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    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    hi,

    I have plenty of memory 6GB (tho I use 32bit SO, linux kernel with PAE),
    I was playing fine for some hours... (it was raining and 2 ocelots show up, I tamed them, not sure if any relation ...) anyway, now I am getting this error after a few seconds of gameplay:

    org.lwjgl.opengl.OpenGLException: Out of memory (1285)
    	    at org.lwjgl.opengl.Util.checkGLError(Util.java:59)
    	    at org.lwjgl.opengl.GL11.glDrawArrays(GL11.java:1181)
    	    at adz.a(SourceFile:148)
    	    at com.pclewis.mcpatcher.mod.SuperTessellator.a(SuperTessellator.java:133)
    	    at ct.a(SourceFile:166)
    	    at l.a(SourceFile:1240)
    	    at lr.a(SourceFile:816)
    	    at lr.b(SourceFile:695)
    	    at ZER.b(ZER.java:15)
    	    at net.minecraft.client.Minecraft.x(SourceFile:752)
    	    at net.minecraft.client.Minecraft.run(SourceFile:671)
    	    at java.lang.Thread.run(Thread.java:722)


    I am using Misa texture pack
    a geforce 250 gts 512mb
    and launch minecraft with these params (I think the ones that matter are xmx and xms):
    -XX:+UseConcMarkSweepGC -XX:+DisableExplicitGC -XX:+UseAdaptiveGCBoundary -XX:MaxGCPauseMillis=500 -XX:-UseGCOverheadLimit -XX:SurvivorRatio=12 -Xnoclassgc -XX:UseSSE=3 -Xincgc -Xmn128M -Xms256M -Xmx2048M


    I use ubuntu 12.04, with lwjgl-2.8.3 (latest stable)

    any tips? (I am considering reviewing/editing/resizing some textures that may be too big?)

    thx!
    Posted in: Resource Packs
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    posted a message on [1.1.0] Tale of Kingdoms Ver. 1.3.0
    hi! how to disable the excalibur indicator in the lower left corner? I use large gui (large inventory, every ui big with 64x cool textures) and the indicator is above my inventory I cant see the selected items :sad.gif: btw, I tried to click on some the excalibur options but I cant guess how it works. thx!
    Posted in: WIP Mods
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    posted a message on [1.2.5][SSP/SMP]Thirst Mod[v0.7](15k+ DLS!)
    Quote from Cestus
    GET AWAY FROM FORGE THOUGH. This makes it unusable with some other mods. :sad.gif: Like Better than Wolves mod. Bleh. I can't use this till you do.

    Forge is important to remove limitations and lower several other mods compatibility problems, it would be more interesting to ask better then wolves to use forge instead :biggrin.gif:

    hey, btw, I was trying the leather canteen (5 uses) with filter; I wonder if it has a chance to be poisoning, I guess so; but also I thought it could work differently: currently we use the filter and transform it into a filtered canteen that we put water and it stays filtered; I wonder if we put water on filtered canteen it could become a full non filtered canteen again? so we be required to use a new clean filter to have clean water again.
    Also, it would be cool if it is possible to have empty and full canteen gfx, if not too much trouble.

    Salt Water (may be a bit troubling to code but would be cool): also, may be the easy to acquire water (like boiled water potions) could still have some chance of poisoning (not by poison itself but the fact it is not desalinated), the harder ones like water from rain (that depends on luck) would be 100% pure; may be add a salt factor, where drinking salt water would poison; so the salt water even boiled would have to be purified with more burning on special machinery. Salt water would be any water that has at least one sand block around it;

    thx! :biggrin.gif:
    Posted in: Minecraft Mods
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    posted a message on [FML] [Discontinued] Natural Disasters V1.6_2
    hi! I got followed by something that was throwing blocks upwards (is that the custom mob?), but it did not stop following me, and I think when it reach me it exploded, if I ran it seemed to run faster; the point is the challenge was too overwhelming, I couldnt see the mob, I couldnt attack it, and no matter I flee from it I couldnt make it stay too far; so I wonder if we could disable that mob or tweak it so it can be a hard but fair challenge? thx!
    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
    Yeah, the No Forge thing was discussed a couple posts up from yours. The game runs despite it, which means it's safe to ignore.


    *oops* just above my post.. thx!

    btw, could it have a button showing class overrides? may be an yellow exclamation and on clicking it show a list of what classes are being overriden by other mods?
    I have a script to find possible conflicting mods just that way. The reason of my initial post was because I saw no errors on ML but I was still having issues; I found out that this mod:
    RedstoneBook-1.1-v0.4a.zip
    has a ww.class that removes functionality of forge mod (crashes on trying to dig with a pickaxe or put a torch), and without that clue I would have to disable one by one mod to find that out.

    EDIT: oh, and if its not ask too much, I wonder if we could have a button/column to each mod where we could add comments, so I can make it easy to remember why I disabled some mods and what to test no new releases of them.

    thx!

    PS.: the script is for linux, and depends on extracted mods on folders so I dont think it could be reused here..
    Posted in: Minecraft Tools
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    posted a message on [1.3.2] SDK's Mods [v1] *Aug 18th ModLoaderMP Updated*
    hi!
    do you think its possible to make mobs use the guns!? they could have a damaged (low quality version of them)
    thx!
    Posted in: Minecraft Mods
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    posted a message on [Launcher] Magic Launcher 1.3.4 (mods, options, profiles, news)
    hi!
    I was having to do all that thru shell (linux) scripts, but this project provides java checks what I was unable to do.. thx vm!!

