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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Any chance of a _G version that would be compatible with minecraft extended?
    Posted in: Minecraft Mods
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    posted a message on [1.3.1] GLSL Shaders (DoF, Bump Mapping, Waving Wheat, Dynamic Shadows, and More!)
    Quote from Laurina

    Well, if Dax doesn't come back to do an update (and unfortunately I think he isn't going to - he's working on a game of his own), I will certainly try to keep updating it to work with future minecraft releases. I've done too much work on normal maps to let it all go to waste :wink.gif:


    Would it be possible for compatibility patch too? Like with optifog/optimine and/or minecraft extended (m and ns conflict for both, ct conflict for MCE and nf, di, pt, jf conflict for optifog/optimine, only the gt.class isn't conflicting in fact lol). I'm asking because MCE is like almost as required as modloader for many people, and well for optifog/optimine, this mod lowers fps, so a mod that can increase it back is always welcome I think.
    Posted in: Minecraft Mods
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    posted a message on [1.3.1] GLSL Shaders (DoF, Bump Mapping, Waving Wheat, Dynamic Shadows, and More!)
    Ok, I did get the parralax occlusion and the specular map working with Laurina's releashe. They do work very well (my fps dropped a lot but oh well, it's still playable), And it seems that the glass bug isn't there anymore (either laurina fixed it, either it is minecraft 1.6 or lwjgl 2.7.1...) But it needed something more to work than everything said here. It needed a shaders folder inside the jar with the shaders, otherwise it wouldn't work.

    Since I'm not sure if the original maker of this awesome mod will come back someday, Laurina, would it be possible for you to continue working on it? Like flan did for SDK. That would be great :wink.gif:.
    Posted in: Minecraft Mods
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    posted a message on [1.3.1] GLSL Shaders (DoF, Bump Mapping, Waving Wheat, Dynamic Shadows, and More!)
    Quote from Superbun

    Parralax, Specular and Bumpmapping are not enabled by default, you need to use shaders that incorporate them, try using theese ones (taken from Ghost2's HD pack) they incorporate the default shaders (world curvature and DOF), Parallax, spectacular and bump mapping as well as a 'bloom' lighting effect and waving plants, you'll need to edit base.fsh to change from a 128x TP to a 64X

    EDIT: slight problem, it appears that there isn't a setting for 64x TPs in either Ghost2's or the default files, anyone know what the values are?


    I'll try it thanks :smile.gif: by the way, with what program can I edit shaders? (And let's say I want to make nh and s terrain from a texturepack, what filter should I apply to the image? The ones I got for misa were outdated...)
    Posted in: Minecraft Mods
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    posted a message on [1.3.1] GLSL Shaders (DoF, Bump Mapping, Waving Wheat, Dynamic Shadows, and More!)
    Quote from pyrokinetic

    I get a blackscreen after doing:

    1) Install modloader
    2) copy contents of glsl_unofficial_166_ml.zip to minecraft.jar

    After the mojang splash the game just shows the menu background for a few seconds, there's a flash (looks like an error log but it doesn't show it for more than a second) and then I get a black screen. Basically as soon as I copy the patched glsl files **** hits the fan :/

    Edit:
    I managed to get the error log by running it in the test mode of mcpatcher:
    java.nio.BufferOverflowException
    	at java.nio.DirectByteBuffer.put(Unknown Source)
    	at java.nio.ByteBuffer.put(Unknown Source)
    	at jf.a(Unknown Source)
    	at jf.b(Unknown Source)
    	at fs.a(SourceFile:122)
    	at pt.b(Unknown Source)
    	at EntityRendererProxy.b(EntityRendererProxy.java:15)
    	at net.minecraft.client.Minecraft.run(Unknown Source)
    	at java.lang.Thread.run(Unknown Source)



    I got the same error while trying to use Misa210's texturepack but it doesn't crashes when using the default texture. I think that is because either the 1.6.6 GLSL is incompatible with HD texture (overflow exception say so...) or there is no terrain_nh and terrain_s.

    EDIT : This bug appear only when installing the jf.class of the GLSL shaders and not the one from MCpatcher* so install the patcher atfer. By the way, I was trying to use the parralax occlusion and the specular map, I did put the terrain_nh and terrain_s in the jar, but that doesn't do anything, do they work with this unoficial releashe?
    Posted in: Minecraft Mods
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    posted a message on [V1.5.2]Smith_61 Mods: DNDTextures
    Quote from airforce4422

    Wrong I was using better blocks long before I installed this and it worked just fine
    And they don't overlap class files


    You are using betterblock 3.4. If you had read the changelog, you would have seen that v3.4 is incompatible with minecraft extended, v3.5 correct that...

    Quote from agent_alex »

    ...


    fb.class error. You overwrited minecraft extended's fb class by industrial craft's one. Install minecraft extended ATFER industrial craft.
    Posted in: Minecraft Mods
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    posted a message on [1.7.10] nohero's mods: More Health Enchanted: Beta for Health Loss Issue 1/2/2016
    Would it be possible to merge the gq.class from industrial craft's nanosuit with the one of this mod please? :smile.gif:
    Posted in: Minecraft Mods
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    posted a message on [V1.5.2]Smith_61 Mods: DNDTextures
    java.lang.NullPointerException
    at BetterItemSubType.a(Unknown Source)
    at iw.l(SourceFile:226)
    at ModLoader.AddName(Unknown Source)
    at BetterBlockFence.ModsLoaded(Unknown Source)
    at mod_BetterBlocks.ModsLoaded(Unknown Source)

