• 0

    posted a message on Macro / Keybind Mod
    Quote from Mumfrey

    See, I do get this use-case, but I actually think that this would actually be better as a server-side plugin rather than done via the client. I'm not sure the client's information is reliable or complete enough in this instance to be a justifiable cause for a witch hunt.

    Well, I just figured that I'd describe it in case it were helpful.
    Posted in: Minecraft Mods
  • 1

    posted a message on Macro / Keybind Mod
    Mumfrey:

    Thanks for looking into the onPickupItem issue, and sorry I'm a bit late in responding to the whole discussion.

    I don't know if I caught the whole discussion, but having PLAYERNAME and PLAYERID or something like that in onPickupItem would be a very useful feature though I can't say where it would go in wishlist priority.

    Initially my goal in creating an onPickupItem macro was to figure out where I'd picked up items that mysteriously appear in my inventory. (Occasionally people seem to try to give me random junk in their inventories without saying anything because I run a shop with the iConomyChestShop plugin features and sometimes people want to "donate" or trade manually.)

    The main use case for having PLAYERNAME, etc, in onPickupItem would be to detect theft during "manual" trades. (That also brings up the issue that onDropItem would be similarly useful to confirm that someone did drop an item.) Essentially the case would be, I drop an item and the wrong person picks it up and runs off with it. The person who was supposed to get it then claims I never gave them the item, and it may not be apparent who took it.

    Fortunately I don't do much manual trading as I'd rather do other things, but I figured that I'd at least describe the major use case for these features. You can probably see how this could save a lot of time and angst in some situations, especially on servers where the rules prohibit this kind of theft but technical limitations don't. (Even when not against the rules, detecting it would tell other players who to hunt down and kill for example to get the items back, or at least who to blame.)
    Posted in: Minecraft Mods
  • 0

    posted a message on Macro / Keybind Mod
    Greetings,

    I've run into some sort of issue that happens sometimes with onPickupItem. I have the following macro for this event:

    $${
    SET(@&itemhud, "Picked up %PICKUPAMOUNT% x %PICKUPITEM%");
    LOG("&e[Items]&a %@&itemhud% (%PICKUPID%)");
    }$$


    That works perfectly fine, except that I notice if I'm around someone else who's picking up items, I sometimes see messages for what's clearly the other player picking up items. For example, I'm standing on the roof of a building while someone runs around shearing around 100 sheep about 20 blocks away from me or possibly more, and I see "Picked up 3 x Green Wool" etc. I check my inventory and there's nothing there, and I'm at least 10m away from any sheep.

    This happens only sometimes in other situations as well. It's like it's firing randomly for some small number of cases where other players pick up items.

    Is this supposed to happen and, if so, is there a variable that indicates who actually picked up the item?


    On an unrelated note, here's a little script that I made to create a HUD with my current balance for a server's economy plugin:

    onJoinServer
    DO()
    ECHO("/bal")
    WAIT(300)
    LOOP


    onChat
    IFMATCHES(%CHATCLEAN%, "Balance")
    SET(@&balance, %CHAT%)
    ENDIF


    And of course you need a UI label somewhere that's bound to @&balance

    Actually I meant to go back and improve the regex for that since, currently, if someone says the word "Balance" it ends up in my hud. But shockingly I think that's only ever happened once. It also doesn't bother to color/recolor the text.

    But anyway I'm liking the HUD-making features.
    Posted in: Minecraft Mods
  • 0

    posted a message on Macro / Keybind Mod
    With tools like MultiMC and MagicLauncher, I personally wouldn't try to install any mod by unarchiving and rearchiving the JAR file on any system, mac or otherwise. It's just not worth the hassle, and on a mac in particular the archive handing tools that come with the OS aren't very friendly (especially for jar files).

