Also I'm having some issues on 1.6.4 - crash on startup. http://pastebin.com/6JYwmtmr http://pastebin.com/ZLQxbdR5
I made VoxelMap and other mods from VoxelModPack work with my private modpack (~130 mods) and with FTB Monster but it doesn't seem to work with Resonant Rise Hope all logs provided up there will help find a solution.
Also I'm having some issues on 1.6.4 - crash on startup. http://pastebin.com/6JYwmtmr http://pastebin.com/ZLQxbdR5
I made VoxelMap and other mods from VoxelModPack work with my private modpack (~130 mods) and with FTB Monster but it doesn't seem to work with Resonant Rise Hope all logs provided up there will help find a solution.
This thread is for questions/support about TheVoxelModPack. Any problems encountered on other launchers/packs/configurations are entirely your own problem. Also, 1.6.4 is ancient so please consider upgrading to a more recent version before asking for support, since supporting majorly out-of-date versions is pretty much a non-starter in the first place.
If you have questions about a particular mod, you can ask in the mod thread.
If you have general support queries for The VoxelModPack, please use the support system here.
General chat about The VoxelModPack use this thread.
General help with LiteLoader you can use the LiteLoader thread here.
For other modpacks, please use the appropriate modpack support page
For other launchers, please consult the launcher devs.
For outdated versions (eg. anything before 1.7) I'd forget it, since the answer will likely be "update stuff".
This thread is for questions/support about TheVoxelModPack. Any problems encountered on other launchers/packs/configurations are entirely your own problem. Also, 1.6.4 is ancient so please consider upgrading to a more recent version before asking for support, since supporting majorly out-of-date versions is pretty much a non-starter in the first place.
If you have questions about a particular mod, you can ask in the mod thread.
If you have general support queries for The VoxelModPack, please use the support system here.
General chat about The VoxelModPack use this thread.
General help with LiteLoader you can use the LiteLoader thread here.
For other modpacks, please use the appropriate modpack support page
For other launchers, please consult the launcher devs.
For outdated versions (eg. anything before 1.7) I'd forget it, since the answer will likely be "update stuff".
Well, seems like I won't be able to mess around VoxelModPack until some good 1.7 modpack will get released (eg. Modsauce). Thanks for your response though.
Rollback Post to RevisionRollBack
Inactive on these forums. Use Steam or Discord if you want to say hi
Well, seems like I won't be able to mess around VoxelModPack until some good 1.7 modpack will get released (eg. Modsauce). Thanks for your response though.
Sorry about that, but 1.6.4 stuff is just simply too old to be relevant. It's hard enough for a tiny team like ours to keep up with support for one version, let alone supporting versions which stretch back ad infinitum. In general we can support the previous version, since it's well understood that it takes time to update things and servers might still be using a previous version for a while, this is minecraft after all and stuff takes a while to migrate. But 1.6.4 is almost a year old and realistically it's just not possible to support that, especially when you take into account that it's not even on a supported platform (a third-party launcher known to completely ignore best-practices).
Good luck getting everything set up the way you want it once you are able to update, in the mean time, I guess it's just not to be.
Please stay on topic, this thread is for discussion of The VoxelModPack. The VoxelSniper documentation is archived while we build a new website to host all VoxelModPack related documentation following the shutdown of The Voxel Box Wiki.
and where is VoxelSniperGUI Reloaded is it in 1.7.10?
No, it never worked properly and has been shelved whilst it is completely rewritten, we have taken on new team members to pursue this end.
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VoxelSniper itself requires large amounts of recoding (nearly from the ground up) to properly send the kind of information needed for client side GUI. The changes also encompass repairing other severe issues with VoxelSniper that make it nearly impossible to add new features and brushes to it until all the rewriting is complete. Once the this is complete, we will be able to make an official VoxelSniper GUI that directly integrates into the new VoxelSniper. Notably it will be able to automatically populate itself with all brushes/features that VoxelSniper makes available to player when they log in and set everything by directly communicating with the plugin, rather than sending finicky text commands.
