• 1

    posted a message on Camera Studio Mod Crash Minecraft 1.8 Forge

    Mac uses .command files, Linux uses .sh files, Windows uses .bat files.


    All 3 of these files have different syntax, code requirements, the formatting of a .bat file will not be the same as that of a .command file, so renaming doesn't do anything. Unfortunately I don't use a mac so I can't tell you the exact code to use, but it should be obtainable by searching google.

    Posted in: Java Edition Support
  • 0

    posted a message on Shader's Mod - Crashes Upon Launch (Even on Weakest Shader)

    Can someone help me with my crashes?


    If your crashes are related then sure. Otherwise you'll need to make your own thread. Post the crash report, because we can't help without it.

    Posted in: Java Edition Support
  • 0

    posted a message on Shader's Mod - Crashes Upon Launch (Even on Weakest Shader)

    A EXCEPTION_ACCESS_VIOLATION (0xc0000005) means that Java is unable to read/write to the memory (RAM)


    The support site says the following:

    Your computer tries to load assets (ie. textures) into the memory, but loaded it into a portion of the RAM that was not allocated to javaw.exe (the Java runtime that runs Minecraft).

    There are a few things you can do to try to fix the problem:

    • Make sure javaw.exe runs as administrator
    • Allocate more RAM to the game (even if you have RAM on your computer, it might not be allocated to the game, change the -Xmx setting in the edit profile)
    • Update graphics driver to last stable version (avoid betas as they sometimes have issues, always update via the site, not through the windows device manager, it sucks at actually detecting the drivers)
    • If you're using Java 8 try downgrading to Java 7. Java 8, while quite stable, still has a few issues, and has been the cause of errors like this many times in the past.
    # Problematic frame: # C [ig75icd64.dll+0x89f10]

    This (from your log) states the problem is in your ig75icd64,dll file on your computer. This dll is your Intel graphics driver, which suggests the driver is in-fact the cause.


    Edit, this also appears to be related to this post: http://www.minecraftforum.net/forums/support/modded-client-support/2137333-glsl-shaders-mod-crashes


    Same issues, shaders crashing the game, same exact driver dll as your case, may be of additional help.

    Posted in: Java Edition Support
  • 0

    posted a message on How to get 200+ FPS + NO LAG with the best settings for Optifine!

    There are two buffers in OpenGL. The active one and the one being written to. When the scene is being drawn it's writing to the second buffer. when it's done being drawn the buffers are swapped. No two screen updates are available at any point in time for the monitor to physically select. With this render pipeline screen tearing simply does not happen unless the person coding the renderer makes a mistake and writes to the primary buffer. The problem with screen tears appears when the buffer is being written to at the same time that the monitor is copying the buffer. Since in the OpenGL pipeline the primary buffer is never written to, this doesn't occur. I get between 190 and 220 fps and have never had screen tearing on any OpenGL game. I've seen it on DirectX games, because they don't have a duel buffer.


    I don't need to read the wiki page on screen tearing, I'm very aware of what it is. I'm a programmer and I deal with 3D on a regular basis.


    VSync automatically requires that double buffering doesn't swap while the refresh cycle is being ran, however OpenGL does this automatically (And minecraft does take advantage of this function).


    Also, frame stitching is not very apparent in most cases, only inter times of extreme movement, where every frame has a high amount of difference from the last frame. at 60 fps, the frame stitching would have to occur around 8% or the time or more for your eye to even register having seen it.


    I'm not just spewing out anything I can think of. There has been research going on for years on this topic. People used to say that the human eye can't see more than 60 fps. This was proven false many years ago, and led to a series of very large investigation of framerates higher than 60.

    Posted in: Java Edition Support
  • 0

    posted a message on How to get 200+ FPS + NO LAG with the best settings for Optifine!
    Quote from Reble548»

    I have a suggestion, get a good computer! Mine runs a 1.8.3 freshly generated world at 300+ fps all the time if i do not cap it... And If you also did not know 200+fps is of no use because the average monitor these days can only display 60fps.



