Anyone know if mcpatcher.net is legit as a support site for this mod? I almost went through with downloading the version, but the executable had a randomized name on it, and that's a potentially bad sign.
Also, thank you mod makers! I wouldn't be able to get Chroma Hills working with Forge if it weren't for your help.
As far as I know the only official sites for MCPatcher are this thread and the Bitbucket repository.
As a general rule, only download mods and resource packs from the forum or other reputable sites like Curse or Planet Minecraft. Even though packages from 3rd party sites may not always be harmful, by only downloading from user-controlled sites like these you're sure to be getting up to date versions and that your downloads will contribute to the content creators.
Connected Textures doesn't seem to be working. The randomized block textures are, but not the actual connecting of textures is not (glass and so forth).
Rollback Post to RevisionRollBack
I used to fight for the glory of the Aldmeri Dominion.
Just skip to 45 secs to get to the clock and avoid the intro, etc.
Just thought I'd have a tinker with my GS clock item and see if I could make a proper town hall clock with it, by animating one of the paintings. Well the process was partly successful in that it animates ok and is certainly large and imposing and shows the possibilities. However, I couldn't make it keep time accurately and the time displayed starts at 12 noon mid-day (the first frame of my 180 frame animation) whenever it's first placed...and presumably starts at that time whenever a world is started. So for practical time keeping purposes it is currently useless, but I thought it had some curiosity value.
As it is, the only method I could think of for attempting to keep the time was to have each frame of animation (totaling 180 frames) flick by every 133.3333... ticks (Minecraft time). 24,000 ticks currently make up a Minecraft day/night cycle if I'm correct, so I arrive at 133.33.. ticks by dividing 24,000 by 180. In MCPatcher I set the duration of each frame to 133 and then make up the shortfall that occurs during the cycle by adding 60 ticks on the last frame, but this doesn't work (probably my stupid maths), it just continually loses time and the 60 ticks worth of correction doesn't seem to work. Admittedly I haven't continued to try different approaches because I'm not sure if animation time is exactly the same as Minecraft game time.
Coupled with the fact that it's impossible to choose which painting gets plonked down, means that you can't even accurately place the clock each day at precisely 12.00 noon! My timing method is very crude and my maths is undoubtedly way out, but without being able to link the start of an MCPatcher animation to a precise moment in game time, it's probably always going to be a non-starter as an acurate time piece.
I realize I really should make a new clock with a more accommodating number of frames for 'tick' time, but the effort would be wasted if animated paintings or animations in general can't be governed by a precise start time.
If anyone could suggest a current MCPatcher, non-mod way, of making the timing (related to game time) work on an animated painting, I would be very grateful. To be more specific, is there currently a way to have animations precisely linked with the time of day in Minecraft?
kahr, forgive me for not understanding the complexity of these things, but could a command be added into animation .property files that allows for when the first frame of an animation starts in an MC day/night cycle? Perhaps it already exists, but I'm not aware of this. Would this help govern an animated painting clock, or am I barking up the wrong clock tower?
You're right. MCPatcher is better for resource packs in almost every way.
But don't denounce Optifine because it doesn't help YOU.
Optifine is a fine mod; it increases FPS on not only "Ancient Machines," but on computers that are not able to run the game perfectly. You are treating it like its only purpose is for resource packs; it isn't. Its main purpose is to increase FPS, smoother chunk loading etc.
The best thing would be to have Optifine and MCPatcher fully compatible...oh well.
You are right, I am getting denouncing it because of personal opinion. It is a good mod, but I personally don't like it. But you are right, I'll stop.
One of my mc patch enabled packs is causing me to crash on a server when I use mc patch. No idea why. Can you take a look at this error log and try to shed some light on the subject?
---- Minecraft Crash Report ----
// Uh... Did I do that?
Time: 3/17/14 12:05 AM
Description: Unexpected error
java.lang.NullPointerException: Unexpected error
at bml.k(SourceFile:2413)
at bml.b(SourceFile:196)
at bmn.a(SourceFile:163)
at bmz.a(SourceFile:1282)
at bms.a(SourceFile:958)
at bms.b(SourceFile:814)
at azl.ah(SourceFile:784)
at azl.f(SourceFile:711)
at net.minecraft.client.main.Main.main(SourceFile:148)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at bml.k(SourceFile:2413)
at bml.b(SourceFile:196)
at bmn.a(SourceFile:163)
at bmz.a(SourceFile:1282)
at bms.a(SourceFile:958)
-- System Details --
Details:
Minecraft Version: 1.7.5
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_09, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 157033856 bytes (149 MB) / 235274240 bytes (224 MB) up to 518979584 bytes (494 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
Launched Version: 1.7.5-mcpatcher
LWJGL: 2.9.1
OpenGL: AMD Radeon HD 7570M GL version 4.2.11411 Compatibility Profile Context, ATI Technologies Inc.
