I determined a fix for the problem I expressed above:
ALL the CJB classes need to be placed inside your Minecraft game JAR in order for X-ray to work. Placing aqz$1.class, aqz.class, and bfr.class in .minecraft/mods/CJB_MAIN.zip will not work.
So, take CJB-1.6.4-forge.zip/Put in minecraft.jar - FOR XRAY ONLY/CJB.zip and put its contents in your .minecraft/versions/<version>/<version>.jar file, as you normally would.
Then, take CJB-1.6.4-forge.zip/Put in Minecraft Folder/mods/CJB_MAIN.zip and CJB-1.6.4-forge.zip/Put in Minecraft Folder/mods/mod_cjb_<tool>.zip and, instead of putting them in your .minecraft/mods folder, extract their contents and move each class file into the .minecraft/versions/<version>/<version>.jar file as you do with the "FOR XRAY ONLY" classes.
When you do this, be sure to remove CJB_MAIN.zip and any mod_cjb_<tool>.zip files you have in the .minecraft/mods folder. The .minecraft/mods/cjb folder can remain, as it simply contains your settings for the various CJB mods. Also note that as of this writing, Optifine 1.6.4 HD_U_C6 will cause some lighting problems when using the X-ray tool (no fullbright), but that's tolerable.
If the reasoning behind why it's not working as it once did or why it won't work when the "FOR XRAY ONLY" classes are placed in a single ZIP file with all the other classes in the .minecraft/mods folder can be determined, it would be nice if a new download package could be created with updated instructions for successfully using all the CJB mods.
There are three files located in CJB-1.6.4-forge.zip/Put in minecraft.jar - FOR XRAY ONLY/CJB.zip -- aqz$1.class, aqz.class, and bfr.class -- which historically have been placed in the minecraft.jar file for full X-ray functionality. Without them, the X-ray toggle only works as another fullbright mechanism.
When I put the files individually in the game's JAR file, the game crashes on loading and produces the same error DLBerge mentioned earlier:
---- Minecraft Crash Report ----
// You should try our sister game, Minceraft!
Time: 10/19/13 1:17 PM
Description: Initializing game
java.lang.NoClassDefFoundError: CJB
at mod_cjb_main.getVersion(mod_cjb_main.java:157)
at cpw.mods.fml.common.modloader.ModLoaderModContainer.getVersion(ModLoaderModContainer.java:418)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:513)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:472)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:807)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
Caused by: java.lang.ClassNotFoundException: CJB
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:186)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 13 more
Caused by: java.lang.NullPointerException
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:178)
... 15 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at mod_cjb_main.getVersion(mod_cjb_main.java:157)
at cpw.mods.fml.common.modloader.ModLoaderModContainer.getVersion(ModLoaderModContainer.java:418)
at cpw.mods.fml.common.Loader.loadMods(Loader.java:513)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:183)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:472)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:807)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
at net.minecraft.launchwrapper.Launch.main(Launch.java:27)
-- System Details --
Details:
Minecraft Version: 1.6.4
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 1166434744 bytes (1112 MB) / 1296302080 bytes (1236 MB) up to 15257960448 bytes (14551 MB)
Mod Pack: ~~ERROR~~ NullPointerException: null
LiteLoader Mods: ~~ERROR~~ NullPointerException: null
JVM Flags: 1 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: ~~ERROR~~ NoClassDefFoundError: CJB
Launched Version: 1.6.4
LWJGL: 2.9.0
OpenGL: GeForce GTX TITAN/PCIe/SSE2 GL version 4.3.0, NVIDIA Corporation
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Pack: Default
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
When I leave the three files in the file CJB.zip and move CJB.zip into the game's JAR file, the game doesn't load them and X-ray doesn't work (only functions as fullbright).
When I put CJB.zip in the .minecraft/mods folder, the game doesn't load them and X-ray doesn't work.
When I take the three files and put them in .minecraft/mods/CJB_MAIN.zip (where I put the other mod_cjb_*.class files), the game doesn't load them and X-ray doesn't work.
When I use MagicLauncher 1.1.7 to load the files, the game crashes with the same error as above.
ignoreInvalidMinecraftCertificates and ignorePatchDiscrepancies are both set to "true". I am using Forge 9.11.1.916 and PlayerAPI 1.1; LiteLoader 1.6.4-01 is chained to this Forge installation. I am running Windows 7 with 64gb RAM and Java 7u25.
Please help me figure out why X-ray isn't working.
No. No one has to ask. It's not updated to 1.4.2 because ModLoader isn't updated yet. Saying "someones gotta ask" is completely false. I know the update came out. My hands are tied until Risugami finishes updating.
Wow, what a heavy-handed response to someone who is clearly eager and excited about the quality of your work. Do you assume all your fans are dicks?
If you don't see that, it's not installed right. I've also had problems with this mod and MagicLauncher. I would recommend just dragging and dropping the files directly into the minecraft.jar.