I'll take that back... It works but If I use the skin select screen more than once in a session it freezes. Whatever skin I choose.. It says it's sending it to the server.. it shows it on the right side and it completed the send and when I go in more than once to the HD skins manager; it shows the NEW skin I uploaded successfully. Ingame: nada, nothing, zilch. My skn from Minecraft.net is the only skin that shows....
My Cauldron Plugin Config: could that be the issue? (nothing in the error logs)....
I'll take that back... It works but If I use the skin select screen more than once in a session it freezes. Whatever skin I choose.. It says it's sending it to the server.. it shows it on the right side and it completed the send and when I go in more than once to the HD skins manager; it shows the NEW skin I uploaded successfully. Ingame: nada, nothing, zilch. My skn from Minecraft.net is the only skin that shows....
My Cauldron Plugin Config: could that be the issue? (nothing in the error logs)....
Sorry to be a pain Mumfrey, am I the only one this is happening to? I even cleared out every mod and plugin... same same...
Without a lot of work I don't really see a way around this issue right now. HDSkins was very close to being dropped completely. The interaction of skins with the Mojang API makes the whole proposition very complicated and the fact that it works at all is actually pretty unusual. My argument for a while has been to just kill HDSkins but it seems to be a mod that people want so best efforts were made to get it to play nice: it doesn't, it plays... okay. As long as you don't mess with it too much.
See there's an interaction between two APIs here, the Mojang API, which is super-brittle and breaks if you look at it too hard, and our HD Skins API, which tries to do as little as possible so that all player skins don't end up getting completely screwed up if something goes wrong.
For now, if you can make it work one time, then stick with it. The reason there's no web-based alternative skin upload is that the only secure way we have to allow a player to upload a skin is to use the authentication session which is already established by the game. I will try to make the thing a bit less flimsy when I have time but at the moment, "working, most of the time" is the best I can do.
Well had I known that before I wouldn't have asked..
I know, that's why I linked you to it.
I went to check the VoxelModPack website first to see if there was anything about it but it wasn't mentioned... obviously nice to know someone else had a similar question.. I guess in a few more thread pages in the future someone else might ask, and someone can tell them it was mentioned in the previous previous page or just somewhere buried in this topic.
We're rebuilding the website, so there will be a lot more information available there in the future, fear not.
Also voxelsniper gui , I don't see why VSGUi couldn't have just been maintained as it was.. no one asked for it to be some sort of major thing that needed to directly cross communicate with VS on the server, just made more work for yourselves really and even then going by the last changes that were made to VSGUI it went down the pan in useability and how it worked compared to what its original author done with it.
I think you're drastically underestimating the work involved in updating a mod. If you "don't understand why it couldn't have just been maintained as it was" then I think you're confusing a percieved minimal amount of work to just port something from one version to another, with the large amount of work actually involved.
The "original" VSGUI was abandoned by its author, and we never obtained the source code. A few attempts were made to port it forward after the fact (by Chrismack) by decompiling it, but the code was poorly thought out to begin with and it just got progressively messier and harder to maintain, to the point where Chrismack got fed up with updating it and eventually left the team. At this point applefreak stepped in to make a replacement for VSGUI that would actually be maintainable going forward, and could also cure a lot of the issues that the original VSGUI suffered from (just because you personally didn't experience those issues, doesn't mean there weren't a lot of show-stopping bugs in that version, and there were) mostly in relation to the fact that it sent unsolicited chat messages and would quite frequently get people kicked from servers, and other undesirable effects.
As part of the rewrite, it became clear that a LOT (basically all, to all intents and purposes) of the old code needed to be just thrown out and rewritten, and the opportunity was taken to engineer the GUI in a much better way, using our tried-an-tested communication channel system VoxelPacket. This was undertaken by applefreak on the client end, but due to time constraints nobody was available on the server side to implement the plugin end of the communication chain (this isn't quite true, a now-departed and shall-remain-nameless member of the plugineering offered to do all this and basically made such a pig's ear of the whole thing that it had to be scrapped). All of which left the now more or less fully functional VSGUI reloaded completely without purpose, and applefreak became disillusioned with the whole project and just moved back to focus on VoxelCam.