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Very likely; Jar signature invalidated
Type: Client (map_client.txt)
Resource Packs: [Riverwood (Beta v0.5).zip]
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: On (16)
You're right. MCPatcher is better for resource packs in almost every way. But don't denounce Optifine because it doesn't help YOU. Optifine is a fine mod; it increases FPS on not only "Ancient Machines," but on computers that are not able to run the game perfectly. You are treating it like its only purpose is for resource packs; it isn't. Its main purpose is to increase FPS, smoother chunk loading etc. The best thing would be to have Optifine and MCPatcher fully compatible...oh well.
It is compatible. It bothers me when people say so otherwise. One simply needs to use the LITE version of Optifine and either patch a jar with optifine or patch a vanilla jar with optifine as an extra mod; I forget which.
Just skip to 45 secs to get to the clock and avoid the intro, etc.
Just thought I'd have a tinker with my GS clock item and see if I could make a proper town hall clock with it, by animating one of the paintings. Well the process was partly successful in that it animates ok and is certainly large and imposing and shows the possibilities. However, I couldn't make it keep time accurately and the time displayed starts at 12 noon mid-day (the first frame of my 180 frame animation) whenever it's first placed...and presumably starts at that time whenever a world is started. So for practical time keeping purposes it is currently useless, but I thought it had some curiosity value.
As it is, the only method I could think of for attempting to keep the time was to have each frame of animation (totaling 180 frames) flick by every 133.3333... ticks (Minecraft time). 24,000 ticks currently make up a Minecraft day/night cycle if I'm correct, so I arrive at 133.33.. ticks by dividing 24,000 by 180. In MCPatcher I set the duration of each frame to 133 and then make up the shortfall that occurs during the cycle by adding 60 ticks on the last frame, but this doesn't work (probably my stupid maths), it just continually loses time and the 60 ticks worth of correction doesn't seem to work. Admittedly I haven't continued to try different approaches because I'm not sure if animation time is exactly the same as Minecraft game time.
Coupled with the fact that it's impossible to choose which painting gets plonked down, means that you can't even accurately place the clock each day at precisely 12.00 noon! My timing method is very crude and my maths is undoubtedly way out, but without being able to link the start of an MCPatcher animation to a precise moment in game time, it's probably always going to be a non-starter as an acurate time piece.
I realize I really should make a new clock with a more accommodating number of frames for 'tick' time, but the effort would be wasted if animated paintings or animations in general can't be governed by a precise start time.
If anyone could suggest a current MCPatcher, non-mod way, of making the timing (related to game time) work on an animated painting, I would be very grateful. To be more specific, is there currently a way to have animations precisely linked with the time of day in Minecraft?
kahr, forgive me for not understanding the complexity of these things, but could a command be added into animation .property files that allows for when the first frame of an animation starts in an MC day/night cycle? Perhaps it already exists, but I'm not aware of this. Would this help govern an animated painting clock, or am I barking up the wrong clock tower?
Certainly, a feature which could specify at what times a particular frame should last would be useful. Or maybe connected item frame items...
It is compatible. It bothers me when people say so otherwise. One simply needs to use the LITE version of Optifine and either patch a jar with optifine or patch a vanilla jar with optifine as an extra mod; I forget which.
Certainly, a feature which could specify at what times a particular frame should last would be useful. Or maybe connected item frame items...
I thought that both Optifine lite and mcpatcher modified the same classes in 1.7+, thereby making both hopelessly incompatible. Actually, it says on the Optifine page that Optifine light is not compatible with modloader or forge.
Certainly, a feature which could specify at what times a particular frame should last would be useful. Or maybe connected item frame items...
I can't believe a request hasn't already been put in for a MC time specific way of starting or stopping an animation...it probably already has! If it hasn't and it's possible, it would be an amazingly useful facility to have for animated paintings, blocks or items. eg: glowing eyes appearing only at night in random leaf blocks, neon sign paintings flickering into life at twilight, machines stop/starting at certain times of the day, magical weapons kind of coming to life at night, animated flowers closing at night, etc, etc.