This is not entirely accurate; another way to confirm that the plugin is operational is to check the .minecraft/mods folder for a "WorldEditCUI" folder that pops up, containing a config yaml for the plugin. If the folder is created on startup, then the plugin loaded. However, beyond that, I find myself unable to diagnose the issue any further. Absolutely NO text appears when using any WorldEdit tool to select a region, regardless of the mechanism used for installation (.minecraft/mods folder, copying files directly into minecraft.jar, or packaging for use with MagicLauncher).
I'm having the same problem as redboon -- My server is running WE5.4, and my client is running WECUI 1.3.2a with the latest ModLoader. No errors are produced, either when starting the game or when performing WE actions. The mod seems to load fine; I've loaded it both by putting the WECUI files as explained in the readme file in the minecraft.jar file; I've tried loading them via .minecraft/mods; and I've used MagicLauncher to load the plugin (which confirms the plugin loaded OK without conflicts). I just don't get any selection markers when I make a selection! :c
Can you add options for changing the color and alpha of the selection areas? My eyesight's not so great, and when I'm working through walls or near any other low-contrasting texture it can be difficult to tell where the selection area ends.
Windows user here with the same problem. Windows 7 x64 running MC 1.0; have only the latest ModLoader and SPC installed, and the chat console will not come up. Can't even tell if the mod is attempting to load. ModLoader's log file makes no mention of it. This has affected at least a few people without anyone offering up a reason for it or a fix. The problem exist when using both 32-bit or 64-bit JRE6 or JRE7.
Hope the plugin author sees all these. I love this plugin. :/
EDIT: Is fixed. I swear I copied all the files in before (just copy everything in, then delete readme.txt and worldedit.jar from inside minecraft.jar), but I just did again and now it works. I did, however, install the "Minecraft Console" mod just before hand; who knows, maybe it fixed something? Someone else who has the same problem (chat window not appearing for commands) try the same thing: Install the Minecraft Console plugin, then reinstall SPC after. (Console available here: http://www.minecraftforum.net/topic/680231-100-minecraft-console-v11-updated/)
I receive this error upon installing it. MCPatcher was run and confirmed to work prior to copying aj.class from the compass ZIP file.
144 recipes
ModLoader Beta 1.4_01 Initializing...
Mod Loaded: mod_cjb_minimap 1.5.0
Done.
MCPatcherUtils initialized.
Exception in thread "Minecraft main thread" java.lang.NoClassDefFoundError: Tile
Size
at aj.<init>(aj.java:45)
at com.pclewis.mcpatcher.mod.TextureUtils.refreshTextureFX(TextureUtils.
java:81)
at ho.setTileSize(SourceFile)
at net.minecraft.client.Minecraft.a(SourceFile:284)
at net.minecraft.client.Minecraft.run(SourceFile:638)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: TileSize
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 6 more
I could not determine how to get the BATCH file to display the next 6 errors.
1. I already made the prank optional. ZanMinimap is a popular mod, I'm not stupid enough to do a prank like this on any other day but april 1st.
2. even if I make it use guiapi, does it seriously bother you *that much* to scroll up and download one more mod? I mean for god's sake it's on the same page.
3. I'm working on updates. They're not as fast as they could be at the moment as I'm also spending a fair amount of time browsing the forums to see the effects of april 1st, but I have far from abandoned my mods.
1. Optional to those of us using 1.4, of whom I'm not.
2. Irrelevant, it doesn't work for me anyway, running GuiAPI 0.9.7c for MC 1.3_01. I won't be updating to 1.4 until Bukkit and a couple other mods update for the server I play on.
3. Fine, but as others are fond of saying I "don't have to play with mods." I've simply elected not to play with your mods, rather than no mods at all. Obviously, you don't have to please me, and someone else has the opportunity to do better.
Since it's unlikely any of the mods made for versions prior to 1.4 are ever going to get fixed, and because the only thing of his worth using is the minimap, I won't be using his mods any longer.
CJB has a minimap mod which doesn't require GuiAPI and thus subjecting yourself to the whim of Lahwran. I will be using it from now on, and others can acquire it here: viewtopic.php?f=1032&t=220320
I'm not likely to go checking the motherboard video connections before I've had a look at the monitor I just plugged in.
I installed GuiAPI 0.9.7c when it was made available March 13th, and the graphic glitch began while I was actively playing the game. Much like the one to whom you replied, I had no reason initially to believe a mod was the problem and spent a good while checking drivers and Java files before wiping the whole thing and going piece by piece before deducing the source of the issue.
GuiAPI 0.9.7c still breaks it regardless whether or not Zan's is installed. Have deleted every setting file and running with only ModLoader and GuiAPI. Did you hide a setting file somewhere, too, lahwran? >:ohmy.gif:
"When the modding support is added, there will be support for sandboxing mods to give them less access to important stuff. You can chose to trust a mod if you want to, and if it needs to do fancy things, but the default will be to run the mod sandboxed."
This mod has NO business having access to the camera settings or drawing anything but UI graphics, and had it been sandboxed, it would have been unable to. Failing to advertise that it would do so makes it malicious, and is a strong argument for sandboxing.
0
ALL the CJB classes need to be placed inside your Minecraft game JAR in order for X-ray to work. Placing aqz$1.class, aqz.class, and bfr.class in .minecraft/mods/CJB_MAIN.zip will not work.
