Thanks for the support everyone. It's really appreciated. I'll post when I have more progress to report, but a few specific replies for now:
The API's been "just over the next hill" for a long time now, and yeah, I'm pretty pessimistic on it actually seeing the light of day too. I think Mojang thinks they're working toward the API, but I'm afraid that (1) all these architectural changes are driving away their experienced modders, and (2) assuming Mojang finishes it at all, their API will be so over-engineered as to be unapproachable to newcomers.
It probably will not be fully release & if it did, your 2 points are probably right (as in that's what will happen for sure).
Kahr, 90% of the discussion on these past few pages is way over my head, being a wood butcher, not a computer type. However, just need to say for all the work you have done so far, you've made Minecraft so much more enjoyable for many, many people. Without you and Misa, I highly doubt this cranky old man would have fallen so deeply in love with the game. I hope you find renewed inspiration or help from somewhere, but understand sometimes the frustration just becomes too much.
Regardless, Thank you for all you have done so far.
There's probably an obvious answer to my problem, but I can't read coding and all that, so can someone help me out? This wasn't an issue before I installed MCPatcher. Could it be OptiFine, or are they okay together?
Crash Report:
---- Minecraft Crash Report ----
// Uh... Did I do that?
Time: 9/3/14 5:39 PM
Description: Initializing game
java.lang.IllegalAccessError: tried to access field net.minecraft.client.renderer.texture.TextureManager.field_110585_a from class com.prupe.mcpatcher.mal.resource.TexturePackChangeHandler
at com.prupe.mcpatcher.mal.resource.TexturePackChangeHandler.beforeChange1(TexturePackChangeHandler.java:137)
at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110544_b(SourceFile:103)
at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110541_a(SourceFile:92)
at net.minecraft.client.Minecraft.func_110436_a(Minecraft.java:598)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:303)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:541)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:867)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at com.prupe.mcpatcher.mal.resource.TexturePackChangeHandler.beforeChange1(TexturePackChangeHandler.java:137)
at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110544_b(SourceFile:103)
at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110541_a(SourceFile:92)
at net.minecraft.client.Minecraft.func_110436_a(Minecraft.java:598)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:303)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:541)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:867)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
I had close to the same this but it got rid of my spam-less post because of "spam"
I have used this for a long time and I love it keep up the good work, but now that 1.8 minecraft came out I got the latest version and ran it. It is starting up and Then"java.lang.OutOfMemoryError: java heap space"
I know that I have more memory on my computer, I don't know how to fix this. It will not even finish starting up and will only have the Log tab open. Is there a way that I can fix this?
There's probably an obvious answer to my problem, but I can't read coding and all that, so can someone help me out? This wasn't an issue before I installed MCPatcher. Could it be OptiFine, or are they okay together?
Optifine & MCPatcher CAN'T be used at the same time. They are never okay to use at the same time.
I had close to the same this but it got rid of my spam-less post because of "spam"
I have used this for a long time and I love it keep up the good work, but now that 1.8 minecraft came out I got the latest version and ran it. It is starting up and Then"java.lang.OutOfMemoryError: java heap space"
I know that I have more memory on my computer, I don't know how to fix this. It will not even finish starting up and will only have the Log tab open. Is there a way that I can fix this?
Where my leaves used to be see-through, they're now a weird green colour. So everything looks bad :3. Thanks!
(Attachment shows).
This is how Minecraft handles Fast Graphics now. It takes the "Fancy" leaf texture and just drops the alpha channel (transparency).
An easy way to fix this is to take your old fancy leaves texture and put it on a lower layer than your fast leaves, but make it only 1% opaque. Minecraft will totally ignore a 1% transparent pixel (it's below it's transparency threshold) but it will become visible once transparency is disregarded altogether.
Kahr, I made an account just to give you some encouragement. I've been following this thread for quite some time, but never posting, since I started using MCPatcher. I want you to know that your work is very much appreciated and that MCPatcher makes Minecraft 1000x more interesting and fun to play. Keep up the good work, I'm sure you can get through Mojang's mess of code, and I thank you profusely for doing this for us for free. Take it easy and take plenty of time for yourself. [:
Your replies are much appreciated, and changing it to Fancy did indeed help. I'm sitting here with a custom collection of textures that I pull from different packs for personal use (well, and a girlfriends) and the .png files for leaves are all transparent. I'm a bit at a loss as to what you want me to do.