Lots of you must have seen 13thMurders neat little animated flies in his swamp biome in Broken Anachronism...imagine things like that coming out at specific times.
All of these things would only need a start and duration instruction, or option to have multiple start and duration times. However all of this might just be pipe dreams as I have no knowledge of whether it would be possible or easy to do and I understand kahr already has his hands very full with all the changes Mojang keep introducing...still...t'would be nice!
Or is all this already possible by just having the right tick duration? I can't quite get my head round it! Being able to specify a start time seems to me to be a more precise way of making something happen, when you want it to happen, even when an entity like a painting has already been placed and you've restarted a saved world.
One of my mc patch enabled packs is causing me to crash on a server when I use mc patch. No idea why. Can you take a look at this error log and try to shed some light on the subject?
---- Minecraft Crash Report ----
// Uh... Did I do that?
Time: 3/17/14 12:05 AM
Description: Unexpected error
java.lang.NullPointerException: Unexpected error
at bml.k(SourceFile:2413)
at bml.b(SourceFile:196)
at bmn.a(SourceFile:163)
at bmz.a(SourceFile:1282)
at bms.a(SourceFile:958)
at bms.b(SourceFile:814)
at azl.ah(SourceFile:784)
at azl.f(SourceFile:711)
at net.minecraft.client.main.Main.main(SourceFile:148)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at bml.k(SourceFile:2413)
at bml.b(SourceFile:196)
at bmn.a(SourceFile:163)
at bmz.a(SourceFile:1282)
at bms.a(SourceFile:958)
-- System Details --
Details:
Minecraft Version: 1.7.5
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_09, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 157033856 bytes (149 MB) / 235274240 bytes (224 MB) up to 518979584 bytes (494 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
Launched Version: 1.7.5-mcpatcher
LWJGL: 2.9.1
OpenGL: AMD Radeon HD 7570M GL version 4.2.11411 Compatibility Profile Context, ATI Technologies Inc.
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Very likely; Jar signature invalidated
Type: Client (map_client.txt)
Resource Packs: [Riverwood (Beta v0.5).zip]
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: On (16)
So...no one knows why one specific texture pack with CTM would cause a crash when using a mc patch copy of 1.7.5 on a server, when other packs with CTM content don't cause a crash?
I'm trying to apply random ctm to my redstone wire, yet am having no luck. I am only using the overlay texture, not the base wire texture, if it matters, since in my pack they're steam pipes which shouldn't be glowing ever.
Anyway, when i try to use ctm with it, it doesn't seem to be working and nothing i've tried gets it to work. Does ctm not apply to redstone wire, or is there a special way i need to do it?
If it's not possible, then is it possible (maybe not entirely mcpatcher related beyond this point) is it possible to exploit vanilla minecraft or even patched minecraft into randomizing it through .mcmeta files? The thought i had was that if it were possible to make all my random frames into an animation, set the frame time of the animation to some rediculously high number so they'd never actually animate, then force the animations of each tile out of sync with each other (that's the important bit) it would effectively be the same as random ctm more or less.
The Meaning of Life, the Universe, and Everything.
Join Date:
11/18/2011
Posts:
45
Member Details
Hey guys, I've been trying to figure this out for a few hours now. I'm trying to get my custom compass working. When I do finally get the compass to actually appear and work correctly, it's been downsized from x128 to x16 and looks like crap. Is there some setting I'm missing somewhere that tells it to use the original file size?
Does anyone know if it is even possible to apply ctm to redstone wire?
I'm kind of guessing not 13th, as it's similar to the horse markings overlay and as far as I know kahr hasn't made horses capable of being randammobbed as a result. I'm only guessing though, but I would have thought if it had been possible, it would have been in common use by now. Never tried it myself so far.
By the way, that new redstone pipe looks very awesome and even more so if you could randomize it!
Hey guys. For whatever reason the better grass isn't working for me. I'm using the latest version of mcpatcher with the correct corresponding version of minecraft. I went to options and checked the box for better grass. Does anyone know what's going on?
I'm trying to apply random ctm to my redstone wire, yet am having no luck. I am only using the overlay texture, not the base wire texture, if it matters, since in my pack they're steam pipes which shouldn't be glowing ever.
Anyway, when i try to use ctm with it, it doesn't seem to be working and nothing i've tried gets it to work. Does ctm not apply to redstone wire, or is there a special way i need to do it?
