I played around with the settings and got the FPS to between 45 and 55 with the renderer at roughly 80%. (Set the performance to Max FPS, but everything else is maxed out. Far view distance, fancy graphics, etc...)
Great work! I love your GLSL shaders. This was the first thing I went to check up on when Minecraft 1.0 came out, but you didn't put it up till now. I just installed it and it looks good to me. I always liked the moving grass. :biggrin.gif:
As far as performance, I'm experiencing a huge hit. Performance normally fluctuates a lot depending on situation but often between 90-400 on a Radeon 6850. With the mod I'm averaging about 40.
The graph shows the render consistently climbing if I don't move the mouse until it reaches 99.92% (it rises exponentially slower as it approaches 100%, it may go even higher).
I don't recall quite this massive of a performance hit in the old version, but I could be wrong. I also mainly used the waving grass/trees/wheat type shaders rather than DoF or bump mapping.
Got it working dax, awesome job! Now for the fun stuff, I've got a gtx560, without the shaders I average around 250 FPS, with them on it drops to around 150. I'm not too sure how to read the pie chart but the render number was at 95% when I checked. Also I have a cool bug to share.
This happens whenever I'm holding an enchanted diamond sword (particularly sharpness II). Not sure if it applies to all enchanted tools or any other particulars, but I'll do some investigating.
I know you don't want to discuss it, but this is what I was talking about earlier. When trying to install it, I don't know what .class files it modifies, and if it will be incompatible with other mods I have installed.
First installation failed on the .jar with my regular mods. Installed on a fresh .jar, and the installation completed. So apparently it is incompatible with something but I have no way to diagnose what mod(s) are incompatible.
So I load it up, and I can see the waving grass is working, and the DoF effect. Just need to run MCPatcher to get the HD textures working again. I do so, and start it up again, and this mod is no longer functional.
So we start over, using MCPatcher first this time. Now I have HD textures and shaders. Until I install a mod that conflicts with them, which I won't know until I've already done so, since I have no idea what files this modifies.
I really do appreciate your work, I think it's a wonderful mod and I have gotten much enjoyment out of it in the past. However, the installation method is a huge issue if you run any other mods.
A great start to diagnosing the problem would be by posting the installation log. If you do that, I'll be glad to help you figure this out. If you really just want to know what files it modifies, I'll tell you right now it modifies acq.class, acr.class, adt.class, afv.class, cv.class, and ge.class. That information may be helpful, but why would I go about distributing it differently just to make people aware of that? The most I might change for you is making the patcher's log show which files it's editing. Don't say anything else to me until you've shown me the patcher's installation log (even if there's nothing in it).
Got it working dax, awesome job! Now for the fun stuff, I've got a gtx560, without the shaders I average around 250 FPS, with them on it drops to around 150. I'm not too sure how to read the pie chart but the render number was at 95% when I checked. Also I have a cool bug to share.
This happens whenever I'm holding an enchanted diamond sword (particularly sharpness II). Not sure if it applies to all enchanted tools or any other particulars, but I'll do some investigating.
Oops! Good find. Happens for my diamond enchanted sword and pickaxe too. I'll be sure to fix this one soon.
Not sure if this is part of the mod or not, but my tools are transparent....
Part of the mod. It may not be for everyone, but personally I prefer it and I wanted to throw something new in. If you want to change it, modify shaders/gbuffers_hand.fsh in your minecraft.jar and change the "0.7" to "1.0".
A great start to diagnosing the problem would be by posting the installation log. If you do that, I'll be glad to help you figure this out. If you really just want to know what files it modifies, I'll tell you right now it modifies acq.class, acr.class, adt.class, afv.class, cv.class, and ge.class. That information may be helpful, but why would I go about distributing it differently just to make people aware of that? The most I might change for you is making the patcher's log show which files it's editing. Don't say anything else to me until you've shown me the patcher's installation log (even if there's nothing in it).
Thank you for the response. I was going to paste the log, I checked it when it failed (it just froze about 10% of the way through the progress bar), and I didn't actually see anything to indicate what the problem was. Going back to my old .jar and running it again gave me a different result this time. It says "Installation Complete" and gives no indication of a problem, but if I check the log it shows the following:
OS: Windows 7 (amd64) version 6.1
Java: 1.7.0_02-ea, Oracle Corporation
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Catalogging local mods
Scanning C:\Users\<User>\AppData\Roaming\.Nitrous\mods
Found mod Shaders
Scanning C:\Users\<User>\Downloads\Minecraft 100 mods\nitrous\mods
Retrieving mod list from http://nitrous.daxnitro.com/repo/
Catalogging local mods
Scanning C:\Users\<User>\AppData\Roaming\.Nitrous\mods
Found mod Shaders
Scanning C:\Users\<User>\Downloads\Minecraft 100 mods\nitrous\mods
Successfully imported mod Shaders
Catalogging local mods
Scanning C:\Users\<User>\AppData\Roaming\.Nitrous\mods
Found mod Shaders
Scanning C:\Users\<User>\Downloads\Minecraft 100 mods\nitrous\mods
Retrieving mod list from http://nitrous.daxnitro.com/repo/
Catalogging local mods
Scanning C:\Users\<User>\AppData\Roaming\.Nitrous\mods
Found mod Shaders
Scanning C:\Users\<User>\Downloads\Minecraft 100 mods\nitrous\mods
Starting installation
Creating backup
Unpacking JAR
==== Installing Shaders ====
Error installing Shaders!
