I can't download Optifine at all because of "Redirection errors" when i click on the adfly links with Firefox and Chrome (And i'm not about to use the dreaded internet explorer). Can i please have a direct link for Optifine 1.12.2 Light? My PC is old and weak and i need as much FPS possible. I do get stable FPS without it but i prefer it for a full 60. Thanks.
I can't download Optifine at all because of "Redirection errors" when i click on the adfly links with Firefox and Chrome (And i'm not about to use the dreaded internet explorer). Can i please have a direct link for Optifine 1.12.2 Light? My PC is old and weak and i need as much FPS possible. I do get stable FPS without it but i prefer it for a full 60. Thanks.
What did you click at AdF.ly? In the upper right corner is a timer that eventually becomes [SKIP AD]. The ONLY thing you ever click at AdF.ly is that [SKIP AD]. There is also a mirror link that bypasses the AdF.ly link. Please use the mirror sparingly... sp614x earns a few tenths of a cent for each AdF.ly click. He earns far beyond what he gets,
Lou
Yeah, sorry for not editing my post, i found out the mirror link worked. And no, adfly didn't work at all, i just clicked on the link to GO to adfly and i got the error.
I understand completely, i would have used the adfly link if i could. This man has done an awesome job at making my PC able to spit out 60FPS on one of my favorite games.
I'm not sure how this is possible, but Optifine causes almost no hostile mobs to spawn underground. I tested this by removing every mod except for this one (1.12.2_HD_U_C7) and Xaero's Minimap. The yellow dots on the map shows mobs. F3 said that 0-2 hostile mobs were present. As soon as I removed Optifine and restarted Minecraft, there were a lot more yellow dots in the minimap and F3 said there were 8-12 enemies, depending on where I was.
Just posting this in case someone else has figured it out. Basically, I'm trying to use the feature from mob.properties to apply textures based on name to mobs, and have successfully done so to many mobs, but I can't seem to do so with horses. Anyone know what I'm doing wrong? Here's a link to the issue on github which has the textures and .properties file I'm using.
Just posting this in case someone else has figured it out. Basically, I'm trying to use the feature from mob.properties to apply textures based on name to mobs, and have successfully done so to many mobs, but I can't seem to do so with horses. Anyone know what I'm doing wrong? Here's a link to the issue on github which has the textures and .properties file I'm using.
To my knowledge, this has never worked properly. It didn't when MCPatcher introduced the feature and doesn't now that Optifine has copied it. Back in the day, the reason Kahr cited was that horses are unique what with having their own random textures, as well as overlays. Both of these complicate the process of making Random Mobs work. Thus for economy of time to implement the feature, and because horses already have randomization, it just got skipped over.
I have no clue if that's still the case or if that's also sp614x's reasoning, but that's why it didn't work originally.
In the new update for minecraft with the removal of item and block data, will we have to change our resource pack files to be compatible with it? Or will we still be able to use the numbers? Because I don't want to have to go change my files all again.
In the new update for minecraft with the removal of item and block data, will we have to change our resource pack files to be compatible with it? Or will we still be able to use the numbers? Because I don't want to have to go change my files all again.
Example:
OptiFine will most probably keep the old block and item IDs for backwards compatibility.
there is a small problem with emissive textures, in the dark they do not have enchanting,[video]. this of course can be corrected with the enchantment of using mcpather but it is not very convenient due to pixel textures, and I have a subject which enchantment is not necessary visible, but it is put visible through enchantment....and just
[video]
Rollback Post to RevisionRollBack
English is not my native language, so forgive me for not proper drafting my posts
The Meaning of Life, the Universe, and Everything.
Join Date:
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Posts:
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Minecraft:
Kade_N_
Xbox:
DOGCKyle
Discord:
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Member Details
Just installed 1.12.2 HD Ultra C7, and I've noticed that the bookshelf CTM for a resource pack I help maintain (SMP's Revival) no longer works (purple/black missing texture, when CTM is enabled). On C5 (and older) it works fine.
I've looked at the changelog but I don't see anything specific that would cause this. Were there any changes that would require an update to my CTM properties files?
There is a horizontal CTM rule (bookshelf_sides.properties) that sets the left, middle, right, and single textures, for the sides of the bookshelves (top/bottom textures are unaffected). These four tiles are defined by another four CTM rules, each one is a random.
In total there are 10 textures (2 left, 4 middle, 2 right, 2 single), with each one being picked at random.
The Meaning of Life, the Universe, and Everything.
