• 0

    posted a message on [1.7.10 - 1.20.1]Sildur's shaders [PC/MAC/INTEL] Vibrant v1.51, Enhanced v1.16, Basic v2.2 are out now! (August 8th, 2022)
    Quote from Sildur»

    Use the latest preview version for 1.12.2, it fixes the crashing issue.

    Preview version of what? The shader pack or Optifine? I can't find any mention of or link to a "preview version" of either. Both appear to be the newest version.

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.10 - 1.20.1]Sildur's shaders [PC/MAC/INTEL] Vibrant v1.51, Enhanced v1.16, Basic v2.2 are out now! (August 8th, 2022)

    Updating my 1.12.2 install's Optifine from D2 to F5 caused Vibrant 1.27 High to crash the game whenever enabled.
    GTX 1070. 1440p.

    Description: Updating screen events
    
    java.lang.NoSuchFieldError: field_191308_b
    	at net.optifine.config.ConnectedParser.parseEntities(ConnectedParser.java:1248)
    	at net.optifine.shaders.EntityAliases.loadEntityAliases(EntityAliases.java:164)
    	at net.optifine.shaders.EntityAliases.update(EntityAliases.java:89)
    	at net.optifine.shaders.Shaders.loadShaderPackProperties(Shaders.java:1086)
    	at net.optifine.shaders.Shaders.loadShaderPack(Shaders.java:948)
    	at net.optifine.shaders.Shaders.setShaderPack(Shaders.java:871)
    	at net.optifine.shaders.gui.GuiSlotShaders.selectIndex(GuiSlotShaders.java:91)
    	at net.optifine.shaders.gui.GuiSlotShaders.func_148144_a(GuiSlotShaders.java:81)
    	at net.minecraft.client.gui.GuiSlot.func_178039_p(GuiSlot.java:323)
    	at net.optifine.shaders.gui.GuiShaders.func_146274_d(GuiShaders.java:117)
    	at net.minecraft.client.gui.GuiScreen.func_146269_k(GuiScreen.java:501)
    	at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1758)
    	at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1097)
    	at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:397)
    	at net.minecraft.client.main.Main.main(SourceFile:123)
    	at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    	at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
    	at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    	at java.lang.reflect.Method.invoke(Method.java:497)
    	at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
    	at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
    Posted in: Minecraft Mods
  • 0

    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)

    I hate to bring this up again, but just to be sure I understand…

    If I were to create a 24x texture pack, Optifine would load and render it correctly, without glitches or resizing the textures?

    It wouldn't mipmap corectly, but it would work aside from that, right?

    Posted in: Minecraft Mods
  • 0

    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from sp614x»

    24x is not a multiple of 16.
    With 24x only 3 mipmap levels are possible: 2 x 2 x 2 x 3 so mipmaps will have some flicker.
    48x allows 4 mipmap levels: 2 x 2 x 2 x 2 x 3 so the 16x textures will be smooth, but all 48x textures will have some flicker.

    Wait, so the textures will be loaded correctly, and won't be re-scaled to powers of two?
    If so, then that's one of the two things stopping me from making the pack, down.
    Posted in: Minecraft Mods
  • 0

    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from sp614x»

    Non power-of-2 textures break the mipmaps for all other textures.
    Vanilla in this case just reduces the mipmap level or disables the mipmaps.
    OptiFine scales the offending textures to power-of-2 dimensions in order to keep the mipmaps.
    You can disable the mipmaps to stop the rescaling.

    When most of the textures are higher resolution (lets say 64x), OptiFine may upscale smaller textures to 64x in order to enable all 6 levels of mipmaps (64 = 2 ^ 6). It checks what percentage of the textures are to be upscaled and does it only if the atlas texture increase is going to be minimal.

    Without this fix (vanilla) the mipmaps does not work correctly for high resolution textures. For example a 256x resource pack could only enable 4 mipmap levels because of some 16x textures and it loses the other possible 4 levels (2 ^ 8 = 256). The effect is identical to running a 16x pack without mipmaps (heavy texture flickering).

    The correct solution is to use power-of-2 textures, they scale correctly and do not have problems with mipmaps.
    Non power-of-2 textures are generally difficult and problematic in OpenGL. Vanilla and almost all resource packs use power-of-2 textures.

    What about supporting multiples of 16 better?
    I've been patiently waiting for the game to support 24x properly, so I can start developing my texture pack again.
    Even if I had to make it 48x with 2x2 pixels, it would be worth it.
    Posted in: Minecraft Mods
  • 0

    posted a message on command block help - selector arguments

    Amazingly, this still hasn't been fixed…

    But here's a suggestion post: Post

    Vote it up, and this may be solved.

