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    posted a message on [Launcher] Magic Launcher 1.3.4 (mods, options, profiles, news)
    Quote from TehFluffyBunny

    - Just my browser and media player.
    - Tried that, nothing out of the ordinary.
    - No, using default texture pack
    - Yes (Smooth version)

    Although I must mention, the lag spikes go away if I stay in one area for a long time (so the game doesn't load new chunks) so it's not a BIG deal... would be nice to get rid of it all together.

    And FPS is not an issue. Just the lag spikes.

    Edit: Come to think of it, maybe this is normal.
    Hmm - Out of curiosity... I'm guessing you're 'Windows' user - Is so are you 32-bit or 64-bit ??
    If 32-bit, check to see if your view distance isn't set to 'far' - I believe you get lags if it is & you're NOT using 64-bit java
    Posted in: Minecraft Tools
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    posted a message on [Launcher] Magic Launcher 1.3.4 (mods, options, profiles, news)
    Quote from myoblastic

    this launcher is great, i use it for all my mods. but i can't seem to figure out how to install mods like zombe's modpack? if you put the entire zip in, it does nothing, because when you download the pack, it has the config files in a folder inside the giant folder with the class files, as well as a .bat get error. when i take the classes folder out of the giant folder, and open it in magic launcher, it treats it like a normal folder, opening it. how do i get this to make it work? do i have to do something to zip the class folder?
    Not done it with this MOD - but with other MOD's that have an 'external conf file' (like 'Dynamic Lights'), you have to unZIP the whole pack THEN zip up ONLY the stuff that needs to be placed into the minecraft.jar file (for e.g. in 'dynamic lights' you have to only ZIP up the contents of the folder 'compiled_put_this_into_minecraft_jar')
    The conf file MAY need to go into the same folder/location as where you've placed the [newly made] ZIP MOD or it goes into the 'usual' place as stated by the MOD installation instructions
    Quote from pete1061

    Just a little feedback:
    I think maybe the ststus column needs more work.
    Maybe more info on the errors it reports. If possible.
    The launcher claims there are erors in mods, yet nothing appears wrong when I run the game.
    More info about the status error messages has already been requested earlier - I know 'cos I'vealso asked this ;)
    Quote from TehFluffyBunny

    Honestly, how do you allocate more memory? I go to setup and put 3072 in the box, great. But I go in-game, press F3 and it's using only 2% of that 3 gb and I see no difference in FPS and keep getting that stupid lag spike -.-

    Maybe I have to enter something in Parameters?
    Well - the FPS and Lag may be caused by other stuff....
    I get the 'lag', especially after long game playing periods & that seems to be due to a LOT of disk access (I've only got 2Gb to work with)
    Since you're only using a small amount of memory in Minecraft - it could be something else that's causing the lags/low FPS....

    - Got anything else running in the background (antivirus updating / Downloading 'stuff')
    If using Windows - use [Ctrl]/[Alt][Del] & look in the task manager to see if anything else is using CPU cycles.....
    - Perhaps you're using a [high] HD texture pack ?? - I have 'stutter' if using anything over 64x HD packs
    - Are you using optifine ?? - I got better FPS results with that
    Posted in: Minecraft Tools
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    posted a message on [v3.7] AMIDST - Strongholds, Village, Biome, Etc. Finder. [1.7.4]
    Quote from gifi5

    I'm confused, I'm using v2.0.25 but it seems that AMIDST keeps locating villages that aren't at the co-ordinates provided...
    Tried with multiple maps, some of the villages are correct but a fair amount are not. Minecraft version 1.2.3. Already stated version of AMIDST.
    Is this just a general problem or is it just me? Any fix?
    Its a general problem - Apparently AMIDST only give the possibility of the locations of villages (it was mentioned in one of the posts here) and not if there is an actual village.
    I can only assume that there's something in the 'village generation code' of minecraft that decides whether a village is actually created or not when the world is created

    EDIT: Couldn't find the exact post I was referring to - but did find this one ( & this ) that seems to support my theory about 'Village generation code'
    ......The village will not spawn if the terrain is not suitable. I think you should always regard the village icons as potential sites..........
    ....Third the village thing detects where the game will try to spawn a village, there are certain codings that determine whether that location will be good enough....
    Posted in: Minecraft Tools
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from risemodders

    My cousin had the same issue even without optifine ,he had a very bad integrated video card,he bought a better one and that issue was gone.It must be that ur video card is overheating and starts slowing down
    I've noticed this as well, after about 1-2 hours constant playing - but it's happening even without Optifine (in fact it happens 'quicker' without it)

    I've noticed though that when I initially start the game there is very little disk access, but when FPS start dropping/ game lagging, there's a 'lot' of disk access - so I'm guessing that the more I play the 'more' memory is getting swapped to the HDD (I'm using an oldish PC with only 2Gb memory on WinXP)
    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    I know this is 'Off-topic', but had to include my point of view as well about ....

    Quote from iiiHuman

    Your argument makes no sense for at least a few reasons:

    ...{snip}...

