Jump to content

A curious inquiry


LEVaughn

Recommended Posts

I've seen a lot of "Hate" for MCPatcher around here and I honestly don't understand why. I won't complain, but I'm going to ask quite simply one thing.

 

Would it be so hard to update Forge (on your own time) to help run with MCPatcher? As far as I can tell - it wouldn't be exactly hard, as much as it would be about getting over some bias problems with the owner or the software. If you can make Forge run with Optifine and other various things, no reason why you can't with MCPatcher - you'd get a lot more customers that way.

 

Just a thought - not trying to start a flame war here. Reason I asked is because I like MCPatcher and for me it seems to be the only thing that's worked incredibly smoothly for me. Everything else was a jumbled mess and I had to go through hell for anything to work. MCPatcher helps me drastically.

Link to comment
Share on other sites

The issue with MCPatcher is that it does things wrong.  It makes base edits when it should not be making base edits, and most users are not knowledgeable enough to know how to disable those modifications.  MultiMC is far superior as it actually does work properly without making any base edits.

 

Also, Forge is not made to run with Optifine, Optifine uses Forge's hooks.  And MCPatcher could use Forge's hooks just as well.  There is nothing Forge can do to become compatible with MCPatcher, it is on MCPatcher to actually do things properly.

Link to comment
Share on other sites

id suggest using magiclauncher http://www.minecraftforum.net/topic/939149-launcher-magic-launcher-099-mods-options-news/

it doesnt touch the jar when installing a mod you will always have a clean minecraft.jar

and optifine http://www.minecraftforum.net/topic/249637-132-optifine-hd-b3-fps-boost-hd-textures-aa-af-and-much-more/ which also does provide connected textures and hd texture support

and as already said it  uses forge hooks

"not to scare azanor more , but he's a programmer, which is like the child of an orgy between math, logic, writing, and black magic . without any one of those it just doesn't work" etopsirhc

Link to comment
Share on other sites

The simple truth is that MCPathcer does things in a very very incompatible way. Its concept is good, of just injecting the little bits that ity needs here and there viz direct bytecode patching. But it's implementation is bad. Last time I looked it 1) Injected crap even if everything else was turned off by the users, 2) Overwrote certain things that it assume was there, or assumed that where it found was the only place. Which doesn't work.

The simple truth is MCPatcher needs to be a bit more robust. And, in all honesty. MCPatcher's interface isn't all that great. Tools such as MagicLauncher or MultiMC are better in both interface and functionality.

There is no hate twards the author, Back in the day i've actually made quite a few mods using MCPatcher's bytecode injection. But the program itself simply has not aged well.

 

 

As for being hard to make it compatible. Unless I do major work to shape the bytecode so that MCPatcher would behave properly, it'd be a bitch and a half. It would be FAR less work and FAR more stable and FAR more proper to do it on the MCPatcher side.

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Consider supporting the team on Patreon

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • I'm using Modrinth as a launcher for a forge modpack on 1.20.1, and can't diagnose the issue on the crash log myself. Have tried repairing the Minecraft instillation as well as removing a few mods that have been problematic for me in the past to no avail. Crash log is below, if any further information is necessary let me know. Thank you! https://paste.ee/p/k6xnS
    • Hey folks. I am working on a custom "Mecha" entity (extended from LivingEntity) that the player builds up from blocks that should get modular stats depending on the used blocks. e.g. depending on what will be used for the legs, the entity will have a different jump strength. However, something unexpected is happening when trying to override a few of LivingEntity's functions and using my new own "Mecha" specific fields: instead of their actual instance-specific value, the default value is used (0f for a float, null for an object...) This is especially strange as when executing with the same entity from a point in the code specific to the mecha entity, the correct value is used. Here are some code snippets to better illustrate what I mean: /* The main Mecha class, cut down for brevity */ public class Mecha extends LivingEntity { protected float jumpMultiplier; //somewhere later during the code when spawning the entity, jumpMultiplier is set to something like 1.5f //changing the access to public didn't help @Override //Overridden from LivingEntity, this function is only used in the jumpFromGround() function, used in the aiStep() function, used in the LivingEntity tick() function protected float getJumpPower() { //something is wrong with this function //for some reason I can't correctly access the fields and methods from the instanciated entity when I am in one of those overridden protected functions. this is very annoying LogUtils.getLogger().info(String.valueOf(this.jumpMultiplier))) //will print 0f return this.jumpMultiplier * super.getJumpPower(); } //The code above does not operate properly. Written as is, the entity will not jump, and adding debug logs shows that when executing the code, the value of this.jumpMultiplier is 0f //in contrast, it will be the correct value when done here: @Override public void tick() { super.tick(); //inherited LivingEntity logic //Custom logic LogUtils.getLogger().info(String.valueOf(this.jumpMultiplier))) //will print 1.5f } } My actual code is slightly different, as the jumpMuliplier is stored in another object (so I am calling "this.legModule.getJumpPower()" instead of the float), but even using a simple float exactly like in the code above didn't help. When running my usual code, the object I try to use is found to be null instead, leading to a crash from a nullPointerException. Here is the stacktrace of said crash: The full code can be viewed here. I have found a workaround in the case of jump strength, but have already found the same problem for another parameter I want to do, and I do not understand why the code is behaving as such, and I would very much like to be able to override those methods as intended - they seemed to work just fine like that for vanilla mobs... Any clues as to what may be happening here?
    • Please delete post. Had not noticed the newest edition for 1.20.6 which resolves the issue.
    • https://paste.ee/p/GTgAV Here's my debug log, I'm on 1.18.2 with forge 40.2.4 and I just want to get it to work!! I cant find any mod names in the error part and I would like some help from the pros!! I have 203 mods at the moment.
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.