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    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]
    Quote from shadowAaron34»

    I'm currently having this problem with enchantment effects on any item. I've been having this problem with every other shader pack I have used, and there doesn't seem to be any sort of explanation or fix for this issue as far as I have seen.


    I had that issue too. I think it has something to do with the new AMD graphics driver -- not sure. I ended up fixing it by removing the enchantment glow entirely, using a texture pack. Just go into your texturepack, find enchantment_glint.png, and change it to transparency. It'll remove the glow on items in the inventory, too, but it's better than the noise texture.

    Posted in: Minecraft Mods
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    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]
    Quote from OmaisBr»

    Please some one one help me!

    When I try to use a SEUS 10.1 Shaderpack it says:


    OpenGL 4.3.0 - Build 10.18.14.4156

    Intel Intel(R) HD Graphics 4400

    [Shaders] Error: Invalid program gbuffers_textured_lit

    [Shaders] Error: Invalid program composite

    [Shaders] Error: Invalid program final


    I am playing on Minecraft 1.8, and my PC is running Windows 8.1 pro 64x

    AMD Radeon Graphics

    Intel Inside Core i7


    Note: Please do not say for me to change the line 47 in the composite file, it does not work

    Note 2: I already updated my drivers


    This happens when the CPU's integrated graphics are used instead of the graphics card. To fix this, it could be as complex as corrupted drivers or as simple as a port plugged into the wrong plug on your PC. However, a good place to start would be to go into Catalyst Control Center, go to the Gaming tab on the right, select 3D Application Settings, and add a new application profile for Javaw.exe (located in your program files).

    Posted in: Minecraft Mods
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    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]
    Quote from blue_dragon360»

    Is there a way to change the color of the "nolight" (ambient light) property? My nether is way too dark to play survival in, so I turned the nolight property up some in composite.fsh. It helped, but now the blueness of it is very apparent. I see where I can change the color of torches, but not nolight. Or even better: Is there a way to up the ambient light specifically in the nether?


    I'm using shaders mod 1.7.2 and SEUS 10.1


    Ok, I found a sort-of fix: The property "rodColor" on line 331 changes the ambient light color. However, this changes all dark light color: including night. I would like to find something that only affects the nether (or even underground).

    Posted in: Minecraft Mods
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    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]

    Is there a way to change the color of the "nolight" (ambient light) property? My nether is way too dark to play survival in, so I turned the nolight property up some in composite.fsh. It helped, but now the blueness of it is very apparent. I see where I can change the color of torches, but not nolight. Or even better: Is there a way to up the ambient light specifically in the nether?


    I'm using shaders mod 1.7.2 and SEUS 10.1

    Posted in: Minecraft Mods
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    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]

    Hello,

    I recently built a new computer and I have decided to try running minecraft's shaders on it. I installed Optifine and the GLSL shaders mod, and those seem to be working, but the issue arises when I try to install the shader pack. When I select the shader pack, either standard or ultra 10.1, I get this in the chat console:

    Error : Invalid program gbuffers_textured_lit

    Error : Invalid program composite

    Error : Invalid program final

    And this onscreen:


    I have an XFX Radeon R9 290 Double Dissipation 4GB graphics card, and a Core i5 4th gen CPU.

    As stated before, I'm using the SEUS 10.1 Standard and Ultra shaderpacks. The GLSL shaders mod version is 1.7.2, as is the minecraft version. The optifine version is OptiFine_1.7.2_HD_U_D3.

    Any ideas?


    I had an identical problem a while back when I (stupidly) tried to load this shaderpack onto Intel HD graphics. I'm wondering if maybe the graphics card isn't being used at all.


    EDIT: I am an idiot. If anyone else has this issue.. Make sure your monitor is plugged into your GPU and not your motherboard!! xD

    Posted in: Minecraft Mods
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    posted a message on How do I link multiple 7-segment displays?
    Quote from munin295»
    For converting from binary to multi-digit decimal, I don't think there's anything better than the double dabble algorithm.

    The easiest way to go from BCD to 7SD is to first convert to one-active, then convert that to 7SD. Look up "minecraft 7-segment display" on youtube -- most of them go from one-active to 7SD.

    Thanks for the explanation and the link!

    After doing some research, I think I understand it now. For future google-searchers and viewers of this page, I found a great tutorial which explains it very well:


    He does a good job of explaining the circuitry, not so much the algorithm. Check out the wikipedia page that munin295 linked above for that.

    However... one of the comments below the video intrigued me enough to post it here:
    Why you need that?
    After 10 minutes of your video, i started to build a direct binary to decimal converter ( using hexadecimal as a temporary base) and the whole contraption( from binary input to decimal 7 segment display) is smaller then your bcd to 7 segment decoder.
    method:
    convert the binary input to hex, check if the output is 10, if 10, then subtract 10 from it, and carry to the next 4 bit segment.Now you have an analog decimal output, whitch is as good as any decimal representation.

    He also posted this image:



    http://indafoto.hu/frontrider/image/20876533-223718b7/244867#comment-row-2664647

    imgur don't wants me to get in, everything visible on this picture, theres an unneccesarry torcs next to the 3th redstone on the white line what i spotted too late. description in the first comment.

    (check the youtube conversation for more)

    I searched some, but I found nothing, and it looks relatively untested. Would there be a way to do this with analog in less space? Just food for thought.



