Jump to content

freakachu

Members
  • Posts

    2757
  • Joined

  • Last visited

  • Days Won

    3

Posts posted by freakachu

  1. sigh.  take your pitchforks and torches elsewhere, I've been over this already even though those posts are hidden now.  DDoSing is a real crime with real penalties and accusing someone of doing it (no matter how much you claim you're not while you do it) is a serious matter.  additionally a few people have already been banned for doing just that.  now there's another name added to that list.

     

    you want to summon an angry mob and try to ruin someone's reputation by making claims of  serious, life ruining wrongdoing on their part based on the most circumstantial of evidence?  do it on someone else's forums.

  2. Ok, so to summerize, the latest version of mcpc+ is too old for the latest version of tekkit? Or to be correct, latest version of mcpc+ is too old for the mods being included in the latest version of Tekkit?

     

     

    I guess my only option is to grab the latest version of mcpc+ (mcpc-plus-1.7.2-R0.3-forge1022-B29.jar) add each and every mod used in tekkit and hope all the config files from my current tekkit still works to make them all cooperate?

    I'm kinda fishing for a solution here.

    if you're running the latest beta versions of tekkit, it's 1.6.4.  trying to use a 1.7 server will cause tons of issues.  if you're not running the latest beta versions of tekkit and are instead using the current release build, it's still on 1.5.2, which could be your issue as well.

  3. a bunch of fixes were made to the launcher's beta version recently.  try changing to that by hitting the gear in the upper right and selecting "always use beta builds" then hit save and restart the launcher.

     

    see if that solves your issue.

  4. the problem with optifine is that it's very hit or miss depending on your system setup.  some configurations see huge FPS gains, some see massive drops.  because it's such a crapshoot in terms of benefits, it isn't included by default since removing it is far more difficult than installing it is (assuming 1.5.x versions that go in the jar)

  5. unfortunately, even if this is completely and totally legit, I can't take the risk that it's not. additionally, the official launcher already runs on mac OS just fine. requiring java isn't exactly a burden seeing as how minecraft itself requires it. I'm sorry, but I'm locking this thread and removing your link.

    also, just scanned it with virustotal and at least one AV engine reports it containing a trojan, so there's that too.

  6. as i said im doing video stuff in the background which is taking up a ton of resources atm

    20 FPS while the game is literally paused, in a menu. 10-14 while playing in an empty world. what does this prove other than you don't get 60+ FPS? this is the same FPS the OP was claiming with similar albeit slightly better hardware. so congrats on having barely playable FPS, I guess?

    edit: watched the rest of the video, I see you are running at a resolution barely above 720p. if OP got his laptop anytime in the recent past, it's running at a native resolution of 1080p.

    so yes, not only are you not getting the FPS you claimed, you're running it at a lower resolution as well. don't give me this "I was doing video in the background!" BS. honestly not believing that is giving you the benefit of the doubt, because if it's true that's even worse.

  7. That is strange im curious to know if you did anything to make it run so low even though i have a story of a friend that has Intel 3000 but i still run better than him.

    I can run tekkit on intel hd 2000 at 40 fps im not sure if you did something to mess it up that bad but i dual boot for a massive fps increase here is a comparison on the same hardware nothing has changed.

    Here it is 40fps short on windows 7. 60 fps Far Linux Ubuntu 13.02 LTS you could possibly try dual boot to see if it works for as good for you as it is for me if you want all my specs i will tell you here.

    Processor Intel Celeron B800 1.50ghz Dual core

    Graphics Intel HD 2000

    Ram 4 GB

    Video Memory 64 MB

    I do believe this is all u really need

    everything on my laptop is stock besides the extra 2gb of ram to make it 4

    maybe in a small window, with every visual option turned off and visibility set to minimum. sorry but those specs simply will not get get that kind of FPS without some sort of massive concessions and I note that you have conspicuously left out your MC graphics settings.

    edit: oh and while looking at a corner.

  8. there's nothing "high performance" about the integrated graphics chip in modern intel CPUs when it comes to MC. you are going to have to lower visibility and turn off/down graphics options to make the game playable. even then it may not help much.

    short of installing a real video card, there's little else you're going to be able to do.

  9. Yeah, I understand about Java. But they're running Java 7u45, the graphics drivers are the problem. Whenever I try to install the intel integrated graphics media accelerator for graphics I'm not allowed to as I'm not the administrator. Well, guess I can just play Happy Wheels in that case! XD

    yeah you're pretty much SOL in this case unless you wanted to bring like, a live CD of linux or something with everything already setup. assuming you can either boot from CD/usb or access the BIOS that is

  10. Yes, getting one of those is a good investment. I have one, but for some reason it needs to be plugged into two USB slots at once with a banana cable (or whatever it's called in english), so I had to get an USB hub as well...

    Seriously though, why would it need 2 USB ports?!

    spinning a physical disk takes a lot of power compared to how much you get out of a usb port. thus, 2 ports for the needed to get the lovely power. my keyboard does the same thing actually to power the LEDs(fully backlit) and other stuff on it.

