CIT causes this. Just patched 13w47e only with CIT checked in the patcher, the creative menu showed exactly the glitch seen on my screenshot above. Patched the snapshot again with everything except CIT checked, the glitch was gone. I'm currently not using any CIT stuff in my "Better than Default" pack. This info should help to narrow it down
I think they're doing something weird with the enchantment effects starting in 1.7. There's a few vanilla GUI bugs that are related to enchanted items. Text and icons related to active potion effects not always appearing in the inventory GUI, etc. I'll bet when Kahr finds out what's causing your issue he'll also find out what's causing my problem as well.
Umm hi I have an question, when I launch MCpatcher it won't let me pick things like extented HD or connected textures. How do I make these work?
What version of MCPatcher are you using, and what version of Minecraft are you using? We need more info than "it doesn't work".
If you're in the latest version of Minecraft, make sure you're using the latest MCPatcher as well. Re-download both if you need to to make sure that this is the case. If you're using an older Minecraft version, make sure you have the version of MCPatcher to match.
In the latest release of my texture pack, i've included 16 random skins per villager profession, with the idea that it will be easier to find that one villager you want to trade with if most of them look unique. A guy on reddit says that if the chunk with the mod unloads when the chunk is loaded again random mobs mod may assign a different skin to the mob. In my limited testing, as long as i don't modify the texture pack, the villagers keep the same appearance.
Who is right? I don't want to advertise something as a feature of my pack, if it really doesn't work.
Who is right? I don't want to advertise something as a feature of my pack, if it really doesn't work.
It depends on whether or not you're on a server, or in single player. In multiplayer he's right. In singleplayer, you're correct.
To keep mob skins consistent consistent, MCPatcher actually stores information within the mob entity to recall later. This works on single player since MCPatcher has access to the server. It doesn't work in multiplayer for the same reason: your client can't force the server to store extra information.
When I get rid of my "last resort" option, it seems to work normally. It also seems to be working normally for swords, axes, shovels, hoes, and pickaxes... but not for any sort of armor or other tools. This is true even for files like the ones that govern the Unbreaking enchantment in my pack, which are applied to anything with that enchantment regardless of its type.
Ok, at long last I think I figured this one out. Naturally the fix was a one-line change.
CIT causes this. Just patched 13w47e only with CIT checked in the patcher, the creative menu showed exactly the glitch seen on my screenshot above. Patched the snapshot again with everything except CIT checked, the glitch was gone.[/img]
Thanks, that helped. Mojang changed the transparency settings yet again. Fixed for next release.
Technical description: java.lang.IllegalAccessError: tried to access field bqh.a from class com.prupe.mcpatcher.TextureAPI
Both are fixed in the latest version (4.3.0). All the download links in the OP are up to date, but there may be some older links out there on other sites. Please use the OP to ensure you get the latest version.
I'd hazard a guess the 4.3.0 version of Mcpatcher is compatible with the latest snapshot, hence why the title indicates as such.
Yes, no changes were needed for this week's snapshots. It's been a while since I've been able to say that. There are a few minor glitches that I'm working on, so there will probably be a 4.3.0_01 at some point.
Yes, no changes were needed for this week's snapshots. It's been a while since I've been able to say that. There are a few minor glitches that I'm working on, so there will probably be a 4.3.0_01 at some point.
When using the default textures, the color of grass gets brighter.
...
This happens in the Canyon- and swamp-biome. In another one too, but I can't remember, which one. It is really annoying, because I love the colors of the normal grass-textures, but I don't want to unpatch my game everytime I play with default textures.
Order of resource pack different in MCPatcher <--> Vanilla
If I use another resource pack to fill in the missing textures of Misa's resource pack the order of some textures is different compared to vanilla.
For example with MCPatcher the ores are taken from the second order resource pack, vanilla takes those from the first order resource pack. Same with the regular glass panes.
Order of resource pack different in MCPatcher <--> Vanilla
If I use another resource pack to fill in the missing textures of Misa's resource pack the order of some textures is different compared to vanilla.
For example with MCPatcher the ores are taken from the second order resource pack, vanilla takes those from the first order resource pack. Same with the regular glass panes.
This can happen if the second pack uses CTM and the first doesn't. I'm not sure if that's what you're experiencing, but basically the way Minecraft works it'll notice that the first pack doesn't have CTM files, but the second one does and assume that those are what's supposed to be used filling in the "blanks" of the first pack. Basically, it's doing exactly what it's supposed to do.