javassist.CannotCompileException: [source error] no such field: p
at javassist.expr.MethodCall.replace(MethodCall.java:240)
at Hooks$2.edit(Hooks.java:61)
at javassist.expr.ExprEditor.loopBody(ExprEditor.java:223)
at javassist.expr.ExprEditor.doit(ExprEditor.java:90)
at javassist.CtBehavior.instrument(CtBehavior.java:663)
at Hooks.install(Hooks.java:57)
at daxnitro.nitrous.InstallThread.installMods(InstallThread.java:125)
at daxnitro.nitrous.InstallThread.run(InstallThread.java:44)
Caused by: compile error: no such field: p
at javassist.compiler.TypeChecker.fieldAccess(TypeChecker.java:812)
at javassist.compiler.TypeChecker.atFieldRead(TypeChecker.java:770)
at javassist.compiler.TypeChecker.atMember(TypeChecker.java:952)
at javassist.compiler.JvstTypeChecker.atMember(JvstTypeChecker.java:65)
at javassist.compiler.ast.Member.accept(Member.java:38)
at javassist.compiler.JvstTypeChecker.atMethodArgs(JvstTypeChecker.java:220)
at javassist.compiler.TypeChecker.atMethodCallCore(TypeChecker.java:702)
at javassist.compiler.TypeChecker.atCallExpr(TypeChecker.java:681)
at javassist.compiler.JvstTypeChecker.atCallExpr(JvstTypeChecker.java:156)
at javassist.compiler.ast.CallExpr.accept(CallExpr.java:45)
at javassist.compiler.CodeGen.doTypeCheck(CodeGen.java:241)
at javassist.compiler.CodeGen.atStmnt(CodeGen.java:329)
at javassist.compiler.ast.Stmnt.accept(Stmnt.java:49)
at javassist.compiler.CodeGen.atStmnt(CodeGen.java:350)
at javassist.compiler.ast.Stmnt.accept(Stmnt.java:49)
at javassist.compiler.Javac.compileStmnt(Javac.java:568)
at javassist.expr.MethodCall.replace(MethodCall.java:234)
... 7 more
==== Shaders Failed Installation ====
Repacking JAR
Installation complete
Retrieving mod list from http://nitrous.daxnitro.com/repo/
Catalogging local mods
Scanning C:\Users\<User>\AppData\Roaming\.Nitrous\mods
Found mod Shaders
Scanning C:\Users\<User>\Downloads\Minecraft 100 mods\nitrous\mods
The mod was non-functional after launching when this happened.
It looks like the adt.class was the culprit. I was using a mod which removes the void fog, and uses that .class to do so.
This happens whenever I'm holding an enchanted diamond sword (particularly sharpness II). Not sure if it applies to all enchanted tools or any other particulars, but I'll do some investigating.
its anything enchanted i think, it did it when i had a potion
also, when i press F8 for smooth cam, it is realy jagged... uh i cant explain it, just try it for yourself and you might see what i mean
PS. i just got Misa's texture pack for this :biggrin.gif: its awesome
Thank you for the response. I was going to paste the log, I checked it when it failed (it just froze about 10% of the way through the progress bar), and I didn't actually see anything to indicate what the problem was. Going back to my old .jar and running it again gave me a different result this time. It says "Installation Complete" and gives no indication of a problem, but if I check the log it shows the following:
[code removed]
The mod was non-functional after launching when this happened.
It looks like the adt.class was the culprit. I was using a mod which removes the void fog, and uses that .class to do so.
Yeah, the mod you were using looks like it completely removes the 3 fog color fields from that class (or at least renames them) so I'm guessing the mod just removes all fog completely?
That's trivial to do in the shaders. Several of the files have lines that look like this:
Just remove those lines wherever you see them and there won't be any fog. If you wanna get creative you could also modify it to only remove the void fog.