See, we don't have unlimited manpower. Members of this team are volunteers and we have to pick how best to spend our time. You seem to be under the misguided assumption that keeping a mod up-to-date from version to version is somehow a simple job, but this is far from the case and we simply can't force someone to work on a mod, especially one with such a horrendous codebase, and especially bearing in mind that they'd need to deal with the bugs as well. VSGUI simply needed a re-think, and it needed some new hands on.
Now, I would have thought that actively going out into the community and finding some new devs (extremely competent devs) who can untangle this by working as a team on both the client and server side (which is what is needed to make this a viable mod) would be seen as a good move. Instead we're criticised for "making more work for ourselves" (your words). No. We have a pretty fixed amount of work to do, the choice is to try and resurrect something that's a horrific mess and is only going to get worse, or take the sensible route and try to engineer something that actually works. We chose the latter.
Just a nicer gui to quickly open and change brushes and set materials, mess with some around with the power of VS without have to enter seek out its non existent wiki page to find some obscure combination of commands that needed to be sent. "rather than sending finicky text commands." yeh well that's funny, because at least those finicky text commands worked for the mod when it was around, why complicate it.
Because as I explained, they didn't. VoxelSniper itself is an incredibly stateful piece of software, and the client mod had no way to represent that state. This lead to it frequently getting out of sync and the "solution" used to be to fire every single possible state command at the server every time in order to attempt to sync the server state with what the client expected (which didn't always work, and on other servers which didn't have VS, would basically just lead to an instant kick, or worse when the user in question was an admin it would send commands which actually did something completely else - one user set their server's entire spawn on fire because VSGUI sent the command /v which turned on "vulcan" mode in their admin plugin!).
There's no way around the fact that sending commands over the wire is "finnicky", and yes whilst it works provided all conditions align, it doesn't work under a vast array of other circumstances.
Working on the new before shutting down the old makes more sense to me, I guess VoxelModPack team do it differently.
What kind of comment is this? Like I said, you're proceeding under the mistaken assumption that "keeping the old" requires little or no work, which of course is completely false. Even moving a simple mod from one version to the next of minecraft is a lot of work, and a complicated, messy one like VSGUI doubly so. We don't pick the release schedule of minecraft, and moving from version to version is a huge job collectively for us as a team. If you're implying that we're lazy because we simply don't have the willing manpower to resurrect and relentlessly port forward a messy and barely working mod, then I suggest you come and observe our update process and get an idea of just how much work goes in to each update.
Also if the previous comment was regarding the wiki, then kindly remember that The Voxel Box decided to shut down the wiki with no prior warning to us (The VoxelModPack Team is an entirely separate entity nowadays) and thus on top of our normal workload we now have to build a new website to accomodate all the documentation which has been temporarily taken offline. Simply because that can't be done in zero time, and because guess who actually has to build the damn thing, it's not finished yet. We're incredibly sorry for the downtime, but implying that it was our choice to take the documenation offline before providing a new site when that was completely out of our hands is just incredibly insulting.
tl;dr - We're all volunteers, and we work our collective arses off to keep this modpack and its mods alive. Please bear that in mind when you come here and insult our choices or our work.
THanks for the explanation Mumfrey, appreciated. You're right.. It wasn't so much of an issue in the earlier days when spout was around and I could make in game buttons my kids could just push to change their skins on the fly.. they loved it. Now it's become quite rare.. especially HD skins. That extra step of logging into the mojang website for every player and uploading the skin and waiting for a refresh.....
Is there a reason a person can't just upload their skin to say their dropbox account and use that? When it was possible to do in Bukkit via Spoutcraft and SpoutPlugin; most skin plugins just required you to give the url to the skin you wanted to use. Obviously it had to be accessible by the other players.. but I notice most 'mods' have an authentication server to upload skins to... Other than verifying that the file in use is an actual png, what other reason would an upload server be required or even necessary?
THanks for the explanation Mumfrey, appreciated. You're right.. It wasn't so much of an issue in the earlier days when spout was around and I could make in game buttons my kids could just push to change their skins on the fly.. they loved it. Now it's become quite rare.. especially HD skins. That extra step of logging into the mojang website for every player and uploading the skin and waiting for a refresh.....