Should I add an additional layer with a complete overlay of a 1% opacity colored layer - and re-save it as .png to make it show on "Fast", or what were you trying to tell me?
Sorry if I'm a bit slow.
No worries, though this is pretty severely off-topic in this thread. I suggest making a topic in Resource Pack Help for it. You can also send me a private message if you like, which may actually be better since I may need to see your leaf files (which you can't post on the forum proper if you didn't make them) to better advise you.
The API's been "just over the next hill" for a long time now, and yeah, I'm pretty pessimistic on it actually seeing the light of day too. I think Mojang thinks they're working toward the API, but I'm afraid that (1) all these architectural changes are driving away their experienced modders, and (2) assuming Mojang finishes it at all, their API will be so over-engineered as to be unapproachable to newcomers.
It's been promised for so long that I think it's safe to say that Mojang's own definition of what it will be has changed. It's obviously not going to be Bukkit. And with all of this work to abstract everything and give it identifiers, as well as all of the command block work, I'm more inclined to think that they're just going to invent a way to interact with the command block interface externally. Combine that with certain aspects of blocks being able to be designated with JSON now, and I think we have a potential recipe for a Java-less API. Which isn't a bad thing, it's just not as useful as what we have.
Thanks for posting that, I really enjoyed reading it! I have a similar process that also starts with a decompiled (no MCP, just JAD) version of the latest snapshot or release. But I don't bother getting it to compile as it's just a reference. After I figure out what an obfuscated class does and assign it a name, I write one or more signatures (bytecode-aware regular expressions, basically) to identify the same class in the later versions. That's how MCPatcher can often work on newer Minecraft versions than it was written for.
No problem, I'm glad you could appreciate it. And it's pretty interesting to hear your methods, too. I'm surprised to hear of someone still using JAD, actually. My experience with it, even with JADRetro added, is relatively poor. Though that's in regards to recompilation, not for your particular use. I've tried every other decompiler I can find and 99.9% of them crash with Minecraft. So far Fernflower has been the only one which brings me anywhere close to working code. I wrote a tool to automatically repair inner classes of enums before decompilation, which saves me some trouble in regards to manually fixing code. I still need to write one to try to search for exception throws, because otherwise I spend 20-30 minutes in Eclipse adding them. It's not hard, since Eclipse can do a lot of the work, it's just tedious. But there are still rare places where Fernflower doesn't decompile the code properly (mostly regarding loops), which results in the game just not working right in various ways, and it being near impossible to find. I honestly don't know how MCP managed to come up with their own patches to deal with that, especially now that the game is so much larger. I had to patch it once just to prevent it from exiting right before the title screen (the main loop wasn't looping), and then again so that the world would actually save (the file IO thread loop wasn't looping). Multiplayer is still broken though, for example. And who knows what else. But it runs!
I'm going to pass along a tool I found recently which has proven invaluable. It's called Java Bytecode Editor. It lets you view all the detailed information about classes you could ever want, including disassembled (not decompiled) code. I used it extensively for debugging the tools I wrote so far for working with and remapping Minecraft. Maybe it'll come in handy for you too.
Kahr, you take a big heaping pile of code that Mojang gives and tweak and manipulate the wired mess of weird to make a platform that us artists can create epic awesomeness. Your work is an excellent foundation for artists (and honestly I wonder why Mojang didn't actually hire you into the texture coding department. You could have a 'plugin api' done that would make their heads spin because you actually listen to the artists who make packs.) I have always been happy with the work you have done to ensure the Patcher's success. I truly appreciate your hard work and dedication. Your MCPatcher has been around almost as long as some of the longest running packs in this forum and PMC.
Do what you can and hopefully Mojang will simply keep their cool for the next few months aside from small bug fixes so all the coders can untangle the web of 'What the...' they have given us.
Thank you again for all the hard work man-SRD
Those words are so true and perfectly echo my own sentiments on the matter. Well said, mate!
