Randomobs and animated tiles, oh great surprise ! Thank you Kahr
Another nice thing to add would be this in-game texture pack switcher mod. It adds a little bit of comfort, saves a lot of time to texture artists and seems simple, code wise.
And if ever you had time to add a 'reload texture pack' keyboard shortcut that actually works (unlike Jeb's F3+T), it would save even more time to us pack makers. :smile.gif:
Custom animated textures for all blocks and items is epic. But some animations I have in mind wouldn't work very well with synchronized animations, like having a small spider quickly scuttle through a web. Is there any possibility of enabling custom animations to be desynchronized, so they play more or less randomly with respect to each other?
can you guys help me? i use this,modloader,tale of kingdoms
and when i click start conquest it saves and crashes HALP ME!!!!!
HALP!!!!! :unsure.gif:
and i get this
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT b397529b --------
Generated 10/18/11 4:52 PM
Minecraft: Minecraft Beta 1.8.1
OS: Windows 7 (amd64) version 6.1
Java: 1.7.0_02-ea, Oracle Corporation
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
LWJGL: 2.4.2
OpenGL: GeForce 9800M GS/PCI/SSE2 version 3.0.0, NVIDIA Corporation
java.lang.ClassFormatError: Invalid this class index 537 in constant pool in class file WorldGenCreateGuild
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$100(Unknown Source)
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)
at GuiStartConquest.a(GuiStartConquest.java:36)
at qr.a(SourceFile:72)
at qr.f(SourceFile:120)
at qr.i(SourceFile:108)
at net.minecraft.client.Minecraft.k(SourceFile:1197)
at net.minecraft.client.Minecraft.run(SourceFile:666)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT ed97fa89 ----------
Can someone post pictures of these spiffing new animated textures I have been hearing to much about?
'Spiffing new' is overstating it a bit, seeing as it's just the same procedure as custom animated water and lava, only applied to terrain and items. But here are two examples anyway. Glinting diamond and shiny gold
What's the point of being able to set up load order if the patcher doesn't even overwrite old files with ones higher up in the list? It's annoying having to manually deselect class files just to have a patch work.
The ones lower in the list should take precedence. When you hit Patch, do you get a message like this?
ModLoader
minecraftforge-client-1.1.1
aeb.class
qo.class
Only the files from minecraftforge-client-1.1.1 will be used.
Another nice thing to add would be this in-game texture pack switcher mod. It adds a little bit of comfort, saves a lot of time to texture artists and seems simple, code wise.
And if ever you had time to add a 'reload texture pack' keyboard shortcut that actually works (unlike Jeb's F3+T), it would save even more time to us pack makers. :smile.gif:
I'll take a look at it. Is it just me or does F3+T not do anything but cause the game to stutter for a couple seconds?
Custom animated textures for all blocks and items is epic. But some animations I have in mind wouldn't work very well with synchronized animations, like having a small spider quickly scuttle through a web. Is there any possibility of enabling custom animations to be desynchronized, so they play more or less randomly with respect to each other?
Unfortunately this isn't really feasible. Animations work by altering the terrain / items texture in memory, which means that everything using that texture will look the same.
I can install modloader, modloaderMP, etc but when it comes to MCforge I just get Black screen, If I dont use MCpatcher i can use all my mods no problem.
I tried ModLoader, MCforge, BTW, and TooManyItems in that order and everything appears to be working. Are you starting from a clean 1.8.1 jar and adding them through the patcher?
whoops My bad i wanted to know how to get rid of the custom fonts and yes i unchecked it and repatched it. Anyone wanna help?
I think the game will always try to use a custom font if it is there (and fail if it's not the right resolution). Try removing the font from the texture pack instead.
can you guys help me? i use this,modloader,tale of kingdoms
and when i click start conquest it saves and crashes HALP ME!!!!!
HALP!!!!! :unsure.gif:
and i get this
java.lang.ClassFormatError: Invalid this class index 537 in constant pool in class file WorldGenCreateGuild
Uh oh, this might be a bug in the javassist library I'm using. The class file goes from 1307829 bytes to 1996560 even though I'm not even changing anything. I'll see if I can figure out why this is happening, but I may not be able to without seeing the source code for WorldGenCreateGuild.class.
I'm currently working on a Texture Packs+ mod which currently just updates texture packs, but I have a lot more features in mind.
I'm able to push out my first WIP release as updating is complete and works, but I just realized my mod overwrites about two or three of HD Texture's class files. I attempted to look at the source code for this... but I really don't understand how I would implement HD Texture's code in my mod. I can't find it.
Mind helping a fellow out?
Ok I went through a couple pages but couldn't find anything about this.
*Note: I'm on a Mac using Snow Leopard*
I patched everything just as instructed. I got a new .jar and all that. Patcher says it was a success, but upon starting Minecraft the game won't go past the Mojang logo screen.
So I did everything again. Deleted the bin and started all over.
Same problem.
I have now redone the process 4 times. I think I'm going crazy. Can someone help me?
can you guys help me? i use this,modloader,tale of kingdoms
and when i click start conquest it saves and crashes HALP ME!!!!!