I see where you're coming from, though. I had a similar reaction when testing my new pack over my old pack recently. Let's just say potions looked... interesting.
This can happen if the second pack uses CTM and the first doesn't. I'm not sure if that's what you're experiencing, but basically the way Minecraft works it'll notice that the first pack doesn't have CTM files, but the second one does and assume that those are what's supposed to be used filling in the "blanks" of the first pack. Basically, it's doing exactly what it's supposed to do.
Hm.Vanilla Minecraft doesn't support CTM and in fact the glass panes of Misa's resource pack have CTM files, so I'm not sure that it's supposed to work so.
I found out something about trying "connect=material" with glass and stained glass, It will register with other glass type stuff like the glowstone, it will register with the white glass (meta 0 I believe) but it will not register with other colors. Don't know if they are not set up as 'glass' or if the material property is not working with all metadata values.
Ok, another issue with Custom Colors: it's reading color maps wrong (or has a color overlay).
In color.properties I have: particle.water=008a9b
in ~/mcpatcher/colormap/water.png I use 1 pixel that is 008da9 (no, I don't know why it's different)
In 1.7.2/13w47 the flowing/still water and rain splashes are significantly more blue than they should be (but not completely blue as if it was using default CC). Dripping water is fine. Removing the water.png file fixes the coloration but makes dripping water gray.
This shouldn't be an issue at all. As I've tried to say on this thread, CC should not do anything to a pack with no CC files in it. We shouldn't have to fix what CC breaks.
EDIT: Here's the effect of making water.png yellow:
Using green instead only changes the water droplets, and red makes it red except for the rain splashes which turn black.
Also, Kahr, have you tried anything with the new CC applying to CTM? As I said before, render pass 3 does not work right with 1 layer (it shows regular textures under it), but with 2 layers CC does not recolor the second layer. So to work, it would either need for a "replace" style blending mode, or for CC to recolor all CTM layers on given block.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Hm.Vanilla Minecraft doesn't support CTM and in fact the glass panes of Misa's resource pack have CTM files, so I'm not sure that it's supposed to work so.
Compare the file names. Remember that MCPatcher has its own order of operations. It could be that the way the files are setup is having an effect.
Barring that... I have no idea. It might be a bug in that case.
Has anyone experianced chests going white with MCPatcher and the 13w47e snapshot? It's only single regulars chests that goes completely white sometimes, and sometimes flicker between white and regular. Doesn't happen with doublechests, and as far as I know, trapped chests. Seems to be a bug; MC-40659
Also, glass panes with connected textures doesn't connect vertically. Well, I guess they do, but you can still see the line between the panes. Not sure if that's addressed or not. I can try to get a picture if wanted.
Can someone help me out here? I am trying to control biome shading with the new grid format, but am having no luck getting it working. I think i'm just not understanding the proper file structure. Is there a template anywhere that shows exactly where the files go and what should be in the properties file?
I read through all the stuff about custom colors on bitbucket, but i'm having no luck with it.
I have a good understanding of how the grid itself actually functions, i just can't seem to apply it.
Here's a visual bug. Looks like MCPatcher hasn't adjusted for the change in how Minecraft renders transparencies. I can't remember which way it went, but the order in which blocks were rendered was flipped (front to back and vice versa).
Is it possible to make randomized double tall plants cooperate?
I made 4 kinds of double tall grass and used random ctm. I have tried separating out the tops and bottoms into different folders so parts of the same plant shared the same tile number, and putting them together in the same folder, with numbers in corresponding order. Neither has worked. I get mixups like this each time:
Is there something i can do to fix this in my properties files?
Is it possible to make randomized double tall plants cooperate?
I made 4 kinds of double tall grass and used random ctm. I have tried separating out the tops and bottoms into different folders so parts of the same plant shared the same tile number, and putting them together in the same folder, with numbers in corresponding order. Neither has worked. I get mixups like this each time:
Is there something i can do to fix this in my properties files?
The only way i could make them work randomly was to make the top edge of the bottom texture always match the bottom edge of the top texture...everything outside that affords you some artistic licence though. However, whatever you do in the random top and bottom textures must always meet up in the middle exactly...similarly with tone and shading. ie. any stalk of grass rising up from the bottom texture should always flow naturally (by use of color, shading, shape, etc) through to every other top texture.
This means that you're currently limited to varying the height and shape of the grass tops in the top textures and the bottom part of the stalks in the bottom textures.
