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    posted a message on Pixel format not accelerated - Crash
    So after reading about this, it means that the game can't find OpenGL and either my video card is too old or my drivers don't support OpenGL. However, this isn't the case and I still can't fix it.

    I have a Nvidia GTX680 and minecraft was running fine on the 310.70 drivers, then I got a balloon from the Nvidia control panel telling me the 310.90 drivers were released so naturally i went and updated them. Now I get this error:
    LWJGL Version: 2.4.2
    org.lwjgl.LWJGLException: Pixel format not accelerated
    at org.lwjgl.opengl.WindowsPeerInfo.nChoosePixelFormat(Native Method)
    at org.lwjgl.opengl.WindowsPeerInfo.choosePixelFormat(WindowsPeerInfo.java:52)
    at org.lwjgl.opengl.WindowsDisplay.createWindow(WindowsDisplay.java:185)
    at org.lwjgl.opengl.Display.createWindow(Display.java:311)
    at org.lwjgl.opengl.Display.create(Display.java:856)
    at org.lwjgl.opengl.Display.create(Display.java:784)
    at net.minecraft.client.Minecraft.a(SourceFile:223)
    at asq.a(SourceFile:56)
    at net.minecraft.client.Minecraft.run(SourceFile:515)
    at java.lang.Thread.run(Unknown Source)
    org.lwjgl.LWJGLException: Pixel format not accelerated
    at org.lwjgl.opengl.WindowsPeerInfo.nChoosePixelFormat(Native Method)
    at org.lwjgl.opengl.WindowsPeerInfo.choosePixelFormat(WindowsPeerInfo.java:52)
    at org.lwjgl.opengl.WindowsDisplay.createWindow(WindowsDisplay.java:185)
    at org.lwjgl.opengl.Display.createWindow(Display.java:311)
    at org.lwjgl.opengl.Display.create(Display.java:856)
    at org.lwjgl.opengl.Display.create(Display.java:784)
    at org.lwjgl.opengl.Display.create(Display.java:765)
    at net.minecraft.client.Minecraft.a(SourceFile:232)
    at asq.a(SourceFile:56)
    at net.minecraft.client.Minecraft.run(SourceFile:515)
    at java.lang.Thread.run(Unknown Source)


    It doesn't matter what version of LWJGL I use. I tried reverting back to the 310.70 drivers and it does the same thing. I tried reverting to many other driver versions and it does the same thing. I tried doing a system restore and it does the same thing.

    My system specs:
    Windows 8 Pro
    AMD FX 8150 (8 core) clocked at 5Ghz
    32G of G.Skill 1600mhz
    Raid0 Hybrids
    Nvidia GTX680

    Hope someone has a solution for this, because i haven't been able to find any :\

    Thanks.
    Posted in: Java Edition Support
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    posted a message on [1.7.4] Rainbow Xp Mod
    I want to use this so bad!! Make it forge loaded please! :)
    Posted in: Minecraft Mods
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    posted a message on [1.4.5] [Forge] WorldEditSP
    Quote from q3hardcore

    Hmm.. there's a bit of a fatal flaw in this mod, in that it could run on a server.
    I don't really see the point of this, but it should work if you're op.
    Note that WorldEdit is natively a Bukkit plugin.

    EDIT: If you mean installing it on a client, then trying to use it on a server,
    then, no, that will not work. Just ask the server admin to install WorldEdit.



    Sweet, I have been waiting for worldedit for my vanilla server since the day i stopped using bukkit!

    Thanks much!
    Posted in: Minecraft Mods
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    posted a message on [1.6.4] ForgeIRC v1.0.18, Soul Shards v2.0.15, and Recipe Remover v1.1 [Updated 1/1/2014]
    Anyone got a working link to 1.4.6 soulshards?

