Quote from sp614x
Preview OptiFine_HD_G
OptiFine_1.7.3_HD_G (Classic): Download
OptiFine_1.7.3_HD_S_G (Smooth): Download
OptiFine_1.7.3_HD_MT_G (MultiThreaded): Download
The versions:
- HD_G - standard OptiFine
- HD_S_G - OptiFine Smooth, replaces MTL, smooth chunk updates
- HD_MT_G - OptiFine Multithreaded, can use second CPU core
What is new:
- Fixed handheld item rendering for HD textures, also works in third person view and multiplayer
- Fixed dynamic fire texture
- Added Zoom - press 'C' to test, very useful on FarView
- Added Smooth Input - fixes unresponsiveness, stuck keys and delayed or repeating sounds.
- Reorganized settings
OptiFine Smooth replaces Multithreaded Light (MTL) which was having too many problems and most importantly was not compatible with mods which do custom rendering with texture switches. It should also be much more stable.
OptiFine Smooth works by splitting the complex chunks in pieces and then traditionally loads them on the rendering thread. By deciding how many pieces are to be loaded per frame it is able to distribute one complex chunk on several frames or load many simple chunks in one frame.
Please test and report back.
Ohh yesss. That item rendering fix is the best ever. Even if you use OptiFine only for the HD textures, it makes it 100% better than MCPatcher, because as far as I know it still has that bug.
Also fire looks fine now, so that's good.
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~ iiiHuman ~
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They're compatible. I, along with others, am running both together. No problems creating Aether Portals etc.
~ iiiHuman ~
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I think a lot of confusion comes from (1) the names of these mods, and (2) the separate Optimine and single OptiFog+Optimine (since I believe there's no separate OptiFog by itself).
I believe most people see "OptiFog" and only think it's just another mod for adjusting fog effects and that's it. "Optimine" doesn't really seem to say much either but sort of looks like it's some kind of mining mod or a mod that gives new mining tools etc.
I really think that both need to be kept wrapped up together and not use separate names.
However, that leads to a question of what you would call the one package. Originally, I was thinking of trying to stay along the same lines of what is currently in use. So, I was originally thinking something like Opticraft. However, that still doesn't seem to really solve the problem and also sort of makes it sound like it's another crafting mod. So, what to do? Well, I think the word "tweak" sums up the mod(s) a lot better. So, my current suggestion is "Minecraft Tweaker." You don't have to go with some shorter version where something gets lost in the translation. Sure, you could possibly try something like "Minetweak" or even "Minetweaker" but I do feel the nature of the mod would still tend to get lost a little bit.
If it were changed to "Minecraft Tweaker" (or something close/similar), I am sure a LOT more people would be using this mod. In fact, I feel pretty confident that most people would probably drop using the HD Patcher instead at all really.
That leads me to the final thing I wanted to talk about. There is a note in the original post of this thread that explains how to get the mod(s) to work if someone still needs to use the HD Patcher. I don't get why someone would still need the HD Patcher since "Minecraft Tweaker" (aka, OptiFog+Optimine) does everything it does and also adds performance boosts and additional tweaking features.
Just some thoughts I had and wanted to share.
~ iiiHuman ~
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I somehow continue to be amazed by the idiotic closed-minded comments like the above. I can almost understand some of them based on that the people making those type of comments obviously haven't tried the pistons from the mod before they were added to the game itself. Yet, those same people aren't even reading the many other comments explaining over and over again why there is an update or this mod is continuing. Of course, it shouldn't even need to be explained again each time in the first place.
Again, ...
The "official" pistons (added to the game itself) changed some things from the "original" pistons (from the Pistons Mod). Some people may or may not like some or all of the changes. For example, official pistons don't launch entities like TNT like the Pistons Mod allowed/allows. The new "patch" update of this mod restores that ability.
~ iiiHuman ~
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For those of you that were looking for the information someone had posted about having made a multiplayer version of this mod, here was that info:
I do not know if the links he provided still work but I would suspect that those links are to a previous version before he implemented the bug fixes he also spoke of after he posted those original links. I don't believe he re-posted the links for the updated version.
~ iiiHuman ~
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Okay, I know the Floodgate Mod has conflicting Block IDs by default. I'm not sure about the others for which you have a lot of. Someone else may know.
Here's the quickest way to figure out if there are any other conflicts:
There are instructions in the original post of this thread for modifying a "Pistondv" properties file to help resolve Block ID conflicts. But, you have to make sure that the new values you enter are not being taken by another one of the mods.
~ iiiHuman ~
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Like everything else, rails are their own block. Yes, mine carts and players and creatures can take up the same space of the rail block but this is because they allow certain items to go through that block. Other than that simple explanation, let's not go there.
Just as if you pushed a block out from underneath another block, the top block doesn't move. In this case, the rail has nothing underneath it and it can't have that. But, you can move the rail block itself by pushing/pulling the rail itself instead. As long as there will still be a block underneath the rail, the rail will continue to be there. Note, though, that this only works when pushing/pulling rails to and from the sides. It will not work if you try to push a block (the block underneath it) up nor the block (from above the rail) down.
In short, just push/pull the rail itself from the sides--not the block underneath it.
~ iiiHuman ~
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Logging In, And What Worked For Me:
I too, at first, was unable to get logged in right away. But then, I tried using my e-mail address rather than my user name. When I tried my e-mail address instead, it then took me to a registration page for linking my "Curse" account. Instead of clicking on the "login" link underneath to try logging in with an existing account, I just went ahead and filled out the information in the boxes that were already showing. I was then logged in immediately.
I don't know if this actually kept/converted my old account or actually did make a new account for me. But, this is what worked for me. There was no need to try and reset my password. There were no issues with it saying my user name was already taken or something.
~ iiiHuman ~