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SXScarecrow

Crash Test Dummy
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Everything posted by SXScarecrow

  1. Ok, thanks. I have created a copy of my original modpack and I have uploaded it to test Solder, which is a good thing because I am getting this bizarre error. The Launcher downloads the resources just fine (as shown here, the test pack is called MTpack) but it doesn't download the mods, it tries to download Forge 3 times and fails. Any ideas? 2013/09/05 08:03:49 [iNFO] Pack: mtpack Image Download Worker Calculated MD5: 4dcfa38cad9856e7c4c95e1c83b126bb Required MD5: d41d8cd98f00b204e9800998ecf8427e 2013/09/05 08:03:49 [iNFO] Starting download of http://5.231.49.212/mods/mtpack/resources/logo_180.png, with 3 tries remaining 2013/09/05 08:03:49 [iNFO] Pack: mtpack Image Download Worker Calculated MD5: a6f7957de63ae93dcaae7a8b82b3da96 Required MD5: d41d8cd98f00b204e9800998ecf8427e 2013/09/05 08:03:49 [iNFO] Starting download of http://5.231.49.212/mods/mtpack/resources/icon.png, with 3 tries remaining 2013/09/05 08:03:49 [iNFO] Pack: mtpack Image Download Worker Calculated MD5: 960038a1c48ef34b3697a98843e10e72 Required MD5: d41d8cd98f00b204e9800998ecf8427e 2013/09/05 08:03:49 [iNFO] Starting download of http://5.231.49.212/mods/mtpack/resources/background.jpg, with 3 tries remaining 2013/09/05 08:03:59 [iNFO] Mod forge-6.6.2.534.zip already found in the cache. 2013/09/05 08:04:00 [iNFO] Expected MD5: d41d8cd98f00b204e9800998ecf8427e Calculated MD5: ea6d635a2927d84a54d10285b11cf91b 2013/09/05 08:04:00 [iNFO] Starting download of http://5.231.49.212/mods/mods/forge/forge-6.6.2.534.zip, with 3 tries remaining 2013/09/05 08:04:03 [iNFO] Expected MD5: d41d8cd98f00b204e9800998ecf8427e Calculated MD5: ea6d635a2927d84a54d10285b11cf91b 2013/09/05 08:04:03 [iNFO] Starting download of http://5.231.49.212/mods/mods/forge/forge-6.6.2.534.zip, with 2 tries remaining 2013/09/05 08:04:10 [iNFO] Expected MD5: d41d8cd98f00b204e9800998ecf8427e Calculated MD5: ea6d635a2927d84a54d10285b11cf91b 2013/09/05 08:04:10 [iNFO] Starting download of http://5.231.49.212/mods/mods/forge/forge-6.6.2.534.zip, with 1 tries remaining 2013/09/05 08:04:12 [iNFO] Expected MD5: d41d8cd98f00b204e9800998ecf8427e Calculated MD5: ea6d635a2927d84a54d10285b11cf91b 2013/09/05 08:04:17 [sEVERE] org.spoutcraft.launcher.exceptions.DownloadException: Failed to download http://5.231.49.212/mods/mods/forge/forge-6.6.2.534.zip 2013/09/05 08:04:17 [sEVERE] at org.spoutcraft.launcher.util.DownloadUtils.downloadFile(DownloadUtils.java:71) 2013/09/05 08:04:17 [sEVERE] at org.spoutcraft.launcher.UpdateThread.updateModpack(UpdateThread.java:378) 2013/09/05 08:04:17 [sEVERE] at org.spoutcraft.launcher.UpdateThread.runTasks(UpdateThread.java:128) 2013/09/05 08:04:17 [sEVERE] at org.spoutcraft.launcher.UpdateThread.run(UpdateThread.java:95) 2013/09/05 08:04:17 [sEVERE] java.lang.NullPointerException 2013/09/05 08:04:17 [sEVERE] at org.spoutcraft.launcher.GameUpdater.isFinished(GameUpdater.java:61) 2013/09/05 08:04:17 [sEVERE] at org.spoutcraft.launcher.GameLauncher.runGame(GameLauncher.java:121) 2013/09/05 08:04:17 [sEVERE] at org.spoutcraft.launcher.GameUpdater.runGame(GameUpdater.java:81) 2013/09/05 08:04:17 [sEVERE] at org.spoutcraft.launcher.skin.LoginFrame.onEvent(LoginFrame.java:300) 2013/09/05 08:04:17 [sEVERE] at org.spoutcraft.launcher.skin.LoginWorker.doInBackground(LoginWorker.java:102) 2013/09/05 08:04:17 [sEVERE] at org.jdesktop.swingworker.SwingWorker$1.call(Unknown Source) 2013/09/05 08:04:17 [sEVERE] at java.util.concurrent.FutureTask$Sync.innerRun(Unknown Source) 2013/09/05 08:04:17 [sEVERE] at java.util.concurrent.FutureTask.run(Unknown Source) 2013/09/05 08:04:17 [sEVERE] at org.jdesktop.swingworker.SwingWorker.run(Unknown Source) 2013/09/05 08:04:17 [sEVERE] at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source) 2013/09/05 08:04:17 [sEVERE] at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source) 2013/09/05 08:04:17 [sEVERE] at java.lang.Thread.run(Unknown Source) 2013/09/05 08:04:22 [iNFO] Maximum usable memory detected: 4092 mb
  2. I'm not entirely sure, Dynmap is not something I've looked at before, but I would assume you are correct, delete the BukkitForge file and install it for MCPC+. But remember, always backups!
  3. Hi, its me again. I've linked my Solder together with my Platform account now, but just asking, is there anyway I can convert an existing pack from custom zip to Solder? I have a quite popular pack on the Platform and I don't particularly want to lose my 1170 +1's, but I also want it to use Solder. Is it possible, and if so, how do I do it?