  11. "move the mod's jar file over to your regular instance"

    that wouldn't be the case.

    this guy has his mod in the modpack.jar along with a modded version of a old forge 1.5.2 build.

    welp. that's really odd and a rather obtuse way of going about it. if it makes you feel any better, OP, this is the first and only mod I've ever heard of doing something like that for distribution.

  12. as others have mentioned, it does seem that this particular mod is something of an outlier. generally packs on the platform are conglomerations of other, individual mods that have been setup to work nicely together and packaged into a pack on the platform. minecraftforum.net would usually be the primary place to look for the individual downloads, but it seems like that's not the case here. technically, once you have launched the crafting dead pack once, the mod files are on your PC and accessable. you could simply prepare a minecraft install with forge and then move the mod's jar file over to your regular instance and launcher it that way from then on, removing the need to use the technic launcher more than once and allowing you to launch the game with the vanilla mojang launcher from then on. you would still be logging into the technic launcher at least once though, so if you truly do not trust it/us that wouldn't be a very workable solution.

  13. So look.. My first post, and I am pretty sure this is the forum category it belongs in.

    I have seen some cool projects that use the tecnic platform. I was going to come complain about why yet a third branch of modding minecraft was created, it's already confusing, actually, annoying with FML vs. bukkit, and now to throw in a third makes it that much more insane, but really, that's a topic for the official minecraft forums as opposed to any one particular "branch" (for lack of a better word). FOr the record though, and this goes to ALL branches, not just yours, but one unified platform would be so much more efficient than each group having their own, and mods which won't work on b or c, but only a... Again, though, I admit this is a topic for elsewhere and will keep it at that.

    My gripe, to me, is huge, though with HOW tecnic operates. I would like to know, in full, WHY it is that the tecnic launcher requires my minecraft/Mojang LOGIN information just to even bring up the interface to see what tecnic mods are available. This seems to me a HUGE breach of potential security. In the days of hacking and ID theft running wild, it seems irresponsible to force people to give information that has NOTHING to do with your organization freely away.

    My son wants to play a crafting dead mod on our PC. It's already bad enough that most mods drag you to malware ridden websites and often try and "trick" you into clicking on the wrong thing, but now there a place (yours) that actually expects us to willingly give away our login info? If you were owned by Mojang, I'd say, okay. But, your not. You have no affiliation with Mojang whatsoever, in fact, other than you somehow organize multiple mods for the game Mojang created, and expect us to hand over our account login.

    I request a method to access the mods WITHOUT compromising my sons, and ANYONE else who wants to run your mods.

    In addition, I'd be interested to see why it is exactly that you require this info, where NO other mod group/system requires it. It's one thing to have a minecraft launcher, and for those who trust you, that's fine, but there SHOULD be a way for people to download the mods without using said launcher.

    And before you say, "well magic launcher (not required for other mod systems, but can be handy) requires it, I'll tell you we don't use it, for the exact same reason. The difference being that I can run FML (or bukkit) without the use of any launcher. I cannot with yours. Pleae look into this and consider an alternative.

    Thanks,

    exit151

    to address your main point: because we are not allowed to distribute the game proper, only the mods. mojang provides an API for authenticating accounts that is used by the launcher in order to make sure you've bought the game and then download the minecraft files from mojang's servers directly. we are not the only launcher that does this, either. FTB, magiclauncher (that you mentioned), ATlauncher, as well as others all work the same way. it's no less safe than using the official mojang launcher, because it uses the same API to authenticate. we don't keep that info (other than on your pc in order to enable the "remember me" option, which is implemented the exact same way mojang's is). it's not sent to our site or anything like that. if you want proof, the launcher is an open source project on github. you can look it up and peruse the code yourself if you feel so inclined. there's no subterfuge here.

    additionally, you seem to be confused about modding "platforms". there are really only 2 major mod platforms. bukkit, which is strictly server side mods and forge, which is more expansive in its power and not limited to servers only. technic packs all use forge (this is the "FML" you mention. FML is Forge Mod Loader, the part of forge that initializes the mods). pretty much every pack on the technic platform are also based on forge. there isn't a 3rd branch being created here, we're just making it easy to install and use forge mods.

    there will never be an option to run our packs without logging in unless there's an extreme shift in copyright laws or mojang policies/licenses. if the launcher didn't require that of you, we would be unable to do a 1 click install and you could not play on any servers that aren't in offline mode using our launcher. if this is a deal breaker for you, then your son is simply not going to be playing the crafting dead anytime soon unless you manually recreate the pack yourself, sorry.

    lastly, don't sign your posts, it's in the global rules.

  14. hmm... I asked this bit earlier, because all I got was "failed to connect to minecraft.net". I was wondering if the staff had removed the offline mode.

    they haven't. I tested it myself before posting that just to make sure. as long as you've started the pack once while online, you're all good.