Is there a reason a person can't just upload their skin to say their dropbox account and use that? When it was possible to do in Bukkit via Spoutcraft and SpoutPlugin; most skin plugins just required you to give the url to the skin you wanted to use. Obviously it had to be accessible by the other players.. but I notice most 'mods' have an authentication server to upload skins to... Other than verifying that the file in use is an actual png, what other reason would an upload server be required or even necessary?
I'm not really sure what you're asking here. If you upload a skin to a random server, then how would other people see it? You'd still need a server keeping track of what your current "skin URL" is so you'd still need a server (say a simple database server) keeping track of "player x has skin at http://blah.com/skin/whatever.png" and you'd still have to query that for every player you see.
Since you have to have the server in play at this point anyway in order for it to work, you might as well just store the skins there as well, since the skin file itself then doubles as your "database entry" for that player, and also cuts down on the complexity at the client end, since in your scenario you'd need to first open a connection to the "database" to get the URL, then close that connection and open a new one to download from the other location.
So the "upload server" isn't necessary, but some central server is, and thus storing the skin there makes everything a whole lot simpler. Let's not forget the other benefits in that by uploading a skin to the central server, it can verify that the image proportions are not too large.
As for why it's in-game, like I said this is the most secure way of going about the upload, since we can leverage the security provided by your minecraft login without needing to have you put your mojang login into our site. The client simply says to the mojang API "I'm connecting to skins.voxelmodpack.com" and the skin server says (when you try to post your skin) "hey Mojang, is this player connected to me?". Since Mojang acts in escrow for the transaction, our server never needs to see your authentication token and thus there's never any chance that your account could be compromised if we turned out to be theives, or if someone compromises our server, since your credentials never go anywhere near us (this is the exact same mechanism used to verify your Mojang account when connecting to a regular game server by the way).
Ther literally isn't any other way it could work, since as I said, hosting the skins offsite does not actually solve any complexity, it actually adds more.
Hey so I'm new to this. I really want to use Voxelsniper but you need a server to do so, I tried looking up how to make a server and followed it step by step, but it didn't work for me, in the end I wasn't able to connect with the server. Then I found this and became increasingly excited about being able to use this. I've downloaded it correctly and everything is running stable but... I've uncovered a problem. I have no idea how to use any of the tools! Help? I've looked at a couple tutorials and it seems like they all use an arrow and gunpowder but when I try to use them they do nothing. Does anyone know of how I can get started on learning to use this modpack correctly? I'm not sure if this modpack works differently than other voxel mods but either way I'll take any help I can get. Please help the Self Proclaimed Noob. Thank you.
Hey so I'm new to this. I really want to use Voxelsniper but you need a server to do so, I tried looking up how to make a server and followed it step by step, but it didn't work for me, in the end I wasn't able to connect with the server. Then I found this and became increasingly excited about being able to use this. I've downloaded it correctly and everything is running stable but... I've uncovered a problem. I have no idea how to use any of the tools! Help? I've looked at a couple tutorials and it seems like they all use an arrow and gunpowder but when I try to use them they do nothing. Does anyone know of how I can get started on learning to use this modpack correctly? I'm not sure if this modpack works differently than other voxel mods but either way I'll take any help I can get. Please help the Self Proclaimed Noob. Thank you.
Unfortunately at the moment there isn't a way to run VoxelSniper unless you have an existing CraftBukkit server to run it on, it cannot currently run on vanilla minecraft. However efforts will be made to port it to Sponge once Sponge is up and running.
The modpack does not include VoxelSniper and thus you will not be able to use VoxelSniper with the modpack alone, you need the server plugin itself for it to work.
Unfortunately at the moment there isn't a way to run VoxelSniper unless you have an existing CraftBukkit server to run it on, it cannot currently run on vanilla minecraft. However efforts will be made to port it to Sponge once Sponge is up and running.
The modpack does not include VoxelSniper and thus you will not be able to use VoxelSniper with the modpack alone, you need the server plugin itself for it to work.
Okay well is there anywhere to go or anyway I can see how to install a CraftBukkit server or make one? If I can use voxel with a server then I'll take it. I just need to learn how to make a server properly.
Okay well is there anywhere to go or anyway I can see how to install a CraftBukkit server or make one? If I can use voxel with a server then I'll take it. I just need to learn how to make a server properly.
