• 0

    posted a message on MultiMC 5 [Windows / Linux / Mac]
    Another problem, when I try to play on my instance, I get the following error:

    Could not extract the native library:
    libraries/org/lwjgl/lwjgl/lwjgl-platform/2.9.0/lwjgl-platform-2.9.0-natives-windows.jar
    Make sure MultiMC has appropriate permissions and there is enough space on the storage device.

    Any help? :/

    P.S. I'm running Windows 8 on a desktop; I could give further details if necessary.
    Posted in: Minecraft Tools
  • 0

    posted a message on MultiMC 5 [Windows / Linux / Mac]
    Quote from Goreae

    I would seriously consider not using forge in 1.7 until it is more stable.
    Well, guess I'll go back to MagicLauncher till then :/ (ML has no sound DX)

    EDIT: ML has invalid session as well apparently -.-
    Posted in: Minecraft Tools
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    posted a message on MultiMC 5 [Windows / Linux / Mac]
    Quote from Goreae

    Let me clarify a bit further. They are like rei's minimap has been forever. It works standalone, but can also be loaded easier using a modloader, in this case forge.
    Ah, ok, I'll try it out then. Thanks for the help! :D

    EDIT: Didn't work; MC crashed :/
    Posted in: Minecraft Tools
  • 0

    posted a message on MultiMC 5 [Windows / Linux / Mac]
    Quote from Goreae

    In 1.7?
    Yes, I was using MagicLauncher to run a 1.7.2 profile with TMI, BS, and Opti all for 1.7.2, no forge.
    Posted in: Minecraft Tools
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    posted a message on MultiMC 5 [Windows / Linux / Mac]
    Quote from joshnoodle

    Those are Jar mods, and MultiMC doesn't support that for 1.6+.

    EDIT: Nevermind, Optifine and TMI are forge 1.7.2, but Better Sprinting isn't. Also note that Forge is extremely buggy.
    Wait, Optifine and TMI are forge? I was running them fine with another launcher without Forge before... :l
    Posted in: Minecraft Tools
  • 0

    posted a message on MultiMC 5 [Windows / Linux / Mac]
    Quote from Goreae

    Loading in the mods folder is not done in alphabetical order, and it really shouldn't matter 1.6+. In legacy instances, however, there are move up and move down buttons for jar mods.


    Hmm, well when I run the game at 1.7.2, my mods won't work :/ I have TMI, Optifine, and Better Sprinting all for 1.7.2 installed (I think XD)
    Posted in: Minecraft Tools
  • 0

    posted a message on MultiMC 5 [Windows / Linux / Mac]
    Hey,

    Does anyone know a way to change the order mods are applied in MultiMC 5? They say Optifine should be installed last, or on the bottom, but it's in the middle for me, and I can't figure out how to re-order it. I tried dragging and dropping both in the MultiMC mod management UI and the regular Windows File Explorer, still no luck :/ Any help would be much appreciated!

    ~Muno
    Posted in: Minecraft Tools
  • 0

    posted a message on DynMap plugin displaying wrong server?
    Hello, I am having issues with the DynMap plugin for Bukkit. I installed the plugin, and it showed my server's map when I went to the address provided by the Bukkit Dev page. Until now. When I go to the :8123, it shows a completely different server than mine! Any help?

    Server Host: DemonVPS
    DynMap Config:
    # All paths in this configuration file are relative to Dynmap's data-folder: minecraft_server/plugins/dynmap/


    # All map templates are defined in the templates directory

    # The 'classic' FlatMap and KzedMap templates are used, which can be found in normal.txt, nether.txt, and skylands.txt

    # To use these, do not set deftemplatesuffix (make sure deftemplatesuffix is commented, below)

    # To use the HDMap very-low-res map templates as world defaults (normal-vlowres, nether-vlowres and skylands-vlowres), set value to vlowres

    # The definitions of these templates are in normal-vlowres.txt, nether-vlowres.txt, and skylands-vlowres.txt

    # To use the HDMap low-res map templates as world defaults (normal-lowres, nether-lowres and skylands-lowres), set value to lowres

