- noahc3
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Member for 11 years, 10 months, and 10 days
Last active Sat, Apr, 3 2021 20:17:31
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Mar 9, 2013noahc3 posted a message on Minecraft News, and Minecraft RealmsI always wanted something like this after they made LAN servers. I hope its not too much money. 3 - 8 bucks for 2 months would be good, but I almost know that its gonna be more expensive. I hope that the player limit is expanded during public beta/after beta. Maybe 10 - 15 players. Even if the player limit isn't expanded, i'm gonna get it if it's cheap.Posted in: News
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I would have done that sooner but it seems they are a little hostile towards people creating their own launcher, especially one that downloads Forge directly (understandably, security concerns and bypassing their main source of income).
Anyways, I just ended up using Charles Proxy to reverse engineer how MultiMC handles it, so I'll just stick with that. Thanks for the input!
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I'm creating a Minecraft Launcher as a final project for my Computer Science course in C# with WinForms (end me).
Everything vanilla works 1.7.x through 1.12.2 (and 1.6.x except the assets don't load), authentication, game files, libraries, etc. I'm not worried about making other versions work for now.
I'm looking into adding the ability to install Forge from within the launcher. I'd like it to work basically the same as MultiMC, where a user can choose a Forge Version from a list, and the Forge libraries will download and be installed.
I assume this would work by
The things I would like to know:
I haven't been able to find any documentation on this stuff, so I would appreciate it if anyone could point me in the right direction. In the meantime, I'll keep digging through launcher sources and see if I can figure anything out.
Resources I've already checked:
https://minecraft.gamepedia.com/Mods/Installing_OptiForge/Manual_Install/Modify_Existing (incomplete)
https://www.wiki.vg
MultiMC source code
ATLauncher source code
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The texture can be any multiple of 256x256, however if your texture is say, twice that size, then when using drawTexturedModalRect(), a pixel (1x1) is actually 2x2 (twice the size). So on a 512x512 image, if your square is 32x32 pixels, just divide that by two and put 16x16 (do the same with the origin point of the texture, divide by two).
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If Forge is installed, have you previously used Optifine and Xray together in 1.8.8? My best bet is that the Xray mod overwrites some of the core rendering code after Optifine already did, so when Optifine is trying to use methods it added to the code, it can't find them because Xray overwrote them. I would suggest using MultiMC and changing the loading order so that the Xray mod loads before Optifine.
Also, do you have a seperate shaders mod installed? At some point the Optifine dev decided to include the shaders mod into Optifine, so that the normal shaders mod is no longer required (This is why I specifically mentioned 1.8.8 earlier).
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Please provide logs, or you probably won't get help.
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I can't wait for the Forge team to try to update the Forge API. Oh boy
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I have a pretty strong feeling that anything that touches combat will need to be overhauled. The new combat has more than just a "wait to attack again" timer. It has new NBT data, there are now different identifiers based on which hands you hold your weapons in, classes will no doubt be updated.
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Tinkers construct has the bouncy, trampoline functionality of a slime block, but I haven't seen anything that can grab surrounding blocks and allow you to make piston contraptions with them.
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I'm not too fluent in Java (I'm more C# and don't have the patience to learn the Java syntax) so I couldn't do this, but i'm sure this could just be done by making the camera change direction based on your WASD inputs... So when you press left (A) the camera would turn left, and same with right. Now you may need to override how Minecraft does shifting to the left and right but that could probably just be done by making it so when you press left, it puts the exact same velocity to the right. Perhaps an MC modder could take this up.
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Upon launching your mod with my set of mods I crash and am notified of the duplicate "achievement.install" stat.
It seems to be crashing with Food Plus, and my friend says the same happens with Pixelmon.
The developer of Food Plus has already been notified, and I thought I should tell you as well.
I'm not going to bother give a crash log since it's just an id that needs to be changed, and I really don't think you need it.
Thanks!
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If that doesn't work, then I don't know what will...
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