So, take CJB-1.6.4-forge.zip/Put in minecraft.jar - FOR XRAY ONLY/CJB.zip and put its contents in your .minecraft/versions/<version>/<version>.jar file, as you normally would.
Then, take CJB-1.6.4-forge.zip/Put in Minecraft Folder/mods/CJB_MAIN.zip and CJB-1.6.4-forge.zip/Put in Minecraft Folder/mods/mod_cjb_<tool>.zip and, instead of putting them in your .minecraft/mods folder, extract their contents and move each class file into the .minecraft/versions/<version>/<version>.jar file as you do with the "FOR XRAY ONLY" classes.
When you do this, be sure to remove CJB_MAIN.zip and any mod_cjb_<tool>.zip files you have in the .minecraft/mods folder. The .minecraft/mods/cjb folder can remain, as it simply contains your settings for the various CJB mods. Also note that as of this writing, Optifine 1.6.4 HD_U_C6 will cause some lighting problems when using the X-ray tool (no fullbright), but that's tolerable.
If the reasoning behind why it's not working as it once did or why it won't work when the "FOR XRAY ONLY" classes are placed in a single ZIP file with all the other classes in the .minecraft/mods folder can be determined, it would be nice if a new download package could be created with updated instructions for successfully using all the CJB mods.
0
When I put the files individually in the game's JAR file, the game crashes on loading and produces the same error DLBerge mentioned earlier:
When I leave the three files in the file CJB.zip and move CJB.zip into the game's JAR file, the game doesn't load them and X-ray doesn't work (only functions as fullbright).
When I put CJB.zip in the .minecraft/mods folder, the game doesn't load them and X-ray doesn't work.
When I take the three files and put them in .minecraft/mods/CJB_MAIN.zip (where I put the other mod_cjb_*.class files), the game doesn't load them and X-ray doesn't work.
When I use MagicLauncher 1.1.7 to load the files, the game crashes with the same error as above.
ignoreInvalidMinecraftCertificates and ignorePatchDiscrepancies are both set to "true". I am using Forge 9.11.1.916 and PlayerAPI 1.1; LiteLoader 1.6.4-01 is chained to this Forge installation. I am running Windows 7 with 64gb RAM and Java 7u25.
Please help me figure out why X-ray isn't working.
4
Wow, what a heavy-handed response to someone who is clearly eager and excited about the quality of your work. Do you assume all your fans are dicks?
0
This is not entirely accurate; another way to confirm that the plugin is operational is to check the .minecraft/mods folder for a "WorldEditCUI" folder that pops up, containing a config yaml for the plugin. If the folder is created on startup, then the plugin loaded. However, beyond that, I find myself unable to diagnose the issue any further. Absolutely NO text appears when using any WorldEdit tool to select a region, regardless of the mechanism used for installation (.minecraft/mods folder, copying files directly into minecraft.jar, or packaging for use with MagicLauncher).
0
0
0
Windows user here with the same problem. Windows 7 x64 running MC 1.0; have only the latest ModLoader and SPC installed, and the chat console will not come up. Can't even tell if the mod is attempting to load. ModLoader's log file makes no mention of it. This has affected at least a few people without anyone offering up a reason for it or a fix. The problem exist when using both 32-bit or 64-bit JRE6 or JRE7.
Hope the plugin author sees all these. I love this plugin. :/
EDIT: Is fixed. I swear I copied all the files in before (just copy everything in, then delete readme.txt and worldedit.jar from inside minecraft.jar), but I just did again and now it works. I did, however, install the "Minecraft Console" mod just before hand; who knows, maybe it fixed something? Someone else who has the same problem (chat window not appearing for commands) try the same thing: Install the Minecraft Console plugin, then reinstall SPC after. (Console available here: http://www.minecraftforum.net/topic/680231-100-minecraft-console-v11-updated/)
0
Thanks for the quick fix; works now.
0
I could not determine how to get the BATCH file to display the next 6 errors.
0
0
1. Optional to those of us using 1.4, of whom I'm not.
2. Irrelevant, it doesn't work for me anyway, running GuiAPI 0.9.7c for MC 1.3_01. I won't be updating to 1.4 until Bukkit and a couple other mods update for the server I play on.
3. Fine, but as others are fond of saying I "don't have to play with mods." I've simply elected not to play with your mods, rather than no mods at all. Obviously, you don't have to please me, and someone else has the opportunity to do better.
0
CJB has a minimap mod which doesn't require GuiAPI and thus subjecting yourself to the whim of Lahwran. I will be using it from now on, and others can acquire it here: viewtopic.php?f=1032&t=220320
0
I installed GuiAPI 0.9.7c when it was made available March 13th, and the graphic glitch began while I was actively playing the game. Much like the one to whom you replied, I had no reason initially to believe a mod was the problem and spent a good while checking drivers and Java files before wiping the whole thing and going piece by piece before deducing the source of the issue.
0
0
This mod has NO business having access to the camera settings or drawing anything but UI graphics, and had it been sandboxed, it would have been unable to. Failing to advertise that it would do so makes it malicious, and is a strong argument for sandboxing.