    Your argument is based purely on conjecture and even if you personally don't like it, for whatever reason, that is no reason for someone else to not check it out since it is an extremely helpful tool and will most likely help them out immensely.
    And just to add to this, I'll like to add that I find MagicLauncher is easier to use.
    • Easier to 'test out mod's:
    Instead of 'getting clean minecraft.jar' > Open with ZIP program > Copy over MOD's 'classes' > Delete meta.inf >close minecraft.jar > run launcher > see if it works....

    All I need to do is 'start ML > [Setup] required MOD's > Alter order (if need be) > [Test]
    • Easier to setup a required screen resolution:
    Before - I either
    a) had to use the launcher & start up minecraft.jar & then either 'maximize' or resize the window
    Or
    b ) Use a command prompt/BAT file to set the size & run minecraft.jar directly

    With ML - Under setup/advanced, I just type in the required resolution & the launcher will do it all for me
    • Memory management is easier:
    Once again - tell ML the amount to use - & it'll do it... unlike having to use (once again) a BAT/Command prompt or using the JAVA control panel & set it up there


    Yes - I will admit that there ARE problems with the program (it keeps resetting the 'news' option for one) and that many 'Mac' users have problems as well, but me (a 'Windows' user) have only had a couple of minor irritations .........& don't forget Magiclauncher is 'only' version 0.9.7...

    Look at minecraft itself - THAT went though HOW many versions of 'beta' before being released (& is STILL being improved on as we speak) & STILL have the occasional 'bug' occur (v1.2.2 IIRC - had disappearing buckets of lava when used in furnaces)
    Posted in: Minecraft Mods
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    posted a message on [Launcher] Magic Launcher 1.3.4 (mods, options, profiles, news)
    bob311
    I have not gotten Magic to work with 1.2.3? others having the issues or have fixes for this? I have not installed any 1.2.3 mods yet. I just get a black screen
    SOTMead
    Is that a question or a statement? I've got a 1.2.3 vanilla profile on my launcher right now. Chances are good it's not looking in the right directories for stuff. Double check paths and versions.

    +1 to this

    I recently had problems with a few MOD's ['SOTMead' know the one's I'm on about] & ML - although NOT with a white screen problem (Mainly graphic glitches or 'No Mod's Found' message etc)

    I re-checked the appropriate MOD's thread(s) & found that EVEN THOUGH the version number was the same as what I was trying to use - the file had actually been updated/modified & now they work with 'MagicLauncher'

    Also, are you on a 'Mac' or Windows/linux system
    There's been a few problems reported when running this on 'Mac' (I've had no troubles on a Windows system)

    @ sp614x: just a suggestion.....
    Perhaps you should add to original post a 'Possible fixes for MagicLauncher problems [on Mac's] ' section, & add the suggestions that have been made (like update the LWJGL file - or 'JAVA Development' download link).
    At least people can try these out while you're figuring out what could be causing mac problems
    Posted in: Minecraft Tools
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    posted a message on [Launcher] Magic Launcher 1.3.4 (mods, options, profiles, news)
    Quote from iiiHuman

    From the Dynamic Lights Mod thread: ( Second One Listed )
    From the Simply Hax Mod thread: ( Second One Listed )
    From the Finder Compass Mod thread: ( Second One Listed )
    Yeah - but if you look through the thread(s) you'll find that AtomicStryker only updated them on the 8th/9th March (I posted on the 12th) so that was only 4 days ago, & I DID say
    EDIT: Yep - he's must've added those 'new' versions - 'cos they definitely weren't there ~ 2weeks ago
    Some people don't come here EVERY day you know :lol: ;)

    [ Sources: SimplyHax / Finder Compass / Dynamic Lights ]
    Posted in: Minecraft Tools
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    posted a message on [1.2.4] Destructor Mod
    When did he update Modloader ???
    I've re-downloaded it & tried - all is fixed (I think)
    Posted in: Minecraft Mods
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    posted a message on [Launcher] Magic Launcher 1.3.4 (mods, options, profiles, news)
    Quote from iiiHuman

    Dynamic Lights has a NON-MCPatcher edition (for the latest version of Minecraft). You just need to also use modloader. So, MCPatcher is NOT required for Dynamic Lights.
    That's weird - last time I looked I'm SURE that link wasn't there - only a 'non-mcpatcher version for 1.1'

    Best check the other MOD's then as I believe they're done by the same person

    EDIT: Yep - he's must've added those 'new' versions - 'cos they definitely weren't there ~ 2weeks ago
    Posted in: Minecraft Tools
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    posted a message on [1.2.4] Destructor Mod
    Seen it... just thought it might be a good idea to mention how to change the graphic in your MOD, since I guess not a lot of people may know how to
    1) install the destructor MOD as stated above in the 'How to Install' section
    2) Download the Destructor alternative graphic
    3) Unzip the file (destructor.png) & place into the folder '/DestructorMOD/' found in minecraft.jar - replacing the existing one