    # The definitions of these templates are in normal-lowres.txt, nether-lowres.txt, and skylands-lowres.txt

    # To use the HDMap hi-res map templates (these can take a VERY long time for initial fullrender), set value to hires

    # The definitions of these templates are in normal-hires.txt, nether-hires.txt, and skylands-hires.txt

    deftemplatesuffix: vlowres


    components:

    - class: org.dynmap.ClientConfigurationComponent



    - class: org.dynmap.InternalClientUpdateComponent

    sendhealth: true

    sendposition: true

    allowwebchat: true

    webchat-interval: 5

    hidewebchatip: false

    trustclientname: false

    includehiddenplayers: false

    # (optional) if true, player login IDs will be used for web chat when their IPs match

    use-player-login-ip: true

    # (optional) if use-player-login-ip is true, setting this to true will cause chat messages not matching a known player IP to be ignored

    require-player-login-ip: false

    # (optional) block player login IDs that are banned from chatting

    block-banned-player-chat: true

    # Require login for web-to-server chat (requires login-enabled: true)

    webchat-requires-login: false

    # If set to true, users must have dynmap.webchat permission in order to chat

    webchat-permissions: false

    # Limit length of single chat messages

    chatlengthlimit: 256

    # # Optional - make players hidden when they are inside/underground/in shadows (#=light level: 0=full shadow,15=sky)

    # hideifshadow: 4

    # # Optional - make player hidden when they are under cover (#=sky light level,0=underground,15=open to sky)

    # hideifundercover: 14

    # # (Optional) if true, players that are crouching/sneaking will be hidden

    hideifsneaking: false

    # If true, player positions/status is protected (login with ID with dynmap.playermarkers.seeall permission required for info other than self)

    protected-player-info: false

    # If true, hide players with invisibility potion effects active

    hide-if-invisiblity-potion: true

    #- class: org.dynmap.JsonFileClientUpdateComponent

    # writeinterval: 1

    # sendhealth: true

    # sendposition: true

    # allowwebchat: true

    # webchat-interval: 5

    # hidewebchatip: false

    # includehiddenplayers: false

    # use-player-login-ip: false

    # require-player-login-ip: false

    # block-banned-player-chat: true

    # hideifshadow: 0

    # hideifundercover: 0

    # hideifsneaking: false

    # # Require login for web-to-server chat (requires login-enabled: true)

    # webchat-requires-login: false

    # # If set to true, users must have dynmap.webchat permission in order to chat

    # webchat-permissions: false

    # # Limit length of single chat messages

    # chatlengthlimit: 256

    # hide-if-invisiblity-potion: true



    - class: org.dynmap.SimpleWebChatComponent

    allowchat: true

    # If true, web UI users can supply name for chat using 'playername' URL parameter. 'trustclientname' must also be set true.

    allowurlname: false



    # Note: this component is needed for the dmarker commands, and for the Marker API to be available to other plugins

    - class: org.dynmap.MarkersComponent

    type: markers

    showlabel: false

    enablesigns: false

    # (optional) add spawn point markers to standard marker layer

    showspawn: true

    spawnicon: world

    spawnlabel: "Spawn"

    # (optional) layer for showing offline player's positions (for 'maxofflinetime' minutes after logoff)

    showofflineplayers: false

    offlinelabel: "Offline"

    offlineicon: offlineuser

    offlinehidebydefault: true

    offlineminzoom: 0

    maxofflinetime: 30

    # (optional) layer for showing player's spawn beds

    showspawnbeds: false

    spawnbedlabel: "Spawn Beds"

    spawnbedicon: bed

    spawnbedhidebydefault: true

    spawnbedminzoom: 0

    spawnbedformat: "%name%'s bed"



    - class: org.dynmap.ClientComponent

    type: chat

    allowurlname: false

    - class: org.dynmap.ClientComponent

    type: chatballoon

    focuschatballoons: false

    - class: org.dynmap.ClientComponent

    type: chatbox

    showplayerfaces: true

    messagettl: 5

    # Optional: set number of lines in scrollable message history: if set, messagettl is not used to age out messages

    #scrollback: 100

    # Optiona; set maximum number of lines visible for chatbox

    #visiblelines: 10

    # Optional: send push button

    sendbutton: false

    - class: org.dynmap.ClientComponent

    type: playermarkers

    showplayerfaces: true

    showplayerhealth: true

    # If true, show player body too (only valid if showplayerfaces=true

    showplayerbody: false

    # Option to make player faces small - don't use with showplayerhealth

    smallplayerfaces: false

    # Optional - make player faces layer hidden by default

    hidebydefault: false

    # Optional - ordering priority in layer menu (low goes before high - default is 0)

    layerprio: 0

    # Optional - label for player marker layer (default is 'Players')

    label: "Players"