If it's not possible, then is it possible (maybe not entirely mcpatcher related beyond this point) is it possible to exploit vanilla minecraft or even patched minecraft into randomizing it through .mcmeta files? The thought i had was that if it were possible to make all my random frames into an animation, set the frame time of the animation to some rediculously high number so they'd never actually animate, then force the animations of each tile out of sync with each other (that's the important bit) it would effectively be the same as random ctm more or less.
While it COULD (haven't tried it yet) work. It MAY cause some lag. I know if you make an animation with many frames, it will cause lag. But whether or not this is the same if you have an animation with a few frames & a high frame time, I don't know, I haven't tested it.
I wish so hard MCP could enable connected textures and all the other bells and whistles on snapshots!
Usually MCPatcher works on the latest snapshots. MCPatcher (if I'm correct) changes parts of the Minecraft code (like a mod), but if that code is changed, MCPatcher has to be recoded to use the new code change(again, like a mod). MCPatcher is also sometimes recoded to include new features &/or bug fixes too.
Now that being said, Kahr has to constantly recode MCPatcher so it can use the latest version of the Minecraft code. For instance, if Kahr made & added a new feature to MCPatcher that is called "Connect Block Models" (or CBM for short), he would have to code it first, then bug fix it, & when Minecraft changes it 3D Block Modeling code, Kahr has to recode the CBM feature so it can, use the new version of the 3D Block Modeling code.
So with all the new code changes being done in the 1.8 snapshots, I think that he (Kahr) has his work cut out for him.
BUT still I wish MCPatcher could work with the new snapshots too.
While it COULD (haven't tried it yet) work. It MAY cause some lag. I know if you make an animation with many frames, it will cause lag. But whether or not this is the same if you have an animation with a few frames & a high frame time, I don't know, I haven't tested it.
Here's my properties file, and the files within the folder:
As a general rule, only download mods and resource packs from the forum or other reputable sites like Curse or Planet Minecraft. Even though packages from 3rd party sites may not always be harmful, by only downloading from user-controlled sites like these you're sure to be getting up to date versions and that your downloads will contribute to the content creators.
Just skip to 45 secs to get to the clock and avoid the intro, etc.
Just thought I'd have a tinker with my GS clock item and see if I could make a proper town hall clock with it, by animating one of the paintings. Well the process was partly successful in that it animates ok and is certainly large and imposing and shows the possibilities. However, I couldn't make it keep time accurately and the time displayed starts at 12 noon mid-day (the first frame of my 180 frame animation) whenever it's first placed...and presumably starts at that time whenever a world is started. So for practical time keeping purposes it is currently useless, but I thought it had some curiosity value.
As it is, the only method I could think of for attempting to keep the time was to have each frame of animation (totaling 180 frames) flick by every 133.3333... ticks (Minecraft time). 24,000 ticks currently make up a Minecraft day/night cycle if I'm correct, so I arrive at 133.33.. ticks by dividing 24,000 by 180. In MCPatcher I set the duration of each frame to 133 and then make up the shortfall that occurs during the cycle by adding 60 ticks on the last frame, but this doesn't work (probably my stupid maths), it just continually loses time and the 60 ticks worth of correction doesn't seem to work. Admittedly I haven't continued to try different approaches because I'm not sure if animation time is exactly the same as Minecraft game time.
Coupled with the fact that it's impossible to choose which painting gets plonked down, means that you can't even accurately place the clock each day at precisely 12.00 noon! My timing method is very crude and my maths is undoubtedly way out, but without being able to link the start of an MCPatcher animation to a precise moment in game time, it's probably always going to be a non-starter as an acurate time piece.
I realize I really should make a new clock with a more accommodating number of frames for 'tick' time, but the effort would be wasted if animated paintings or animations in general can't be governed by a precise start time.
If anyone could suggest a current MCPatcher, non-mod way, of making the timing (related to game time) work on an animated painting, I would be very grateful. To be more specific, is there currently a way to have animations precisely linked with the time of day in Minecraft?
kahr, forgive me for not understanding the complexity of these things, but could a command be added into animation .property files that allows for when the first frame of an animation starts in an MC day/night cycle? Perhaps it already exists, but I'm not aware of this. Would this help govern an animated painting clock, or am I barking up the wrong clock tower?
You are right, I am getting denouncing it because of personal opinion. It is a good mod, but I personally don't like it. But you are right, I'll stop.
All right, I'll drop it.
---- Minecraft Crash Report ----
// Uh... Did I do that?