HALP!!!!! :unsure.gif:
and i get this
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT b397529b --------
Generated 10/18/11 4:52 PM
Minecraft: Minecraft Beta 1.8.1
OS: Windows 7 (amd64) version 6.1
Java: 1.7.0_02-ea, Oracle Corporation
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
LWJGL: 2.4.2
OpenGL: GeForce 9800M GS/PCI/SSE2 version 3.0.0, NVIDIA Corporation
java.lang.ClassFormatError: Invalid this class index 537 in constant pool in class file WorldGenCreateGuild
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$100(Unknown Source)
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)
at GuiStartConquest.a(GuiStartConquest.java:36)
at qr.a(SourceFile:72)
at qr.f(SourceFile:120)
at qr.i(SourceFile:108)
at net.minecraft.client.Minecraft.k(SourceFile:1197)
at net.minecraft.client.Minecraft.run(SourceFile:666)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT ed97fa89 ----------
Once that happened to me too.
I think you must uninstall some of the mods for it to work properly.
Unfortunately this isn't really feasible. Animations work by altering the terrain / items texture in memory, which means that everything using that texture will look the same.
Ah, I see. That's too bad. But if I'm making infeasible requests anyway, would making custom animated mobs work? It'd be cool if we could make cows blink, ghasts cry, or slimes ooze. But I expect having every mob in a seperate .png file makes that a lot more complicated.
I'll take a look at it. Is it just me or does F3+T not do anything but cause the game to stutter for a couple seconds?
Jeb made that key combination reload the texture pack so that you don't need to restart the game to see the changes you've made. Only he forgot that you're not allowed to make changes to the texture pack while it's in use, making it useless.
The ones lower in the list should take precedence. When you hit Patch, do you get a message like this?
ModLoader
minecraftforge-client-1.1.1
aeb.class
qo.class
Only the files from minecraftforge-client-1.1.1 will be used.
Oh it's lower has precedence, I don't know why I didn't think that, i'm derpin so hard. It seems like ones higher up should have precedence, building from the bottom up. I guess the HD fixes need to be applied last after any mods change the classes it uses.
Hopefully I didn't just miss the post, but I am working on a custom font, thanks to knowing about all the awesomeness and ease of use that MCPatcher now has ^^ However when I started I did not realise that fonts need the .properties file, so I tried it, and it looked weird, I came back here and discovered my mistake, so I pulled up notepad and I thought followed the instructions for how to configure it right, saved it as default.properties in my pack's font folder, loaded minecraft back up, changed back to my pack, still stuffed up... I even tried repatching, no dice... Anyone think they can give me a hand here? Would be much appreciated ^^
java.lang.ClassFormatError: Invalid this class index 537 in constant pool in class file WorldGenCreateGuild
Once that happened to me too.
I think you must uninstall some of the mods for it to work properly.
I'm pretty sure now that this is just a bug in the javassist library I'm using. This particular class file is 1.3MB, which is huge by Java standards, and javassist probably just can't handle it. One of the WorldGenTier classes also gets mangled by the same API. I've filed a bug report on the javassist site and hopefully one of the developers there will be able to fix it.
I have a question. How do you install mods that need files in seperate folders? e.g. Xtra nether mod need .png images in the armor folder.
The patcher should preserve the directory structure that is in the mod's zip file. So as long as the mod has the pngs in an armor folder, they will be copied to the same location in minecraft.jar. Any files outside of minecraft.jar, e.g., resources directory, need to be copied separately though.
Is this incompatable with minecraft forge? Because when i patch my game, then install minecraft forge, it crashes the game.
You are overwriting some of the files that the patcher needs. Add minecraft forge via the patcher instead. It works for me if I set up the mods in this order:
ModLoader
minecraftforge-client-1.1.1
BTWMod2-98
HD Textures
HD Font
Better Grass
Random Mobs
Hopefully I didn't just miss the post, but I am working on a custom font, thanks to knowing about all the awesomeness and ease of use that MCPatcher now has ^^ However when I started I did not realise that fonts need the .properties file, so I tried it, and it looked weird, I came back here and discovered my mistake, so I pulled up notepad and I thought followed the instructions for how to configure it right, saved it as default.properties in my pack's font folder, loaded minecraft back up, changed back to my pack, still stuffed up... I even tried repatching, no dice... Anyone think they can give me a hand here? Would be much appreciated ^^
Enable debug logging in the Options tab before hitting Test Minecraft. There will be a bunch of extra output in the log window, but look for lines like this:
reading character widths from /font/default.properties
setting charWidthf[109] to 6.750000
setting charWidthf[108] to 3.250000
setting charWidthf[107] to 5.000000
setting charWidthf[106] to 3.500000
setting charWidthf[105] to 3.000000
If you don't see any of that, PM me your default.png and default.properties files and I'll see if I can figure it out.
Another nice thing to add would be this in-game texture pack switcher mod. It adds a little bit of comfort, saves a lot of time to texture artists and seems simple, code wise.