    While it is true that the monitor has a physical refresh rate of 60, it is not true that higher frame-rates don't affect the smoothness. Having higher frames than your refresh rate reduces the amount of frame stitching and stutter, and can make that 60 physical FPS more consistent. 60 fps does not mean 1 frame every 0.01666 seconds, the frames may come at random times, one frame may take 0,013 seconds and another may take 0.019 seconds. So the frames are not at a constant rate. if the monitor refresh rate occurs barely after the 0.013 second frame, it may occur again before 0.019 seconds because the refresh rate is consistent. This will lead to periodical duplicate frames. This is why higher FPS makes the game look smoother, even though the monitor doesn't show all the frames processed.

    Posted in: Java Edition Support
  • 4

    posted a message on How to get 200+ FPS + NO LAG with the best settings for Optifine!

    You can not promise 200+ FPS. Simply because your computer gets that FPS when using these settings. These settings will work differently on different computers. Simply setting the settings to the lowest is a really bad way of getting better performance. Mods like Optifine and FastCraft do actual optimizations that make the game run faster with the normal graphics already. 200 FPS isn't worth much if the quality of very poor, also, you don't really need 200 FPs for fluent gameplay, 100 is plenty for easy playability.

    Posted in: Java Edition Support
  • 0

    posted a message on I was making an orchard, and a rubber tree grew to ASTRONOMICAL proportions!

    shouldn't require Waila or the NEI highlight tool tips.The item in the inventory should show the name as well before placing it.

    Posted in: Java Edition Support
  • 0

    posted a message on Building a Modpack, and have a crash, of course.

    Forge can sort the id's out sort-of, that's not really what forge is for. The compatibility of forge is the fact that it's a way mods can modify minecraft without actually editing the physical files, and thus mods can edit the same code and be compatible. There is a method for getting the next available id, but it's not recommended to do this, because adding another mod can change the order things are registered and thus worlds can no longer be loaded because blocks are not correct. Because of this, blocks, items, entities, liquids, enchantments, potion effects, each have their id's defined manually, and editable through a config file.


    Although, I do not think your issue was with any type of id, the errors for those typically say that an id is already used. I belive you just did't have the proper version of Ars Magica installed for the version of Forge you have.

    Posted in: Java Edition Support
  • 0

    posted a message on I was making an orchard, and a rubber tree grew to ASTRONOMICAL proportions!

    There are more than one mod that adds in rubber saplings. Periodically you will get a sapling for a "Sacred Rubber Tree". It is advised NOT to plant these, they will do exactly what you have here, and most of the time will make the world unplayable. It's not a bug, it's a very rare sapling that really should never have been added.

    Posted in: Java Edition Support
  • 0

    posted a message on My Minecraft Keeps Crashing

    java.lang.IllegalArgumentException: ID is already registered: 375


    and:


    at wildycraft.WildycraftEntities.registerGlobalIDs(WildycraftEntities.java:460)


    Two mods are trying to register an entity with the same id as another. From the log it appears Wildycraft is the cause. Chances are Wildycraft has a config file somewhere in the "configs" folder, edit that and change the 375 to some other number. If you have NEI you can lookup how to write a dump file, which will create a table showing the unused id's.


    If there is no config for Wildycraft, you should remove Wildycraft temporarily, find out what mod adds in the entity id 375, and see if you can change the config for that mod instead.

    Posted in: Java Edition Support
  • 0

    posted a message on Mods are not working even though the are in the mods folder.

    I have seen people with the same issue with the administrative password. The folder your mods are in probably have permissions set that the java program can't access those files, doesn't have permission to read them unless you give yourself administrative access to the process.


    In the case this is not the cause, in the Launcher click on "Edit Profile". In there tell us what the "Game Directory" is. Make sure the mods folder is in that folder. If you changed that folder from the default, then having the mods folder in your %appdata%/.minecraft will not work.


    It may also be useful to post the game log. In the profile settings change "Launcher Viability" to "Keep launcher open" and copy the log over here (in a spoiler to help keep the page clean). This may help us as well.

    Posted in: Java Edition Support
  • 0

    posted a message on Building a Modpack, and have a crash, of course.

    Between versions of Forge, the names of packages and classes can change. Getting this specific error, and errors like it, are almost always caused because you have a mod that is not of the right versions for the version of Forge installed.


    By looking at your stack trace (although it's very hard to read because the part at the bottom where it shows the Uloaded -> Constructed is no longer on separate lines), we can see that Ars Magica is the first mod in the list that was not constructed, and from that point forward it doesn't show Constructed on any mod. This suggests that the mod causing the issue would be Ars Magica, make sure the version of Ars Magica you have works with that version of forge.