Hope that helps. I'm sure some clever wiz out there has discovered a better way or perhaps some other method can be added via ctm in the future.
What version of MCPatcher are you using, and what version of Minecraft are you using? We need more info than "it doesn't work".
If you're in the latest version of Minecraft, make sure you're using the latest MCPatcher as well. Re-download both if you need to to make sure that this is the case. If you're using an older Minecraft version, make sure you have the version of MCPatcher to match.
Who is right? I don't want to advertise something as a feature of my pack, if it really doesn't work.
• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help
To keep mob skins consistent consistent, MCPatcher actually stores information within the mob entity to recall later. This works on single player since MCPatcher has access to the server. It doesn't work in multiplayer for the same reason: your client can't force the server to store extra information.
Does that explain it?
Yup, thanks.
• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help
Where is the download link for the latest snapshot 13w47e (as the title indicates) .
Or am I missing something?
Ok, at long last I think I figured this one out. Naturally the fix was a one-line change.
Thanks, that helped. Mojang changed the transparency settings yet again. Fixed for next release.
Both are fixed in the latest version (4.3.0). All the download links in the OP are up to date, but there may be some older links out there on other sites. Please use the OP to ensure you get the latest version.
Yes, no changes were needed for this week's snapshots. It's been a while since I've been able to say that. There are a few minor glitches that I'm working on, so there will probably be a 4.3.0_01 at some point.
Thanks Kahr! I know you must be sick of hearing this, but you're the best!
Excellent. I'm looking forward to it!
Fixed for next release.
If I use another resource pack to fill in the missing textures of Misa's resource pack the order of some textures is different compared to vanilla.
For example with MCPatcher the ores are taken from the second order resource pack, vanilla takes those from the first order resource pack. Same with the regular glass panes.
I see where you're coming from, though. I had a similar reaction when testing my new pack over my old pack recently. Let's just say potions looked... interesting.
In color.properties I have: particle.water=008a9b
in ~/mcpatcher/colormap/water.png I use 1 pixel that is 008da9 (no, I don't know why it's different)
In 1.7.2/13w47 the flowing/still water and rain splashes are significantly more blue than they should be (but not completely blue as if it was using default CC). Dripping water is fine. Removing the water.png file fixes the coloration but makes dripping water gray.
This shouldn't be an issue at all. As I've tried to say on this thread, CC should not do anything to a pack with no CC files in it. We shouldn't have to fix what CC breaks.
EDIT: Here's the effect of making water.png yellow:
Using green instead only changes the water droplets, and red makes it red except for the rain splashes which turn black.
Also, Kahr, have you tried anything with the new CC applying to CTM? As I said before, render pass 3 does not work right with 1 layer (it shows regular textures under it), but with 2 layers CC does not recolor the second layer. So to work, it would either need for a "replace" style blending mode, or for CC to recolor all CTM layers on given block.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Barring that... I have no idea. It might be a bug in that case.
Has anyone experianced chests going white with MCPatcher and the 13w47e snapshot? It's only single regulars chests that goes completely white sometimes, and sometimes flicker between white and regular. Doesn't happen with doublechests, and as far as I know, trapped chests.Seems to be a bug; MC-40659Also, glass panes with connected textures doesn't connect vertically. Well, I guess they do, but you can still see the line between the panes. Not sure if that's addressed or not. I can try to get a picture if wanted.
I read through all the stuff about custom colors on bitbucket, but i'm having no luck with it.
I have a good understanding of how the grid itself actually functions, i just can't seem to apply it.
I made 4 kinds of double tall grass and used random ctm. I have tried separating out the tops and bottoms into different folders so parts of the same plant shared the same tile number, and putting them together in the same folder, with numbers in corresponding order. Neither has worked. I get mixups like this each time:
Is there something i can do to fix this in my properties files?
The only way i could make them work randomly was to make the top edge of the bottom texture always match the bottom edge of the top texture...everything outside that affords you some artistic licence though. However, whatever you do in the random top and bottom textures must always meet up in the middle exactly...similarly with tone and shading. ie. any stalk of grass rising up from the bottom texture should always flow naturally (by use of color, shading, shape, etc) through to every other top texture.
This means that you're currently limited to varying the height and shape of the grass tops in the top textures and the bottom part of the stalks in the bottom textures.
Hope that helps. I'm sure some clever wiz out there has discovered a better way or perhaps some other method can be added via ctm in the future.