I don't know what the cause was behind it, or if anyone else has had the same thing happen, but there is something I'll mention because some people have issues getting Minecrafter to work.
When I was using 1.1.3 it didn't want to run at all. When I changed the extension from .exe to .jar it worked just fine. Every version since then has worked fine as .exe so I don't know if it was a bug that got fixed or what? Just thought I'd mention it as something else to try if Minecrafter doesn't want to work.
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Nov 24, 2010Looks nice! When you click the "Launch Minecraft" button does it now bring up the list? If so, will there be an option to set a default?Posted in: Minecraft Tools
The reason I ask is because I think I'll be sticking with the temporary option, most of the time anyways, and it would be nice to bypass the list. Going through the list each time also risks an errant click on permanent, which could be annoying.
Nov 21, 2010Just noticed a new bug in 1.1.6 that wasn't there in 1.1.5. When I edit a package, save, then click close it crashes Minecrafter. It's only an annoyance since I don't loose anything, but it happens every time. I'm using the 32 Bit version on Windows XP.Posted in: Minecraft Tools
I don't know if it's of any use, but here is the contents of error.log generated when all I do is start Minecrafter and replicate the bug.
Exception in thread "main" java.lang.reflect.InvocationTargetException 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 org.eclipse.jdt.internal.jarinjarloader.JarRsrcLoader.main(JarRsrcLoader.java:58) Caused by: java.lang.NullPointerException at com.minecrafter.DataContainer.SevenZipDataContainer.dispose(SevenZipDataContainer.java:100) at com.minecrafter.DataMod.dispose(DataMod.java:190) at com.minecrafter.modPackage.ModPackageManager.dispose(ModPackageManager.java:267) at com.minecrafter.form.ModPackageEditorForm.dispose(ModPackageEditorForm.java:1243) at com.minecrafter.form.ModPackageEditorForm.cleanup(ModPackageEditorForm.java:1247) at com.minecrafter.form.MainForm$2.widgetSelected(MainForm.java:285) at org.eclipse.swt.widgets.TypedListener.handleEvent(Unknown Source) at org.eclipse.swt.widgets.EventTable.sendEvent(Unknown Source) at org.eclipse.swt.widgets.Widget.sendEvent(Unknown Source) at org.eclipse.swt.widgets.Display.runDeferredEvents(Unknown Source) at org.eclipse.swt.widgets.Display.readAndDispatch(Unknown Source) at com.minecrafter.Minecrafter.loadDefaultGUI(Minecrafter.java:211) at com.minecrafter.Minecrafter.main(Minecrafter.java:73) ... 5 more
Nov 20, 2010Just finished playing Minecraft for the night... up till 3:30am on there again. That latest Grappling Hook is just too entertaining!Posted in: Minecraft Tools
Tried out Minecrafter 1.1.5, everything works absolutely perfect for me! I'm using the 32 Bit version on Windows XP. The column for showing conflicts has already come in handy and being able to re-size the package editor window is wonderful! If I maximize the window I can almost see all the mods at once... yeah, I know I need to thin them out a little!
Haven't had the chance to try out the 7-zip compatibility yet, I'd repacked all of them as .zip. I'll be trying that out next time I have to repack a mod, and I'll be sure to use LZMA. I don't really see much of a size difference with LZMA2 anyways.
I noticed one of the UI glitches that got fixed, or at least I think so? I'd noticed it, but always forgot to report it. With 1.1.4 when I did some package editing, saved, then clicked on a file inside a mod the package editor would crash, but not Minecrafter. I've tried doing it in 1.1.5 and it seems to be fixed.
@Prelithe - The "Donate!" link in your signature seems to be broken. Might want to get that fixed, hehe. The one on your wordpress page works though. How much should my demands cost me? :wink.gif:
Nov 18, 2010Posted in: Minecraft ToolsQuote from Prelithe »@ OpalMonkey - But if you colored active files which replace lower priority, wouldn't 99% of the time, the files would replace files below it?
Oh right... I completely forgot that the minecraft.jar is considered kind of like a base mod. Guess I should have finished thinking that one through!
That would make it a lot more problematic to do what I was thinking because everything from the minecraft.jar would have to be excluded from however it was being checked. It'll still be good having a way to find where the conflicting files are the way you're doing it, just have to think of a good way to displaying it.
Nov 18, 2010Posted in: Minecraft ToolsQuote from OpalMonkey »Quote from Prelithe »How about a tooltip when you're hovering over an inactive file? Hovering over will show a hint with the mod which is replacing the file.
Sounds good to me! That would make it very easy to find the conflicts.
Upon further thought (and some more mucking around with mods and minecrafter) I retract my statement.
Finding the conflicts would still require locating the inactive file. I understand that adding more color coding might not be the best approach, but it would be nice to mark the active file that is conflicting with lower priority files. The advantage is that you could add a new mod and see what conflicts it might have, without having to keep track of all the class names used by all the mods or sifting through all the other mods to find the inactive files, if any.
Quote from Prelithe »EDIT: Damn, SWT Table doesn't support row tooltips. Need to figure out another way.
Maybe a way to mark them would be to add a little icon to the right side, just after the name of the file? It wouldn't have to be big, and there would be no issues with more color coding. At least it's another option since the tooltips haven't panned out so far.
Nov 16, 2010Posted in: Minecraft ToolsQuote from Prelithe »How about a tooltip when you're hovering over an inactive file? Hovering over will show a hint with the mod which is replacing the file.
Sounds good to me! That would make it very easy to find the conflicts.
Nov 16, 2010What about a color to indicate a file that is overwriting a lower priority file? As it stands, lower priority files that are being overwritten are marked in red, but there is no similar way to tell where the overwriting file is.Posted in: Minecraft Tools
This would also help to identify conflicts when adding a new mod to the top of the list, since any files that conflicted with the mods under it would be shown in a different color. Even just a different shade of green.
Nov 15, 2010Posted in: Minecraft ToolsQuote from Prelithe »I had a quick look on any 7zip libraries, and didn't find any
I don't know much about working compression into software, but I remembered this from when I was poking around the 7-Zip site awhile back: http://www.7-zip.org/sdk.html
It has information about Java, so I thought it might be of use. Note that the usual compression method for .7z is LZMA, but starting in the 9.04 Beta LZMA2 was introduced, which is what I usually use. Like I said, I don't know how it all works when integrating it into a program, so I don't know if that'll make a difference.
Thanks for taking another look into it!
Nov 15, 2010Just curious if it would be possible to add 7-zip support? If it is possible, I don't know if it might take too much time or effort, but since .7z is a fairly common way for mods to be packed it would be nice to use them directly.Posted in: Minecraft Tools
The reason it came to mind was because I just downloaded CreeperDaReeper's all current mods pack rather then go around downloading 30 different mods. He packs them all as .7z, which I agree with since it generally gets a better compression ratio. It's just going to be a pain changing them all over to .zip.
Keep up the great work, Minecrafter is truly wonderful!
Nov 8, 2010Amazing program, Prelithe! Thank you!Posted in: Minecraft Tools
I don't think I would even try to deal with 29 mods at once without it. This way it's a cinch!
I was wondering if there is (or will be) a way to make the GUI while editing packages bigger (windows version)? The list of mods is a little cramped this way. Also, a way to shift mods up and down the list using the keyboard would be nice, takes a lot of clicking this way.
Sorry if those issues are because of my OS, or if they have already been solved and I just didn't bother to find the way to do it.
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