Time: 3/17/14 12:05 AM
Description: Unexpected error
java.lang.NullPointerException: Unexpected error
at bml.k(SourceFile:2413)
at bml.b(SourceFile:196)
at bmn.a(SourceFile:163)
at bmz.a(SourceFile:1282)
at bms.a(SourceFile:958)
at bms.b(SourceFile:814)
at azl.ah(SourceFile:784)
at azl.f(SourceFile:711)
at net.minecraft.client.main.Main.main(SourceFile:148)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at bml.k(SourceFile:2413)
at bml.b(SourceFile:196)
at bmn.a(SourceFile:163)
at bmz.a(SourceFile:1282)
at bms.a(SourceFile:958)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [bkl['steelfeathers'/5309435, l='MpServer', x=-12541.65, y=64.62, z=-3260.22]]
Chunk stats: MultiplayerChunkCache: 324, 324
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (-11328,70,-2540), Chunk: (at 0,4,4 in -708,-159; contains blocks -11328,0,-2544 to -11313,255,-2529), Region: (-23,-5; contains chunks -736,-160 to -705,-129, blocks -11776,0,-2560 to -11265,255,-2049)
Level time: 756968382 game time, 758143654 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Forced entities: 28 total; [bkl['steelfeathers'/5309435, l='MpServer', x=-12541.65, y=64.62, z=-3260.22], xm['Witch'/5334974, l='MpServer', x=-12597.50, y=15.00, z=-3229.50], ww['Creeper'/5332155, l='MpServer', x=-12524.50, y=48.00, z=-3332.50], xm['Witch'/5334975, l='MpServer', x=-12601.50, y=15.00, z=-3225.50], ww['Creeper'/5333679, l='MpServer', x=-12610.88, y=15.00, z=-3244.28], ww['Creeper'/5333678, l='MpServer', x=-12615.50, y=15.00, z=-3241.50], xk['Spider'/5334693, l='MpServer', x=-12572.50, y=18.00, z=-3270.50], vf['Saxon'/5309436, l='MpServer', x=-12474.22, y=63.00, z=-3326.72], xj['Slime'/5309437, l='MpServer', x=-12474.69, y=28.00, z=-3294.69], xk['Spider'/5328870, l='MpServer', x=-12527.50, y=44.00, z=-3217.50], xi['Skeleton'/5332204, l='MpServer', x=-12582.63, y=20.00, z=-3259.56], xi['Skeleton'/5332205, l='MpServer', x=-12581.50, y=17.26, z=-3258.50], xi['Skeleton'/5328285, l='MpServer', x=-12580.50, y=19.00, z=-3283.50], ww['Creeper'/5333680, l='MpServer', x=-12616.50, y=15.00, z=-3244.50], ww['Creeper'/5331440, l='MpServer', x=-12612.59, y=15.00, z=-3321.00], wj['entity.MinecartChest.name'/5309535, l='MpServer', x=-12570.25, y=18.36, z=-3274.88], xk['Spider'/5326915, l='MpServer', x=-12492.50, y=45.00, z=-3215.50], ww['Creeper'/5333912, l='MpServer', x=-12466.03, y=50.00, z=-3232.53], wx['Enderman'/5333913, l='MpServer', x=-12486.53, y=14.00, z=-3261.50], wj['entity.MinecartChest.name'/5309557, l='MpServer', x=-12464.94, y=29.36, z=-3191.50], wj['entity.MinecartChest.name'/5309558, l='MpServer', x=-12610.50, y=21.52, z=-3284.50], wj['entity.MinecartChest.name'/5309695, l='MpServer', x=-12598.50, y=15.52, z=-3197.88], xi['Skeleton'/5334977, l='MpServer', x=-12597.50, y=15.00, z=-3231.50], vm['Sheep'/5309563, l='MpServer', x=-12612.03, y=67.00, z=-3229.03], xi['Skeleton'/5334976, l='MpServer', x=-12597.50, y=15.00, z=-3234.50], vm['Sheep'/5309562, l='MpServer', x=-12588.72, y=64.00, z=-3186.84], vb['Bat'/5330557, l='MpServer', x=-12570.25, y=11.00, z=-3237.25], ww['Creeper'/5333658, l='MpServer', x=-12534.50, y=25.00, z=-3322.50]]
Retry entities: 0 total; []
Server brand: CraftBukkit
Server type: Non-integrated multiplayer server
Stacktrace:
at bkg.a(SourceFile:289)
at azl.b(SourceFile:1947)
at azl.f(SourceFile:725)
at net.minecraft.client.main.Main.main(SourceFile:148)
-- System Details --
Details:
Minecraft Version: 1.7.5
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_09, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 157033856 bytes (149 MB) / 235274240 bytes (224 MB) up to 518979584 bytes (494 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
Launched Version: 1.7.5-mcpatcher
LWJGL: 2.9.1
OpenGL: AMD Radeon HD 7570M GL version 4.2.11411 Compatibility Profile Context, ATI Technologies Inc.