    These launcher tools work just fine on a mac. MagicLauncher works just fine except in this one case where it's run from the Applications folder and then perhaps only because some particular application I have installed contains a file in its app bundle that causes liteloader to block forever while it's searching subdirectories. (Perhaps it's encountering a special file of some sort in an application bundle, all of which are directories that contain whole directory trees that can get elaborate.)

    To install anything on a mac, I'd just get MultiMC or MagicLauncher. MultiMC is fine if used in the applications folder. If you use MagicLauncher just don't run it from the Applications folder if you run into problems with liteloader.

    MCPatcher used to be usable as a simple archive management tool that worked on the mac, but the author decided to stop distributing the vanilla jar version and it's now windows only. (That's OK because it actually, by default, wants to install its own mods that conflict with OptiFine and pretty much everyone just uses OptiFine these days.) Actually the old vanilla jar version still works as a specialized archive tool for copying mods into minecraft.jar if you just disable all of the outdated mods that it comes with, but it's not worth messing with at this point.

    It's just not worth manually taking apart minecraft.jar when you can just use MultiMC or MagicLauncher.

    Unrelated subject:

    I've found that TabbyChat is really useful with this mod because of how it will by default create new tabs for anything that resembles a "channel", meaning that something like:

    LOG("[Logins] %JOINEDPLAYER% logged in")

    will automatically get it's own tab called Logins under the default configuration. So in addition to using LOGTO() with a gui textarea, you can essentially log different things to different tabbychat tabs simply by formatting the log message such that the default tab creation regexes (or one of your custom "filter to tab" expressions) put the log message in a different tab. This all works nicely.

    Speaking of that, I didn't see a chat GUI editor. TabbyChat might just clobber it or something, I'd have to go back and look.
    Posted in: Minecraft Mods
  • 0

    posted a message on Macro / Keybind Mod
    Quote from Mumfrey

    I'll add a work-around to deal with this situation and we call all move on with the new year. :) Thanks again for the detailed info.


    No problem. I'm thinking it might actually be an artifact of some sort of one-off security patch Apple came up with to address some JVM proof of concept exploit or something. I couldn't find anything in the filesystem ACLs or anything with "app sandbox" that would really explain it. It's not really worth looking into further, but I'm betting that if I were to install the non-Apple version of the JVM it wouldn't even happen.

    An unrelated question:

    I created myself some HUD elements using the GUI editor, but I notice that they disappear when I activate the chat box. I thought I saw an option to keep them from being hidden while using chat but I can't seem to find it. Is there a way to stop them from disappearing when typing in chat or was I imagining things?
    Posted in: Minecraft Mods
  • 0

    posted a message on [Launcher] Magic Launcher 1.3.4 (mods, options, profiles, news)
    Greetings,

    I've found a somewhat obscure issue with MagicLauncher running under OS X Mountain Lion (might affect Lion also, not sure) that seems like it's probably related to Apple's App Sandbox or other security stuff.

    Basically the Info.plist for the MagicLauncher app bundle contains the default current directory in the ClassPath parameter:

    ...
    <plist version="1.0">
    <dict>
    ...
    <key>ClassPath</key>
    <string>$APP_PACKAGE/Contents/Resources/Java/MagicLauncher.jar:</string>
    ...
    </dict>
    </plist>


    which normally doesn't cause a problem until a mod of some sort (in this case liteloader) tries to search through the classpath in some way that something in OS X doesn't like when "" is /Applications (where you'd normally find an installed app bundle of course, and thus what the current directory would be).

    Here's where the issue with liteloader is described:

    http://www.minecraft...0#entry20075573

    In addition to moving MagicLauncher out of the /Applicatons folder as a workaround, editing the plist to remove the ':' to remove the current directory from classpath fixes the problem with java code trying to look for stuff in /Applications based on its presence in the classpath.