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Any plans to re-implement custom-percentage-chance/biome-relative/height-relative random mobs?
    Posted in: Minecraft Mods
  • 0

    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2
    Here's an idea I've been considering for a while.
    A different type of cave world gen, one comprised of smaller (~16-~48 block diameter) caverns linked by a network of tunnels.
    Each cavern would represent a different biome and most biome caverns would have some amount of glowstone it them, anywhere from a few blocks sprinkled around or a whole coating on the ceiling.
    Probably about 35% of the caverns would just be ordinary stone, dirt and gravel caves. These would statistically have more tunnels linking to them and are far more likely to have little to no glowstone. Tunnels would generate in much the same fashion as cave generation in default, except that their paths are related to the positioning of caverns. Not all caverns need a tunnel and some( like mushroom caverns) intentionally generate without them, so they can only be reached by digging to them.
    Everything from forest biomes( trees on a relatively flat grass floor, ceiling mostly coated in glowstone) to tundras( frozen ice caves crusted with or even blocked by snow) to oceans( large caverns where the floor is roughly the same dome shape as the ceiling, about half-flooded and with many stalagmites/stalactites.
    I've always wanted to see something like this in Minecraft. Feel free to use the idea and please let me know what you think.
    Posted in: Minecraft Mods
  • 0

    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2
    Quote from YO_LOrenzo

    how do you go to the nether in skyblock if you can't make flint and steel

    This is a question for the Skyblock discussion, not BWG.
    But… I will tell you this much: flint and steel isn't the only thing that lights fires.
    Posted in: Minecraft Mods
  • 0

    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    The Natural Textures feature seems to have stopped working in B4 Ultra.
    I haven't tested all versions but I have checked the logs and there are no errors related to it.
    I am also using Forge 789 in Minecraft 1.6.2.
    I can't bring myself to play the game without it. (Yeah, I'm insane, whatever.)
    Please look into it.
    Posted in: Minecraft Mods
  • 0

    posted a message on Sphax PureBDcraft (14/09/2019) - All resolutions / 100% complete
    What happened to all of the RandomMobs textures? They're missing from the latest version!
    Posted in: Resource Packs
  • 0

    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]
    Quote from JonnyBrando

    Java 7 is available from the Oracle Java (java.com) website:
    http://java.com/en/download/manual.jsp


    Oracle Java for OS-X is highly unstable, resource hogging, incompatible and it has SERIOUS security issues.
    Unless you have some very good and reliable anti-virus software that you know specializes in Java, stick with the Apple releases.
    And if you do decide to use Oracle Java, it's hard to go back. And by that I mean it's next to impossible to uninstall without breaking Java altogether.
    Posted in: Minecraft Mods
  • 0

    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Client> 2013-07-22 18:39:59 [SEVERE] [ForgeModLoader] The minecraft jar file:/Users/■■■■■■/Library/Application%20Support/minecraft/versions/1.6.2-Forge9.10.0.789-mcpatcher/1.6.2-Forge9.10.0.789-mcpatcher.jar!/net/minecraft/server/MinecraftServer.class appears to be corrupt! There has been CRITICAL TAMPERING WITH MINECRAFT, it is highly unlikely minecraft will work! STOP NOW, get a clean copy and try again!
    Client> 2013-07-22 18:39:59 [SEVERE] [ForgeModLoader] For your safety, FML will not launch minecraft. You will need to fetch a clean version of the minecraft jar file
    Game ended with bad state (exit code 1)

    This happens when trying to install Optifine and Forge in 1.6.2.
    Is this an Optifine problem or an MCPatcher problem?

    EDIT: Never mind!
    If anybody else runs into this problem, simply hit "Edit Profile" and enter the following codes into your JVM arguments.
    "-Dfml.ignoreInvalidMinecraftCertificates=true -Dfml.ignorePatchDiscrepancies=true"
    (Be sure to put a space between them and the code before them.)
    Posted in: Minecraft Mods
  • 2

    posted a message on [1.5.2] Mob Dismemberment [v1]
    I think iChun just has too many mods he's trying to support simultaneously, and he tends to depreciate aesthetic one such as this.
    It's not just that it's late to update… But it still has some glaring issues that haven't been fixed!
    I'm not even talking about bugs like double-dropping; I mean major functionality problems.
    For instance: gibs still push players. Not only is this obnoxious in gameplay but it causes miscommunications between client and server.
    If instead the gibs could be pushed by but not push players and other mobs( like passive mobs in recent versions of the game) then the gameplay experience would be so much better!

    As someone who values the experience of a game more than anything, I cannot enjoy it properly without this mod.
    However… With the serious issues and lack of updates… I cannot bring myself to use it, either!

    I know of many changes which could be done to the mod to improve it but I fear they will be ignored and this mod will stay forever one version behind, stagnant.
    Posted in: Minecraft Mods
  • 0

    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from JerryCZZ

    Hi. I have a problem. I use Optifine 1.5.2 U D2 and forge 7.8.0.688 with a few mods.
    When I turn on the MC without optifine I see textures normally, but when I turn on the MC with optifine so are items invisible. Sample:

    Before use OF:
    http://i.imgur.com/2Mpd4oP.png

    After use OF:
    http://i.imgur.com/az83kmv.png

    where is the problem? Thanks.


    Try reseting back to the vanilla game, switching to the default texture pack and then re-patching with Optifine.
    It could be an issue caused by the base-code trying to load 32px as a standard pre-modifyer instead of 16px.
    Posted in: Minecraft Mods
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