In 1.8 Mojang might be giving us something to manipulate Minecraft in ways we've never been able to in the past, but it's not in a format that I can easily work with, and as far as I'm concerned, is directed more to those of us who are already familiar with writing code.
kahr, I hope you'll be able to somehow make sense of 1.8, so that dunderheads like me can still figure out how to edit blocks and models/entities. I can only speak for myself, but the way Mojang have gone about providing random blocks and models in vanilla MC is not very user-friendly in the least. Once nested brackets and other such arcane ways of writing simple instructions showed up in one of the 1.8 snapshots I knew I was on a slippery slope to confusion. If anyone finds this new system easy, all I can say is, "good for you" you're the future of Minecraft, some of us 'creative-types' (quite possibly only me!) who also enjoy manipulating the visual side of Minecraft find it extremely confusing. And yes, I'm aware of some very 'nifty' model editors and no doubt someone will probably make some editor that makes easier sense of writing instructions for block variants, but at the moment it's a confusing mess to me.
The thing I've always appreciated more than anything about your work with MCPatcher, is that you have made it possible for those of us with varying amounts of artistic flair, but absolutely no coding sense, the ability to make all kinds of visual improvements to our texture packs, using plain english instructions.
I've been around longer than most, so can remember how many years (yes years) that Mojang insisted they wouldn't support HD graphics or any of the other bits of visual wizardry you introduced. It still wrankles with me that, to my knowledge, they have given no credit whatosever in MCPatcher's direction and yet years later have adopted each and every improvement you introduced, but in ways that are more confusing to use...at least for the likes of me!
As thecrazydudesrd said, you actually listen to the artists who make packs and somehow seem to see things from their perspective and that they might not necessarily be ofay with code-like instructions...that's no mean feat. Against all the odds, amidst all the endless rewriting of obfuscated code that gets thrown out every update, you somehow manage to give us another MCPatcher tool that makes our worlds look beautiful again...even if it's only in our own eyes.
I understand your frustrations, kahr, and I would completely understand if you just threw your hands in the air and walked away from it all. As many have already said, take all the time you need (selfishly that would allow me more time to catch up with all the new textures. )
Can't thank you enough for keeping my interest in Minecraft going for so long.
This is how Minecraft handles Fast Graphics now. It takes the "Fancy" leaf texture and just drops the alpha channel (transparency).
An easy way to fix this is to take your old fancy leaves texture and put it on a lower layer than your fast leaves, but make it only 1% opaque. Minecraft will totally ignore a 1% transparent pixel (it's below it's transparency threshold) but it will become visible once transparency is disregarded altogether.
I hope that helps you.
Tumbleberry and I were fussing over the metallic gradient effect the new blending creates, but your tweak does the trick. Thank you very much! Very much appreciating your dedication to the technical end when Mojang doesn't seem concerned about supporting the community it benefits so greatly from. Enough complaining ... I'm just grateful there are devs out there like you.
I know that this would be a big change, but would you consider changing the standard CTM tile order? The order now is counter-intuitive and remnant of the old pre-1.5 system. I would recommend one of these two orders (both place similar tiles next to each other).
The first would organize based on connection weighting n first.
none
n
s
e
w
ns
ne
ne2
nw
nw1
se
se4
sw
sw3
ew
nse
nse2
nse4
nse24
nsw
nsw1
nsw3
nsw13
new
new1
new2
new12
sew
sew3
sew4
sew34
nsew
nsew1
nsew2
nsew3
nsew4
nsew12
nsew13
nsew14
nsew23
nsew24
nsew34
nsew123
nsew124
nsew134
nsew234
nsew1234
This second is alphabetical order in the file manager (with the exception of none).
The Meaning of Life, the Universe, and Everything.
Location:
Lincolnton
Join Date:
8/14/2012
Posts:
55
Member Details
I'm trying to make this work with LiteLoader, but not having any luck so far.
I'm using Minecraft Version 1.7.10, Liteloader 1.7.10 and MC Patcher 1.7.10.
I start with a fresh .Minecraft
I add in LiteLoader, start up Minecraft, create a new world, and have World Edit just like I'm supposed to. Yay so far!
I start up MC Patcher and look at versions...there is no LiteLoader version listed for me to patch
I only wanted MC Patcher for the connected textures, soI can use Glimmar's texture pack in all it's glory.
I tried Optifine, but it all got botched by changing the folder names. No idea how to use it without Forge. When I tried to do forge with all this, it creates a new version and I loose the LiteLoader. Ugh. Why did they have to make this so complicated? O.o I'm ending up with all these separate versions, none of them are together. Can you offer any suggestions as to why the list in the MC Patcher doesn't show the LiteLoader version in the drop down menu? Thanks!