    #- class: org.dynmap.ClientComponent

    # type: digitalclock

    - class: org.dynmap.ClientComponent

    type: link



    - class: org.dynmap.ClientComponent

    type: timeofdayclock

    showdigitalclock: true

    showweather: true

    # Mouse pointer world coordinate display

    - class: org.dynmap.ClientComponent

    type: coord

    label: "Location"

    hidey: false

    show-mcr: false



    # Note: more than one logo component can be defined

    #- class: org.dynmap.ClientComponent

    # type: logo

    # text: "Dynmap"

    # #logourl: "images/block_surface.png"

    # linkurl: "http://forums.bukkit...ds/dynmap.489/"

    # # Valid positions: top-left, top-right, bottom-left, bottom-right

    # position: bottom-right


    #- class: org.dynmap.ClientComponent

    # type: inactive

    # timeout: 1800 # in seconds (1800 seconds = 30 minutes)

    # redirecturl: inactive.html

    # #showmessage: 'You were inactive for too long.'



    #- class: org.dynmap.TestComponent

    # stuff: "This is some configuration-value"


    # Treat hiddenplayers.txt as a whitelist for players to be shown on the map? (Default false)

    display-whitelist: false


    # How often a tile gets rendered (in seconds).

    renderinterval: 1


    # How many tiles on update queue before accelerate render interval

    renderacceleratethreshold: 60


    # How often to render tiles when backlog is above renderacceleratethreshold

    renderaccelerateinterval: 0.2


    # How many update tiles to work on at once (if not defined, default is 1/2 the number of cores)

    tiles-rendered-at-once: 2


    # If true, use normal priority threads for rendering (versus low priority) - this can keep rendering

    # from starving on busy Windows boxes (Linux JVMs pretty much ignore thread priority), but may result

    # in more competition for CPU resources with other processes

    usenormalthreadpriority: true


    # Save and restore pending tile renders - prevents their loss on server shutdown or /reload

    saverestorepending: true


    # Zoom-out tile update period - how often to scan for and process tile updates into zoom-out tiles (in seconds)

    zoomoutperiod: 30


    # Default delay on processing of updated tiles, in seconds. This can reduce potentially expensive re-rendering

    # of frequently updated tiles (such as due to machines, pistons, quarries or other automation). Values can

    # also be set on individual worlds and individual maps.

    tileupdatedelay: 30


    # Tile hashing is used to minimize tile file updates when no changes have occurred - set to false to disable

    enabletilehash: true


    # Optional - hide ores: render as normal stone (so that they aren't revealed by maps)

    #hideores: true


    # Optional - enabled BetterGrass style rendering of grass and snow block sides

    #better-grass: true


    # Optional - enable smooth lighting by default on all maps supporting it (can be set per map as lighting option)

    smooth-lighting: true


    # Default image format for HDMaps (png, jpg, jpg-q75, jpg-q80, jpg-q85, jpg-q90, jpg-q95, jpg-q100)

    # Has no effect on maps with explicit format settings

    image-format: png


    # use-generated-textures: if true, use generated textures (same as client); false is static water/lava textures

    # correct-water-lighting: if true, use corrected water lighting (same as client); false is legacy water (darker)

    # transparent-leaves: if true, leaves are transparent (lighting-wise): false is needed for some Spout versions that break lighting on leaf blocks

    use-generated-textures: true

    correct-water-lighting: true

    transparent-leaves: true


    # Control loading of player faces (if set to false, skins are never fetched)

    #fetchskins: false


    # Control updating of player faces, once loaded (if faces are being managed by other apps or manually)

    #refreshskins: false


    # Customize URL used for fetching player skins (%player% is macro for name)

    skin-url: "http://s3.amazonaws....s/%player%.png"