  15. As for on-the-go use, the Launcher only needs to connect to the internet once to play with no issues. So have him start up the game before leaving the house, and it will be ready to go all through the trip, so long as he doesn't close the game entirely. If you want to see if its on the machine, hit your start button, and in the search field, type in %appdata% which will bring up the area that technic and minecraft go.

    this isn't totally true. as long as you've started the game once while online, it will default to offline mode when there's no internet connection. you don't have to keep it open or any of that. as long as your son is playing single player (i.e. not on a server) he can play anytime, anywhere, regardless of internet status when he starts the game or launcher.

    as far as ram goes, you can control how much the game uses through the launcher. 2gigs is probably more than enough. you can change this setting by clicking the little gear icon in the upper right of the launcher window, next to the red box with an "x" in it. it's the dropdown labeled "memory"

    for performance, if your laptop was not made for gaming, there's not a whole lot you can do to improve it for the most part. lowering the visibility range in the game may help though.

    edit: almost forgot: the files are stored in %appdata%technic which usually ends up being C:users<insert your user name here>appdataroamingtechnic but all you need to really do is place the launcher file somewhere you can find it, like the desktop and run that. it will handle the rest. from the sounds of it you are downloading the launcher every time you start the game, which isn't needed. just save the file (again the desktop works well for this) instead of running it.

  16. I understand completely that our reputation has and will continue to take a hit. We all felt that the risk was worth the reward. There are a lot of people with negative comments, mainly to be honest regarding Curse. I choose, however to approach this deal optimistically, until such time as that is proved to be unwarranted.

    P.T. Barnum would love you. also, use the edit button instead of multiposting, please.

  17. I am going to write some documentation for a mod I am making. Should I put it on CurseForge where both the mod download and the issue tracker is, or should I put it on github where the source is?

    just put it on github and link to it on curseforge.

  18. some bullshit

    listen dude, have you read what you're typing? you think kicking their users in the nuts by going with curse and putting out something that sucks can magically be erased by just splitting from curse? you think everything will just go back to the way it was? I would like some of what you're smoking because that is some primo shit. you can't fuck up that hard, turn around and say "we're sorry", and then expect everyone to just forget about it like it was a bad dream.

    secondly, you have 0 idea what's in that contract. the hilarity of trying to correct probably the only person who has credible info outside of slow himself about the kind of deal curse is/was gunning for about what was in the deal is off the chart. let me lay something on you that you will ignore: slowpoke101 is doing damage control, and as such will not speak the whole truth on the matter. he's been VERY specific about retaining the "name", which means that's probably all he kept. in fact that's about the only thing he's been specific about in regards to this whole deal.

    thirdly, the "ftb brand" as it were is not comparable to something like McDonalds. the ftb brand is barely recognized and if this deal goes south will be dragged through the mud, in fact it's already BEING dragged through the mud all over the internet. were they to be forced to separate from curse, they would forever be hobbled by the stigma of their failure. they'd be better off changing their brand at that point than trying to PR and doublespeak their way back into the community's good graces once again. this is human nature and while a select few have recovered from such things, far more never do. Shia Labeouf tried to appologize and it just made it worse, for instance. that's just a recent example, but history is positively littered with people who fucked up just one time and crashed hard because of it.

    lastly, I say they would lose the trust of their buddies because while it's clear the forgecraft types knew about this ahead of time, they are in favor of the utopian vision that has been sold to them. what they support is the ideal, the grand design of a modding utopia that curse convinced slow would be created. in turn, slow convinced them as well. when his promises fall flat and his words hollow, only the ones too proud to accept their mistake will remain with him, and they will be furious privately. the problem you are having is that you are too idealistic. you want to believe in the impossible dream and think that if you just believe it hard enough, it will become reality. you ignore the risks, dismiss the downsides and blind yourself to the problems because you want so badly to believe in this glorious future. remember the saying "if it sounds too good to be true, it probably is"? it applies here.

  19. The point is if FTB wanted to do such a thing. They had two options. Expand their own services or search a partner who already has the ability to do what they want. They didn't sell FTB or anything so honestly getting a partner is the low-risk move their. Because they would need a lot of money to provide something like this. If curse somehow manages to fuck this up, something obviously a lot of people expect them to do, who would get the blame for it? Most likely it will be curse. And although the deal itself propably alienates a lot of followers, actually cutting the ties with Curse will achieve the opposite. And this is something that is problematic for curse. They haven't bought anything and if their launcher sucks people will not use it. So if FTB wanders off, they have a repo, a launcher but nothing more. Their biggest problem is that modders would most likely follow FTB. Right now the chance is high that some modders will use curse just because... why not. It doesn't do any harm to them and actually curse allows them to make money with their mods to some extent and is propably better than adfly.

    if they put out a product that sucks, FTB is out a launcher, the trust of their forgecraft buddies, the respect of the community, and a large number of users. modder trust and community respect have been their "selling point", if you will, in terms of "why should I use this pack over technic?" I'm not going to go into the issues surrounding that claim or whether it's actually true, but that is their pitch. they have always been "tekkit without the 'evil'", essentially. if this deal does not produce spectacular results that pitch goes out the window. no one would believe it afterwards, not even 9 year olds on the internet. the question still remains as to whether slow signed over the ftb domains as part of this (that was one of the things curse wanted from technic, and does not constitute "selling the ftb name"). so I disagree that it's low risk for them. I think their entire future as a going concern rests on the success of this partnership. hopefully that motivates them to do it right, but I have serious doubts about that.

×
×
  • Create New...