    I'm not sure if you want to apply this fix to the official distribution or not but given the whole App Sandbox thing or whatever OS thing seems to be blocking file metadata access on /Applications it might make sense to remove the default current directory from the classpath. (If not liteloader I'm guessing that some mod or the other will run afoul of this again eventually in OS X.)
    Posted in: Minecraft Tools
  • 0

    posted a message on Macro / Keybind Mod
    Ok, well, I got bored and figured out what the problem was. It has to do specifically with the way LiteLoader is trying to search for litemods in the OS X Applications folder, and probably some sort of security stuff in the kernel that views this kind of thing suspiciously.

    What I did was added the java debugging server arguments to a MagicLauncher config and attached to it with the jdb command. Here's where the main thread was hanging:

    Minecraft main thread[1] where 0xa10
    [1] java.io.UnixFileSystem.getBooleanAttributes0 (native method)
    [2] java.io.UnixFileSystem.getBooleanAttributes (UnixFileSystem.java:228)
    [3] java.io.File.isDirectory (File.java:754)
    [4] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:888)
    [5] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [6] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [7] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [8] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [9] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [10] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [11] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [12] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [13] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [14] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [15] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [16] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [17] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [18] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [19] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [20] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [21] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [22] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [23] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [24] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [25] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [26] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [27] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [28] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [29] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [30] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [31] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [32] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [33] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [34] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [35] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [36] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [37] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [38] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [39] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [40] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [41] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [42] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [43] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [44] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [45] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [46] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [47] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [48] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [49] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [50] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [51] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [52] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [53] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [54] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [55] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [56] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [57] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [58] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [59] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [60] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [61] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [62] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [63] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [64] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [65] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [66] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [67] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [68] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [69] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [70] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [71] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [72] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [73] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [74] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [75] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [76] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [77] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [78] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [79] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [80] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [81] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [82] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [83] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [84] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [85] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [86] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [87] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [88] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [89] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [90] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [91] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [92] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [93] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:890)
    [94] com.mumfrey.liteloader.core.LiteLoader.enumerateDirectory (LiteLoader.java:870)
    [95] com.mumfrey.liteloader.core.LiteLoader.getSubclassesFor (LiteLoader.java:803)
    [96] com.mumfrey.liteloader.core.LiteLoader.findModClasses (LiteLoader.java:514)
    [97] com.mumfrey.liteloader.core.LiteLoader.prepareMods (LiteLoader.java:393)
    [98] com.mumfrey.liteloader.core.LiteLoader.initLoader (LiteLoader.java:219)
    [99] com.mumfrey.liteloader.core.LiteLoader.getInstance (LiteLoader.java:161)
    [100] bch.<clinit> (RenderLightningBolt.java:14)
    [101] bbu.<init> (RenderManager.java:92)
    [102] bbu.<clinit> (RenderManager.java:14)
    [103] net.minecraft.client.Minecraft.a (SourceFile:259)
    [104] asq.a (SourceFile:56)
    [105] net.minecraft.client.Minecraft.run (SourceFile:515)
    [106] java.lang.Thread.run (Thread.java:680)


    Based on the previous debugging output without bothering to figure out any of the arguments in the debugger, I just guessed that it must have gotten stuck trying to enumerate /Applications and it must have picked that simply because it's the parent directory of MagicLauncher's app bundle.

    So I just copied MagicLauncher from it's natural location in the OS X Applications folder to a test folder and got this:

    stuff stuff blablablaabla
    2013-01-02 05:32:12 [INFO] Loading mods from class path...
    2013-01-02 05:32:12 [INFO] Searching protection domain code source...
    2013-01-02 05:32:12 [INFO] Searching /Users/rjstone/Desktop/testfolder/MagicLauncher.app/Contents/Resources/Java/MagicLauncher.jar...
    2013-01-02 05:32:12 [INFO] Searching /Users/rjstone/Desktop/testfolder/...
    2013-01-02 05:32:12 [INFO] Searching /Users/rjstone/Library/Application Support/minecraft/mods/mod_macros_0.9.7.3_for_1.4.6.litemod...
    2013-01-02 05:32:12 [INFO] Found 1 potential matches
    2013-01-02 05:32:12 [INFO] Mod class discovery completed
    2013-01-02 05:32:12 [INFO] Discovered 1 total mod(s)
    2013-01-02 05:32:12 [INFO] Loading mod from net.eq2online.macros.LiteModMacros
    2013-01-02 05:32:12 [INFO] Successfully added mod Macro / Keybind Mod version 0.9.7.3
    2013-01-02 05:32:12 [INFO] Initialising mod Macro / Keybind Mod version 0.9.7.3
    blabla blablabla
    stuff stuff, normal stuff, etc.


