I have a very powerful computer but have always avoided shaders due to having to install mods on top of optifine, and most shader packs being far too resource heavy (such as sonics) for the looks they are giving.
I tried out your shader pack because I saw Optifine recently integrated shader support and I have to say - really great job.
Your shaders (extreme) look great and the best of all - they properly run on my system.
I have a GTX 970 with a i7 4790k and I'm easily able to get 100-150FPS at all times using the extreme shaders. The game looks beautiful and I'm glad that for once caves and other dark areas actually look good in a shader pack. You've made this a very playable shader pack! I like playing with shaders, not just using them for screenshots!
I only had one issue - I was getting super bright sides of blocks and didn't realize that wasn't intended. I went ahead and switched to "classic lighting" in Optifine and everything seems alright for now.
My only suggestion would be to maybe look into making water look a bit better. I don't really like how it looks, it looks very..... plasticy? I don't know how to explain it but its definitely not the best water I've seen. Reflections for players in water would be cool too!
FYI the dimension Id is configurable, he just has it in a weird config file.
The file is called "hammerChannels.cfg". No idea why he didn't include it in the factorization config.
Regardless, I'm still getting errors from my server about the dimension already existing even though I've changed it multiple times to something that wasn't taken, so I'm not sure what's going on but I'm not convinced factorization is handling the dimension / world properly - at least it doesn't seem to work too great on Cauldron.
Getting this error whenever a save occurs on the server since the 8888 update
[01:09:16 WARN]: net.minecraft.world.MinecraftException: The save folder for wor
ld .\world\DIM-7 is being accessed from another location, aborting
[01:09:16 WARN]: at net.minecraft.world.storage.SaveHandler.func_75762_c(
SaveHandler.java:98)
[01:09:16 WARN]: at net.minecraft.world.World.func_72906_B(World.java:423
8)
[01:09:16 WARN]: at net.minecraft.world.WorldServer.func_73042_a(WorldSer
ver.java:1080)
[01:09:16 WARN]: at net.minecraft.world.WorldServer.func_73044_a(WorldSer
ver.java:1046)
[01:09:16 WARN]: at net.minecraft.server.MinecraftServer.func_71267_a(Min
ecraftServer.java:519)
[01:09:16 WARN]: at net.minecraft.server.MinecraftServer.func_71217_p(Min
ecraftServer.java:823)
[01:09:16 WARN]: at net.minecraft.server.MinecraftServer.run(MinecraftSer
ver.java:658)
[01:09:16 WARN]: at java.lang.Thread.run(Unknown Source)
Latest update is causing this crash server side whenever an explosion occurs. Rolled back to 8.7 to fix the problem.
[pre]---- Minecraft Crash Report ----
// You're mean.
Time: 2/17/15 7:13 PM
Description: Ticking entity
java.lang.NoClassDefFoundError: net/minecraft/client/multiplayer/WorldClient
at net.minecraft.world.Explosion.func_77278_a(Explosion.java:160)
at net.minecraft.world.World.func_72885_a(World.java:2990)
at net.minecraft.world.WorldServer.func_72885_a(WorldServer.java:1155)
at net.minecraft.entity.monster.EntityCreeper.func_146077_cc(EntityCreeper.java:276)
at net.minecraft.entity.monster.EntityCreeper.func_70071_h_(EntityCreeper.java:151)
at net.minecraft.world.World.func_72866_a(World.java:2647)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:838)
at net.minecraft.world.World.func_72870_g(World.java:2600)
at net.minecraft.world.World.func_72939_s(World.java:2412)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:669)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:943)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:423)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:798)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:658)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: net.minecraft.client.multiplayer.WorldClient
at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:101)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 15 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.world.Explosion.func_77278_a(Explosion.java:160)
at net.minecraft.world.World.func_72885_a(World.java:2990)
at net.minecraft.world.WorldServer.func_72885_a(WorldServer.java:1155)
at net.minecraft.entity.monster.EntityCreeper.func_146077_cc(EntityCreeper.java:276)
at net.minecraft.entity.monster.EntityCreeper.func_70071_h_(EntityCreeper.java:151)
at net.minecraft.world.World.func_72866_a(World.java:2647)