Join Date:
4/7/2012
Posts:
72
Minecraft:
Kade_N_
Xbox:
DOGCKyle
Discord:
Kyle#1805
Member Details
After some testing, it seems that adding blank files, matching the names specified in the left/middle/right properties files (0.png, 1.png, 2.png, 3.png), it loads the properties files correctly. The actual PNG files are never used (they were never needed before), it just allows OptiFine to load the properties files that replace those PNGs
Hi, I am encountering some annoying graphical glitches caused by Optifine, they happen regardless of my AF, AA, and Vsync settings so I don't know what else is doing it. The glitches also seem to occur for rain drop particles, and if I disable AF I get a gridlike effect across the terrain.
Using a 1050 Ti and Pentium G4600, though my friend with his 980 Ti is noticing this problem too.
hey, I just recently moved my donators cape to a new user (this person cannot access the cape menu and hasn't gotten an email for logging in if that was supposed to happen I don't know) and this was just me being generous to someone with little money, but that's beside the point. they cannot access the cape after I moved the cape to their account, any advice? Thanks for any help given!
This is a bit of an odd question but which is better to use for shaders, optifine or the actual shaders mod? i'm just wondering if there's a difference in performance and bugs.
Folks, I can't seem to find the answer anywhere, so here's the question:
How do you register new items to emit dynamic light? For instance, PrimalCore adds some torches and disables the vanilla ones, but Optifine doesn't recognize them and thus they do not emit light. The "dynamic light" section of the info doesn't have an "info" link and I can't seem to find any properties files (I also don't see a config dir for optifine, but that's another question I guess) which declare which items, when held, emit dynamic light.
I think this question has come up before in the thread (from what my long searching revealed) but has never been answered. If so, just point me there.
Hey, I know it's maybe not an issue or problem, but the "overlay" method of ctm doesn't work on textures which have been randomized by ctm, or which used the "fixed" method. It works with the ctm method tho. Would be cool if they worked together...
edit: it works, had the directories set up in a strange way.
This is a bit of an odd question but which is better to use for shaders, optifine or the actual shaders mod? i'm just wondering if there's a difference in performance and bugs.
The shaders mod is not being actively developed anymore. It gets updated to new versions (last one was 6 months ago), but no new features. OptiFine is constantly getting bugfixes, new features and updates. Take a look at the changelog: http://optifine.net/changelog?f=preview_OptiFine_1.12.2_HD_U_C8_pre.jar
Many of the newest shader packs require OptiFine and will not work with the shaders mod.
Is my first post in this section. I love this mod GG sp614x
I can't download Optifine at all because of "Redirection errors" when i click on the adfly links with Firefox and Chrome (And i'm not about to use the dreaded internet explorer). Can i please have a direct link for Optifine 1.12.2 Light? My PC is old and weak and i need as much FPS possible. I do get stable FPS without it but i prefer it for a full 60. Thanks.
What did you click at AdF.ly? In the upper right corner is a timer that eventually becomes [SKIP AD]. The ONLY thing you ever click at AdF.ly is that [SKIP AD]. There is also a mirror link that bypasses the AdF.ly link. Please use the mirror sparingly... sp614x earns a few tenths of a cent for each AdF.ly click. He earns far beyond what he gets,
Lou
Links to pdf format, downloadable, command lists for (these often clarify/expand descriptions, and where possible link to the author's posting):
MoreCommands: http://www.mediafire.com/view/qjc9c6klcnp660e/CmdLstMoreCommands.pdf
WorldEdit: http://www.mediafire.com/view/bi7r00xd9rgxrrt/WE_Commands.pdf
Yeah, sorry for not editing my post, i found out the mirror link worked. And no, adfly didn't work at all, i just clicked on the link to GO to adfly and i got the error.
I understand completely, i would have used the adfly link if i could. This man has done an awesome job at making my PC able to spit out 60FPS on one of my favorite games.
how to make 3D item with 2D icon?
I'm not sure how this is possible, but Optifine causes almost no hostile mobs to spawn underground. I tested this by removing every mod except for this one (1.12.2_HD_U_C7) and Xaero's Minimap. The yellow dots on the map shows mobs. F3 said that 0-2 hostile mobs were present. As soon as I removed Optifine and restarted Minecraft, there were a lot more yellow dots in the minimap and F3 said there were 8-12 enemies, depending on where I was.
So many mods, so little time.
Just posting this in case someone else has figured it out. Basically, I'm trying to use the feature from mob.properties to apply textures based on name to mobs, and have successfully done so to many mobs, but I can't seem to do so with horses. Anyone know what I'm doing wrong? Here's a link to the issue on github which has the textures and .properties file I'm using.
