Since 1.6 MCPatcher is incompatible with forge. I use the forge installer, so that creates the forge profile. I have to use the forge profile if I want forge to work. Then I install some mods. Great. Then I use MCPatcher. It looks like it patches everything fine, but when I use the forge profile, Minecraft is not patched. It's okay if I use the default profile, but then forge along with my other mods aren't installed. Help?
Since 1.6 MCPatcher is incompatible with forge. I use the forge installer, so that creates the forge profile. I have to use the forge profile if I want forge to work. Then I install some mods. Great. Then I use MCPatcher. It looks like it patches everything fine, but when I use the forge profile, Minecraft is not patched. It's okay if I use the default profile, but then forge along with my other mods aren't installed. Help?
This is a known problem. A fix for Forge compatibility is supposedly in the works. Please be patient.
Yes, I did go through a couple pages back and saw someone with this error but the solution didn't work for me. I deleted the .jar and version and reinstalled multiple times. It seems to be getting errors only with the texture pack I'm using though -Other packs work fine-
The mods I have added along with the Text pack in MCPatcher are: TooManyItems, Rei's MiniMap, and the Latest Standard Optifine.
Help would greatly be appreciated, only posted as a last resort since I can't seem to find a fix.
--- Minecraft Crash Report ----
// This doesn't make any sense!
Time: 7/16/13 9:38 PM
Description: Initializing game
java.lang.NullPointerException
at bka.b(SourceFile:76)
at ats.O(SourceFile:332) [Minecraft]
at ats.d(SourceFile:599) [Minecraft]
at net.minecraft.client.main.Main.main(SourceFile:101)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at bka.b(SourceFile:76)
at ats.O(SourceFile:332) [Minecraft]
-- Initialization --
Details:
Stacktrace:
at ats.d(SourceFile:599) [Minecraft]
at net.minecraft.client.main.Main.main(SourceFile:101)
-- System Details --
Details:
Minecraft Version: 1.6.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 442876672 bytes (422 MB) / 514523136 bytes (490 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -Xmx1024M -Xms512M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: ~~ERROR~~ NoClassDefFoundError: com/prupe/mcpatcher/cit/EnchantmentList$1
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
Launched Version: 1.6.2-mcpatcher
LWJGL: 2.9.0
OpenGL: GeForce GT 425M/PCI/SSE2 GL version 4.1.0, NVIDIA Corporation
Is Modded: Very likely; Jar signature invalidated
Type: Client (map_client.txt)
Resource Pack: oCd pack 1.6 by disco.zip
Current Language: ~~ERROR~~ NullPointerException: null
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
#@!@# Game crashed! Crash report saved to: #@!@# C:\Users\Nova\AppData\Roaming\.minecraft\crash-reports\crash-2013-07-16_21.38.00-client.txt
AL lib: (EE) alc_cleanup: 1 device not closed
Minecraft exited with status -1
Yes, I did go through a couple pages back and saw someone with this error but the solution didn't work for me. I deleted the .jar and version and reinstalled multiple times. It seems to be getting errors only with the texture pack I'm using though -Other packs work fine-
The mods I have added along with the Text pack in MCPatcher are: TooManyItems, Rei's MiniMap, and the Latest Standard Optifine.
Don't use MCPatcher to install Texture Packs. Put them into the /resourcepacks/ folder in your Minecraft directory. You can easily access it by loading Minecraft and then going to Options > Resource Packs, and then clicking the button at the bottom that says Open Resource Packs Folder (or something similar). Copy the entire .zip file in there, and do NOT upzip it.
Don't use MCPatcher to install Texture Packs. Put them into the /resourcepacks/ folder in your Minecraft directory. You can easily access it by loading Minecraft and then going to Options > Resource Packs, and then clicking the button at the bottom that says Open Resource Packs Folder (or something similar). Copy the entire .zip file in there, and do NOT upzip it.
Hope that helps you.
When I do that MC doesn't crash but none of the textures are loaded properly.
Here's a Screenshot of what happens.
When I do that MC doesn't crash but none of the textures are loaded properly.
Here's a Screenshot of what happens.
-sigh-
What other mods are you using? I see a mini-map in the corner. What else do you have? One of your other mods is probably causing it, or a conflict between mods. A list will help me narrow it down. Thanks.
I know Optifine was having this problem in one of its recent releases. If you have Optifine, please update it.
What other mods are you using? I see a mini-map in the corner. What else do you have? One of your other mods is probably causing it, or a conflict between mods. A list will help me narrow it down. Thanks.
I know Optifine was having this problem in one of its recent releases. If you have Optifine, please update it.
