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FEarBG

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  1. I'm using Forge 3.4.9 Build 171 and some other mods with MultiMC 4.0.3.60. This launcher have very nice log about all those process behind Minecraft startup. The new version even turns suspicious and errors in red. 2012-09-11 20:41:08 [iNFO] MinecraftForge v3.4.9.171 Initialized java.lang.ClassNotFoundException: net.minecraft.src.DEBUGCLASSDELETE at java.net.URLClassLoader$1.run(Unknown Source) at java.net.URLClassLoader$1.run(Unknown Source) at java.security.AccessController.doPrivileged(Native Method) at java.net.URLClassLoader.findClass(Unknown Source) at java.lang.ClassLoader.loadClass(Unknown Source) at java.lang.ClassLoader.loadClass(Unknown Source) at java.lang.Class.forName0(Native Method) at java.lang.Class.forName(Unknown Source) at ClassHelper.getCorrectClass(ClassHelper.java:41) at ClassHelper.findClass(ClassHelper.java:25) at mod_BE.load(mod_BE.java:27) at cpw.mods.fml.common.modloader.ModLoaderModContainer.init(ModLoaderModContainer.java:356) at cpw.mods.fml.common.Loader.modInit(Loader.java:273) at cpw.mods.fml.common.Loader.initializeMods(Loader.java:628) at cpw.mods.fml.client.FMLClientHandler.onLoadComplete(FMLClientHandler.java:223) at net.minecraft.client.Minecraft.a(Minecraft.java:429) at net.minecraft.client.Minecraft.run(Minecraft.java:738) at java.lang.Thread.run(Unknown Source) This is all in red. Why do I get this "java.lang.ClassNotFoundException: net.minecraft.src.DEBUGCLASSDELETE" and what is his meaning ? P.S. Also noticed that the "Better Enchanting" mod (mod_BE) is part if this log. The mod works fine anyway. I do not know whether it is important or not..
  2. I remember a function in ModLoader where you can disable mod from a text document. Is there such a thing in Forge ? The reason I ask for this is because of those nasty mods for updates. Lets say "Mine & Blade: Battlegear" for example. Awesome mod, but inside him there is update manager, that does not even work properly. I can't delete it from mods folder because this is part of "Mine & Blade: Battlegear" but .. Forge recognize them as separate mods so I was thinking .. maybe there is a way to disable that particular mod. Actually would be wonderful if in the future Forge has GUI check mark in each mod and if you uncheck it that will disable the mod. P.S. I found another way. Just had to delete "mod_UpdateManager.class" from the ZIP file. Anyway tell me if there is another way including Forge..
  3. Ok, my bad... The only problem with Forge is that he have a little more *. classes then ModLoader. And because of them sometime there is a mod who is using the same classes. Like "Render Player API" who is using "we.class" which is also included in Forge. We have the same deal with "OptiFine" and "Forge"... If I install Forge after some of those mods, things go bad .. ModLoader don't have those classes and that's why he is easy to use and work immediately. About my 10 mods problem, it seems that everything was working as a chain starting from "Render Player API" and "OptiFine" problem..
  4. I found the problem.. Forge have "we.class" witch is also used by "Render Player API". Since I install Forge last it overwrites the file and makes the problem. ModLoader don't have such class and thats why he was working fine from the beginning. Anyway with "Render Player API" after "Forge" everything works fine now (I can see the special movements..) P.S. And I know that "Render Player API" is only optional for Smart Moving, but I need it for other mods and that's why it was important to be in the package..
  5. First, I know that Forge have FML which should replace ModLoader and this is why Forge can now work independently without him. The problem is that FML can not replace ModLoader really .. Already come across at least 10 mods that need ModLoader and can not work with Forge. So now I need to have ModLoader and Forge together in my minecraft.jar if I want to use all my mods. Sure, but they use the same classes. Who should install second, so he can overwrite files ? Is there another way to use them both without creating conflict with one another ?
  6. Actually Forge is able to load this mod and to make it running. The problem is that it completely lacks any special moves which must be visible in Smart Moving 9.5. For example I can't see how Steve swim or stretch hands when climbing. I've got everything needed for this mod. If I use simple ModLoader I can see all the special animations and stuff. With Forge they just do not appear. The functionality of the mod remains the same.. Can someone fix this ?
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