    Has a config option been implemented for soulshards to disallow or configure the consumption of spawners?
    Posted in: Minecraft Mods
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    posted a message on [1.4.5] [Forge] WorldEditSP
    Am I right to guess outright that this doesn't work on servers as an op?
    Posted in: Minecraft Mods
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    posted a message on Dynmap - Dynamic web-based maps for Minecraft
    Quote from mikeprimm

    COOL - we can fix this easy :) I'll try to throw something together for 1.4-alpha-1 (which I hope to get out tonight) :)


    Sweet.

    I don't know if it matters, but i realized after I posted that the +256 only applys to items and I double checked the config, the id is actually 4095, not 3911. That math didn't add up anyway :D
    Posted in: Minecraft Mods
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    posted a message on Dynmap - Dynamic web-based maps for Minecraft
    Quote from mikeprimm

    Can you confirm that the vanilla walls wind up being block 210 instead of 139? If so, we can come up with a fix/support for this pretty easily.


    Confirmed, all recipes for walls produce the mod version of the walls and use the mod id, which in my specific case is 4095.
    Config path:
    config/vanillawithsprinkles/FancyFences.cfg
    block {
    I:"BlockID used by the modded wall block"=3911
    }

    If you didn't know, it's the config # + 256 = 4095

    Thanks for the support mikeprimm, your the best :)
    Posted in: Minecraft Mods
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    posted a message on Dynmap - Dynamic web-based maps for Minecraft
    Quote from mikeprimm

    Those refer to player faces not rendering, not lack of player position (you'll get an outline) - not clear to me that that is the same thing (unless that is what you're getting). I can point you to almost any of the 25,000 servers currently running Dynmap, and you'll see it working - trust me, its not a feature that I'd only get a couple of folks ­b*tching about if it wasn't working.

    First question - is your server able to DNS resolve and access the faces URL? See skin-url setting (http://s3.amazonaws....ns/%player%.png is the pattern). Since the server fetches and processes the skins to make the faces, this needs to be usable by the server - both DNS and firewall-wise.


    I think you missed the part where I figured out what was causing the faces/location problem and it had nothing to do with dynmap.

    Quote from mikeprimm

    On the walls, be sure that you don't have some other mod's configuration set to try to use block ID 139 - even if the setting in the configuration file is obsolete, if its in one of the active mods, it can cause us to override the model and texture for the block with the one for the mod. We trust that the IDs are right, and intentionally override what we get from the mods over the vanilla stuff, as older supported versions (e.g. 1.2.5) have mods that use the IDs that have since been claimed by Mojang (for example, the RedPower plants block in Tekkit 3.1.3 uses 139).


    I use FancyFences, http://www.minecraftforum.net/topic/1298016- , could that be conflicting?
    Posted in: Minecraft Mods
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    posted a message on [1.5.2] Weeping Angels [V1.5.10 - 22, MAY,13] FORGE [SP/MP]
    Please add the ability for angels to put out xycraft torches (sulfur and aluminum torches)

    Maybe a config entry to add new torch id's?
    Posted in: Minecraft Mods
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    posted a message on Dynmap - Dynamic web-based maps for Minecraft
    Quote from mikeprimm

    I've been working on 1.4-alpha-1, specifically for 1.4.6, and specifically to try to improve the update rendering performance Forge lacks the update hooks that Bukkit has, so having the 'fine grained' triggers we have in the Bukkit version isn't currently practical - we know when something changes, or may have changed, but not why. Essentially, we're hooked in to the path used by the server to notify the client of block changes and chunk updates - unfortunately, some mods are overly generous about using these notifications, and the fact that the block was 'updated' doesn't necessarily mean it needs to be repainted by us: but we don't, in general, know without redrawing the tile. BuildCraft Pipes are particularly nasty this way - truckloads of updates from pipes that are moving stuff, none of which really calls for a redraw on our part. The 1.4-alpha-1 will include a mechanism for ignoring updates to 'chatty' blocks like these - at the expense of possibly not redrawing the block some times that may call for it. I've added the 'ignore-updates' setting on a number of particularly nasty offenders, and it has dramatically improved the routine update rate I see on my industrial server. The alpha will also include some render-trigger controls - and some more optimizations on the use of those triggers. I'll probably not do alpha-1 for all Forge platforms: I want to look at doing some more spins on this tuning before propagating it across the older Forge versions.