That mod is most likely Rei's Minimap, I recognize that mod anywhere. I'll try installing it using MCPatcher(which I use to do all time & use the mod alot, until 1.6 came out).
EDIT: I had both Rei's Minimap & My Texture/Resource Pack work. If you could give me everything that you installed with MCPatcher(mods & Texture/Resource Packs), I could help narrow down whats wrong.
Also show me a picture of what the main MCPatcher window looks like too would help ALOT
I'm sorry if this question has been asked earlier but how does one use bow cit and armor cit? I have looked at the examples but it still doesn't help me. Does anyone have an set of example cit properties for them? I can't seem to get them to display correctly. I have a somewhat decent knowledge of the basics of cit.
*This is not advertising my custom Doku Pack on purpose*
I use cit to a heavy extent in my custom pack which is in my signature(Don't worry it links back to the Dokucraft Continuation Forums)
So I wanted to include a series of custom armors and bows for this to help set my Custom Doku further apart from other Dokucraft Packs.
To whoever can help thank you for your time and consideration.
You know that, when you do CIT for common items you put this:
texture=<path to texture>
Well, for bow you would put 4 texture properties in the same .properties file, each property sets each of the bow's sprite. To be more clear, you do this:
texture.bow_standby=<texture that would replace bow_standby.png>
texture.bow_pulling_0=<texture that would replace texture.bow_pulling_0.png>
texture.bow_pulling_1=<texture that would replace texture.bow_pulling_1.png>
texture.bow_pulling_2=<texture that would replace texture.bow_pulling_2.png>
Similar for armor (example is for diamond armor):
texture.diamond_layer_1=<texture that would replace helmet, chestplate and boots>
texture.diamond_layer_2=<texture that would replace leggings>
Hope this helps!
Rollback Post to RevisionRollBack
This is SGM, signin' out! Visit my Youtube channel here (still empty) if you're a strange gamer!
Ok, so three questions regarding a CIT property file.
First, is it possible to display colors in a CIT items name? If so what format would the property file accept.
Next, is it possible remove and/or change the italicized formatting that is set when you rename the item with an anvil, using the properties file of the item?
Last, is it possible to add a short description to an item after it's title? Or any other desired information?
These questions are specifically geared towards Swords, Bows, Tools, and Armors if that helps any.
Ok, so three questions regarding a CIT property file.
The answers to these are "I wish", "no", and "no" in that order.
As the name implies, CIT only deals with Custom Item Textures. It doesn't actually change any of the NBT data (the extra information that the displayed name, lore, enchantments, etc. of an item are) in any way. Doing so would be problematic for custom maps or anything else that changes those things intentionally.
for some reason my minecraft keeps getting an erro when loading the glod ingot and iron ingot for the texture pack Gerudoku High
heres what it usually looks like on the log:
Client> [CIT] ERROR: minecraft:mcpatcher/cit/IngotIron/ingotiron_norm.properties: source texture ingotiron_norm not found
Client> [CIT] ERROR: minecraft:mcpatcher/cit/IngotIron/ingotiron_stack.properties: source texture ingotiron_stack not found
Client> [CIT] ERROR: minecraft:mcpatcher/cit/StoneAxe/stoneAxe0.properties: source texture hatchetStone_new not found
Client> [CIT] ERROR: minecraft:mcpatcher/cit/StoneAxe/stoneAxe1.properties: source texture hatchetStone_broken not found
Client> [CIT] ERROR: minecraft:mcpatcher/cit/StoneAxe/stoneAxe2.properties: source texture hatchetStone_broken2 not found
Client> [CIT] ERROR: minecraft:mcpatcher/cit/StoneAxe/stoneAxe3.properties: source texture hatchetStone_broken3 not found
Client> [CIT] ERROR: minecraft:mcpatcher/cit/WoodenSword/swordWood_broken.properties: source texture swordWood_broken not found
Client> [CIT] ERROR: minecraft:mcpatcher/cit/WoodenSword/swordWood_broken2.properties: source texture swordWood_broken2 not found
Client> [CIT] ERROR: minecraft:mcpatcher/cit/WoodenSword/swordWood_broken3.properties: source texture swordWood_broken3 not found
Client> [CIT] ERROR: minecraft:mcpatcher/cit/WoodenSword/swordWood_new.properties: source texture swordWood_new not found
Client> 2013-07-17 21:53:59 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:mcpatcher/cit/IngotGold/ingotGold2.png: broken aspect ratio and not an animation
Client> 2013-07-17 21:53:59 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:mcpatcher/cit/IngotGold/ingotGold1.png: broken aspect ratio and not an animation
Client> 2013-07-17 21:53:59 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:mcpatcher/cit/IngotGold/ingotGold3.png: broken aspect ratio and not an animation
Client> 2013-07-17 21:53:59 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:mcpatcher/cit/IngotIron/ingotIron3.png: broken aspect ratio and not an animation
Client> 2013-07-17 21:53:59 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:mcpatcher/cit/IngotIron/ingotIron2.png: broken aspect ratio and not an animation
Client> 2013-07-17 21:53:59 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:mcpatcher/cit/IngotGold/ingotGold0.png: broken aspect ratio and not an animation
it shows up as purple and black squares. any help? it actually worked perfect when i couldnt connect to the internet but i don't know if its realated
edit: confirmed. it only breaks my textures when i connect to the internet. when i select play offline all the textures work fine. still anyone know whats going on?