    I think I am having some issues, may be you could point out what versions of modloadermp and forge have been confirmed to work?
    if I use these I get the errors to the right:
    . ModLoader.zip - OK
    . modloadermp-b1.1R4-r2.zip - no mods found (I dowloaded it from http://www.mcportcen...hp?topic=1360.0)
    EDIT: after long research :sad.gif:, finally I found the right modloadermp: http://www.minecraft...s-mputils-teams it now is: ModLoaderMp 1.1 v2.1.zip - OK, but the forge below is still the same..
    . minecraftforge-client-1.3.3.13.zip - no Forge
    when I look at the log, it is clean empty..
    the console/terminal where I run MagicLauncher also have no logs (no exceptions neither info)

    but... when I run the game on test it seems to be working!
    so.. I have no idea if I have to fix something?
    thx!

    PS.:
    I would like to suggest for a future release, a .class priority chooser, where you can disable individual mods classes (like Zombe that allows it), and where we could, despite of the mods order, make a specific class have priority over another mod that has priority (for all its classes); so we dont have to do these changes manually.
    Another suggestion would be to be able to load folders also (not just files) so we could have extracted mods to work without having to zip them.
    thx!
    Posted in: Minecraft Tools
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    posted a message on [1.2.5][SSP/SMP]Thirst Mod[v0.7](15k+ DLS!)
    Quote from tarun1998

    currently 0.4.6 uses minecraftforge-client-1.3.2.0.zip

    when 0.5 comes out it will be minecraftforge-client-1.3.3.13.zip
    and did u install modloader mp


    I downloaded modloadermp from here:
    http://www.mcportcen...hp?topic=1360.0
    is that the right place? it is not in the minecraftforum tho.. so I was hesitating..

    I am trying to make these mods work using MagicLauncher in this order:
    ModLoader.zip
    modloadermp-b1.1R4-r2.zip
    minecraftforge-client-1.3.3.13.zip
    ThirstModv0.5.zip
    MagicLauncher points problems on some of them but show no errors on log!
    I will ask for help on its thread as the game seems to run and the ThirstMod now works! thx!

    EDIT: after long research :sad.gif:, finally I found the right modloadermp: http://www.minecraftforum.net/topic/182918-11smp-flans-mods-planes-ww2-guns-vehicles-playerapi-moods-mputils-teams
    Posted in: Minecraft Mods
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    posted a message on [1.2.5][SSP/SMP]Thirst Mod[v0.7](15k+ DLS!)
    hi!
    mind saying what forge version you are using? because all clients I am getting are causing some trouble :sad.gif:
    I have tried these with no success:
    minecraftforge-client-1.1.0.zip
    minecraftforge-client-1.3.3.12.zip
    minecraftforge-client-1.3.3.13.zip
    minecraftforge-client-1.3.2.0.zip
    :sad.gif:
    thx!
    Posted in: Minecraft Mods
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    posted a message on [API] Minecraft Forge
    its confusing :?
    what file I shall download there? :sad.gif:

    EDIT: ok I found a client, now I have no idea where to find modloaderMP neither google brings a download from this website.. you mind adding a link to where to download it? I found a suspect link from someone in another non official site so I am not going to install it :sad.gif:
    thx!

    EDIT: ok I dont know exactly where I clicked but it let me to this page http://sourceforge.n.../files/1.3.2.0/, no need of modloaderMP thx! btw I am using MagicLauncher and it says there is 2 errors, but I run the game and I see no error happening (may be some special condition to trigger the error?) so I think it is ok.
    Missing class member: public (Lvq;IIIIFI)V a, class: jj, mod: minecraftforge-client-1.3.2.0.zip
    Missing class member: public (Lvq;IIIIFI)V a, class: qt, mod: minecraftforge-client-1.3.2.0.zip
    thx!
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] TrapCraft v1.03
    hi!
    can mobs break the bear trap?
    you think we can optionally be damaged by the trap to increase challenge? (like when we forget where we put a trap)
    thx!
    Posted in: Minecraft Mods
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    posted a message on [1.3.2][SMP][FORGE] nerdboy64's SimpleGuns - OLD THREAD
    hi!
    do mobs use/craft the guns? (I miss this on all ranged mods Ive seen til now..)
    it would be cool also if then they have poor condition guns (almost breaking).
    thx!
    Posted in: Minecraft Mods
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    posted a message on MAtmos - Environmental sound atmosphere simulator
    Quote from Hurricaaane

    A bit of technical details for those who can understand this a bit


    sounds very good!
    I wonder if this could be made onto a java library that would just be attached on minecraft? but could also... lets say... run "standalone"?
    Posted in: Minecraft Mods
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    posted a message on MAtmos - Environmental sound atmosphere simulator
    I miss how this mod makes the game more alive!
    you can just sit near a river and hear the water and birds and crickets :biggrin.gif:
    I dont remember if when near torches and furnace there was fire sounds tho... I wonder if they could be added, would be great! :biggrin.gif:
    Posted in: Minecraft Mods
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    posted a message on [V1.2.4] Fireworks! [Mr.6]
    very beautiful!

    I wonder if we could craft them like torches, each one with one type of fireworks?
    it could be only one item called fireworks but with several variations (like we see with wool), the backpack mod does this also, only one backpack item.
    we could craft each with paper+gunpowder+(every one item and blocks could go here so unlimited fireworks).
    we could use the item to send a rocket to the sky!

    we could also feed that box (it could have as much slots as a chest) with the fireworks in the order they would be spent!

    thx! :biggrin.gif:
    Posted in: Minecraft Mods
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