    and it launched just fine.

    I tried putting MultiMC in the Applications folder (previously I'd been running it off the desktop as a temporary test) and it doesn't try to put it's app bundle's location into the classpath:

    2013-01-02 05:34:49 [INFO] LiteLoader 1.4.6 starting up...
    2013-01-02 05:34:49 [INFO] Java reports OS="mac os x"
    2013-01-02 05:34:49 [INFO] Mods folder found, searching /Applications/MultiMC.app/Contents/Resources/instances/1.4.6 SMP no forge/minecraft/mods
    2013-01-02 05:34:49 [INFO] Found 1 mod file(s)
    2013-01-02 05:34:49 [INFO] Enumerating class path...
    2013-01-02 05:34:49 [INFO] Class path separator=":"
    2013-01-02 05:34:49 [INFO] Class path entries=(
    classpathEntry=MultiMCLauncher.jar
    )
    2013-01-02 05:34:49 [INFO] Loading mods from class path...
    2013-01-02 05:34:49 [INFO] Searching protection domain code source...
    2013-01-02 05:34:49 [INFO] Searching MultiMCLauncher.jar...
    2013-01-02 05:34:49 [INFO] Searching /Applications/MultiMC.app/Contents/Resources/instances/1.4.6 SMP no forge/minecraft/mods/mod_macros_0.9.7.3_for_1.4.6.litemod...
    2013-01-02 05:34:49 [INFO] Found 1 potential matches
    2013-01-02 05:34:49 [INFO] Mod class discovery completed
    2013-01-02 05:34:49 [INFO] Discovered 1 total mod(s)
    2013-01-02 05:34:49 [INFO] Loading mod from net.eq2online.macros.LiteModMacros
    2013-01-02 05:34:49 [INFO] Successfully added mod Macro / Keybind Mod version 0.9.7.3


    Not sure why MagicLauncher has it's resident directory in it's classpath, perhaps that's just a default, but it seems that this combined with something about how liteloader is searching for files is causing some sort of issue, probably with the new OS X App Sandbox stuff.

    Anyway, I'm not really sure whether to blame MagicLauncher or liteloader, or what the "real" fix should be. but that's what's happening....
    Posted in: Minecraft Mods
  • 0

    posted a message on Macro / Keybind Mod
    It does appear that the hang problem is related to MagicLauncher. If I just use MultiMC then everything works just fine.

    I tried using MagicLauncher with a minecraft.jar into which I manually copied liteloader (which causes it to complain during the configuration process that its dealing with a modified minecraft.jar) and the same thing happens. Here's the log from using the MagicLauncher "Test" function:

