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    posted a message on LiteLoader
    Quote from Mumfrey

    The chain is purely defined by the version's JSON file, the profile is basically irrelevant (since a profile just launches a particular version) so as long as the version is chained then things will work right regardless of profile.

    Basically profile -> invokes -> version (defines chain) -> loads -> libraries -> launches -> game

    with the important part being the "version", if you need to use a different forge version (library) then just change the library reference in your "version".


    Ah, got it. The configuration in the liteloader profile config file isn't as straightforward as I though. What I'm specifically trying to do is, I have a custom minecraft.jar (and a profile for it!). It includes a modification I made and Forge. So I'm not sure how to tell it to use that profile instead of the forge profile.

    And on a side note, I completely don't understand how -

      {
       "name": "net.minecraftforge:minecraftforge:9.10.0.789",
       "url": "http://files.minecraftforge.net/maven/"
      },


    Tells it to use the forge profile.
    Posted in: Minecraft Mods
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    posted a message on LiteLoader
    Quote from Mumfrey

    No, that method is not supported any more, 1.6.2 totally changes the way mods need to be installed and the instructions in the OP cover how to install it using the new methods.

    If you already have a forge profile you can install it as a cascadedTweak from your forge profile, just add the required library entry and cascadedTweak option as described under "manual installation".


    Hmm I see, it works! Thanks :)

    One last thing - where is the configuration for these chains found? IE, if I needed to change which forge profile it attached to?
    Posted in: Minecraft Mods
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    posted a message on LiteLoader
    Is there a way to install this akin to the previous version of liteloader?

    Specifically, I'm using magiclauncher to launch a forge profile with some other mods. And extracting liteloader-1.6.2.jar from the installer and treating it like a .zip'ed mod doesn't seem to work.
    Posted in: Minecraft Mods
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    posted a message on TabbyChat v1.10.00 - SMP Chat Overhaul
    Quote from LieuTeNneT

    Awesome, thanks.

    Also, have you ever looked into controlling the scaling of the text? If I have it forcing unicode and make the GUI scale large it scales the text horrible and makes it look ugly.


    If you use turn that setting off and use a texture pack with a higher res font (I think optifine may be required to do this?) it looks pretty good.

    Posted in: Minecraft Mods
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    posted a message on TabbyChat v1.10.00 - SMP Chat Overhaul
    Quote from RocketMan10404

    The github is up to date.


    Sorry, I have never worked on client side mods before.

    I've sent you a pull request with the feature I talked about a few posts up. https://github.com/rocketman10404/tabbychat/pull/6
    Posted in: Minecraft Mods
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    posted a message on TabbyChat v1.10.00 - SMP Chat Overhaul
    Quote from RocketMan10404

    There was a development version for 1.6.2 posted a page or so back, you're welcome to try it.


    Is the source for this available? The github seems to be out of date and I'd like to make some modifications.
    Posted in: Minecraft Mods
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    posted a message on TabbyChat v1.10.00 - SMP Chat Overhaul
    Could I make a suggestion? In a tab's setting screen (where you set the chat command prefix) I think it would be great if there was an option to hide the prefix. So, if my prefix is set to "/ch qm global " and this new option is enabled, the specified prefix would not be shown in the chat text input box, but would be prepended to message sent to the server. Thoughts?

    Edit: Also, when this is enabled and someone types a line starting with a slash, the prefix is omitted.
    Posted in: Minecraft Mods
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    posted a message on Macro / Keybind Mod
    Quote from Mumfrey

    What other mods are you running? I'm unable to replicate this behaviour. If you're not running other mods, enable the debug information in the options and check whether it's displaying ENHANCED mode or COMPATIBLE mode.


    I was running modloader with your patch, rei's minimap, optifine, and betterfonts, but I put together a setup with no other mods (Just Macromod and Modloader+patch) and it does the same thing.

    The debug info says:

    mod_Macros version 0.9.0.6
    Config: Default Configuration
    Overlay: None
    Mode: Enhanced Mode
    Run: 2 running macros (I have two EXEC calls on my onjoingame)
    Script: 0 tick, 0,1,2 run, 0,1,2 op (the numbers are changing)
    Input: 0 pending key event(s)
    Keys:

    Edit: Turning on compatibility mode stops the random key-ups but also breaks "always override". My macros is on the forward key, and it is always overridden because I have it doing other stuff in addition to pressing the real forward key via macro code.
    Posted in: Minecraft Mods
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    posted a message on Macro / Keybind Mod
    Mumfrey, I'm having a bit of trouble with the new mod. The Key Up event seem to be firing randomly. I have a macro binded to my forward key (E), with "always override" enabled. In the macro, I have the code in the keydown section to push the actual walk key, and under keyup I have code to release it. In the Key Held section I have $${SPRINT()}$$.

    Anyways, I added a LOG() to the Key Up to debug, and my log message is coming up randomly. Sometimes, it is released after the first key help is hit, but sometimes, it works entirely properly.
    Posted in: Minecraft Mods
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    posted a message on What texture pack is this?

    http://i.imgur.com/LzLOH.png

    Saw this screenshot today, I really like the look of this.
    Posted in: Resource Pack Discussion
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    posted a message on ♔♔♔ URBAN-CRAFT ♔♔♔ ~RE-BORN~ Offers the true urban experience! With Drugs! (Alternative of Intoxicated!)
    I came online and one of your players threatened to DDOS my IP
    Posted in: PC Servers
  • 1

    posted a message on Is chunk data compressed before being transmitted to a user?
    Quote from hexparrot

    Air blocks are assumed and thus not transmitted. So when a server tells the client 'here is the whole chunk!' and the client thinkss 'but what about the remaining space in this chunk?'--it fills it with air, which saves bandwidth and space.

    To address it more directly: it's not compressed, it's omitted.


    Partially true and partially incorrect - Before any chunks are loaded the world is filled with no data - so air is assumed then, yes.

    However, when chunks are transmitted by the server, it does tell the client where there are air blocks, they're not omitted.

    And all the data is compressed with zlib's deflate, also known as gzip.
    Posted in: Server Support and Administration
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    posted a message on Skin Request?
    Quote from sharkf1n

    Hey bro,
    Finished your skin! If you want more detail, or want me to change something just tell me. But, I hope you like it!**NOTE: I changed the number on the back to 10 for convenience but I can make it something else if you like. =)



    :iapprove:


    Awesome dude! Thank you very much =)

    :iapprove:
    Posted in: Skins
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    posted a message on Server keeps crashing
    Quote from Thought_Ninja

    Yah. From my experience 2GB is the minimum if you want the server to be stable enough for more than 10 people. If you have it on your computer then you should definitely devote 2GB (2048MB) to the server.


    I don't agree. I've had 27 players on 800mb. (The server had 1.5gb, but the java process was limited to 800). It ran good, but seeing other players move was noticeably laggy.
    Posted in: Server Support and Administration
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