    # Control behavior for new (1.0+) compass orientation (sunrise moved 90 degrees: east is now what used to be south)

    # default is 'newrose' (preserve pre-1.0 maps, rotate rose)

    # 'newnorth' is used to rotate maps and rose (requires fullrender of any HDMap map - same as 'newrose' for FlatMap or KzedMap)

    compass-mode: newnorth


    render-triggers:

    - playermove

    - playerjoin

    - blockplaced

    - blockbreak

    - leavesdecay

    - blockburn

    - chunkgenerated

    - blockformed

    - blockfaded

    - blockspread

    - pistonmoved

    - explosion

    - blockfromto

    - blockphysics

    - structuregrow

    - blockgrow

    - blockredstone


    # Title for the web page - if not specified, defaults to the server's name (unless it is the default of 'Unknown Server')

    #webpage-title: "My Awesome Server Map"


    # The path where the tile-files are placed.

    tilespath: web/tiles


    # The path where the web-files are located.

    webpath: web


    # The network-interface the webserver will bind to (0.0.0.0 for all interfaces, 127.0.0.1 for only local access).

    webserver-bindaddress: [My server's IP address]


    # The TCP-port the webserver will listen on.

    webserver-port: 8123


    # Maximum concurrent session on internal web server - limits resources used in Bukkit server

    max-sessions: 30


    # Disables Webserver portion of Dynmap (Advanced users only)

    disable-webserver: false


    # Enable/disable having the web server allow symbolic links (true=compatible with existing code, false=more secure (default))

    allow-symlinks: true


    # Enable login support

    login-enabled: false

    # Require login to access website (requires login-enabled: true)

    login-required: false


    # Period between tile renders for fullrender, in seconds (non-zero to pace fullrenders, lessen CPU load)

    timesliceinterval: 0.0


    # Maximum chunk loads per server tick (1/20th of a second) - reducing this below 90 will impact render performance, but also will reduce server thread load

    maxchunkspertick: 200


    # Progress report interval for fullrender/radiusrender, in tiles. Must be 100 or greater

    progressloginterval: 100


    # Parallel fullrender: if defined, number of concurrent threads used for fullrender or radiusrender

    # Note: setting this will result in much more intensive CPU use, some additional memory use. Caution should be used when

    # setting this to equal or exceed the number of physical cores on the system.

    #parallelrendercnt: 4


    # Interval the browser should poll for updates.

    updaterate: 2000


    # If nonzero, server will pause fullrender/radiusrender processing when 'fullrenderplayerlimit' or more user's are logged in

    fullrenderplayerlimit: 0


    showplayerfacesinmenu: true


    # Control whether players that are hidden or not on current map are grayed out (true=yes)

    grayplayerswhenhidden: true


    # Set sidebaropened: 'true' to pin menu sidebar opened permanently, 'pinned' to default the sidebar to pinned, but allow it to unpin

    #sidebaropened: true


    # Customized HTTP response headers - add 'id: value' pairs to all HTTP response headers (internal web server only)

    #http-response-headers:

    # Access-Control-Allow-Origin: "my-domain.com"

    # X-Custom-Header-Of-Mine: "MyHeaderValue"


    # Trusted proxies for web server - which proxy addresses are trusted to supply valid X-Forwarded-For fields

    trusted-proxies:

    - "127.0.0.1"

    - "0:0:0:0:0:0:0:1"



    joinmessage: "%playername% joined"

    quitmessage: "%playername% quit"

    spammessage: "You may only chat once every %interval% seconds."

    # format for messages from web: %playername% substitutes sender ID (typically IP), %message% includes text

    webmsgformat: "&color;2[WEB] %playername%: &color;f%message%"


    # Control whether layer control is presented on the UI (default is true)

    showlayercontrol: true


    # Enable checking for banned IPs via banned-ips.txt (internal web server only)

    check-banned-ips: true


    # Default selection when map page is loaded

    defaultzoom: 0

    defaultworld: world

    defaultmap: flat

    # (optional) Zoom level and map to switch to when following a player, if possible

    #followzoom: 3

    #followmap: surface


    # If true, make persistent record of IP addresses used by player logins, to support web IP to player matching

    persist-ids-by-ip: true


    # If true, map text to cyrillic

    cyrillic-support: false


    # Messages to customize

    msg:

    maptypes: "Map Types"

    players: "Players"

    chatrequireslogin: "Chat Requires Login"

    chatnotallowed: "You are not permitted to send chat messages"