    Don't you see something? The problems come from betterblock, not minecraft extended....
    Posted in: Minecraft Mods
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    posted a message on [V1.5.2]Smith_61 Mods: DNDTextures
    hey smith, could you post the changelog for v7.05 please? (and explain the new compression option)
    Posted in: Minecraft Mods
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    posted a message on Why is every mod makes the fps drop?
    I'll re-install in order and see .. .: I will always uses the same map and stay idle for a few seconds

    Ok, I kicked out optimine/optifog really fast, it lowered my fps of about 10 on a vanilla minecraft, that's not something I expect from a fps-boosting mod...Guess there is some problem with my lil' nvidia gt220. And I found out that the problem doesn't come from the blocks, but from the ore generation. On a map that only have the basic ressources, fps stay at a resonable level, but on a new map, there is a huge fps drop. Anyways, here what I did if you're interested :

    Vanilla Minecraft : ~100fps (on far/best quality)
    Vanilla Minecraft (with 64x64 texture pack and zelda sound pack) : ~ 110 fps (yeah I know, don't ask me why I get higher fps with a HD texture pack than on default texture)

    With Modloader+audiomod+modoptionsapi+guiapi+guiapi patch (the mods requirement) : ~105 fps (no change)
    With Mo's creature (more creeps, that should lower fps) : still no change
    With Nature Overhaul : still no change
    With Minecraft extended+Preader (pretty much required too) : 85 average fps...

    === Block adding mods ====
    With Industrial craft : no change
    With plasma craft : ~80 fps
    With plastic craft : no change
    With planes and vehicule : ~75 fps
    With Betterblock : No change
    With finiteliquid : no change
    With xie farming (using xie's class over nature overhaul) : no change (still ~75 average fps)
    With the trains mod : ~70fps
    With pistons : no change
    With rways and garage : no change
    With buildcraft : no change
    I wanted nethercraft too but it doesn't work, the thread says it is incompatible with finiteliquid and industrial craft, too bad.

    === More addons ====
    (some may reduce fps)
    With Somnia : no change
    With single player command : down to ~65 fps
    With Toomanyitems : no change
    With zan's minimap : ~60 fps (lower fps was expected here)

    Test with a new map (the new ores will be generated) : ~35 fps

    I guess that a optimized xw.class (that's the one for the ore generation no?) would be a good mod request :tongue.gif:
    Posted in: Mods Discussion
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    posted a message on [V1.5.2]Smith_61 Mods: DNDTextures
    Quote from Joshua_Hislop

    What will dissapear? My buildings? My saves? The stuff in my inventory? My mods? The stuff in chests?

    Or does this mean that if I change the IDs of already placed items in my saves they will dissapear? So, for example, if I place Block A and assign it ID 1, then change its ID to ID 100, it will dissapear?

    Joshua H.


    Block will stay (as long as you don't change the id) because MCE doesn't change block's ID. MCE modify the range of block ID from 255 to 1024 in fact. Minecraft vanilla uses ID from 1 to 96 so they don't move. But since the block ID have increased, the mod had to put the items ID (wich start at 256 on a vanilla minecraft) further, to 1025+.

    Items that are in your inventory and in your chest (everything that isn't a block) will vanish because the ID are changed. The game will try to put the items with ID X in your inventory, but since X is now nothing (the new ID being Y) it will put x so...nothing.
    Posted in: Minecraft Mods
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    posted a message on [V1.5.2]Smith_61 Mods: DNDTextures
    Quote from Joshua_Hislop

    Ummm... What exactly does this mean? I'm planning to use this mod on an old save, but what exactly will be "long gone?" (1.6.6 pushed me over my sprite limit, apparently.)

    Joshua H.


    Since their id will change (going from 256+ to 1025+) they will disappear.
    Posted in: Minecraft Mods
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    posted a message on Why is every mod makes the fps drop?
    Hello everyone, the question is in the title...

    On a vanilla minecraft, I get something like 90 fps with the far render, and nearly 220 on tiny. I get similar results when using misa's 64x64 HD texture pack. Then, while modding my game, I did a lot of testing, I use optifog/optimine, and the more content mod I added, the more my fps dropped. While using only the largest mods (industrial craft, etc) I saw my fps drop to something like 70 (on far). Atfer I've added everything I wanted, mostly more block and items I found interesting, my fps (on far) was now at 35-40, and decreasing the quality and the distance render almost didn't change anything to that. I even went down to 3 fps while pumping water (with finite water's pump) ... with the default texture and lowest setting.

    I am a computer science student atm and I can't understand how something like that can happen. Seriously. I mean, a block or a item is only an array value in the game code, the size of that array doesn't really matter because the game say "id x = item", it doesn't does a loop to find the item (at least, I hope so...) The game doesn't even have to generate these new block in the map, they only exist in the game data. Could somebody explain to me how this is possible on a vanilla map please? And maybe, if possible, what can I do? (Yeah, I know, uninstall some mods)
    Posted in: Mods Discussion
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    posted a message on [V1.5.2]Smith_61 Mods: DNDTextures
    Thanks for the update smith :smile.gif: By the way, have you updated your m.class to make it optifog compatible?
    Posted in: Minecraft Mods
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    posted a message on [1.5.2] FiniteLiquid v5.93
    I would like to say that finite liquid + plasma craft causes a bug : original block and plasma craft's cannot be placed anymore in water when using these two mods. Others mods block still can however.

    I talked a bit with soundmaniac and he says that nothing on his mod can causes it. Could you look atfer that please? :smile.gif:
    Posted in: Minecraft Mods
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