at net.minecraft.world.WorldServer.func_72866_a(WorldServer.java:838)
at net.minecraft.world.World.func_72870_g(World.java:2600)
-- Entity being ticked --
Details:
Entity Type: Creeper (net.minecraft.entity.monster.EntityCreeper)
Entity ID: 4484
Entity Name: Creeper
Entity's Exact location: -309.64, 67.00, 123.03
Entity's Block location: World: (-310,67,123), Chunk: (at 10,4,11 in -20,7; contains blocks -320,0,112 to -305,255,127), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Entity's Momentum: 0.00, -0.08, 0.00
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:2412)
at net.minecraft.world.WorldServer.func_72939_s(WorldServer.java:669)
Also I'm not sure if you care, but it appears the newest update is causing troubles with Twilight Forest - you guys are using the same dimension ID, I recommend you change yours by default since Twilight Forest has been using "-7" for years and will likely save people the trouble of figuring out why both worlds are fighting for each other.[/pre]
Description: Ticking entity
java.lang.ArrayIndexOutOfBoundsException: 1
at net.daveyx0.primitivemobs.entity.passive.EntityChameleon.changeColorFromTexture(EntityChameleon.java:383)
at net.daveyx0.primitivemobs.entity.passive.EntityChameleon.changeColor(EntityChameleon.java:263)
at net.daveyx0.primitivemobs.entity.passive.EntityChameleon.func_70071_h_(EntityChameleon.java:140)
at net.minecraft.world.World.func_72866_a(World.java:2070)
at net.minecraft.world.World.func_72870_g(World.java:2034)
at net.minecraft.world.World.func_72939_s(World.java:1887)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1994)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:961)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
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:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
New build up! The opt-in feature is currently broken, but the mod will work fine on servers otherwise with 1.1.0! Sorry for the wait! Working on opt-in, but I thought you guys would like a working server build ASAP.
My rendering system seems to be the problem. I will investigate.
EDIT:
I found the probable issue - I was creating a new Tessellator instance each render tick. EDIT 2:
Oh my god - the RAM improvements are massive, from >1GB/s to 5MB/s. This was probably why Optifine is laggy with RC!
Love your mods, they complement other mods nicely for me.
I'm running the Feed The Beast Monster modpack and I'm running into somewhat of an issue.
Whenever a item texture from this mod (Reactor Craft in this example) is visible on screen, my ram usage starts skyrocketing (viewable in the upper right of F3 Menu)
I've tested this with chests full of other modded items and it doesn't appear to happen, but if I open a chest with a few stacks of Fluorite and leave my F3 menu up, you'll see the ram usage start going up and up and up before Garbage Collection kicks in and the process keeps repeating itself. The noticeable effect of this is that FPS drops and there are "freezes" as GC is stalling the game.
I don't mean a slow memory rise either, it's fast. Break a few Fluorite and leave them on the ground, and you see your F3 memory usage just continually go up until GC kicks in every few seconds just for it to do it over and over and over.
Even if I have the crystals on the ground, in a chest, on my quickbar, as long as they are visible - the ram just keeps rising up and up.
I've tried no optifine, i've tried with optifine, same result.
It's possible this is an interference with another mod, but since this is the only problem I've seen, decided I'd let you know.
I run Forge with Magic Launcher just fine, do not forget to set in Advanced -> Parameters -> "-Dfml.ignorePatchDiscrepancies=true" (without the quotes)
The jar way should also work, leave a space between -Xmx1G and -Dfml...
Currently there seems to be a problem with some mod textures, I need to experiment more.
In the newer Forge versions, they actually require that the jar is clean now and there doesn't seem to be a flag to allow it to run without doing so. 777 works fine with the patch flag and optifine modded jar, but a few builds after they decided to make things complicated because they disagree with the way you are modding.
Ok guys any ideas why Mo' Creatures would be spawning in a few BOP biomes but not most? I know Mo's gets the biomes from config files for a ton of mods but its not working at all. And since custom mob spawner handles vanilla as well I see literally no mobs at all.