The answers to these are "I wish", "no", and "no" in that order.
As the name implies, CIT only deals with Custom Item Textures. It doesn't actually change any of the NBT data (the extra information that the displayed name, lore, enchantments, etc. of an item are) in any way. Doing so would be problematic for custom maps or anything else that changes those things intentionally.
Interesting, makes sense now though. Thank you. Also, I know this thread is only for MCP, but in the same vein, I've noticed the ability to change the pack description font color in the pack selection screen using the pack.MCMeta file. Now I don't know a lot about the MCMeta files either, but I do know they are generally only needed if the file is animated. Could it possible an MCMeta file could be attributed to an item to change it's font color as well? Or is this also, just optimistic thinking? Perhaps a feature Mojang intends in the future?
Interesting, makes sense now though. Thank you. Also, I know this thread is only for MCP, but in the same vein, I've noticed the ability to change the pack description font color in the pack selection screen using the pack.MCMeta file. Now I don't know a lot about the MCMeta files either, but I do know they are generally only needed if the file is animated. Could it possible an MCMeta file could be attributed to an item to change it's font color as well? Or is this also, just optimistic thinking? Perhaps a feature Mojang intends in the future?
No, you can't as all formatting code(color codes, & codes to change the format like italics, bold & normal) are all handled as NBT data. So it's optimistic thinking, & perhaps a feature Mojang WON'T intend to release. Now a way for us to format item names & lore would be great. I mean I can already do it with Bukkit Plugins or NBTExplorer, but a way to do it in Survival mode would be great!!!
P.S. the new mcmeta files are also needed for the pack.mcmeta file(Unless I'm wrong).
No, you can't as all formatting code(color codes, & codes to change the format like italics, bold & normal) are all handled as NBT data. So it's optimistic thinking, & perhaps a feature Mojang WON'T intend to release. Now a way for us to format item names & lore would be great. I mean I can already do it with Bukkit Plugins or NBTExplorer, but a way to do it in Survival mode would be great!!!
P.S. the new mcmeta files are also needed for the pack.mcmeta file(Unless I'm wrong).
Alright, thanks for the info. Was exploring the new Vanilla and MCP stuff for 1.6 RP creation and was giddy at the advent of true custom items and lore etc without an NBT editor, plugins, or mods. Guess in my excitement I missed the basics.
Also yes, pack.mcmeta is required, but what I was refering to was the optimistic malleability of a color code used in the pack.mcmeta's line: "description": "\u00a73 Rhaegar's Pack", perhaps being transferred over into a similar line that an items animation.mcmeta file might use ala: "lore": "\u00a73 Rhaegar's Greatsword of Doom", or something along those lines. But alas, my heart remains broken anyways. Perhaps in the future.
Hey kahr, how difficult would it be to let us customize the bettergrass texture? (the one on the sides)
If it's an easy addition, it might be something to think about adding because then we can have grass tendrils reaching down or grassy clumps instead of just the top grass... Would be quite cool IMO!
What other mods are you using? I see a mini-map in the corner. What else do you have? One of your other mods is probably causing it, or a conflict between mods. A list will help me narrow it down. Thanks.
I know Optifine was having this problem in one of its recent releases. If you have Optifine, please update it.
That mod is most likely Rei's Minimap, I recognize that mod anywhere. I'll try installing it using MCPatcher(which I use to do all time & use the mod alot, until 1.6 came out).
EDIT: I had both Rei's Minimap & My Texture/Resource Pack work. If you could give me everything that you installed with MCPatcher(mods & Texture/Resource Packs), I could help narrow down whats wrong.
Also show me a picture of what the main MCPatcher window looks like too would help ALOT
@Alvoria I'll add an SS of my MC Patcher mods. And yeah it's Rei's Minimap.
@Rickvs Yah it's Shotbow Network, and I'm using the newest update for Optifine. Added an SS.