The installation log combined with the source code for Hooks.java (provided with the mod) is enough information to adequately diagnose every installation problem I've seen. Now why the progress bar seems to stick sometimes, I don't know. :-/
1) Download http://nitrous.daxnitro.com/repo/download.php?mod=10
2) Save to your desktop
3) File > Import > shaders.n2
4) Local Mods > Click "install mods"
5) Wait for it to install
6) Close the program, play Minecraft
The file in step 1 is different from the .zip with the installer. Make sure you have that shaders.n2 file.
Dax, disregard my previous post. I found out that patcher is indeed, java, so it's obsolete.
Anyway, could you make some better way to add new shaders so we won't have to reinstall mod every time we'll add something new? Like placing shaders in .minecraft/glsl or something.
It does this when looking at a zombie pigman in the nether.
there's also some lighting errors, such as some netherrack being darker and more yellow than usual.
Download "nitrous.zip" HERE and download manually "Shader.n2" from HERE and then unzip "nitrous.zip" and open "nitrous.exe", then file-->import and choose "Shader.n2" and then click "install".
It does this when looking at a zombie pigman in the nether.
there's also some lighting errors, such as some netherrack being darker and more yellow than usual.
The graph shows the render consistently climbing if I don't move the mouse until it reaches 99.92% (it rises exponentially slower as it approaches 100%, it may go even higher).
I don't recall quite this massive of a performance hit in the old version, but I could be wrong. I also mainly used the waving grass/trees/wheat type shaders rather than DoF or bump mapping.
This happens whenever I'm holding an enchanted diamond sword (particularly sharpness II). Not sure if it applies to all enchanted tools or any other particulars, but I'll do some investigating.
IGN: HARMONYOHLOVE
A great start to diagnosing the problem would be by posting the installation log. If you do that, I'll be glad to help you figure this out. If you really just want to know what files it modifies, I'll tell you right now it modifies acq.class, acr.class, adt.class, afv.class, cv.class, and ge.class. That information may be helpful, but why would I go about distributing it differently just to make people aware of that? The most I might change for you is making the patcher's log show which files it's editing. Don't say anything else to me until you've shown me the patcher's installation log (even if there's nothing in it).
Yep, it is.
Oops! Good find. Happens for my diamond enchanted sword and pickaxe too. I'll be sure to fix this one soon.
Part of the mod. It may not be for everyone, but personally I prefer it and I wanted to throw something new in. If you want to change it, modify shaders/gbuffers_hand.fsh in your minecraft.jar and change the "0.7" to "1.0".
On another note, sheep seem quite shiny. :3
Edit: Looked more shiny in game than in this picture, maybe I'm just going insane... :S
IGN: HARMONYOHLOVE
Thank you for the response. I was going to paste the log, I checked it when it failed (it just froze about 10% of the way through the progress bar), and I didn't actually see anything to indicate what the problem was. Going back to my old .jar and running it again gave me a different result this time. It says "Installation Complete" and gives no indication of a problem, but if I check the log it shows the following:
The mod was non-functional after launching when this happened.
It looks like the adt.class was the culprit. I was using a mod which removes the void fog, and uses that .class to do so.
its anything enchanted i think, it did it when i had a potion
also, when i press F8 for smooth cam, it is realy jagged... uh i cant explain it, just try it for yourself and you might see what i mean
PS. i just got Misa's texture pack for this :biggrin.gif: its awesome
got a link to that ? :tongue.gif:
Like file---> Import?
thx.
Yeah, the mod you were using looks like it completely removes the 3 fog color fields from that class (or at least renames them) so I'm guessing the mod just removes all fog completely?
That's trivial to do in the shaders. Several of the files have lines that look like this:
[code] if (fogMode == GL_EXP) { gl_FragData[0].rgb = mix(gl_FragData[0].rgb, gl_Fog.color.rgb, 1.0 - clamp(exp(-gl_Fog.density * gl_FogFragCoord), 0.0, 1.0)); } else if (fogMode == GL_LINEAR) { gl_FragData[0].rgb = mix(gl_FragData[0].rgb, gl_Fog.color.rgb, clamp((gl_FogFragCoord - gl_Fog.start) * gl_Fog.scale, 0.0, 1.0)); }[/code]
Just remove those lines wherever you see them and there won't be any fog. If you wanna get creative you could also modify it to only remove the void fog.
The installation log combined with the source code for Hooks.java (provided with the mod) is enough information to adequately diagnose every installation problem I've seen. Now why the progress bar seems to stick sometimes, I don't know. :-/
What this guy said:
The file in step 1 is different from the .zip with the installer. Make sure you have that shaders.n2 file.
Yeah . . . I probably will.
I press install and nothing happens.
It does this when looking at a zombie pigman in the nether.
there's also some lighting errors, such as some netherrack being darker and more yellow than usual.
Thanks mate. I couldnt see the File Tab >.<
-Cheers
Thanks I'll look into this too.