  4. Well, I would be lying if I said MCPC+ doesn't have issues, it does, but they are mostly fixable, or are simply aesthetic issues (in 1.4.7, IC2 textures always rotate to the north, even though they still worked as placed). The problem with BukkitForge is the lack of compatibility with other plugins. With MCPC+, 99% of mods and plugins worked with no issues. With BukkitForge, the percentage is significantly less, especially in reference to plugins, and well-known ones. For example, World Edit didn't work in all 1.4.7 builds of BukkitForge. I personally prefer MCPC+, but its up to you which you choose.
  5. Is that $25 dollars a month, or a one-off payment? Servers'' are generally paid for monthly, but with $25 dollars a month I can get you a very decent server. Alos, forget about Google no-ip, there are some server's not worth having. Message me on the forums with you skype name and we'll talk more.
  6. How much you would you pay? I don't have the money to pay for an additional server unless you contribute, however I can set one up pretty quickly when needed.
  7. Oops, you posted before my edit. Basic Components isn't in this modpack, which perplexes me.
  8. This is the full ForgeModLoader log, there isn't anything else I can give you. Log EDIT: Reading my log I realise that it crashes at the Fluid Mechanics stage, but it cites that Basic Components is the reason (BC is not in this modpack). I will investigate this further myself, if you got any tips, I would be happy to hear to them.
  9. It would be helpful if you could tell me which mod it was, and how to spot the error if it comes up again. I don't particularly want to take it all apart and put it back together again. Also, quick tip, the moderators and admins do no appreciate double-posting.
  10. Whoops, my bad. Here you go. Crash Report
  11. Hey guys, I'm in the process of updating my modpack to 1.5.2, and I have come across this error. It won't tell me which mod is crashing, or why, and I can't make sense of it: cpw.mods.fml.common.LoaderException: java.lang.NullPointerException at cpw.mods.fml.common.ProxyInjector.inject(ProxyInjector.java:75) at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:471) at sun.reflect.GeneratedMethodAccessor6.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74) at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296) at com.google.common.eventbus.EventBus.post(EventBus.java:267) at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:192) at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:172) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74) at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296) at com.google.common.eventbus.EventBus.post(EventBus.java:267) at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:103) at cpw.mods.fml.common.Loader.loadMods(Loader.java:504) at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:163) at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:411) at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56) at net.minecraft.client.Minecraft.run(Minecraft.java:733) at java.lang.Thread.run(Unknown Source) Caused by: java.lang.NullPointerException at cpw.mods.fml.common.ProxyInjector.inject(ProxyInjector.java:52) ... 27 more Please can someone explain this to me?
  12. The name of the file is 'industrialcraft2-1.115.231.zip', the folder is called 'industrialcraft2', and its located in the mods folder of the webserver. I believe its something to do with the file itself, since I can upload other mods to that folder fine, but I don't know what I've done wrong. The zip is set up exactly the same way as all the other files, its mind-boggling. Here is the zip file in case you wanted to look at it: industrialcraft2-1.115.231.zip
  13. Thank you very much Nightreaver, you have been extremely helpful. One last thing, I'm uploading files to the repository, using PHP File Manager, and on attempting to upload the IC2 zip to its slug, it doesn't work and returns an I/O Error. I do not get this when I am uploading another mod to its slug, its just that particular mod that I get the error. Any ideas?
  14. Ok, that being the case, lets look at this in a methodical way. NoClassDefFoundError indicates a .class file is missing on the server. Make sure the server files match EXACTLY the client files in the Tekkit Lite pack. The best bet is to replace the server side coremods, mods and config folders with the ones supplied by the pack.
  15. Try deleting the coremods folder completely, and don't re-add it. Does the server run?
  16. This is a Forge error, so go and post this up in the Forge Forums, you will likely get a better response.
  17. AccessTransformer would indicate you need to delete your coremods folder serverside, run the server, stop it, add the basic coremods back in and see if it works. At least, thats what I did.
  18. So for each mod, I have to zip the mod together with the config file, in the following format? zip -config -modname -config file -mod -mod jar How does it work for coremods?
  19. Ok, thank you Nightreaver for that assistance. I have figured that out now. Final question, how do I include configs in the modpack?
  20. You most likely will not find a veteran of these forums who agrees with you. But as luke said, thats a whole other can of worms. We can help you make the things, how you handle it is up to you.
  21. O, I've begun to upload mods and made them match the library on the dashboard, but I have no idea how to setup a modpack using it. We managed to get Solder running on the host, but now how do I get a modpack made? Have I screwed up the directory completely? It looks like this: What directories do I need to make and where should they be located, or does this matter? Also, I heard that Solder doesn't need .yml files anymore, in that case how do you turn mods in the mods directory into modpacks? I've probably gone and confused myself totally, but what even goes in the directories? If the mods are zips, how do I tell Solder to make a modpack from them, and where do the coremods and configs go? So confused....
  22. My internal awesome compensator was just overloaded. Some people really blow my mind. Good luck with the project, I am a modpack maker and sometimes I get time to build awesome shizz, if you need assistance, PM anytime, I'd be glad to lend my hand to something as universally mind-exploding as this.
  23. Oh, I've gone and got totally confused. Thanks for clearing that up.
  24. I know how to compile a modpack.jar file, its just Reggie88 said each mod in the repository needs a 'modpack.jar' file in their directory. Is that true, cos the modpack.jar file is pretty big, and sticking it in every mod directory would eat up all the space in my repo.
  25. Ok, got you on the .zip thing, what do you mean each mod requires a modpack.jar? And what is in the modpack.jar?
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