You can use it with CraftBukkit but of course after the whole DMCA-takedown thing the other week, getting hold of a copy might be tricky since it's now illegal to redistribute (although not illegal to use if you already have a copy). Best ask your friends if anyone has a copy of CraftBukkit they could give to you.
You can use it with CraftBukkit but of course after the whole DMCA-takedown thing the other week, getting hold of a copy might be tricky since it's now illegal to redistribute (although not illegal to use if you already have a copy). Best ask your friends if anyone has a copy of CraftBukkit they could give to you.
Now, the thing is I dont use the Vanilla Launcher anymore, and I prefer finetuning my selection of mods.
Is there a way of just picking up the handful of mods I want instead of doing a lot of workaround to get the three or four mods I want to use?
Install the modpack and then just copy the mods you want from the modpack's mods folder to your target mods folder. Just be aware that by doing so you waive all rights to support and any problems/bugs you encounter are entirely your own problem at that point.
Was just messing with version numbers in that URL and accidentally found a 1.6.4 version
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http://voxelmodpack.com/modpacks/archive.php
Oh... I didn't know about that page
Also I'm having some issues on 1.6.4 - crash on startup.
http://pastebin.com/6JYwmtmr
http://pastebin.com/ZLQxbdR5
I made VoxelMap and other mods from VoxelModPack work with my private modpack (~130 mods) and with FTB Monster but it doesn't seem to work with Resonant Rise Hope all logs provided up there will help find a solution.
Inactive on these forums. Use Steam or Discord if you want to say hi
This thread is for questions/support about TheVoxelModPack. Any problems encountered on other launchers/packs/configurations are entirely your own problem. Also, 1.6.4 is ancient so please consider upgrading to a more recent version before asking for support, since supporting majorly out-of-date versions is pretty much a non-starter in the first place.
Well, seems like I won't be able to mess around VoxelModPack until some good 1.7 modpack will get released (eg. Modsauce). Thanks for your response though.
Inactive on these forums. Use Steam or Discord if you want to say hi
Sorry about that, but 1.6.4 stuff is just simply too old to be relevant. It's hard enough for a tiny team like ours to keep up with support for one version, let alone supporting versions which stretch back ad infinitum. In general we can support the previous version, since it's well understood that it takes time to update things and servers might still be using a previous version for a while, this is minecraft after all and stuff takes a while to migrate. But 1.6.4 is almost a year old and realistically it's just not possible to support that, especially when you take into account that it's not even on a supported platform (a third-party launcher known to completely ignore best-practices).
Good luck getting everything set up the way you want it once you are able to update, in the mean time, I guess it's just not to be.
VoxelVisualiser was described on the previous page.
Please stay on topic, this thread is for discussion of The VoxelModPack. The VoxelSniper documentation is archived while we build a new website to host all VoxelModPack related documentation following the shutdown of The Voxel Box Wiki.
No, it never worked properly and has been shelved whilst it is completely rewritten, we have taken on new team members to pursue this end.
I'll take that back... It works but If I use the skin select screen more than once in a session it freezes. Whatever skin I choose.. It says it's sending it to the server.. it shows it on the right side and it completed the send and when I go in more than once to the HD skins manager; it shows the NEW skin I uploaded successfully. Ingame: nada, nothing, zilch. My skn from Minecraft.net is the only skin that shows....
My Cauldron Plugin Config: could that be the issue? (nothing in the error logs)....
voxelplayer:
enabled: true
nobubbles: false
clientbubbles: true
voxeltextures:
enabled: false
salt: '61567'
voxelboards:
enabled: false
wikiurl: http://en.wikipedia.org/wiki/
wikiapiurl: http://en.wikipedia.org/w/api.php
texturl: ''
imgurl: ''
voxelflight:
enabled: false
voxelget:
enabled: false
blacklist: ''
voxelvisualiser:
enabled: true
servercapes:
enabled: false
url: http://skins.voxelmodpack.com/capes/
Sorry to be a pain Mumfrey, am I the only one this is happening to? I even cleared out every mod and plugin... same same...