@markacashion I have the latest update for MCPatcher + Optifine (Standard B3) Here's the MCPatcher window.
@Alvoria I'll add an SS of my MC Patcher mods. And yeah it's Rei's Minimap.
@Rickvs Yah it's Shotbow Network, and I'm using the newest update for Optifine. Added an SS.
@markacashion I have the latest update for MCPatcher + Optifine (Standard B3) Here's the MCPatcher window.
-Sorry for the late reply guys, was busy the past couple days-
Try WITHOUT Optifine. That MIGHT help, as before in the pass if both of them were installed together than they would cause MANY problems. & the late reply is fine
Okay, thanks for letting me know.
The mods I have added along with the Text pack in MCPatcher are: TooManyItems, Rei's MiniMap, and the Latest Standard Optifine.
The Text pack I was trying to use is: http://www.minecraft...hanks-everyone/
Help would greatly be appreciated, only posted as a last resort since I can't seem to find a fix.
--- Minecraft Crash Report ----
// This doesn't make any sense!
Time: 7/16/13 9:38 PM
Description: Initializing game
java.lang.NullPointerException
at bka.b(SourceFile:76)
at ats.O(SourceFile:332) [Minecraft]
at ats.d(SourceFile:599) [Minecraft]
at net.minecraft.client.main.Main.main(SourceFile:101)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at bka.b(SourceFile:76)
at ats.O(SourceFile:332) [Minecraft]
-- Initialization --
Details:
Stacktrace:
at ats.d(SourceFile:599) [Minecraft]
at net.minecraft.client.main.Main.main(SourceFile:101)
-- System Details --
Details:
Minecraft Version: 1.6.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 442876672 bytes (422 MB) / 514523136 bytes (490 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -Xmx1024M -Xms512M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: ~~ERROR~~ NoClassDefFoundError: com/prupe/mcpatcher/cit/EnchantmentList$1
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
Launched Version: 1.6.2-mcpatcher
LWJGL: 2.9.0
OpenGL: GeForce GT 425M/PCI/SSE2 GL version 4.1.0, NVIDIA Corporation
Is Modded: Very likely; Jar signature invalidated
Type: Client (map_client.txt)
Resource Pack: oCd pack 1.6 by disco.zip
Current Language: ~~ERROR~~ NullPointerException: null
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
#@!@# Game crashed! Crash report saved to: #@!@# C:\Users\Nova\AppData\Roaming\.minecraft\crash-reports\crash-2013-07-16_21.38.00-client.txt
AL lib: (EE) alc_cleanup: 1 device not closed
Minecraft exited with status -1
Hope that helps you.
When I do that MC doesn't crash but none of the textures are loaded properly.
Here's a Screenshot of what happens.
http://puu.sh/3EVgD.png
-sigh-
I know Optifine was having this problem in one of its recent releases. If you have Optifine, please update it.
That mod is most likely Rei's Minimap, I recognize that mod anywhere. I'll try installing it using MCPatcher(which I use to do all time & use the mod alot, until 1.6 came out).
EDIT: I had both Rei's Minimap & My Texture/Resource Pack work. If you could give me everything that you installed with MCPatcher(mods & Texture/Resource Packs), I could help narrow down whats wrong.
Also show me a picture of what the main MCPatcher window looks like too would help ALOT
You know that, when you do CIT for common items you put this:
Well, for bow you would put 4 texture properties in the same .properties file, each property sets each of the bow's sprite. To be more clear, you do this:
Similar for armor (example is for diamond armor):
Hope this helps!
Visit my Youtube channel here (still empty) if you're a strange gamer!
First, is it possible to display colors in a CIT items name? If so what format would the property file accept.
Next, is it possible remove and/or change the italicized formatting that is set when you rename the item with an anvil, using the properties file of the item?
Last, is it possible to add a short description to an item after it's title? Or any other desired information?
These questions are specifically geared towards Swords, Bows, Tools, and Armors if that helps any.
As the name implies, CIT only deals with Custom Item Textures. It doesn't actually change any of the NBT data (the extra information that the displayed name, lore, enchantments, etc. of an item are) in any way. Doing so would be problematic for custom maps or anything else that changes those things intentionally.