    *** MagicMinecraftLauncher 1.0.0 ***
    Disable inactive mods
    27 achievements
    210 recipes
    Setting user: [email protected], -1111111
    Client asked for parameter: server
    LWJGL Version: 2.4.2
    OptiFine_1.4.6_HD_U_A3
    Wed Jan 02 03:52:26 EST 2013
    OS: Mac OS X (x86_64) version 10.8.2
    Java: 1.6.0_37, Apple Inc.
    VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
    LWJGL: 2.4.2
    OpenGL: NVIDIA GeForce 9400 OpenGL Engine version 2.1 NVIDIA-8.0.61, NVIDIA Corporation
    OpenGL Version: 2.1
    Checking for new version
    Version found: A3
    Class not present: net.minecraftforge.client.ForgeHooksClient
    setupTexture: "/title/mojang.png", id: 1
    Class not present: FMLRenderAccessLibrary
    BetterFonts loading font "SansSerif"
    BetterFonts configuration loaded
    Jan 2, 2013 3:52:27 AM com.mumfrey.liteloader.core.LiteLoader registerBaseClassOverride
    INFO: Defining class override for g
    2013-01-02 03:52:27 [INFO] LiteLoader 1.4.6 starting up...
    2013-01-02 03:52:27 [INFO] Java reports OS="mac os x"
    2013-01-02 03:52:27 [INFO] Mods folder found, searching /Users/rjstone/Library/Application Support/minecraft/mods
    2013-01-02 03:52:28 [INFO] Found 1 mod file(s)
    2013-01-02 03:52:28 [INFO] Enumerating class path...
    2013-01-02 03:52:28 [INFO] Class path separator=":"
    2013-01-02 03:52:28 [INFO] Class path entries=(
    classpathEntry=/Applications/MagicLauncher.app/Contents/Resources/Java/MagicLauncher.jar
    classpathEntry=/Applications/
    )
    2013-01-02 03:52:28 [INFO] Loading mods from class path...
    2013-01-02 03:52:28 [INFO] Searching protection domain code source...
    2013-01-02 03:52:28 [INFO] Searching /Applications/MagicLauncher.app/Contents/Resources/Java/MagicLauncher.jar...
    2013-01-02 03:52:28 [INFO] Searching /Applications/...


    I then went back and deleted the bin folder and used the official mojang launcher to download new minecraft/bin files, then tried loading liteloader with it in the MagicLauncher configuration like I was before just to see if the log output would be any different. I also added -verbose to the java argv parameters. It looks the same to me:

    *** MagicMinecraftLauncher 1.0.0 ***
    Disable inactive mods
    27 achievements
    210 recipes
    Setting user: xxxxxxxx
    Client asked for parameter: server
    LWJGL Version: 2.4.2
    OptiFine_1.4.6_HD_U_A3
    Wed Jan 02 04:02:03 EST 2013
    OS: Mac OS X (x86_64) version 10.8.2
    Java: 1.6.0_37, Apple Inc.
    VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
    LWJGL: 2.4.2
    OpenGL: NVIDIA GeForce 9400 OpenGL Engine version 2.1 NVIDIA-8.0.61, NVIDIA Corporation
    OpenGL Version: 2.1
    Checking for new version
    Class not present: net.minecraftforge.client.ForgeHooksClient
    setupTexture: "/title/mojang.png", id: 1
    Class not present: FMLRenderAccessLibrary
    BetterFonts loading font "SansSerif"
    BetterFonts configuration loaded
    Version found: A3
    Jan 2, 2013 4:02:04 AM com.mumfrey.liteloader.core.LiteLoader registerBaseClassOverride
    INFO: Defining class override for g
    2013-01-02 04:02:04 [INFO] LiteLoader 1.4.6 starting up...
    2013-01-02 04:02:04 [INFO] Java reports OS="mac os x"
    2013-01-02 04:02:04 [INFO] Mods folder found, searching /Users/rjstone/Library/Application Support/minecraft/mods
    2013-01-02 04:02:04 [INFO] Found 1 mod file(s)
    2013-01-02 04:02:04 [INFO] Enumerating class path...
    2013-01-02 04:02:04 [INFO] Class path separator=":"
    2013-01-02 04:02:04 [INFO] Class path entries=(
    classpathEntry=/Applications/MagicLauncher.app/Contents/Resources/Java/MagicLauncher.jar
    classpathEntry=/Applications/
    )
    2013-01-02 04:02:04 [INFO] Loading mods from class path...
    2013-01-02 04:02:04 [INFO] Searching protection domain code source...
    2013-01-02 04:02:04 [INFO] Searching /Applications/MagicLauncher.app/Contents/Resources/Java/MagicLauncher.jar...
    2013-01-02 04:02:04 [INFO] Searching /Applications/...