Without a lot of work I don't really see a way around this issue right now. HDSkins was very close to being dropped completely. The interaction of skins with the Mojang API makes the whole proposition very complicated and the fact that it works at all is actually pretty unusual. My argument for a while has been to just kill HDSkins but it seems to be a mod that people want so best efforts were made to get it to play nice: it doesn't, it plays... okay. As long as you don't mess with it too much.
See there's an interaction between two APIs here, the Mojang API, which is super-brittle and breaks if you look at it too hard, and our HD Skins API, which tries to do as little as possible so that all player skins don't end up getting completely screwed up if something goes wrong.
For now, if you can make it work one time, then stick with it. The reason there's no web-based alternative skin upload is that the only secure way we have to allow a player to upload a skin is to use the authentication session which is already established by the game. I will try to make the thing a bit less flimsy when I have time but at the moment, "working, most of the time" is the best I can do.
I know, that's why I linked you to it.
We're rebuilding the website, so there will be a lot more information available there in the future, fear not.
I think you're drastically underestimating the work involved in updating a mod. If you "don't understand why it couldn't have just been maintained as it was" then I think you're confusing a percieved minimal amount of work to just port something from one version to another, with the large amount of work actually involved.
The "original" VSGUI was abandoned by its author, and we never obtained the source code. A few attempts were made to port it forward after the fact (by Chrismack) by decompiling it, but the code was poorly thought out to begin with and it just got progressively messier and harder to maintain, to the point where Chrismack got fed up with updating it and eventually left the team. At this point applefreak stepped in to make a replacement for VSGUI that would actually be maintainable going forward, and could also cure a lot of the issues that the original VSGUI suffered from (just because you personally didn't experience those issues, doesn't mean there weren't a lot of show-stopping bugs in that version, and there were) mostly in relation to the fact that it sent unsolicited chat messages and would quite frequently get people kicked from servers, and other undesirable effects.
As part of the rewrite, it became clear that a LOT (basically all, to all intents and purposes) of the old code needed to be just thrown out and rewritten, and the opportunity was taken to engineer the GUI in a much better way, using our tried-an-tested communication channel system VoxelPacket. This was undertaken by applefreak on the client end, but due to time constraints nobody was available on the server side to implement the plugin end of the communication chain (this isn't quite true, a now-departed and shall-remain-nameless member of the plugineering offered to do all this and basically made such a pig's ear of the whole thing that it had to be scrapped). All of which left the now more or less fully functional VSGUI reloaded completely without purpose, and applefreak became disillusioned with the whole project and just moved back to focus on VoxelCam.
See, we don't have unlimited manpower. Members of this team are volunteers and we have to pick how best to spend our time. You seem to be under the misguided assumption that keeping a mod up-to-date from version to version is somehow a simple job, but this is far from the case and we simply can't force someone to work on a mod, especially one with such a horrendous codebase, and especially bearing in mind that they'd need to deal with the bugs as well. VSGUI simply needed a re-think, and it needed some new hands on.
Now, I would have thought that actively going out into the community and finding some new devs (extremely competent devs) who can untangle this by working as a team on both the client and server side (which is what is needed to make this a viable mod) would be seen as a good move. Instead we're criticised for "making more work for ourselves" (your words). No. We have a pretty fixed amount of work to do, the choice is to try and resurrect something that's a horrific mess and is only going to get worse, or take the sensible route and try to engineer something that actually works. We chose the latter.
Because as I explained, they didn't. VoxelSniper itself is an incredibly stateful piece of software, and the client mod had no way to represent that state. This lead to it frequently getting out of sync and the "solution" used to be to fire every single possible state command at the server every time in order to attempt to sync the server state with what the client expected (which didn't always work, and on other servers which didn't have VS, would basically just lead to an instant kick, or worse when the user in question was an admin it would send commands which actually did something completely else - one user set their server's entire spawn on fire because VSGUI sent the command /v which turned on "vulcan" mode in their admin plugin!).
There's no way around the fact that sending commands over the wire is "finnicky", and yes whilst it works provided all conditions align, it doesn't work under a vast array of other circumstances.
