Bug Report: There's something still not right with CIT. For some reason, it doesn't seem to be respecting the weights at all. For example, it always chooses this file over any others:
Although it should logically use the BlastProtection file due to its higher weight, it still uses the default one above.
Note that this doesn't apply to everything. Swords, axes, fishing rods, and the like appear to be just fine. All of the armors and the flint & steel appear to be affected, though.
I found a bug in the 1.7.2 release. Lighting doesn't seem to work properly, everything is fully bright all the time. Blocks still have a sort of shadow effect in their general area, but aside from that there are no dark parts.
Here are 2 images from inside of a cave. (please ignore my horrible stone and water textures, they're getting replaced soon)
With mcpatcher we see this:
Now here's the thing, that cave isn't open on top. There should be no light coming from anywhere except the cave entrance which is over near that waterfall seen in the center.
Here's a shot with just vanilla minecraft and the same texture pack:
I found a bug in the 1.7.2 release. Lighting doesn't seem to work properly, everything is fully bright all the time. Blocks still have a sort of shadow effect in their general area, but aside from that there are no dark parts.
Mine are still working. Care to post your lightmap files so I can take a look.
Here it is
It may very well be the problem, since i have absolutely no idea how to make a good lightmap. But you'd think i would have noticed that lighting issue sooner, i've had this lightmap for a long time.
Hey Kahr, I was just wondering if it would be possible to distinguish between blocks that are generated by the world seed and blocks that have been placed by the player.
If yes, I think it would be a great CTM feature to allow, for example, different looks for pumpkins (plain and default/carved), glowstone (default and lamp-like), logs (default and log-cabin-like), sandstone (natural looking and default/man-made), and so on, or even to give the blocks of pre-generated builds like villages and temples a more unique look.
So, yeah, I´m interested in your opinion.
Unless the game checks for differences from the seed and generation, no this is impossible since there are no bits or tags that tell the game that it is natural. Hopefully in the future.
It may very well be the problem, since i have absolutely no idea how to make a good lightmap. But you'd think i would have noticed that lighting issue sooner, i've had this lightmap for a long time.
That map actually should be pretty bright. Remember that the top row is the "deep in a cave far from light" row, and the bottom of the top half is the "in direct sunlight" row. The top row should basically be the same as your top-left pixel all the way across, with every other pixel being a gradient (more or less) between that color and your current bottom row. (Bottom of the top half, that is.)
The bottom half looks correct, but a lot of it is wasted most of the time because your daylight row is so bright.
First off, Kahr thank you so much for this incredible creation...you are a god.
I had a thought regarding Minecraft's current "block texture flipping" issue. I.E., with the bed textures and all the CTM textures. I understand it has nothing to do with MCPatcher at all, but could a mod be temporarily added to resolve this issue? I think it was Alvoria who said there is no indication of Mojang releasing a 1.7.3 anytime soon so who knows how long it will be like this.
Possibly add it as an option to the Connected Textures mod and have it disabled (or removed) once it's fixed in vanilla. I haven't ever looked at Minecraft's source (mainly due to my spite towards Java) so I've no idea how practical this would be to create. Just a thought however.
That map actually should be pretty bright. Remember that the top row is the "deep in a cave far from light" row, and the bottom of the top half is the "in direct sunlight" row. The top row should basically be the same as your top-left pixel all the way across, with every other pixel being a gradient (more or less) between that color and your current bottom row. (Bottom of the top half, that is.)
The bottom half looks correct, but a lot of it is wasted most of the time because your daylight row is so bright.
Yep, i have no idea what i'm doing. That's probably what's wrong with my sky as well. I made everything too bright. Ill fix that, thanks.
So, quick issue here.I've been trying to get fixed colormaps to work, and I succeeded, but only by making all colormaps fixed by using the global variable in color.properties.Here is the current working scenario.
Adding the file source doesn't help either, as it doesn't seem to even be loading the properties file. I set stuff that'd cause MCPatcher to error in the console if it loaded the file, and moving it all around resulted in no mention of the file.Moving grass.png to anywhere outside of that blocks folder makes the colormap not even load at all, and instead it loads the vanilla map.Here is the current colormap which only works for the ocean biome if it's in the fixed format. If MCPatcher attempts to read it in the vanilla format, the ocean turns black letting me know. It also makes the grass green at y255.If you need more info, I can provide it.EDIT: I'm also having the same issue as kwerti.
I think it was Alvoria who said there is no indication of Mojang releasing a 1.7.3 anytime soon so who knows how long it will be like this.
Just to be clear, I have no inside information and could very well be wrong. On Friday someone at Mojang tweeted that there would be a rollout of Minecraft Reams in the next couple of weeks. They might just be waiting for that.
Good idea... but I'm not sure if it's worth Kahr's time to do bug fixing for them when there's no decisive indication either way.
Yeah, that's why I wasn't sure if it'd even be practical to look into implementing. But seems like an update is couple weeks out tops so all is well...thanks for the link.
Edit: Oh and Alvoria, I didn't mean to suggest you're the "inside man" with all knowledge of Mojang happenings, just that you seem to be up-to-date with the current events. Sorry for any confusion.
With v4.3.0 & MC 1.7.2 Iron golems hold out their hands to offer roses/poppies, but the flower is not displayed. This is the same with the default pack as with a texture pack.
Kahr i recognised,that with mcpatcher the mushroomcows don't have mushrooms on their back...I think that's a bug or?