    So then I tried it yet again with no configuration changes other than to add -esa and -enableassertions on the off chance that this revealed something. This did cause one additional cryptic log message at the end to get printed before the infinite hang:

    *** MagicMinecraftLauncher 1.0.0 ***
    [AWT-0]:CToolkit.createFrame
    [AWT-1]:EventFactoryProxy.windowMoved
    [AWT-2]:EventFactoryProxy.windowMoved
    Disable inactive mods
    [AWT-3]:CToolkit.createFrame
    [AWT-4]:EventFactoryProxy.windowMoved
    [AWT-5]:EventFactoryProxy.postComponentMovedEvent
    [AWT-6]:EventFactoryProxy.postComponentResizedEvent
    [AWT-7]:EventFactoryProxy.windowMoved
    [AWT-8]:EventFactoryProxy.postComponentMovedEvent
    [AWT-9]:EventFactoryProxy.windowMoved
    [AWT-10]:EventFactoryProxy.windowMoved
    [AWT-11]:CToolkit.createPanel
    [AWT-12]:CToolkit.createPanel
    [AWT-13]:EventFactoryProxy.postComponentMovedEvent
    [AWT-14]:EventFactoryProxy.postComponentResizedEvent
    [AWT-15]:EventFactoryProxy.windowMoved
    [AWT-16]:EventFactoryProxy.postComponentMovedEvent
    [AWT-17]:EventFactoryProxy.windowMoved
    [AWT-18]:EventFactoryProxy.postComponentMovedEvent
    [AWT-19]:EventFactoryProxy.windowMoved
    [AWT-20]:EventFactoryProxy.postComponentMovedEvent
    [AWT-21]:EventFactoryProxy.windowMoved
    [AWT-22]:EventFactoryProxy.postComponentMovedEvent
    [AWT-23]:EventFactoryProxy.windowMoved
    [AWT-24]:EventFactoryProxy.postComponentMovedEvent
    [AWT-25]:EventFactoryProxy.windowMoved
    [AWT-26]:EventFactoryProxy.postComponentMovedEvent
    [AWT-27]:EventFactoryProxy.windowMoved
    [AWT-28]:EventFactoryProxy.postComponentMovedEvent
    [AWT-29]:EventFactoryProxy.windowMoved
    [AWT-30]:EventFactoryProxy.postComponentResizedEvent
    27 achievements
    210 recipes
    Setting user: xxxxxxxx
    Client asked for parameter: server
    [AWT-31]:CToolkit.createCanvas
    LWJGL Version: 2.4.2
    OptiFine_1.4.6_HD_U_A3
    Wed Jan 02 04:06:56 EST 2013
    OS: Mac OS X (x86_64) version 10.8.2
    Java: 1.6.0_37, Apple Inc.
    VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
    LWJGL: 2.4.2
    OpenGL: NVIDIA GeForce 9400 OpenGL Engine version 2.1 NVIDIA-8.0.61, NVIDIA Corporation
    OpenGL Version: 2.1
    Checking for new version
    Class not present: net.minecraftforge.client.ForgeHooksClient
    setupTexture: "/title/mojang.png", id: 1
    Class not present: FMLRenderAccessLibrary
    BetterFonts loading font "SansSerif"
    BetterFonts configuration loaded
    Jan 2, 2013 4:06:57 AM com.mumfrey.liteloader.core.LiteLoader registerBaseClassOverride
    INFO: Defining class override for g
    2013-01-02 04:06:57 [INFO] LiteLoader 1.4.6 starting up...
    2013-01-02 04:06:57 [INFO] Java reports OS="mac os x"
    2013-01-02 04:06:57 [INFO] Mods folder found, searching /Users/rjstone/Library/Application Support/minecraft/mods
    2013-01-02 04:06:58 [INFO] Found 1 mod file(s)
    2013-01-02 04:06:58 [INFO] Enumerating class path...
    2013-01-02 04:06:58 [INFO] Class path separator=":"
    2013-01-02 04:06:58 [INFO] Class path entries=(
    classpathEntry=/Applications/MagicLauncher.app/Contents/Resources/Java/MagicLauncher.jar
    classpathEntry=/Applications/
    )
    2013-01-02 04:06:58 [INFO] Loading mods from class path...
    2013-01-02 04:06:58 [INFO] Searching protection domain code source...
    2013-01-02 04:06:58 [INFO] Searching /Applications/MagicLauncher.app/Contents/Resources/Java/MagicLauncher.jar...
    2013-01-02 04:06:58 [INFO] Searching /Applications/...
    [b]Version found: A3[/b]