    A few debugging tips:


    Remove ars magica and see it it still crashes. If it no longer crashes, then ars magica is the cause.

    If ars magica is the cause, add only ars magica into the folder (move everything else elsewhere) and see if it still crashes. If it no longer crashes, then something is conflicting between Ars Magica and another mod. If it still crashes, you can confirm that it's the mod itself.

    IF the issue is a conflct, add each mod in one at a time and see if it crashes, once it crashes, the last mod you put in is causing the conflict.

    Posted in: Java Edition Support
  • 8

    posted a message on Camera Studio Mod Crash Minecraft 1.8 Forge

    This isn't a hardware problem, there is actually an error in the code.


    It is fixable, however you need to know some things about how Java works.


    You're getting a NullPointerException. Incase you don't know, null is a symbol for something that doesn't have a value.


    The error is coming because the code is trying to call a method on that variable, which happens to be null, which is impossible.


    What I'm about to explain is quite complex, but will fix the problem. Due to licencing terms it is not allowed to distribute the jar file, thus you will need to perform this yourself. It is recommended to make a backup of the mod before attempting to perform the edits following. Unfortunately because of limitations with tools that currently exist for Java and minecraft modding, which I will not go into much, it's not simply possible to decompile and modify the code to fix the issue (minecraft's code uses default package which can't be imported without errors), instead we have to modify the bytecode (the data that Java is compiled into) directly.


    There's a very nice program called JBE (Java Bytecode Editor) - http://set.ee/jbe/


    Open the camera studio mod up with an acrhive program like 7-zip or WinRar, and navigate to the sushen folder inside it. Take the file eaiae.class and move it out of the archive (JBE has issues sometimes writing to files inside the archive, so this is easier).


    Run JBE using the .bat file or the .sh file if you're running a flavor of Linux. If you're on a mac you'll have to create your own .command file. Once the program is running, you will use the open option in "File" and browse for that eaiae.class file you extracted. You will see something like this:

    Expand the "Methods" item by clicking on the "+". Expand the "<main>" item in the same way. Click on the "Code".


    You will see something like the following:

    Head over to the "Code Editor" tab. You'll see that line 5 is "aconst_null". Select that line and paste the following two lines in it's place.


    getstatic sushen/ieaea/oaoao Lbsu;
    invokevirtual bsu/t()Lcee;


    I will not explain what this does because it would require a very lengthy explanation of Java bytecode and stack-based languages. Your file should now look like this:

    If your code looks like that (and you haven't modified anything else besides replacing that one line with the two I listed above). Then click "Save Method".


    The last stage is to take that eaiae.class that has now been modified, and put it back inside the jar file. Once you've put it back into the sushen folder inside the mod jar, and if asked confirm overwrite, you're done. You may load up the game and use the third person mode without crashing.


    I will note a few things, the mod was never fully updated to 1.8, as such there are a few issues with the mod still. Even though the third person camera will work, and will record properly if you have the dependencies, the model and skin of the player who is recording it will not show up in the video, all other people render fine, however if you start up third person recording, and walk right in front of your camera, in the video you will not see yourself. I just got this working for myself earlier today, I'll experiment more with the mod and see if I can find a way to fix the player rendering in the video. If so, I'll edit this post.

    Posted in: Java Edition Support
  • 0

    posted a message on April Fools In Minecraft?
    Quote from turningdoorknob

    Guess what? There's a (you guessed it) bug! Walk on permadirt and hear the villagers say "Gravel!"
    Technically that's a bug with minecraft then, because the resource pack just replaces sounds so if it says gravel then in default it also plays the gravel sound.
    Posted in: Discussion
  • 4

    posted a message on April Fools In Minecraft?
    I didn't really find it funny. to me it makes the game almost unplayable. I downloaded Element Animation's Villager Sounds Resource Pack a while ago, and so when I hear it at first I thought my resource packs got messed up. I tried to force update my game and when that didn't work I deleted the versions folder and changed the game directory. When I still heard it I finally found this post and I'm extremely ed.

    Last years April Fools joke was good, because it was quick painless and a good laugh, this one is just annoying.
    Posted in: Discussion
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