What kind of comment is this? Like I said, you're proceeding under the mistaken assumption that "keeping the old" requires little or no work, which of course is completely false. Even moving a simple mod from one version to the next of minecraft is a lot of work, and a complicated, messy one like VSGUI doubly so. We don't pick the release schedule of minecraft, and moving from version to version is a huge job collectively for us as a team. If you're implying that we're lazy because we simply don't have the willing manpower to resurrect and relentlessly port forward a messy and barely working mod, then I suggest you come and observe our update process and get an idea of just how much work goes in to each update.
Also if the previous comment was regarding the wiki, then kindly remember that The Voxel Box decided to shut down the wiki with no prior warning to us (The VoxelModPack Team is an entirely separate entity nowadays) and thus on top of our normal workload we now have to build a new website to accomodate all the documentation which has been temporarily taken offline. Simply because that can't be done in zero time, and because guess who actually has to build the damn thing, it's not finished yet. We're incredibly sorry for the downtime, but implying that it was our choice to take the documenation offline before providing a new site when that was completely out of our hands is just incredibly insulting.
tl;dr - We're all volunteers, and we work our collective arses off to keep this modpack and its mods alive. Please bear that in mind when you come here and insult our choices or our work.
Is there a reason a person can't just upload their skin to say their dropbox account and use that? When it was possible to do in Bukkit via Spoutcraft and SpoutPlugin; most skin plugins just required you to give the url to the skin you wanted to use. Obviously it had to be accessible by the other players.. but I notice most 'mods' have an authentication server to upload skins to... Other than verifying that the file in use is an actual png, what other reason would an upload server be required or even necessary?
I'm not really sure what you're asking here. If you upload a skin to a random server, then how would other people see it? You'd still need a server keeping track of what your current "skin URL" is so you'd still need a server (say a simple database server) keeping track of "player x has skin at http://blah.com/skin/whatever.png" and you'd still have to query that for every player you see.
Since you have to have the server in play at this point anyway in order for it to work, you might as well just store the skins there as well, since the skin file itself then doubles as your "database entry" for that player, and also cuts down on the complexity at the client end, since in your scenario you'd need to first open a connection to the "database" to get the URL, then close that connection and open a new one to download from the other location.
So the "upload server" isn't necessary, but some central server is, and thus storing the skin there makes everything a whole lot simpler. Let's not forget the other benefits in that by uploading a skin to the central server, it can verify that the image proportions are not too large.
As for why it's in-game, like I said this is the most secure way of going about the upload, since we can leverage the security provided by your minecraft login without needing to have you put your mojang login into our site. The client simply says to the mojang API "I'm connecting to skins.voxelmodpack.com" and the skin server says (when you try to post your skin) "hey Mojang, is this player connected to me?". Since Mojang acts in escrow for the transaction, our server never needs to see your authentication token and thus there's never any chance that your account could be compromised if we turned out to be theives, or if someone compromises our server, since your credentials never go anywhere near us (this is the exact same mechanism used to verify your Mojang account when connecting to a regular game server by the way).
Ther literally isn't any other way it could work, since as I said, hosting the skins offsite does not actually solve any complexity, it actually adds more.
Have a great weekend Mumfrey and the rest of the Voxelmap team! Thanks for a great mod!
Unfortunately at the moment there isn't a way to run VoxelSniper unless you have an existing CraftBukkit server to run it on, it cannot currently run on vanilla minecraft. However efforts will be made to port it to Sponge once Sponge is up and running.
The modpack does not include VoxelSniper and thus you will not be able to use VoxelSniper with the modpack alone, you need the server plugin itself for it to work.
Okay well is there anywhere to go or anyway I can see how to install a CraftBukkit server or make one? If I can use voxel with a server then I'll take it. I just need to learn how to make a server properly.
You can use it with CraftBukkit but of course after the whole DMCA-takedown thing the other week, getting hold of a copy might be tricky since it's now illegal to redistribute (although not illegal to use if you already have a copy). Best ask your friends if anyone has a copy of CraftBukkit they could give to you.
All right. Thank you for you help
Is there a way of just picking up the handful of mods I want instead of doing a lot of workaround to get the three or four mods I want to use?
Install the modpack and then just copy the mods you want from the modpack's mods folder to your target mods folder. Just be aware that by doing so you waive all rights to support and any problems/bugs you encounter are entirely your own problem at that point.