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Very likely; Jar signature invalidated
Type: Client (map_client.txt)
Resource Packs: [Riverwood (Beta v0.5).zip]
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: On (16)
It is compatible. It bothers me when people say so otherwise. One simply needs to use the LITE version of Optifine and either patch a jar with optifine or patch a vanilla jar with optifine as an extra mod; I forget which.
Certainly, a feature which could specify at what times a particular frame should last would be useful. Or maybe connected item frame items...
I thought that both Optifine lite and mcpatcher modified the same classes in 1.7+, thereby making both hopelessly incompatible.Actually, it says on the Optifine page that Optifine light is not compatible with modloader or forge.Putting the CENDENT back in transcendent!
I can't believe a request hasn't already been put in for a MC time specific way of starting or stopping an animation...it probably already has! If it hasn't and it's possible, it would be an amazingly useful facility to have for animated paintings, blocks or items. eg: glowing eyes appearing only at night in random leaf blocks, neon sign paintings flickering into life at twilight, machines stop/starting at certain times of the day, magical weapons kind of coming to life at night, animated flowers closing at night, etc, etc.
Lots of you must have seen 13thMurders neat little animated flies in his swamp biome in Broken Anachronism...imagine things like that coming out at specific times.
All of these things would only need a start and duration instruction, or option to have multiple start and duration times. However all of this might just be pipe dreams as I have no knowledge of whether it would be possible or easy to do and I understand kahr already has his hands very full with all the changes Mojang keep introducing...still...t'would be nice!
Or is all this already possible by just having the right tick duration? I can't quite get my head round it! Being able to specify a start time seems to me to be a more precise way of making something happen, when you want it to happen, even when an entity like a painting has already been placed and you've restarted a saved world.
So...no one knows why one specific texture pack with CTM would cause a crash when using a mc patch copy of 1.7.5 on a server, when other packs with CTM content don't cause a crash?
Both are GREAT IDEAS, but one that I want is connect item frames & connected item frame items!!! I would love that.
Anyway, when i try to use ctm with it, it doesn't seem to be working and nothing i've tried gets it to work. Does ctm not apply to redstone wire, or is there a special way i need to do it?
If it's not possible, then is it possible (maybe not entirely mcpatcher related beyond this point) is it possible to exploit vanilla minecraft or even patched minecraft into randomizing it through .mcmeta files? The thought i had was that if it were possible to make all my random frames into an animation, set the frame time of the animation to some rediculously high number so they'd never actually animate, then force the animations of each tile out of sync with each other (that's the important bit) it would effectively be the same as random ctm more or less.
I'm kind of guessing not 13th, as it's similar to the horse markings overlay and as far as I know kahr hasn't made horses capable of being randammobbed as a result. I'm only guessing though, but I would have thought if it had been possible, it would have been in common use by now. Never tried it myself so far.
By the way, that new redstone pipe looks very awesome and even more so if you could randomize it!
What does your .properties file look like?
While it COULD (haven't tried it yet) work. It MAY cause some lag. I know if you make an animation with many frames, it will cause lag. But whether or not this is the same if you have an animation with a few frames & a high frame time, I don't know, I haven't tested it.
Usually MCPatcher works on the latest snapshots. MCPatcher (if I'm correct) changes parts of the Minecraft code (like a mod), but if that code is changed, MCPatcher has to be recoded to use the new code change(again, like a mod). MCPatcher is also sometimes recoded to include new features &/or bug fixes too.
Now that being said, Kahr has to constantly recode MCPatcher so it can use the latest version of the Minecraft code. For instance, if Kahr made & added a new feature to MCPatcher that is called "Connect Block Models" (or CBM for short), he would have to code it first, then bug fix it, & when Minecraft changes it 3D Block Modeling code, Kahr has to recode the CBM feature so it can, use the new version of the 3D Block Modeling code.
So with all the new code changes being done in the 1.8 snapshots, I think that he (Kahr) has his work cut out for him.
BUT still I wish MCPatcher could work with the new snapshots too.
Here's my properties file, and the files within the folder: