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    posted a message on [1.3.1] GLSL Shaders (DoF, Bump Mapping, Waving Wheat, Dynamic Shadows, and More!)
    I am correct in believing the download in the OP now includes everything one needs (no downloading Shaders.n2 with it), right? The wiki installation instructions are still for the first release. If I'm mistaken please let me know.

    I'm completing installation but if I check the log there is an error:

    OS: Windows 7 (amd64) version 6.1
    Java: 1.7.0_02-ea, Oracle Corporation
    VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation

    Catalogging local mods
    Scanning C:\Users\Josh\AppData\Roaming\.Nitrous\mods
    Found mod Shaders
    Scanning C:\Users\Josh\Downloads\Shaders-Windows (1)\Shaders\mods
    Found mod Shaders

    Retrieving mod list from http://nitrous.daxnitro.com/repo/

    Catalogging local mods
    Scanning C:\Users\Josh\AppData\Roaming\.Nitrous\mods
    Found mod Shaders
    Scanning C:\Users\Josh\Downloads\Shaders-Windows (1)\Shaders\mods
    Found mod Shaders

    Starting installation
    Creating backup
    Unpacking JAR

    ==== Installing Shaders ====
    ==== Shaders Successfully Installed ====


    ==== Installing Shaders ====
    Error installing Shaders!
    java.lang.RuntimeException: adt class is frozen
    at javassist.CtClassType.checkModify(CtClassType.java:286)
    at javassist.CtBehavior.instrument(CtBehavior.java:661)
    at Hooks.install(Hooks.java:38)
    at daxnitro.nitrous.InstallThread.installMods(InstallThread.java:125)
    at daxnitro.nitrous.InstallThread.run(InstallThread.java:44)
    ==== Shaders Failed Installation ====

    Repacking JAR
    Installation complete


    The mod is working even though I receive this error, except I am still getting the effect where the screen goes bright or dark when wielding an enchanted weapon/tool.


    So I went ahead and tried downloading the Shaders.n2, version 2.0.1 from the repository, and ran again on a fresh install. This time I got this error (same error, just some additional lines in the log):

    OS: Windows 7 (amd64) version 6.1
    Java: 1.7.0_02-ea, Oracle Corporation
    VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation

    Catalogging local mods
    Scanning C:\Users\Josh\AppData\Roaming\.Nitrous\mods
    Found mod Shaders
    Scanning C:\Users\Josh\Downloads\Shaders-Windows (1)\Shaders\mods
    Found mod Shaders

    Retrieving mod list from http://nitrous.daxnitro.com/repo/

    Catalogging local mods
    Scanning C:\Users\Josh\AppData\Roaming\.Nitrous\mods
    Found mod Shaders
    Scanning C:\Users\Josh\Downloads\Shaders-Windows (1)\Shaders\mods
    Found mod Shaders

    Successfully imported mod Shaders
    Catalogging local mods
    Scanning C:\Users\Josh\AppData\Roaming\.Nitrous\mods
    Found mod Shaders
    Scanning C:\Users\Josh\Downloads\Shaders-Windows (1)\Shaders\mods
    Found mod Shaders

    Starting installation
    Creating backup
    Unpacking JAR

    ==== Installing Shaders ====
    ==== Shaders Successfully Installed ====


    ==== Installing Shaders ====
    Error installing Shaders!
    java.lang.RuntimeException: adt class is frozen
    at javassist.CtClassType.checkModify(CtClassType.java:286)
    at javassist.CtBehavior.instrument(CtBehavior.java:661)
    at Hooks.install(Hooks.java:38)
    at daxnitro.nitrous.InstallThread.installMods(InstallThread.java:125)
    at daxnitro.nitrous.InstallThread.run(InstallThread.java:44)
    ==== Shaders Failed Installation ====

    Repacking JAR
    Installation complete

    However, this appeared to fix the animated item issue. I'm guessing the older version of the mod was stored in /Roaming/.Nitrous/? So I guess the Wiki's installation instructions should still be followed, and Shaders.n2 should still be downloaded separately. You might add an additional note to the OP telling people to head to the Wiki before ever using the download linked, or include a link the the Shaders.n2 in the OP as well. The way it is now gave me the impression the Wiki was outdated, and that the only reason to choose a separate Shaders.n2 was if you wanted to install a previous version of the mod (rather than the latest included in the .zip).

    Anyways, now that that's resolved, any insight on the error and if it would have any adverse effects? It looks like it's the adt.class again, but I'm not using the mod I was before that modified it. I'm not using any mods now, not even MCPatcher. :sad.gif:

    P.S. One last thing. I'm definitely experiencing some input lag. I haven't seen anyone mention this, maybe I'm just more sensitive to it than others, but I'm positive it's not in my head. Not taking into account the lower framerate than normal, is there a higher latency between input and the frames output with this mod? Or is it purely because of the lower framerate (I don't think so, it's still 40+ and I've played other games at that framerate and not been so aware of it).
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.3.1] GLSL Shaders (DoF, Bump Mapping, Waving Wheat, Dynamic Shadows, and More!)
    Quote from LexMiner

    i can confirm that the cel-shader for 2.0 works but texture packs will need to be optimized, anything with transparency in sphax and balea looks messed up (trees, shrooms, etc...). i tried a pack called janinacraft and that looked fine. i can't try default textures cause i accidentally overwrote the default terrain with the sphax one so that is my default.

    thanks to the anonymous contributor, now lets work on combining all the known shaders for a supermega shader


    What does this have to do with my post? lol
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.3.1] GLSL Shaders (DoF, Bump Mapping, Waving Wheat, Dynamic Shadows, and More!)
    So... Does that mean the wielding an enchanted tool/weapon changing the brightness of your screen is supposedly fixed?

    Because I just downloaded the latest file, and installed it on a new .jar, and it's still happening (now it darkens my screen instead of making it brighter). :sad.gif:

    Edit: Actually it turns the screen darker at night, and brighter during the day, when wielding an enchanted item.


    P.S. EldingArtist: The mind doesn't "see" in frames per second, there's no such thing as being in sync with the display... In addition, I can clearly tell the difference between 30 and 60 even if I'm just watching a video source. But yes, the majority of the reason it feels smoother most of the time has more to do with the delay between input and what you see on the monitor. It's less with a higher framerate.
    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 DirtyMoDz

    :smile.gif:
    http://www.youtube.com...


    He's aware of the bug where looking at a mob makes the screen very bright already. Also, the transparent blocks in your hand is intended. You can disable it (back about 10 pages Dax posted how).
    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!)
    Is it my imagination or are ATI users consistently reporting significantly lower frames per second?
    Posted in: Minecraft Mods
  • 0

    posted a message on [V1.2.5] [SSP] Sensible Enchanting v4.9 - Updated for 1.2.5!
    I've read the thread, and haven't seen this answered so I just have a question. Do you think it's even possible to have a slider to choose enchanting level? Like the brightness slider, but 1-50 for enchant level, while everything else would function normally.

    If so, any chance a client side mod would work in SMP? Or does it rely too much on the server to choose the enchanting level?

    This is just in theory, whether you have plans or desire to add that functionality or not. Thanks. :smile.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 lambda746

    heres another bug for ya man

    It does this when looking at a zombie pigman in the nether.
    there's also some lighting errors, such as some netherrack being darker and more yellow than usual.


    How odd... I can confirm this happens for me too (the pigman glow). I'm not seeing any lighting errors in the nether though.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.3.1] GLSL Shaders (DoF, Bump Mapping, Waving Wheat, Dynamic Shadows, and More!)
    Quote from goat12345678

    Hey, Could someone help me install this shadermod?
    Like file---> Import?

    thx.


    What this guy said:


    Quote from Unscrewed

    1) Download http://nitrous.daxnitro.com/repo/download.php?mod=10
    2) Save to your desktop
    3) File > Import > shaders.n2
    4) Local Mods > Click "install mods"
    5) Wait for it to install
    6) Close the program, play Minecraft


    The file in step 1 is different from the .zip with the installer. Make sure you have that shaders.n2 file.
    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 daxnitro

    A great start to diagnosing the problem would be by posting the installation log. If you do that, I'll be glad to help you figure this out. If you really just want to know what files it modifies, I'll tell you right now it modifies acq.class, acr.class, adt.class, afv.class, cv.class, and ge.class. That information may be helpful, but why would I go about distributing it differently just to make people aware of that? The most I might change for you is making the patcher's log show which files it's editing. Don't say anything else to me until you've shown me the patcher's installation log (even if there's nothing in it).


    Thank you for the response. I was going to paste the log, I checked it when it failed (it just froze about 10% of the way through the progress bar), and I didn't actually see anything to indicate what the problem was. Going back to my old .jar and running it again gave me a different result this time. It says "Installation Complete" and gives no indication of a problem, but if I check the log it shows the following:

    OS: Windows 7 (amd64) version 6.1
    Java: 1.7.0_02-ea, Oracle Corporation
    VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    
    Catalogging local mods
    Scanning C:\Users\<User>\AppData\Roaming\.Nitrous\mods
    Found mod Shaders
    Scanning C:\Users\<User>\Downloads\Minecraft 100 mods\nitrous\mods
    
    Retrieving mod list from http://nitrous.daxnitro.com/repo/
    
    Catalogging local mods
    Scanning C:\Users\<User>\AppData\Roaming\.Nitrous\mods
    Found mod Shaders
    Scanning C:\Users\<User>\Downloads\Minecraft 100 mods\nitrous\mods
    
    Successfully imported mod Shaders
    Catalogging local mods
    Scanning C:\Users\<User>\AppData\Roaming\.Nitrous\mods
    Found mod Shaders
    Scanning C:\Users\<User>\Downloads\Minecraft 100 mods\nitrous\mods
    
    Retrieving mod list from http://nitrous.daxnitro.com/repo/
    
    Catalogging local mods
    Scanning C:\Users\<User>\AppData\Roaming\.Nitrous\mods
    Found mod Shaders
    Scanning C:\Users\<User>\Downloads\Minecraft 100 mods\nitrous\mods
    
    Starting installation
    Creating backup
    Unpacking JAR
    
    ==== Installing Shaders ====
    Error installing Shaders!
    javassist.CannotCompileException: [source error] no such field: p
    	at javassist.expr.MethodCall.replace(MethodCall.java:240)
    	at Hooks$2.edit(Hooks.java:61)
    	at javassist.expr.ExprEditor.loopBody(ExprEditor.java:223)
    	at javassist.expr.ExprEditor.doit(ExprEditor.java:90)
    	at javassist.CtBehavior.instrument(CtBehavior.java:663)
    	at Hooks.install(Hooks.java:57)
    	at daxnitro.nitrous.InstallThread.installMods(InstallThread.java:125)
    	at daxnitro.nitrous.InstallThread.run(InstallThread.java:44)
    Caused by: compile error: no such field: p
    	at javassist.compiler.TypeChecker.fieldAccess(TypeChecker.java:812)
    	at javassist.compiler.TypeChecker.atFieldRead(TypeChecker.java:770)
    	at javassist.compiler.TypeChecker.atMember(TypeChecker.java:952)
    	at javassist.compiler.JvstTypeChecker.atMember(JvstTypeChecker.java:65)
    	at javassist.compiler.ast.Member.accept(Member.java:38)
    	at javassist.compiler.JvstTypeChecker.atMethodArgs(JvstTypeChecker.java:220)
    	at javassist.compiler.TypeChecker.atMethodCallCore(TypeChecker.java:702)
    	at javassist.compiler.TypeChecker.atCallExpr(TypeChecker.java:681)
    	at javassist.compiler.JvstTypeChecker.atCallExpr(JvstTypeChecker.java:156)
    	at javassist.compiler.ast.CallExpr.accept(CallExpr.java:45)
    	at javassist.compiler.CodeGen.doTypeCheck(CodeGen.java:241)
    	at javassist.compiler.CodeGen.atStmnt(CodeGen.java:329)
    	at javassist.compiler.ast.Stmnt.accept(Stmnt.java:49)
    	at javassist.compiler.CodeGen.atStmnt(CodeGen.java:350)
    	at javassist.compiler.ast.Stmnt.accept(Stmnt.java:49)
    	at javassist.compiler.Javac.compileStmnt(Javac.java:568)
    	at javassist.expr.MethodCall.replace(MethodCall.java:234)
    	... 7 more
    ==== Shaders Failed Installation ====
    
    Repacking JAR
    Installation complete
    
    Retrieving mod list from http://nitrous.daxnitro.com/repo/
    
    Catalogging local mods
    Scanning C:\Users\<User>\AppData\Roaming\.Nitrous\mods
    Found mod Shaders
    Scanning C:\Users\<User>\Downloads\Minecraft 100 mods\nitrous\mods


    The mod was non-functional after launching when this happened.

    It looks like the adt.class was the culprit. I was using a mod which removes the void fog, and uses that .class to do so.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.3.1] GLSL Shaders (DoF, Bump Mapping, Waving Wheat, Dynamic Shadows, and More!)
    As far as performance, I'm experiencing a huge hit. Performance normally fluctuates a lot depending on situation but often between 90-400 on a Radeon 6850. With the mod I'm averaging about 40.

    The graph shows the render consistently climbing if I don't move the mouse until it reaches 99.92% (it rises exponentially slower as it approaches 100%, it may go even higher).

    I don't recall quite this massive of a performance hit in the old version, but I could be wrong. I also mainly used the waving grass/trees/wheat type shaders rather than DoF or bump mapping.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.3.1] GLSL Shaders (DoF, Bump Mapping, Waving Wheat, Dynamic Shadows, and More!)
    I know you don't want to discuss it, but this is what I was talking about earlier. When trying to install it, I don't know what .class files it modifies, and if it will be incompatible with other mods I have installed.

    First installation failed on the .jar with my regular mods. Installed on a fresh .jar, and the installation completed. So apparently it is incompatible with something but I have no way to diagnose what mod(s) are incompatible.

    So I load it up, and I can see the waving grass is working, and the DoF effect. Just need to run MCPatcher to get the HD textures working again. I do so, and start it up again, and this mod is no longer functional.

    So we start over, using MCPatcher first this time. Now I have HD textures and shaders. Until I install a mod that conflicts with them, which I won't know until I've already done so, since I have no idea what files this modifies.

    I really do appreciate your work, I think it's a wonderful mod and I have gotten much enjoyment out of it in the past. However, the installation method is a huge issue if you run any other mods.
    Posted in: Minecraft Mods
  • 0

    posted a message on Fullscreen on Dual Monitors?
    Quote from Zaburam
    "...That's not fullscreen"



    Oh of course it is my lad :3


    He's referring to it still being in a window.

    Afraid I can't help, fullscreen and Minecraft have never worked well for me. These days I can't take screenshots if I'm in fullscreen, it just gives an error.
    Posted in: Legacy Support
  • 0

    posted a message on [1.3.1] GLSL Shaders (DoF, Bump Mapping, Waving Wheat, Dynamic Shadows, and More!)
    When you say patcher, you mean installer like before (IIRC)?

    Is there a chance you will release a typical mod .zip too with the .class files, etc. we can drag in? In case there's conflicts with other mods, it's a lot easier to diagnose that way.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.3.1] GLSL Shaders (DoF, Bump Mapping, Waving Wheat, Dynamic Shadows, and More!)
    Quote from Danteland

    Maybe a little off topic but the texturepack azraeil uses on the first page. What is it called?


    Looks like Aza's Arid Pack to me.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.3.1] GLSL Shaders (DoF, Bump Mapping, Waving Wheat, Dynamic Shadows, and More!)
    That's great news, dax. As an ATI user the AA issue has plagued me for ages. Necrowizzard, the guy with the Water Shader mod, actually had working AA in his mod for ATI users and it was glorious, but short lived since it hasn't been updated and was only in one of his most recent releases of the mod.
    Posted in: Minecraft Mods
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