And if ever you had time to add a 'reload texture pack' keyboard shortcut that actually works (unlike Jeb's F3+T), it would save even more time to us pack makers. :smile.gif:
im making a animted iron sword
and when i click start conquest it saves and crashes HALP ME!!!!!
HALP!!!!! :unsure.gif:
and i get this
Mods loaded: 2
ModLoader Beta 1.8.1
mod_HeroesGuild 1.8.1
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem.
If you wish to report this, please copy this entire text and email it to [email protected].
Please include a description of what you did when the error occured.
--- BEGIN ERROR REPORT b397529b --------
Generated 10/18/11 4:52 PM
Minecraft: Minecraft Beta 1.8.1
OS: Windows 7 (amd64) version 6.1
Java: 1.7.0_02-ea, Oracle Corporation
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
LWJGL: 2.4.2
OpenGL: GeForce 9800M GS/PCI/SSE2 version 3.0.0, NVIDIA Corporation
java.lang.ClassFormatError: Invalid this class index 537 in constant pool in class file WorldGenCreateGuild
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(Unknown Source)
at java.security.SecureClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.defineClass(Unknown Source)
at java.net.URLClassLoader.access$100(Unknown Source)
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)
at GuiStartConquest.a(GuiStartConquest.java:36)
at qr.a(SourceFile:72)
at qr.f(SourceFile:120)
at qr.i(SourceFile:108)
at net.minecraft.client.Minecraft.k(SourceFile:1197)
at net.minecraft.client.Minecraft.run(SourceFile:666)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT ed97fa89 ----------
'Spiffing new' is overstating it a bit, seeing as it's just the same procedure as custom animated water and lava, only applied to terrain and items. But here are two examples anyway. Glinting diamond and shiny gold
I plan on removing this dependency in the next release.
The ones lower in the list should take precedence. When you hit Patch, do you get a message like this?
I'll take a look at it. Is it just me or does F3+T not do anything but cause the game to stutter for a couple seconds?
Unfortunately this isn't really feasible. Animations work by altering the terrain / items texture in memory, which means that everything using that texture will look the same.
Open terrain.png / items.png. The tiles are numbered 0-255 starting at the upper left. The iron sword is 66 I believe.
I tried ModLoader, MCforge, BTW, and TooManyItems in that order and everything appears to be working. Are you starting from a clean 1.8.1 jar and adding them through the patcher?
I think the game will always try to use a custom font if it is there (and fail if it's not the right resolution). Try removing the font from the texture pack instead.
Uh oh, this might be a bug in the javassist library I'm using. The class file goes from 1307829 bytes to 1996560 even though I'm not even changing anything. I'll see if I can figure out why this is happening, but I may not be able to without seeing the source code for WorldGenCreateGuild.class.
of course.. im not stupid.
sphax purebdcraft has the BEST randomobs support
edit : oh i got it to work now
I'm able to push out my first WIP release as updating is complete and works, but I just realized my mod overwrites about two or three of HD Texture's class files. I attempted to look at the source code for this... but I really don't understand how I would implement HD Texture's code in my mod. I can't find it.
Mind helping a fellow out?
*Note: I'm on a Mac using Snow Leopard*
I patched everything just as instructed. I got a new .jar and all that. Patcher says it was a success, but upon starting Minecraft the game won't go past the Mojang logo screen.
So I did everything again. Deleted the bin and started all over.
Same problem.
I have now redone the process 4 times. I think I'm going crazy. Can someone help me?
Once that happened to me too.
I think you must uninstall some of the mods for it to work properly.
Ah, I see. That's too bad. But if I'm making infeasible requests anyway, would making custom animated mobs work? It'd be cool if we could make cows blink, ghasts cry, or slimes ooze. But I expect having every mob in a seperate .png file makes that a lot more complicated.
Jeb made that key combination reload the texture pack so that you don't need to restart the game to see the changes you've made. Only he forgot that you're not allowed to make changes to the texture pack while it's in use, making it useless.
Oh it's lower has precedence, I don't know why I didn't think that, i'm derpin so hard. It seems like ones higher up should have precedence, building from the bottom up. I guess the HD fixes need to be applied last after any mods change the classes it uses.
I'm pretty sure now that this is just a bug in the javassist library I'm using. This particular class file is 1.3MB, which is huge by Java standards, and javassist probably just can't handle it. One of the WorldGenTier classes also gets mangled by the same API. I've filed a bug report on the javassist site and hopefully one of the developers there will be able to fix it.
The patcher should preserve the directory structure that is in the mod's zip file. So as long as the mod has the pngs in an armor folder, they will be copied to the same location in minecraft.jar. Any files outside of minecraft.jar, e.g., resources directory, need to be copied separately though.
You are overwriting some of the files that the patcher needs. Add minecraft forge via the patcher instead. It works for me if I set up the mods in this order:
Enable debug logging in the Options tab before hitting Test Minecraft. There will be a bunch of extra output in the log window, but look for lines like this:
If you don't see any of that, PM me your default.png and default.properties files and I'll see if I can figure it out.