    If you didn't know, you can request new hooks for forge on their site. :)
    Posted in: Minecraft Mods
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    posted a message on Hit Splat Damage Indicators v3.3.2 RPG UI and Damage Amount Mod
    Please change it so that it doesn't tell you if damage indicators is up to date. I only need to know if it ISN'T up to date! :)
    Posted in: Minecraft Mods
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    posted a message on [1.4.6]Private Server - 150+ Mods - Survival - Mature Players Only
    Seems like bumping is not against the rules here as everyone else is doing it. So... Bump.
    Posted in: PC Servers
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    posted a message on ChickenBones Mods
    MISSING Creative Mode Buttons? id Bans Not Working? READ THIS:
    So I finally figured out what was going on with this. It turns out if you install the wrong version of LoginMessage (For Rei's Minimap) on your server, it breaks NEI (not to mention dynmap and twilight forest

    You need to install the FORGE SERVER version of loginmessage. Put it in your mods folder, don't use the vanilla server version (the one that goes in the jar)

    And fixed..
    Posted in: Minecraft Mods
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    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)
    Quote from Benimatic

    If you go to that page, and then open the spoiler marked "How to Enable Cave mapping / Entities radar on SMP" and then scroll down to "LoginMessage v0.4", you will see there are patch files for vanilla server and for Forge server. I usually see the error you're reporting when people patch a Forge server with the vanilla server file. If that's not the issue, let me know and I'll look into it further.


    Thanks for all your support, that was the problem. You never mentioned LoginMessage before so I thought Rei's minimap was the problem.

    Cheers
    Posted in: Minecraft Mods
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    posted a message on Dynmap - Dynamic web-based maps for Minecraft
    Quote from mikeprimm

    You've got a specific problem of some sort - I can't produce this, and haven't gotten reports from anyone else.


    Have you been reading the thread? many people are reporting this problem.

    Quote from mikeprimm

    Still not seeing either of these problems - not on my servers, not on several other customer servers that I routinely monitor. I use player location continuously during development, as does everyone else that uses this. Ditto for the walls - they're rendering fine in 1.2 and 1.3 on all versions. Be 100% sure that you've updated ALL the files from our ZIP - AND any copies you may have made for an external web server (e.g. if the HTML, javascript, and CSS files under the 'webpath' were copied to another directory under an external web server's paths). Running mixed file sets is a sure fire way to not get a functional configuration.


    This is a clean install, the 1.4.5mc 1.3 works for player locations. The 1.4.6mc 1.3 has no player locations, no images are ever placed in the faces folder either.

    These are all brand new files with a new server instance (although it also doesn't work with my existing server either)

    Here is a quote from another person with this problem:
    Quote from TheCrestedMingus

    I have the same problem as noted a couple posts above - player faces are not rendering on the map. I've checked the directory and the faces folders (8x8,16x16,etc) are not updating with any images at all - so players are therefore not visible on the map.

    I am running version 1.4.6 of minecraft with lots of mods.
    I am using dynmap 1.3 alpha 2.

    Thaumcraft rendering of trees now works.


    and another:
    Quote from TheCrestedMingus

    Had dynmap working fine on 1.4.5, but since updating to 1.4.6 player faces will not show upon death, but I am using the new 1.3 alpha 1 that claims to fix this problem. I've determined that the 'face' folder in web doesn't appear to be loading any player faces at all, so perhaps this is the problem?


    EDIT: I stumbled upon the fix by accident, you may want to mention this somewhere:

    If the server is running LoginMessage for rei's minimap located here: http://www.minecraftforum.net/topic/482147-

    Then they MUST be using the Forge Server version of the LoginMessage and NOT the vanilla server version. This not only breaks Dynmap locations, but it also breaks the Twilight Forest portal.

    Sorry for all the trouble mikeprimm. I still want vanilla walls though :)
    Posted in: Minecraft Mods
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