I'm going with "bug". You're supposed to be able to remove or replace the mushrooms with RandomMobs... but it should default to the vanilla behavior if that's not used. Right now it seems to default to "use empty image", which is not the proper behavior.
There will come a day in Minecraft when everything will run smoothly. All mods will be compatible, all resource packs will be up to date, and there will be no bugs in sight. Naturally Mojang will update the next day and break everything.
There will come a day in Minecraft when everything will run smoothly. All mods will be compatible, all resource packs will be up to date, and there will be no bugs in sight. Naturally Mojang will update the next day and break everything.
Glass Panes are still ignoring the new partial transparency added in 1.7, but only when you load a resource pack that uses Better Glass (even if Better Glass isnt even applied to the block!)
With the exact same properties file above, just reconfigured for blocks (Matchblocks 90 instead), it works fine (as seen below). Also, regular glass panes with the same property files also works fine, but there is no partial transparency in the CTM section for regular glass panes, only stained glass panes.
NOTE: All of my glass uses a second renderpass=3 properties file for alpha blending, but has no impact on the bug.. even with it disabled the bug persists.
All 4 blocks in image have the exact same .properties files with only the metadata/matchBlocks changed, and pull from the same textures as their pane counterparts.
Even more research is showing some really odd behavior, with *all* properties files removed, *all* custom textures removed for lime stained glass, I get this. But it only happens when a resource pack is loaded that uses Better Glass, NOT with defaults. But, it can't be my pack, because in this image there is no .properties files OR textures at all effecting the lime colored glass.
enchant0-0_defaultEnchant.properties
Even though every other file has a higher weight value. For example:
enchant0-7_BlastProtection1.properties
Although it should logically use the BlastProtection file due to its higher weight, it still uses the default one above.
Note that this doesn't apply to everything. Swords, axes, fishing rods, and the like appear to be just fine. All of the armors and the flint & steel appear to be affected, though.
Please fix this soon Kahr. Thanks in advance.
Here are 2 images from inside of a cave. (please ignore my horrible stone and water textures, they're getting replaced soon)
With mcpatcher we see this:
Now here's the thing, that cave isn't open on top. There should be no light coming from anywhere except the cave entrance which is over near that waterfall seen in the center.
Here's a shot with just vanilla minecraft and the same texture pack:
Check your lightmaps.
Mods I work on and maintain:
TabbyChat | Mine Little Pony
My Blog
Did the format change?
Shouldn't have, but that's the only explanation I can think of. Try using default.
Mods I work on and maintain:
TabbyChat | Mine Little Pony
My Blog
Here it is
It may very well be the problem, since i have absolutely no idea how to make a good lightmap. But you'd think i would have noticed that lighting issue sooner, i've had this lightmap for a long time.
Unless the game checks for differences from the seed and generation, no this is impossible since there are no bits or tags that tell the game that it is natural. Hopefully in the future.
The bottom half looks correct, but a lot of it is wasted most of the time because your daylight row is so bright.
Long time listener, first time caller.
First off, Kahr thank you so much for this incredible creation...you are a god.
I had a thought regarding Minecraft's current "block texture flipping" issue. I.E., with the bed textures and all the CTM textures. I understand it has nothing to do with MCPatcher at all, but could a mod be temporarily added to resolve this issue? I think it was Alvoria who said there is no indication of Mojang releasing a 1.7.3 anytime soon so who knows how long it will be like this.
Possibly add it as an option to the Connected Textures mod and have it disabled (or removed) once it's fixed in vanilla. I haven't ever looked at Minecraft's source (mainly due to my spite towards Java) so I've no idea how practical this would be to create. Just a thought however.
--blum
Yep, i have no idea what i'm doing. That's probably what's wrong with my sky as well. I made everything too bright. Ill fix that, thanks.
Good idea... but I'm not sure if it's worth Kahr's time to do bug fixing for them when there's no decisive indication either way.
Edit: Just checked: 1.7.3 confirmed: https://twitter.com/dinnerbone/status/398484765260513280
Yeah, that's why I wasn't sure if it'd even be practical to look into implementing. But seems like an update is couple weeks out tops so all is well...thanks for the link.
Edit: Oh and Alvoria, I didn't mean to suggest you're the "inside man" with all knowledge of Mojang happenings, just that you seem to be up-to-date with the current events. Sorry for any confusion.
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There will come a day in Minecraft when everything will run smoothly. All mods will be compatible, all resource packs will be up to date, and there will be no bugs in sight. Naturally Mojang will update the next day and break everything.
Shhh! They'll hear you and know we're onto them!
Yeah, but theyðll hear!
... I've been drinking. Ignore me. <.<
Regular CTM .properties file
matchBlocks=160
metadata=5
tiles=0-11 12-23 24-35 36-46
method=ctm
renderPass=2
With the exact same properties file above, just reconfigured for blocks (Matchblocks 90 instead), it works fine (as seen below). Also, regular glass panes with the same property files also works fine, but there is no partial transparency in the CTM section for regular glass panes, only stained glass panes.
NOTE: All of my glass uses a second renderpass=3 properties file for alpha blending, but has no impact on the bug.. even with it disabled the bug persists.
All 4 blocks in image have the exact same .properties files with only the metadata/matchBlocks changed, and pull from the same textures as their pane counterparts.
Even more research is showing some really odd behavior, with *all* properties files removed, *all* custom textures removed for lime stained glass, I get this. But it only happens when a resource pack is loaded that uses Better Glass, NOT with defaults. But, it can't be my pack, because in this image there is no .properties files OR textures at all effecting the lime colored glass.