McPatcher for 1.8 isn't finished yet. The author is still working on it as he/she said a few pages back. Minecraft 1.8's code is so hard to work with, it's becoming very hard for him/her to continue updates with it, so an update sounds like it might take a bit.
It probably will not be fully release & if it did, your 2 points are probably right (as in that's what will happen for sure).
Have you not been reading the past few pages of comments???
Regardless, Thank you for all you have done so far.
Crash Report:
---- Minecraft Crash Report ----
// Uh... Did I do that?
Time: 9/3/14 5:39 PM
Description: Initializing game
java.lang.IllegalAccessError: tried to access field net.minecraft.client.renderer.texture.TextureManager.field_110585_a from class com.prupe.mcpatcher.mal.resource.TexturePackChangeHandler
at com.prupe.mcpatcher.mal.resource.TexturePackChangeHandler.beforeChange1(TexturePackChangeHandler.java:137)
at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110544_b(SourceFile:103)
at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110541_a(SourceFile:92)
at net.minecraft.client.Minecraft.func_110436_a(Minecraft.java:598)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:303)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:541)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:867)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at com.prupe.mcpatcher.mal.resource.TexturePackChangeHandler.beforeChange1(TexturePackChangeHandler.java:137)
at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110544_b(SourceFile:103)
at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110541_a(SourceFile:92)
at net.minecraft.client.Minecraft.func_110436_a(Minecraft.java:598)
at cpw.mods.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:303)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:541)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:867)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows Vista (x86) version 6.0
Java Version: 1.7.0_67, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode, sharing), Oracle Corporation
Memory: 104073336 bytes (99 MB) / 209547264 bytes (199 MB) up to 259522560 bytes (247 MB)
JVM Flags: 1 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.25.1208 Minecraft Forge 10.13.0.1208 Optifine OptiFine_1.7.10_HD_U_A4 34 mods loaded, 34 mods active
mcp{9.05} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
FML{7.10.25.1208} [Forge Mod Loader] (forge-1.7.10-10.13.0.1208.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Forge{10.13.0.1208} [Minecraft Forge] (forge-1.7.10-10.13.0.1208.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
CodeChickenCore{1.0.2.9} [CodeChicken Core] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
NotEnoughItems{1.0.2.15} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.2.15-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
OpenEye{0.6} [OpenEye] (OpenEye-0.6-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
PlayerAPI{1.0} [Player API] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
bspkrsCore{6.14} [bspkrsCore] ([1.7.10]bspkrsCore-universal-6.14.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
ArmorStatusHUD{1.27} [ArmorStatusHUD] ([1.7.10]ArmorStatusHUD-client-1.27.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
DamageIndicatorsMod{3.2.0} [Damage Indicators] ([1.7.10]DamageIndicatorsMod-3.2.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Treecapitator{1.7.2} [Treecapitator] ([1.7.2]Treecapitator-universal-2.0.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
thebombzenapi{2.4.1} [ThebombzenAPI] (ThebombzenAPI-v2.4.1-mc1.7.2 (1).jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
autoswitch{5.1.0} [AutoSwitch] (AutoSwitch-v5.1.0-mc1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
iChunUtil{4.0.0} [iChunUtil] (iChunUtil-4.0.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
BackTools{4.0.0} [BackTools] (BackTools-4.0.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
chester{1.2} [Chester Mod] (ChesterMod-1.3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
craftguide{1.6.8.1} [CraftGuide] (CraftGuide-1.6.8.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
DynamicLights{1.3.5} [Dynamic Lights] (DynamicLights-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
DynamicLights_onFire{1.0.4} [Dynamic Lights Burning Entity Module] (DynamicLights-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
DynamicLights_creepers{1.0.4} [Dynamic Lights Creeper Module] (DynamicLights-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
DynamicLights_dropItems{1.0.7} [Dynamic Lights EntityItem Module] (DynamicLights-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
DynamicLights_entityClasses{1.0.1} [Dynamic Lights Entity Light Module] (DynamicLights-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
DynamicLights_mobEquipment{1.0.5} [Dynamic Lights Mob Equipment Light Module] (DynamicLights-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
DynamicLights_flameArrows{1.0.0} [Dynamic Lights Fiery Arrows Light Module] (DynamicLights-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
