Mumfrey, having read this whole topic, I must say you have an incredibly good attitude and well thought out responses. I also really appreciate the direction you are taking this loader and am happy that you make the source available for those of us who like to tinker. I just wanted to give you a big THANK YOU. Keep up the wonderful work!
Sorry I'm no programmer but what would permissions stuff do?
Basically, it would tell the client what you can or can't do on a server, much like server-side permissions, but on the client. This is useful when using mods you may not want to be enabled. For example: In the Macro/Keybind mod, there are some features that can be used to automate every aspect of the game. Using the client permissions, you can disable some functions.
Basically, it would tell the client what you can or can't do on a server, much like server-side permissions, but on the client. This is useful when using mods you may not want to be enabled. For example: In the Macro/Keybind mod, there are some features that can be used to automate every aspect of the game. Using the client permissions, you can disable some functions.
Me too.
Through I feel it's going to be cluttered with permissions stuff soon... (Not a problem for me)
All I've done is integrate the previously stand-alone ClientPermissions framework into LiteLoader to make it easier for modders to use it. I'm not forcing it to be used or anything like that, it's just that the previous version of that API was difficult to use and also needed complex arbitration between mods that wanted to use it so that only one of them would manage the comms with the server.
Since clientpermissions was open source anyway, I've just integrated it with LiteLoader and simplified the API so that any mods wanting to use it can just simply implement an interface to take advantage of it. There's no "clutter", well in fact there's less now because ClientPermissions just got much easier to use for mod developers.
That being said, will the server side of this be integrated into the voxel modpack plugin, or stay standalone?
It'll stay stand-alone since people may want VMPP without clientpermissions or vice versa. However integrating clientpermissions into liteloader doesn't have any downsides, it just makes it easier for mods to use it but if no mods are installed which use it then it does nothing at all.
Hello, so i run a FTB private pack and i have a little issue i can't really give my users a jar file with this mod inside of it i try to but it inside of instmods but it doesn't seem to load so i was wondering if their is a way i can fix this is their is could u guys tell me because i would love to use this API for voxel map!
Hello, so i run a FTB private pack and i have a little issue i can't really give my users a jar file with this mod inside of it i try to but it inside of instmods but it doesn't seem to load so i was wondering if their is a way i can fix this is their is could u guys tell me because i would love to use this API for voxel map!
It should work happily inside instmods, download the voxel modpack via FTB launcher and you'll see liteloader is there, compare it with your setup just to make sure there's no derp going on.
It should work happily inside instmods, download the voxel modpack via FTB launcher and you'll see liteloader is there, compare it with your setup just to make sure there's no derp going on.
It is in instmods folder but it isn't loading i am running the last versions of 1.5.2 . see- http://prntscr.com/1fh95j and i even tried the version inside of the voxelmodpack and it still isn't working i dont know.
When attempting to run liteloader-installer-1.6.2-00.exe on Windows7(x64) as a non-administrator account I am prompted for admin credentials (not sure why this needs it since Minecraft is in the user profile, but whatever). After providing the credentials I am immediately presented with an error dialogue window as follows:
Window Title = liteloader-installer-1.6.2-00.exe - System Error
Window Text = The program can't start because MSVCR71.dll is missing from your computer. Try reinstalling the program to fix this problem.
The .dll referenced is a Microsoft Visual C+ runtime .dll. I can understand how you as a developer would have missed this one since you likely have a full C+ library. I am not sure if the .dll is included in the installer and simply ending up in the wrong profile (admin rather than user) at runtime or if it is not included at all.
When attempting to run liteloader-installer-1.6.2-00.exe on Windows7(x64) as a non-administrator account I am prompted for admin credentials (not sure why this needs it since Minecraft is in the user profile, but whatever). After providing the credentials I am immediately presented with an error dialogue window as follows:
Window Title = liteloader-installer-1.6.2-00.exe - System Error
Window Text = The program can't start because MSVCR71.dll is missing from your computer. Try reinstalling the program to fix this problem.
The .dll referenced is a Microsoft Visual C+ runtime .dll. I can understand how you as a developer would have missed this one since you likely have a full C+ library. I am not sure if the .dll is included in the installer and simply ending up in the wrong profile (admin rather than user) at runtime or if it is not included at all.
Hmm, it shouldn't need admin credentials to run. I'm using a program called JSmooth to wrap the jar as an exe and I've not had problems with it before. If all else fails you can run the jar version but obviously I'd like to provide the exe-wrapped version as it's more convenient for windows users.
I'll have another stab at the jar wrapping and see if I can produce a more reliable version.
Thanks for reporting the issue quickly. To my knowledge there aren't any released liteloader mods for 1.6.2 yet so you're awfully keen! Glad to have found the issue so quickly though as I can try to remedy it before it affects too many people.
When attempting to run liteloader-installer-1.6.2-00.exe on Windows7(x64) as a non-administrator account I am prompted for admin credentials (not sure why this needs it since Minecraft is in the user profile, but whatever). After providing the credentials I am immediately presented with an error dialogue window as follows:
Window Title = liteloader-installer-1.6.2-00.exe - System Error
Window Text = The program can't start because MSVCR71.dll is missing from your computer. Try reinstalling the program to fix this problem.
The .dll referenced is a Microsoft Visual C+ runtime .dll. I can understand how you as a developer would have missed this one since you likely have a full C+ library. I am not sure if the .dll is included in the installer and simply ending up in the wrong profile (admin rather than user) at runtime or if it is not included at all.
Okay I've wrapped it with an alternative wrapper called launch4j, if you could download it again and let me know how you get on that would be amazing.
Ok, we have success. One little caveat that users will need to know about though. After asking for admin credentials it will (if you've never run minecraft as admin) tell you that there is no minecraft version directory. Have to change the folder path from ...\admin\... to ...\<username>\...
Ok, we have success. One little caveat that users will need to know about though. After asking for admin credentials it will (if you've never run minecraft as admin) tell you that there is no minecraft version directory. Have to change the folder path from ...\admin\... to ...\<username>\...
Thanks for quick response, you rock.
Ok I'm still not sure why the hell it wants to run as admin though, I think it's a flag on the executable and I'm guessing the wrappers set that flag. If I can find it and disable it then I will do so, since I don't want the installation process to be overly confusing to users.
Thanks for reporting the issue though, it's always good to get feedback especially when I can use it to make improvements.
Unable to download the new installer (exe or jar). Looks like the dns record for dl.liteloader.com hasn't made out to OpenDNS's resolvers yet. Just an FYI.
(added the result of a manual look to hosts file and was able to download.)
Had to tweak the install since I am also running optifine, by adding it to the json file in its own profile (modded from forge json).
Tried to use the 0.9.9 keybind macro mod but... Liteloader saw through that and said nope.
At least I know LiteLoader seems to be working!
Ok, we have success. One little caveat that users will need to know about though. After asking for admin credentials it will (if you've never run minecraft as admin) tell you that there is no minecraft version directory. Have to change the folder path from ...\admin\... to ...\<username>\...
Thanks for quick response, you rock.
I think I figured out why this is happening. UAC performs certain "auto-detection" of whether it thinks a file might need admin privileges and this includes looking for the words "setup", "update", "install", etc. in the file name. So it could be because I've named it liteloader-installer, if this is the case then I'll just try to find a better file name that doesn't make UAC think it's an installer.
Unable to download the new installer (exe or jar). Looks like the dns record for dl.liteloader.com hasn't made out to OpenDNS's resolvers yet. Just an FYI.
Some DNS providers cache entries for longer than the TTL, it's a bit of a nuisance but it should resolve itself over time.
Had to tweak the install since I am also running optifine, by adding it to the json file in its own profile (modded from forge json).
This should go away after a while, I believe Optifine is going to adopt the Tweak route as well so it should all get much more straightforward. When/if that happens I'll add the Tweak as an option to the LiteLoader installer.
Tried to use the 0.9.9 keybind macro mod but... Liteloader saw through that and said nope.
At least I know LiteLoader seems to be working!
There is absolutely no way that the old macros will work on 1.6.2, fortunately as you say LiteLoader does version checking before attempting to load a mod so no damage should occur. Huge changes to Minecraft were made internally in this release which is why everything has been such a to update (other modders have taken... shortcuts and it's going to bite them later on).
I at least have macros running now, I have a few remaining bugs to fix before a beta. The most annoying part is having to write custom Resource Managers for every situation where macros uses external resources since everything is now managed through the resourcing system.
Besides ModLoader then Forge)
Hey everyone, I'm back!
Me too.
Through I feel it's going to be cluttered with permissions stuff soon... (Not a problem for me)
Sorry I'm no programmer but what would permissions stuff do?
Hey everyone, I'm back!
Basically, it would tell the client what you can or can't do on a server, much like server-side permissions, but on the client. This is useful when using mods you may not want to be enabled. For example: In the Macro/Keybind mod, there are some features that can be used to automate every aspect of the game. Using the client permissions, you can disable some functions.