Custom Mob Textures: Horses not changing textures #1057
To my knowledge, this has never worked properly. It didn't when MCPatcher introduced the feature and doesn't now that Optifine has copied it. Back in the day, the reason Kahr cited was that horses are unique what with having their own random textures, as well as overlays. Both of these complicate the process of making Random Mobs work. Thus for economy of time to implement the feature, and because horses already have randomization, it just got skipped over.
I have no clue if that's still the case or if that's also sp614x's reasoning, but that's why it didn't work originally.
Best wishes on getting the feature added.
In the new update for minecraft with the removal of item and block data, will we have to change our resource pack files to be compatible with it? Or will we still be able to use the numbers? Because I don't want to have to go change my files all again.
Example:
Yekul10
OptiFine will most probably keep the old block and item IDs for backwards compatibility.
there is a small problem with emissive textures, in the dark they do not have enchanting,[video]. this of course can be corrected with the enchantment of using mcpather but it is not very convenient due to pixel textures, and I have a subject which enchantment is not necessary visible, but it is put visible through enchantment....and just
[video]
Just installed 1.12.2 HD Ultra C7, and I've noticed that the bookshelf CTM for a resource pack I help maintain (SMP's Revival) no longer works (purple/black missing texture, when CTM is enabled). On C5 (and older) it works fine.
I've looked at the changelog but I don't see anything specific that would cause this. Were there any changes that would require an update to my CTM properties files?
There is a horizontal CTM rule (bookshelf_sides.properties) that sets the left, middle, right, and single textures, for the sides of the bookshelves (top/bottom textures are unaffected). These four tiles are defined by another four CTM rules, each one is a random.
In total there are 10 textures (2 left, 4 middle, 2 right, 2 single), with each one being picked at random.
All the files are on a GitHub repo here: https://github.com/KyleNecrowolf/Revival/tree/master/assets/minecraft/mcpatcher/ctm/bookshelf/bookshelf
Kade
Lead Admin and Gameplay Designer of Akenland: RPG-Inspired Survival Server
After some testing, it seems that adding blank files, matching the names specified in the left/middle/right properties files (0.png, 1.png, 2.png, 3.png), it loads the properties files correctly. The actual PNG files are never used (they were never needed before), it just allows OptiFine to load the properties files that replace those PNGs
Kade
Lead Admin and Gameplay Designer of Akenland: RPG-Inspired Survival Server
Hi, I am encountering some annoying graphical glitches caused by Optifine, they happen regardless of my AF, AA, and Vsync settings so I don't know what else is doing it. The glitches also seem to occur for rain drop particles, and if I disable AF I get a gridlike effect across the terrain.
Using a 1050 Ti and Pentium G4600, though my friend with his 980 Ti is noticing this problem too.
hey, I just recently moved my donators cape to a new user (this person cannot access the cape menu and hasn't gotten an email for logging in if that was supposed to happen I don't know) and this was just me being generous to someone with little money, but that's beside the point. they cannot access the cape after I moved the cape to their account, any advice? Thanks for any help given!
RetroGamerAndre
Alright, anyone know why optifine makes custom skies black? I can't seem to get any custom sky pack to work.
This is a bit of an odd question but which is better to use for shaders, optifine or the actual shaders mod? i'm just wondering if there's a difference in performance and bugs.
Check out The Valley! My own Server and Modpacks!
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The Valley 1.7.10 is available on Technic here:The Valley 1.7.10 -> Curseforge External link HERE
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The Valley 1.20.2 is available at this IP: thevalley.noip.me:25567 (NOW BEDROCK COMPATIBLE!)
Folks, I can't seem to find the answer anywhere, so here's the question:
How do you register new items to emit dynamic light? For instance, PrimalCore adds some torches and disables the vanilla ones, but Optifine doesn't recognize them and thus they do not emit light. The "dynamic light" section of the info doesn't have an "info" link and I can't seem to find any properties files (I also don't see a config dir for optifine, but that's another question I guess) which declare which items, when held, emit dynamic light.
I think this question has come up before in the thread (from what my long searching revealed) but has never been answered. If so, just point me there.
Hey, I know it's maybe not an issue or problem, but the "overlay" method of ctm doesn't work on textures which have been randomized by ctm, or which used the "fixed" method. It works with the ctm method tho. Would be cool if they worked together...
edit: it works, had the directories set up in a strange way.
The shaders mod is not being actively developed anymore. It gets updated to new versions (last one was 6 months ago), but no new features. OptiFine is constantly getting bugfixes, new features and updates. Take a look at the changelog: http://optifine.net/changelog?f=preview_OptiFine_1.12.2_HD_U_C8_pre.jar
Many of the newest shader packs require OptiFine and will not work with the shaders mod.