2
Can you apply your 1.11 fix for Optifine into the 1.10 branch?
https://github.com/Ordinastie/MalisisCore/commit/649239629fb26818d5f7efac2e3e1affeb2bfff8
1
Just wanted to leave some feedback.
I have a very powerful computer but have always avoided shaders due to having to install mods on top of optifine, and most shader packs being far too resource heavy (such as sonics) for the looks they are giving.
I tried out your shader pack because I saw Optifine recently integrated shader support and I have to say - really great job.
Your shaders (extreme) look great and the best of all - they properly run on my system.
I have a GTX 970 with a i7 4790k and I'm easily able to get 100-150FPS at all times using the extreme shaders. The game looks beautiful and I'm glad that for once caves and other dark areas actually look good in a shader pack. You've made this a very playable shader pack! I like playing with shaders, not just using them for screenshots!
I only had one issue - I was getting super bright sides of blocks and didn't realize that wasn't intended. I went ahead and switched to "classic lighting" in Optifine and everything seems alright for now.
My only suggestion would be to maybe look into making water look a bit better. I don't really like how it looks, it looks very..... plasticy? I don't know how to explain it but its definitely not the best water I've seen. Reflections for players in water would be cool too!
Thanks for the fantastic work Sildur.
1
The file is called "hammerChannels.cfg". No idea why he didn't include it in the factorization config.
Regardless, I'm still getting errors from my server about the dimension already existing even though I've changed it multiple times to something that wasn't taken, so I'm not sure what's going on but I'm not convinced factorization is handling the dimension / world properly - at least it doesn't seem to work too great on Cauldron.
http://pastebin.com/vaHc8bfV
I've tried deleting the uid.dat and changing the dimension id to many, many numbers and it still all ends up the same way.
1
If you mean dimension ID, I tried changing it to different things multiple times and it still occurs. It's only this world the save issue occurs on.
I feel like a class is holding open a file or something so the server isn't able to complete a save on the dimension.
1
1
Also I'm not sure if you care, but it appears the newest update is causing troubles with Twilight Forest - you guys are using the same dimension ID, I recommend you change yours by default since Twilight Forest has been using "-7" for years and will likely save people the trouble of figuring out why both worlds are fighting for each other.[/pre]
1
0
Chunks are not loading in the very corners of view distance.
0
Also my clouds are flickering quite often when flying around, might be multi-core chunk loading related?
0
Doesn't seem to be working on my server...
http://pastebin.com/7FjujUWt
Edit: Turns out it doesn't support MCPC+, which is very bad.
0
Haha, glad to hear its fixed. Kudos!
0
Love your mods, they complement other mods nicely for me.
I'm running the Feed The Beast Monster modpack and I'm running into somewhat of an issue.
Whenever a item texture from this mod (Reactor Craft in this example) is visible on screen, my ram usage starts skyrocketing (viewable in the upper right of F3 Menu)
I've tested this with chests full of other modded items and it doesn't appear to happen, but if I open a chest with a few stacks of Fluorite and leave my F3 menu up, you'll see the ram usage start going up and up and up before Garbage Collection kicks in and the process keeps repeating itself. The noticeable effect of this is that FPS drops and there are "freezes" as GC is stalling the game.
I don't mean a slow memory rise either, it's fast. Break a few Fluorite and leave them on the ground, and you see your F3 memory usage just continually go up until GC kicks in every few seconds just for it to do it over and over and over.
Even if I have the crystals on the ground, in a chest, on my quickbar, as long as they are visible - the ram just keeps rising up and up.
I've tried no optifine, i've tried with optifine, same result.
It's possible this is an interference with another mod, but since this is the only problem I've seen, decided I'd let you know.
Thanks for reading!
0
In the newer Forge versions, they actually require that the jar is clean now and there doesn't seem to be a flag to allow it to run without doing so. 777 works fine with the patch flag and optifine modded jar, but a few builds after they decided to make things complicated because they disagree with the way you are modding.
0
Same issue.
0
Will you be including the "Fix" that this mod provides for the new 1.5 performance issues?
http://www.minecraftforum.net/topic/1720059-150pre-fps-fixer-01/
Thanks and have a great day! Looking forward to Optifine 1.5