heres what it usually looks like on the log:
Client> [CIT] ERROR: minecraft:mcpatcher/cit/IngotIron/ingotiron_norm.properties: source texture ingotiron_norm not found
Client> [CIT] ERROR: minecraft:mcpatcher/cit/IngotIron/ingotiron_stack.properties: source texture ingotiron_stack not found
Client> [CIT] ERROR: minecraft:mcpatcher/cit/StoneAxe/stoneAxe0.properties: source texture hatchetStone_new not found
Client> [CIT] ERROR: minecraft:mcpatcher/cit/StoneAxe/stoneAxe1.properties: source texture hatchetStone_broken not found
Client> [CIT] ERROR: minecraft:mcpatcher/cit/StoneAxe/stoneAxe2.properties: source texture hatchetStone_broken2 not found
Client> [CIT] ERROR: minecraft:mcpatcher/cit/StoneAxe/stoneAxe3.properties: source texture hatchetStone_broken3 not found
Client> [CIT] ERROR: minecraft:mcpatcher/cit/WoodenSword/swordWood_broken.properties: source texture swordWood_broken not found
Client> [CIT] ERROR: minecraft:mcpatcher/cit/WoodenSword/swordWood_broken2.properties: source texture swordWood_broken2 not found
Client> [CIT] ERROR: minecraft:mcpatcher/cit/WoodenSword/swordWood_broken3.properties: source texture swordWood_broken3 not found
Client> [CIT] ERROR: minecraft:mcpatcher/cit/WoodenSword/swordWood_new.properties: source texture swordWood_new not found
Client> 2013-07-17 21:53:59 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:mcpatcher/cit/IngotGold/ingotGold2.png: broken aspect ratio and not an animation
Client> 2013-07-17 21:53:59 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:mcpatcher/cit/IngotGold/ingotGold1.png: broken aspect ratio and not an animation
Client> 2013-07-17 21:53:59 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:mcpatcher/cit/IngotGold/ingotGold3.png: broken aspect ratio and not an animation
Client> 2013-07-17 21:53:59 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:mcpatcher/cit/IngotIron/ingotIron3.png: broken aspect ratio and not an animation
Client> 2013-07-17 21:53:59 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:mcpatcher/cit/IngotIron/ingotIron2.png: broken aspect ratio and not an animation
Client> 2013-07-17 21:53:59 [CLIENT] [SEVERE] Unable to parse animation metadata from minecraft:mcpatcher/cit/IngotGold/ingotGold0.png: broken aspect ratio and not an animation
it shows up as purple and black squares. any help? it actually worked perfect when i couldnt connect to the internet but i don't know if its realated
edit: confirmed. it only breaks my textures when i connect to the internet. when i select play offline all the textures work fine. still anyone know whats going on?
Interesting, makes sense now though. Thank you. Also, I know this thread is only for MCP, but in the same vein, I've noticed the ability to change the pack description font color in the pack selection screen using the pack.MCMeta file. Now I don't know a lot about the MCMeta files either, but I do know they are generally only needed if the file is animated. Could it possible an MCMeta file could be attributed to an item to change it's font color as well? Or is this also, just optimistic thinking? Perhaps a feature Mojang intends in the future?
No, you can't as all formatting code(color codes, & codes to change the format like italics, bold & normal) are all handled as NBT data. So it's optimistic thinking, & perhaps a feature Mojang WON'T intend to release. Now a way for us to format item names & lore would be great. I mean I can already do it with Bukkit Plugins or NBTExplorer, but a way to do it in Survival mode would be great!!!
P.S. the new mcmeta files are also needed for the pack.mcmeta file(Unless I'm wrong).
Alright, thanks for the info. Was exploring the new Vanilla and MCP stuff for 1.6 RP creation and was giddy at the advent of true custom items and lore etc without an NBT editor, plugins, or mods. Guess in my excitement I missed the basics.
Also yes, pack.mcmeta is required, but what I was refering to was the optimistic malleability of a color code used in the pack.mcmeta's line: "description": "\u00a73 Rhaegar's Pack", perhaps being transferred over into a similar line that an items animation.mcmeta file might use ala: "lore": "\u00a73 Rhaegar's Greatsword of Doom", or something along those lines. But alas, my heart remains broken anyways. Perhaps in the future.
If it's an easy addition, it might be something to think about adding because then we can have grass tendrils reaching down or grassy clumps instead of just the top grass... Would be quite cool IMO!
@Alvoria I'll add an SS of my MC Patcher mods. And yeah it's Rei's Minimap.
@Rickvs Yah it's Shotbow Network, and I'm using the newest update for Optifine. Added an SS.
@markacashion I have the latest update for MCPatcher + Optifine (Standard B3) Here's the MCPatcher window.
SS for currents mod: http://puu.sh/3G1g2.png
TMI, Optifine, and Rei's Minimap.
The Texture Pack I'm trying to use is: http://www.minecraft...ftingdispenser/
-Sorry for the late reply guys, was busy the past couple days-
Try WITHOUT Optifine. That MIGHT help, as before in the pass if both of them were installed together than they would cause MANY problems. & the late reply is fine