    # URL for client configuration (only need to be tailored for proxies or other non-standard configurations)

    url:

    # configuration URL

    #configuration: "up/configuration"

    # update URL

    #update: "up/world/{world}/{timestamp}"

    # sendmessage URL

    #sendmessage: "up/sendmessage"

    # login URL

    #login: "up/login"

    # register URL

    #register: "up/register"

    # tiles base URL

    #tiles: "tiles/"

    # markers base URL

    #markers: "tiles/"



    # Spout support controls

    spout:

    # If false, ignore spout even if detected

    enabled: true

    # If true, previously loaded textures will be assumed to still be valid (faster startup, but

    # can result in stale textures if originals are updated - delete files in texturepacks/standard/spoout

    # to clean cached textures and force reload on next startup)

    use-existing-textures: true



    # Set to true to enable verbose startup messages - can help with debugging map configuration problems

    # Set to false for a much quieter startup log

    verbose: false


    # Enables debugging.

    #debuggers:

    # - class: org.dynmap.debug.LogDebugger
    Posted in: Mods Discussion
  • 0

    posted a message on LiteLoader
    Quote from meatieSe

    Just open the jar or the exe with winrar, it's inside.
    Ok thx
    Posted in: Minecraft Mods
  • 0

    posted a message on LiteLoader
    Anyone have a non-installer download? I intend to use this with Magic Launcher
    Posted in: Minecraft Mods
  • 0

    posted a message on [Adv/Creation][Includes Resource Pack] SonicCraft- Celebrating 20+ years of Sonic (175,000 downloads, new update soon?)
    Quote from Hwd45

    Using the languages? I did, but it only works in the S1 pack. However, I cannot add lore to items using resource packs, so using resource packs to change the names would be utterly impractical.
    Lore in resource would be epic tho...

    HINT HINT MOJANG
    Posted in: Maps
  • 1

    posted a message on [Adv/Creation][Includes Resource Pack] SonicCraft- Celebrating 20+ years of Sonic (175,000 downloads, new update soon?)
    Why don't you just change the name of nuggets to rings etc in the resourcepack?
    Posted in: Maps
  • 0

    posted a message on Muno's Maps! (SonicWorld)
    WARNING: TEASER ALERT!
    Posted in: Maps
  • 1

    posted a message on [Adv/Creation][Includes Resource Pack] SonicCraft- Celebrating 20+ years of Sonic (175,000 downloads, new update soon?)
    You know, most of the "bugs" you are reporting are just opinions about things being to hard, too small, the lack OF a bug for crying out loud. Since when is the lack OF a bug a bug? And BTW, I never heard any music in the map, but I don't turn music on, so is it the random music type or sound effects?
    Posted in: Maps
  • 0

    posted a message on [Adv/Creation][Includes Resource Pack] SonicCraft- Celebrating 20+ years of Sonic (175,000 downloads, new update soon?)
    That. Was. EPICNESS!!!
    Hub World = Win
    Mushroom Hill = A nice zone with great platforming
    Flying Battery = This was my least favorite, too labyrinth-y for my tastes, also I only saw 1 mob O.o
    Sandopolis = Nicely done, loved the tall tower approach and the mini-boss =P Also like how you did the light gimmick =D
    Lava Reef = Love the entrance xD Also, Hidden Palace is a nice-looking zone and Knuckles = LOL "I lost" xD
    Sky Sanctuary = OMG I LOVE DIS PLACE!!11!!1!1!!1! My favorite zone of this update, I love the open feel and it brings back so many memories of the original from S&K, it was my fav there too xD The beam obstructed my view sometimes when I was jumping though =/
    The fact that I have to ./gamemode 1 and fly to hub and break doors to get to the levels without replaying the levels = Not awesome xD

    EDIT: Also love the resource pack stuff like the sounds and whatnot. That was great. Also the named items and the signpost =D
    Posted in: Maps
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