DynamicLights_floodLights{1.0.1} [Dynamic Lights Flood Light] (DynamicLights-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
DynamicLights_otherPlayers{1.0.7} [Dynamic Lights OtherPlayers Light Module] (DynamicLights-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
DynamicLights_thePlayer{1.1.3} [Dynamic Lights Player Light Module] (DynamicLights-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
enchantview{4.0.4} [EnchantView] (EnchantView-v4.0.4-mc1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
inventorytweaks{1.59-dev-152-cf6e263} [Inventory Tweaks] (InventoryTweaks-1.59-dev-152.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
LunatriusCore{1.1.2.11} [LunatriusCore] (LunatriusCore-1.7.10-1.1.2.11-universal (1).jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
MobAmputation{4.0.0} [MobAmputation] (MobAmputation-4.0.0.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Schematica{1.7.2.95} [Schematica] (Schematica-1.7.10-1.7.2.95-universal.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
AS_UpdateCheck{1.1.6} [AtomicStryker Update Check Mod] (UpdateCheckerMod-1.7.10.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
VersionChecker{1.1.5} [Version Checker] (VersionChecker-1.1.5.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available
Launched Version: 1.7.10-Forge10.13.0.1208-mcpatcher
LWJGL: 2.9.1
OpenGL: GeForce 9300M GS/PCI/SSE2 GL version 2.1.2, NVIDIA Corporation
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because EXT_framebuffer_object is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: [DancingLife WynnCraft Patch.zip, DancingLife.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: Off (1)
I have used this for a long time and I love it keep up the good work, but now that 1.8 minecraft came out I got the latest version and ran it. It is starting up and Then"java.lang.OutOfMemoryError: java heap space"
I know that I have more memory on my computer, I don't know how to fix this. It will not even finish starting up and will only have the Log tab open. Is there a way that I can fix this?
Optifine & MCPatcher CAN'T be used at the same time. They are never okay to use at the same time.
MCPatcher isn't even updated for 1.8
In what context? What needs fixing?
This is how Minecraft handles Fast Graphics now. It takes the "Fancy" leaf texture and just drops the alpha channel (transparency).
An easy way to fix this is to take your old fancy leaves texture and put it on a lower layer than your fast leaves, but make it only 1% opaque. Minecraft will totally ignore a 1% transparent pixel (it's below it's transparency threshold) but it will become visible once transparency is disregarded altogether.
I hope that helps you.
No worries, though this is pretty severely off-topic in this thread. I suggest making a topic in Resource Pack Help for it. You can also send me a private message if you like, which may actually be better since I may need to see your leaf files (which you can't post on the forum proper if you didn't make them) to better advise you.
It's been promised for so long that I think it's safe to say that Mojang's own definition of what it will be has changed. It's obviously not going to be Bukkit. And with all of this work to abstract everything and give it identifiers, as well as all of the command block work, I'm more inclined to think that they're just going to invent a way to interact with the command block interface externally. Combine that with certain aspects of blocks being able to be designated with JSON now, and I think we have a potential recipe for a Java-less API. Which isn't a bad thing, it's just not as useful as what we have.
No problem, I'm glad you could appreciate it. And it's pretty interesting to hear your methods, too. I'm surprised to hear of someone still using JAD, actually. My experience with it, even with JADRetro added, is relatively poor. Though that's in regards to recompilation, not for your particular use. I've tried every other decompiler I can find and 99.9% of them crash with Minecraft. So far Fernflower has been the only one which brings me anywhere close to working code. I wrote a tool to automatically repair inner classes of enums before decompilation, which saves me some trouble in regards to manually fixing code. I still need to write one to try to search for exception throws, because otherwise I spend 20-30 minutes in Eclipse adding them. It's not hard, since Eclipse can do a lot of the work, it's just tedious. But there are still rare places where Fernflower doesn't decompile the code properly (mostly regarding loops), which results in the game just not working right in various ways, and it being near impossible to find. I honestly don't know how MCP managed to come up with their own patches to deal with that, especially now that the game is so much larger. I had to patch it once just to prevent it from exiting right before the title screen (the main loop wasn't looping), and then again so that the world would actually save (the file IO thread loop wasn't looping). Multiplayer is still broken though, for example. And who knows what else. But it runs!