    Heh, and it printed
    [AWT-32]:CToolkit.getSystemClipboard
    after I hit the copy button :)

    I don't have a java development environment installed right now and don't know much about java debugging so that's about all I can do for now.
    Posted in: Minecraft Mods
  • 0

    posted a message on Macro / Keybind Mod
    Quote from Mumfrey

    I can't see any mods in there that would cause problems, are you on a Mac by any chance? Also have you tried it with a better launcher like MultiMC?


    I am using a mac (Mountain Lion) with the default Java VM. I haven't tried a different launcher yet. If that'll fix the problem I'll just ditch MagicLauncher. (I have to admit that I'm a little skeptical of its runtime approach to loading mods.)

    I wonder if Mojang is ever going to support a plugin API? It feels like it's never going to happen....
    Posted in: Minecraft Mods
  • 0

    posted a message on Macro / Keybind Mod
    Sorry, I tried to search through the thread to see if I could find anything about this, but I couldn't.

    When I enable liteloader in MagicLauncher, the client hangs forever at the Mojang splash screen. This happens regardless of whether or not I actually have the .litemod file in the mods directory, so it seems like it must be a liteloader compatibility issue or something with another mod I'm trying to use.

    Can anyone tell me if any of these are incompatible or whether I might reorder them to get this working? Here's my config. I've tried placing liteloader both first, last, and in a few other places.

    Posted in: Minecraft Mods
  • 0

    posted a message on The value of player created content vs. monetary donation?
    The money does get "deleted" because you lose it constantly as you have to pay recurring operating costs (hosting fees or network service/ISP bill, server hardware amortization, electric bill, etc.). There's absolutely no way around that.

    The only way any of it isn't getting "deleted" is if you're constantly taking in more money than you have to spend on operating costs, and even then the amount that continually has to be spent on operating costs is getting deleted. Only some of it isn't "deleted" in server operation terms.

    Content never has to be handed over to someone else and lost or otherwise deleted to "pay" for the server and otherwise keep it running. It will last as long as you maintain data integrity of the server, and if your server is destroyed and you have no backups, you have no server. Then a bunch of people will want their money back.

    On the other hand, the more content you have (essentially permanent and doesn't require recurring licensing fees) and the higher the quality of the content, the more likely you are to get more people to donate. If all of the content is deleted, or some significant amount is otherwise lost, then people leave if not demand their money back (after you've already spent it).

    So your assertion doesn't make sense. Content is permanent, requires no recurring fees, and never goes away unless there's a major system failure. You're constantly losing the money over time though even if everything is running perfectly and there's no failure.
    Posted in: Discussion
  • 0

    posted a message on The value of player created content vs. monetary donation?
    On one server some people have brought up a comparison between the value of player-created content compared to the value of monetary donations.

    Some people seem to think only cash has value and player-generated content has no value, or close to no value. Others argue that content contributed by players must have some value and come up with different ideas as to what content is similar to what cash donation. I think everyone can agree on two things though:

    1) Even if you have infinite content to put on a server, without actual cash it's impossible to pay for a server or server hosting and thus a server can't exist without any cash regardless of how much content people give you.