    I also guess you've not figured out the graphic conflict problem yet with the Jungle texture(s) ??
    so FYI I've altered your MOD to this MOD for myself, where I've replaced the Drill/Drill_2 texture with a wooden [64x] texture (since I don't use the 'miner feature - it's not a problem for me) - unfortunately I still have a 'shrub' that looks like the Destructor :(
    using minecraft's 'default texture' (I first thought it was the texture pack I was using that was causing the conflict)

    With normal MOD -> .... With my Modified version ->

    What the shrubs [still] look like ->
    Posted in: Minecraft Mods
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    posted a message on [Launcher] Magic Launcher 1.3.4 (mods, options, profiles, news)
    Quote from SOTMead

    Now do you people see why we get so cranky? I *just* answered this about 2 hrs ago. It was *two* posts up from yours.
    Saw that - didn't work, thought that 'Kaiplick' had a different method of fixing it, that's why I asked for more details

    FYI - the MOD's I want working (& I DID say they were 'MCPatcher-Only MOD's, so don't get cranky - we've already been down that route) are 'Dynamic Light' / 'Finder Compass' and 'SimpleHax'

    I've DID extract from the 'jar' the files - re-ZIPped those files into a ZIP file & then 'Added' to MagicLauncher - 'no mods Found' message - but 'tested' anyway... guess what - don't work
    Then I moved them into the '/mods/' folder to try & use them as 'external mods' - Still don't work

    i suspect that the reason they don't work is because of the file/folder structure
    Inside each MOD is a 'com' folder with the following subdirectories
    /com/
    !--- /pclewis/
         !--- /mcpatcher/
               !--- /mod/
    All other mod's that DO work in ML (that I've tried) don't have this 'com' folder & are just a series of '.classes' files to be 'stuck' in the root of minecraft.jar

    I've even made ZIP files with all those classes in '/mcpatcher/mod/' folder moved to the 'root' on the ZIP - those don't work either (I guess that the MCPatch-only MOD's are programmed to look for the required 'classes' in the 'mcpatcher/mod/' folder & not anywhere else)
    Posted in: Minecraft Tools
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    posted a message on [Launcher] Magic Launcher 1.3.4 (mods, options, profiles, news)
    Quote from Kaiplick

    I have the same problems with "no mods found", i found a way to fix BTW but i can't fix Codechickencore(for NEI)
    How did you fix it ???
    I have a couple of MOD's I'd like to use - but also get the 'No Mods found' even though (I think) they're 'ZIPped' right
    I thought it was most probably due to the fact that they are 'MCPatcher - only' MOD's
    Posted in: Minecraft Tools
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    posted a message on [1.2.4] Destructor Mod
    Quick update - Not had a PM back from OVO, but have been told that he has 'released' his texture pack under a
    'Creative Commons License'


    You are free:
    • to Share — to copy, distribute and transmit the work
    • to Remix — to adapt the work
    Under the following conditions:
    • Attribution — You must attribute the work in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the work).
    • Noncommercial — You may not use this work for commercial purposes.
    • Share Alike — If you alter, transform, or build upon this work, you may distribute the resulting work only under the same or similar license to this one.
    so it looks like you're good to go, as - if I understand this right - as long as it's mentioned that the modified graphic is based on the original created by OVO (& you don't charge for the MOD ;) )
    Posted in: Minecraft Mods
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    posted a message on [x64][1.18.X] Ovo's Rustic Pack: Redemption v1.12 WIP [Updated: 2022-02-04]
    Quote from Pythros

    The customizer has been updated to 1.2 objects.

    I also reorganized the textures so that all Ovocean's originals are defaulted.

    I'll add more items from the thread later.



    As mentioned in Ovocean's OP on his thread is the license he has for his work:
    {clip}
    (http://creativecommo...s/by-nc-sa/3.0/)
    Ah right - had another look in his original thread
    - Don't know HOW I missed that link to '- Libre! (licence)', perhaps I was looking for 'copyright', 'permission' or something like that

    So I'm good to go then, as long as I say it's based on his original graphic & I show the same 'licence' (i.e. a link)

    Many thanks for the help
    Posted in: Resource Packs
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    posted a message on [x64][1.18.X] Ovo's Rustic Pack: Redemption v1.12 WIP [Updated: 2022-02-04]
    @ Psychotic - A question:
    I'm asking you - since although I have PM'd OVO, I've not had a reply (yet - maybe he doesn't visit here that often nowadays), but I was wondering.......

    ... Do you know if it's all right for us to use graphics from OVO's original pack, modify them & then use them in other packs (or MODs) without needing his permission ??

    I know many texture designers don't like other people copying graphics & putting them into their own pack - especially without permission but I'm asking this because I've used one of his Graphics (the furnace) - modified it & been using it in some1 else's MOD as a replacement [64x] alternative graphic, however I'd like to submit this new graphic to the developer of the MOD

    FYI - my modified version of OVO's furnace looks like
    to replace the MOD developer graphic of
    This is what his looks like when it's blown up to 64x
    Any help is appreciated
    Posted in: Resource Packs
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