Amaxter Posted October 5, 2013 Posted October 5, 2013 With Technic support for 1.6 on the horizon I've begun work on updating my mod packs to 1.6.4, but I'm uncertain about something. I'm pretty experienced when it comes to making mod packs, and I know the versions folder contains the jar, but how will that work with the Technic Launcher? Say for example I have a Forge version with a .json and jar in it's own folder in versions, can I simply use that in the mod pack, or do I have to rename the jar modpack.jar? Do I delete the .json, or edit it? Just wondering if any one knows the answer to this, as I would like to quickly update shortly after the launcher does.
Lethosos Posted October 5, 2013 Posted October 5, 2013 No confusion there. Think of it this way--the Minecraft Platform (no, really,) is using profiles very much like what the Technic Platform is doing, only they handle it differently. The only thing it can't do is manage different versions of mods like Technic does. So all what the Technic Platform has to do is mimic how the Minecraft Platform retrieves the minecraft.jar files. Which pretty much got changed here, so Olioth has to understand how the newer Minecraft Platform launcher does it, and correctly. I think there's other stuff based on feedback with Solder as well too, so let him make sure it all works well first before it's released. (This is the Minecraft community we're worrying over--not all of them are actually mature.)
Amaxter Posted October 5, 2013 Author Posted October 5, 2013 I understand how it works but I'm not sure how exactly it will be implemented, whether it will work similar to profiles in the normal minecraft launcher or whether we'll have to rename our version jars something like modpack.jar. Will the versions folder contain the profiles for all the mod packs in the Technic Launcher or will it have completely separate .minecraft folders like it does now?
Lethosos Posted October 5, 2013 Posted October 5, 2013 I wouldn't be surprised if Olioth chose to implement the same versions system. I would say that if you had three modpacks that required the same version of Minecraft, you would only need one copy to download for all three modpacks, and still keep the original modpack.jar system we have. I'm not privy to what he's doing, though, so it's all conjecture right now, but at least I know there's been word that we may see an update before the year's end.
Amaxter Posted October 5, 2013 Author Posted October 5, 2013 Before the years end? By the way people are making it sound, I think we'll have an update in a couple of weeks.
Lethosos Posted October 5, 2013 Posted October 5, 2013 Precisely why I said "before year's end." At least it's still true while leaving lots of wiggle room and helpfully lowers mounting expectations. I don't trust ETAs without a proven track record, and Olioth's not getting paid for any of this, y'know. Things have a way of happening, like exploding jaffa cakes.
SXScarecrow Posted October 5, 2013 Posted October 5, 2013 Besides, Olloth is moving onto a new job at Amazon, so he'll want to leave his definitive legacy behind, and make sure it all works 100% before he departs. I've only just finished my 1.5.2 modpack with Solder, so tbh I'm not that bothered when 1.6 support comes out. Gives more time for authors to update their mods.
didlyi Posted October 10, 2013 Posted October 10, 2013 Hi sorry to highjack but i been banging my head with this for last couple of days now.. As the beta version is now out for testing 1.6+ packs,i would love to be able to try this out but for the life of me can not get the zip directory set up correct....i have managed to get default 1.6.4 minecraft up with in beta launcher but failed to inject forge in to it... all mods and configs do load into pack structure,its just the forge part i believe now...any tips on how the structure/names should look??
Amaxter Posted October 10, 2013 Author Posted October 10, 2013 Ok, make a bin folder, and put in your modpack.jar, and the Forge json file renamed as version.json, then compress mods config and bin folders (as well as anything else) into modpack.zip. It needs to be named modpack.zip.
didlyi Posted October 10, 2013 Posted October 10, 2013 You sir/madam are a lovely person...thank you...
Amaxter Posted October 10, 2013 Author Posted October 10, 2013 No problem, Heisenberg's job here is done.
didlyi Posted October 10, 2013 Posted October 10, 2013 haha...got it working good..only problem now is there is no sound...must be one of the beta bugs?? thanks again..
Amaxter Posted October 10, 2013 Author Posted October 10, 2013 Yeah, if you give me your modpack platform URL I'll take a look at it and see about the no sounds thing.
Neero Posted October 10, 2013 Posted October 10, 2013 Thanks Amaxter Worked on first try I have the same problem with sound though. No music either. Here's my modpack url if you want to check: http://www.technicpack.net/apiv2/modpack/mcneero-162-test-pack
Olafski Posted October 12, 2013 Posted October 12, 2013 I have been having the same issue as Neero and didlyi, no sound. Would be very interested to see what you find here, Amaxter.
Amaxter Posted October 12, 2013 Author Posted October 12, 2013 Well, I've concluded that it's a bug with the launcher as it's in beta. Guess we'll just have to wait for it to be more stable.
Olafski Posted October 12, 2013 Posted October 12, 2013 Alright, thanks Amaxter. I just noticed that my IndustrialCraft treetap did make a sound. So apparently I'm not 100% without sound oO
didlyi Posted October 13, 2013 Posted October 13, 2013 Yeah most of my mods I have added have sounds..think its just vanilla missing..I am still messing around..
PixelDragon13 Posted October 13, 2013 Posted October 13, 2013 Can I put the sounds manully in my minecraft? or maybe with a resource pack?
Amaxter Posted October 13, 2013 Author Posted October 13, 2013 No, they;re not missing, the launcher just won't play them.
Jasems Posted October 14, 2013 Posted October 14, 2013 I tried doing the custom resource pack with sounds, but that didn't work either. We probably just going to have to wait for a launcher update.
Amaxter Posted October 15, 2013 Author Posted October 15, 2013 Exactly, the problem doesn't lie with it not downloading the resources, it just won't play them.
didlyi Posted October 16, 2013 Posted October 16, 2013 The beta launcher just updated and i can confirm its got working sounds for the vanilla side of things now...great job guru's
PixelDragon13 Posted October 18, 2013 Posted October 18, 2013 Yea... technic wont launch my pack now... -.- this is my console text (and i typed my password wrong the firist time, sorry!) : Loaded face Starting download of http://skins.technicpack.net/helm/PixelDragon13/100, with 3 tries remaining Valid: {"error":"ForbiddenOperationException","errorMessage":"Invalid token"} {"error":"ForbiddenOperationException","errorMessage":"Invalid token."} Starting download of https://dl.dropboxusercontent.com/s/gsiuan40rvu10z2/Modpack.zip?token_hash=AAEe7VVIL7IEfBWD2nfmfHvyZSwXGkT-I7066Sa_EqReeA&dl=1, with 3 tries remaining java.util.zip.ZipException: error in opening zip file at java.util.zip.ZipFile.open(Native Method) at java.util.zip.ZipFile.<init>(Unknown Source) at java.util.zip.ZipFile.<init>(Unknown Source) at java.util.zip.ZipFile.<init>(Unknown Source) at net.technicpack.launchercore.util.ZipUtils.unzipFile(ZipUtils.java:134) at net.technicpack.launchercore.util.ZipUtils.unzipFile(ZipUtils.java:114) at net.technicpack.launchercore.install.ModpackInstaller.installMod(ModpackInstaller.java:125) at net.technicpack.launchercore.install.ModpackInstaller.installModpack(ModpackInstaller.java:110) at net.technicpack.launchercore.install.ModpackInstaller.installPack(ModpackInstaller.java:75) at org.spoutcraft.launcher.InstallThread.run(InstallThread.java:50)
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