    2) With infinite cash but zero content, you can pay for any server hardware/hosting but you end up with a brick sitting there that does absolutely nothing. Therefore you can't have a server with no content. (With infinite cash you could pay people to create content, but since people practically never pay people for that lets just assume it can't happen. Essentially cash can only be used for server/hosting fees as is effectively the case in real life.)

    The practical problem is this:

    Lets say on your sever you accept monetary donations and, based on how much someone gives, they get some sort of "badge" that indicates to everyone and recognizes their "level" of contribution.

    Similarly, you award the same "badges" to players who donate content (in other words, build some number of high-quality structures of a certain size.) Just as with donations, the more someone builds and the higher the quality of what they build, the more prestigious "badge" they get.

    Say the "badges" are gold, silver, and bronze. Each also comes with some sort of award of in-game money.

    In donation terms say that gold is for $50 donors, silver is for $25 donors, and bronze is for $10. Someone can also get the same exact badge by building stuff, say you get gold for building good quality stuff requiring 100 hours of work, silver for 50 hours of building work, and bronze for 25 hours of work.
    • The people who donate money complain that the builders shouldn't be getting the same thing that they do because the builders are "just playing a game" and not doing anything with any real value to earn their badge. In other words, the donors complain that they're being cheated because the builders are getting the same things "for free" given that they aren't really doing anything that's worth anywhere near as much as money.
    • The builders complain that equating 25 hours, for example, of skilled creative work is worth much more than $10 and so they should get something better than the bronze badge that anyone with $10 can get without any creativity or effort. So they feel insulted, and even more so since the donors claim that builders work is of very little value and deserve little or nothing for it. (Hours may not be a good metric for build work. You could also substitute scale in number of blocks that meet some quality standard as well, number of approval votes of some sort, or some other sensible metric.)
    So how would you resolve this? Which has more value, content to create the environment or cash to run the server? We already established that a server requires both so there's no argument that you have demand for both and thus both must have some value.

    How do you figure out how to determine what cash donation amount is equivalent to what content contribution amount and vice versa?
    Posted in: Discussion
  • 0

    posted a message on [Designers wanted] Project: World
    Dang, this sounds seriously ambitious. Will this ultimately be a survival mode server or what? It sounds like the Dwarf Fortress of Minecraft servers.

    I'm interested in designing stuff, but so far I've only done it as a player in survival mode. I haven't used any world editing tools. (I kind of like seeing what I can manage in survival mode starting from nothing just for the challenge.) But if you're really serious then I might want to contribute in this capacity. Only problem is that I won't feel like I can play as a normal player if I designed stuff in the world with an editor.....
    Posted in: PC Servers
  • 0

    posted a message on Can someone help me with a dome?
    Check this out:

    http://www.plotz.co.uk/plotz.php

    I used that to design a dome by creating a sphere with a diameter of 121 blocks, then using only the top 1/5th of it (20 levels) for a dome about 90 blocks wide. If I wanted a full hemisphere I could have also just made a sphere 90 blocks in diameter and only built half of it, but I wanted a flatter dome so I just made a bigger sphere and "sliced" off a smaller part.

    Basically all you do is make a sphere, adjust the size until half or part of it is the dome size you want, then print the plans and ignore the parts of the plans that you don't need for the dome. In my case I threw out 4/5ths of the plans to get the top 1/5th I wanted, but if you make a hemisphere then you'd just ignore half the plans. (Or better yet, tell it to only print half the plans since even when making a sphere the bottom half will be exactly the same as the bottom half just in reverse. There's a checkbox for this option.)

    To save paper I also "printed" the plans to a PDF file instead of my printer. After all I don't really want 80 printed pages or more when I'm going to throw out all but 20 or so.
    Posted in: Discussion
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