. This makes a square overlay look stretched on the worn armor, or a rectangular overlay look squished on the held item.
I know you've already got a lot going on, but will you please fix this when you get the time? No rush. My pack's next release will wait. Just letting you know.
Edit: Actually, I'm going to have to use a roundabout method to get the effect I desire on armor anyway. I mean, it's still a thing that someone is probably going to want you to fix, but don't worry about it on my account.
Thanks in advance!
If you put *.jar in the File Name box it will list all the jars.
No, because there's no natural left and right on the top (or bottom) face of a block. It would have to assume either east-west or north-south orientation, which would feel artificial.
Better integration with the new launcher is on my to-do list, but for now unfortunately you may have to fiddle with profiles and local versions manually.
Just tried ModLoader and the minimap (both installed through the patcher) and it worked fine for me. The crash (atioglxx.dll) looks ATI-specific, but it could be a memory issue. Any difference when using the launcher vs. the Test Minecraft button?
Forge seems to require some custom installer/launcher thing now. As far as I know no mods that modify the jar are working with it. If anyone knows something different, let me know.
Yes, you can limit CTM rules to certain biomes using the biomes= property. There are also height-based restrictions to make certain textures appear only underground for example.
Yep, I got it. I'll reply after this.
I'm not happy with how enchantments turned out on armor models either. It was a feature that was barely implemented before Mojang blindsided us with resource packs. I'm considering a couple options, but I need to give it more thought.
Looks like some of the files are in the wrong place. Blame Mojang for this, but it should be
assets/minecraft/mcpatcher/mob/creeper/creeper2.png
not
assets/minecraft/mcpatcher/mob/creeper2.png
MCPatcher's converter will put things in the right place, but if you're doing this manually, you have to be careful to mirror Mojang's directory structure in assets/minecraft/textures/entity. Some mobs have a subfolder (creeper/creeper.png, sheep/sheep.png), and others don't (snowman.png, silverfish.png).
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ModeratorAh... I see. No worries. I'll try my best to be patient.
Again, I'm grateful for everything. Thanks.
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Moderator(Sorry, I seem to be the designated bearer of bad news this week.
Yes, I'm pretty sure it's possible to make this work. Download Misa's pack. I'm pretty sure that she has this as a feature so you can easily see how it's set up.
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Retired StaffSpecifically anything regaurding how to repeat frames, or set delays.
Converting my pack broke just about all of my animations, the only ones still working were converted to have only:
{ "animation": {} {I tried converting the rest of my animations to just that, it fixed the compass, but nothing else. The missing animations have turned the textures into black and magenta checkered squares.
My animations mostly rely heavily on delays and repeating frames through the animation configuration file, so if that's no longer possible, my pack is quite broken :/
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Moderator{ "animation": { "frametime": 1, "frames": [ { "index": 0, "time": 40 }, 1, 2, 3, { "index": 4, "time": 40 }, 5, 4, 3, 2, 1 ] } }Looks complicated, no?
The number after "frametime" sets the global speed of every frame that's not otherwise specified.
In the animation above, frame 0 will run for 40 ticks.
It then goes through frames 1 - 3 at 1 tick each. After that, frame 4 runs for 40 ticks. It then proceeds to frame 5, but then runs backwards through frames 4 - 1 at the default rate.
Note that there's no comma after the final frame. That's important as it tells Minecraft that there's no additional frames it needs to run through.
Now... you can use frametime without listing all of the frames, and you can list all of the frames without using frametime. On the other hand, if you want to adjust the timing of even a single frame, you must list them all. (This is unchanged from the 1.5 way of doing things.)
So... clear as mud?
Feel free to PM me if you have any questions. As I said, I'm trying to master this monster of a system so I can write a tutorial on it like I did for the 1.5 system.
Putting the CENDENT back in transcendent!