Mods I work on and maintain:
TabbyChat | Mine Little Pony
My Blog
OK thank you
Hey everyone, I'm back!
All I've done is integrate the previously stand-alone ClientPermissions framework into LiteLoader to make it easier for modders to use it. I'm not forcing it to be used or anything like that, it's just that the previous version of that API was difficult to use and also needed complex arbitration between mods that wanted to use it so that only one of them would manage the comms with the server.
Since clientpermissions was open source anyway, I've just integrated it with LiteLoader and simplified the API so that any mods wanting to use it can just simply implement an interface to take advantage of it. There's no "clutter", well in fact there's less now because ClientPermissions just got much easier to use for mod developers.
Mods I work on and maintain:
TabbyChat | Mine Little Pony
My Blog
It'll stay stand-alone since people may want VMPP without clientpermissions or vice versa. However integrating clientpermissions into liteloader doesn't have any downsides, it just makes it easier for mods to use it but if no mods are installed which use it then it does nothing at all.
It should work happily inside instmods, download the voxel modpack via FTB launcher and you'll see liteloader is there, compare it with your setup just to make sure there's no derp going on.
It is in instmods folder but it isn't loading i am running the last versions of 1.5.2 . see- http://prntscr.com/1fh95j and i even tried the version inside of the voxelmodpack and it still isn't working i dont know.
Window Title = liteloader-installer-1.6.2-00.exe - System Error
Window Text = The program can't start because MSVCR71.dll is missing from your computer. Try reinstalling the program to fix this problem.
The .dll referenced is a Microsoft Visual C+ runtime .dll. I can understand how you as a developer would have missed this one since you likely have a full C+ library. I am not sure if the .dll is included in the installer and simply ending up in the wrong profile (admin rather than user) at runtime or if it is not included at all.
Hmm, it shouldn't need admin credentials to run. I'm using a program called JSmooth to wrap the jar as an exe and I've not had problems with it before. If all else fails you can run the jar version but obviously I'd like to provide the exe-wrapped version as it's more convenient for windows users.
I'll have another stab at the jar wrapping and see if I can produce a more reliable version.
Thanks for reporting the issue quickly. To my knowledge there aren't any released liteloader mods for 1.6.2 yet so you're awfully keen! Glad to have found the issue so quickly though as I can try to remedy it before it affects too many people.
Watch this space.
Okay I've wrapped it with an alternative wrapper called launch4j, if you could download it again and let me know how you get on that would be amazing.
Thanks for quick response, you rock.
Ok I'm still not sure why the hell it wants to run as admin though, I think it's a flag on the executable and I'm guessing the wrappers set that flag. If I can find it and disable it then I will do so, since I don't want the installation process to be overly confusing to users.
Thanks for reporting the issue though, it's always good to get feedback especially when I can use it to make improvements.
(added the result of a manual look to hosts file and was able to download.)
Had to tweak the install since I am also running optifine, by adding it to the json file in its own profile (modded from forge json).
Tried to use the 0.9.9 keybind macro mod but... Liteloader saw through that and said nope.
At least I know LiteLoader seems to be working!
Can't wait for the updated Keybind/macro mod.
Try my guide here: [1.6.2] - FORGE, OPTIFINE, LITELOADER, AND MAGIC LAUNCHER (NO JAR MODDING)
Semper Discendi Docendique
I think I figured out why this is happening. UAC performs certain "auto-detection" of whether it thinks a file might need admin privileges and this includes looking for the words "setup", "update", "install", etc. in the file name. So it could be because I've named it liteloader-installer, if this is the case then I'll just try to find a better file name that doesn't make UAC think it's an installer.
Some DNS providers cache entries for longer than the TTL, it's a bit of a nuisance but it should resolve itself over time.
This should go away after a while, I believe Optifine is going to adopt the Tweak route as well so it should all get much more straightforward. When/if that happens I'll add the Tweak as an option to the LiteLoader installer.
There is absolutely no way that the old macros will work on 1.6.2, fortunately as you say LiteLoader does version checking before attempting to load a mod so no damage should occur. Huge changes to Minecraft were made internally in this release which is why everything has been such a to update (other modders have taken... shortcuts and it's going to bite them later on).
I at least have macros running now, I have a few remaining bugs to fix before a beta. The most annoying part is having to write custom Resource Managers for every situation where macros uses external resources since everything is now managed through the resourcing system.