ragger
and all ho uses liteloader, and have same issues, i aint certain but try too update ur java from 7 to 8 (thats all i can think off that changed with my minecraft that could fix an issue and rewarded meh with tabby chat ... (accident when i was messing with other stuff... ))
Changing from Java 7 (67) (x64) to Java 8 (31) (x64) has indeed solved the dependency issue. Nice catch.
Updating liteloader to Jan25th dump - no difference
Using deobfuscated version - no difference
Must be something I'm missing. I do install my liteloader on top of optifine, but don't think that should make a big difference. I'll give it another go next update
Read the blog post again, there's two .jar files you need to download.
[...]
If you noticed my screenshot, you can clearly see the dependency being recognized a slot above. Unless you are suggesting that the issue is that there is a difference between version name there and the blog - these files are both the Main files from the blog, and both the json and info show the correct file version (0.1.0).
We most definitely need a way to change the directions in the minimap easily and quickly - WE and notch disagree on their interpretations and it gets very annoying.
edit: gah! windows newlines! *fixes to be plain \n*
edit 2: gah! old macos newlines! you are a horrible person!
edit 3: gah! you mixed tabs into my nice clean spaces!
I don't understand the specific coding you are speaking of, so I don't fully understand why it would look weird.
What I mean is, is there some level in the nether where bedrock no longer spawns as ceiling, that could be treated as the "top" instead? Or are you saying that this would then screw up the normal world maps too somehow? Could you treat the bedrock ceiling as transparent or something? Sorry if these are dumb questions, I'm just trying to help.
You'd still have the issue that not all of the nether caves reach the top of your limit. You'd have to find some sort of compromise that would end up getting messy for the coding.
I guess I'll post again, then. Not sure on if I can leave you a pm in IRC.
Suggestion: For WorldeditCUI, make it possible to follow the line you make with //sel poly in WE
You don't have to do the math to fill in the space between the points (if that is too complicated, but that would be *sweet*) but at least showing the lines between points would be a benefit. If not that, then the little colored boxes that mark the corners of the cuboid would be sufficient.
Suggestion: For WorldeditCUI, make it possible to follow the line you make with //sel poly in WE
You don't have to do the math to fill in the space between the points (if that is too complicated, but that would be *sweet*) but at least showing the lines between points would be a benefit. If not that, then the little colored boxes that mark the corners of the cuboid would be sufficient.
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Changing from Java 7 (67) (x64) to Java 8 (31) (x64) has indeed solved the dependency issue. Nice catch.
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Updating liteloader to Jan25th dump - no difference
Using deobfuscated version - no difference
Must be something I'm missing. I do install my liteloader on top of optifine, but don't think that should make a big difference. I'll give it another go next update
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If you noticed my screenshot, you can clearly see the dependency being recognized a slot above. Unless you are suggesting that the issue is that there is a difference between version name there and the blog - these files are both the Main files from the blog, and both the json and info show the correct file version (0.1.0).
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Pic:
Link to log: http://pastebin.com/1RkqdBxg
Thoughts?
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I've added the litemods to .minecraft/mods, .minecraft/versions/liteloader1.6.2/mods and the magiclauncher selection window.
And no go. I had no problems doing this pre 1.6 -- What am I missing?
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So did dynmap.
WE hasn't. :smile.gif:
Hows that CUI looking? :ohmy.gif:
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Roflcopter
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You'd still have the issue that not all of the nether caves reach the top of your limit. You'd have to find some sort of compromise that would end up getting messy for the coding.
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Suggestion: For WorldeditCUI, make it possible to follow the line you make with //sel poly in WE
You don't have to do the math to fill in the space between the points (if that is too complicated, but that would be *sweet*) but at least showing the lines between points would be a benefit. If not that, then the little colored boxes that mark the corners of the cuboid would be sufficient.
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You don't have to do the math to fill in the space between the points (if that is too complicated, but that would be *sweet*) but at least showing the lines between points would be a benefit. If not that, then the little colored boxes that mark the corners of the cuboid would be sufficient.
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EDIT: looks like you already did.