I'm going to pass along a tool I found recently which has proven invaluable. It's called Java Bytecode Editor. It lets you view all the detailed information about classes you could ever want, including disassembled (not decompiled) code. I used it extensively for debugging the tools I wrote so far for working with and remapping Minecraft. Maybe it'll come in handy for you too.
WIP site for my mods / Intermediary / FMC / Redstone Paste / Hopper Ducts / Model Citizens / Simple Refinement / Endermanage / Fycraft / etc
Those words are so true and perfectly echo my own sentiments on the matter. Well said, mate!
In 1.8 Mojang might be giving us something to manipulate Minecraft in ways we've never been able to in the past, but it's not in a format that I can easily work with, and as far as I'm concerned, is directed more to those of us who are already familiar with writing code.
kahr, I hope you'll be able to somehow make sense of 1.8, so that dunderheads like me can still figure out how to edit blocks and models/entities. I can only speak for myself, but the way Mojang have gone about providing random blocks and models in vanilla MC is not very user-friendly in the least. Once nested brackets and other such arcane ways of writing simple instructions showed up in one of the 1.8 snapshots I knew I was on a slippery slope to confusion. If anyone finds this new system easy, all I can say is, "good for you" you're the future of Minecraft, some of us 'creative-types' (quite possibly only me!) who also enjoy manipulating the visual side of Minecraft find it extremely confusing. And yes, I'm aware of some very 'nifty' model editors and no doubt someone will probably make some editor that makes easier sense of writing instructions for block variants, but at the moment it's a confusing mess to me.
The thing I've always appreciated more than anything about your work with MCPatcher, is that you have made it possible for those of us with varying amounts of artistic flair, but absolutely no coding sense, the ability to make all kinds of visual improvements to our texture packs, using plain english instructions.
I've been around longer than most, so can remember how many years (yes years) that Mojang insisted they wouldn't support HD graphics or any of the other bits of visual wizardry you introduced. It still wrankles with me that, to my knowledge, they have given no credit whatosever in MCPatcher's direction and yet years later have adopted each and every improvement you introduced, but in ways that are more confusing to use...at least for the likes of me!
As thecrazydudesrd said, you actually listen to the artists who make packs and somehow seem to see things from their perspective and that they might not necessarily be ofay with code-like instructions...that's no mean feat. Against all the odds, amidst all the endless rewriting of obfuscated code that gets thrown out every update, you somehow manage to give us another MCPatcher tool that makes our worlds look beautiful again...even if it's only in our own eyes.
I understand your frustrations, kahr, and I would completely understand if you just threw your hands in the air and walked away from it all. As many have already said, take all the time you need (selfishly that would allow me more time to catch up with all the new textures. )
Can't thank you enough for keeping my interest in Minecraft going for so long.
Tumbleberry and I were fussing over the metallic gradient effect the new blending creates, but your tweak does the trick. Thank you very much! Very much appreciating your dedication to the technical end when Mojang doesn't seem concerned about supporting the community it benefits so greatly from. Enough complaining ... I'm just grateful there are devs out there like you.
So, thanks. ^^
I Started With A Clean Minecraft Then Installed Forge And LiteLoader(Linked To Forge) Then MCPatcher. All With MC Version 1.7.10.
Can You Help?
The first would organize based on connection weighting n first.
This second is alphabetical order in the file manager (with the exception of none).
Putting the CENDENT back in transcendent!
I'm using Minecraft Version 1.7.10, Liteloader 1.7.10 and MC Patcher 1.7.10.
I start with a fresh .Minecraft
I add in LiteLoader, start up Minecraft, create a new world, and have World Edit just like I'm supposed to. Yay so far!
I start up MC Patcher and look at versions...there is no LiteLoader version listed for me to patch
I only wanted MC Patcher for the connected textures, soI can use Glimmar's texture pack in all it's glory.
I tried Optifine, but it all got botched by changing the folder names. No idea how to use it without Forge. When I tried to do forge with all this, it creates a new version and I loose the LiteLoader. Ugh. Why did they have to make this so complicated? O.o I'm ending up with all these separate versions, none of them are together. Can you offer any suggestions as to why the list in the MC Patcher doesn't show the LiteLoader version in the drop down menu? Thanks!
Read the title
Embed Removed