    Thanks so much for your help!
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on How do I link multiple 7-segment displays?
    Quote from urielsalis»
    You will have to do a binary to bcd and then decode from each wire binary back to the seven segments

    I've done some research on BCD, and I've found some very complicated and compacted circuitry, but I'm not sure how it works or how to build one still. Also, I can't find anything that outlines the conversion from BCD to 7-segment. Could you elaborate?
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on How do I link multiple 7-segment displays?
    Hello,

    I've been googling this issue for the past couple of days and I can't find anything.

    I know how to use a single 7 segment display, and have the correct binary inputs for it, but I'm having trouble figuring out how to link 3 together. So far I've been using this 7 segment display (), but I'm willing to try others. I've read some stuff about BcD, but I'm not sure what exactly it is and how it can relate to the display. I've figured out that I can have hundreds of rows and some gates to make all of the "50"s category (for example) highlight the 5 in the middle display, but that's ridiculously inefficient.

    I have an 8-bit input.

    How can I achieve this?
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on How can I build a 2 digit decimal input?
    Quote from munin295»
    Sorry, no world download, but here's the original thread where Koala and I figured it out which has an extra picture.

    The green blocks are just an analog clock to test the circuit, and the pistons are the output -- ignore them. The article is still in my userspace because it's still under construction and I haven't made a better picture yet.

    The input is the first gold block on the right where the green blocks connect.

    EDIT: I've added some schematics that should help you construct it.

    Figured it out! Thanks so much for your help. :)
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on How can I build a 2 digit decimal input?
    Quote from munin295»
    So the 1s row can be converted easily using an A2B decoder. I have a couple examples on one of my wiki pages, depending on whether you're designing for speed or size.

    Alright, I'm having trouble figuring this out. Is there a world download for the "fast a2b decoder?"

    If not, I'm not entirely sure what the green blocks on the right are, or the pistons at the end. Also, where is the input supposed to be?

    Thanks for your help so far! :)
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on How can I build a 2 digit decimal input?
    Quote from munin295»
    Okay, to convert it to 8-bit binary (though 7-bit would be enough?)…

    So the 1s row can be converted easily using an A2B decoder. I have a couple examples on one of my wiki pages, depending on whether you're designing for speed or size.

    For the 10s row, you'll need to decode it in such a way that the 10 lever powers the 2 and 8 binary lines, the 20 lever powers the 16 and 4 binary lines, the 30 lever powers the 16, 8, 4, and 2 binary lines, etc. Then you add that to the binary output of the 1s row.

    Although somewhat large, the easiest way to convert from the 10s levers to binary is with manhattan wiring. Run all your input lines in one direction, run all your output binary lines underneath perpendicular to the input lines, and place torches at the appropriate intersections.

    Good idea! I'll have to give it a try.
    Quote from munin295»
    Okay, to convert it to 8-bit binary (though 7-bit would be enough?)


    7 bit isn't quite enough, since if I were to add 99 and 99 it wouldn't be able to handle it. With 8 bit, there is a buffer zone.

    Quote from munin295»
    You mean 99 torches? Signal strength only goes up to 15, so I'm not sure what you mean here.


    No, have 99 output wires coming from the contraption, one for each decimal value (which then get converted into binary). You'd have to put torches on each lever's wire to power the wire under it, for example, for the number 12 you'd have a torch under 1 (10s place) and a torch under 2 (1s place). Not using analog, and not very effective compared to some other options here. :)

    Quote from munin295»

    EDIT: Anyway, the traditional way to build a calculator is to only have a single bank of button inputs from 0 to 9. Pressing a button multiplies the register value by 10 and adds the single digit. Basically each digit input is an operation, just like the multiply key, the sign key, etc.

    Interesting! I'll have to do more research on this. I think I'll continue the way I'm doing it for now, though.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on How can I build a 2 digit decimal input?
    Quote from munin295»
    I think my first approach would be to run a line of redstone dust behind each row of levers, then use the signal strength at one end as the row's value.

    What you do with that signal strength depends on what you need this for. If you just want to run a 7-segment display, you could feed those values directly into analog-to-BCD decoders for each digit. If you want to combine the two rows into a single binary value, then you can use analog-to-binary decoders and use an adder to combine them.

    I'm not very experienced with analog signals, so bear with me.

    I currently plan on using it as an input to a calculator, so it will bus over to the beginning of the ALU. Naturally, I'd need this signal to be in binary, 8 bit in this case. Is there a way to convert analog to 8 bit binary? I can't find anything on the internet.

    Also, you mention using an adder to combine them after converting them to binary. How would this work? One of the rows of levers is the 10s place and one is the 1s place, wouldn't decoding each separately and then adding them treat both lever rows as 1s places?

    I had an idea for a non-analog way to do it. Would it be possible to have a zero place, and then put torches under the levers' wires all the way out to 99? It'd be tedious, big, and probably slow, but at least you'd have the fancy decimal input. After that you would just use a normal decimal-binary converter.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on How can I build a 2 digit decimal input?
    Hello,
    I know how to make a decimal input by the standard method, making a lever for every possible number, but that gets pretty tedious and doesn't really functionally work.

    I would like to figure out how to build something where it is easier to input the decimal inputs. I am thinking something like this, where there are multiple rows of 9:
     1 -- 2 -- 3 -- 4 --5 -- 6 -- 7 -- 8 -- 9
    
    1 -- 2 -- 3 -- 4 --5 -- 6 -- 7 -- 8 -- 9

    Then I could make 12 (for example) in binary by selecting the top 1 and the bottom 2, all the way up to 99.

    I've done some research on BCD, but while it looks like a good choice for a 7 segment output, it seems it would just be easier to do binary for the input in that case. A "decimal -- BCD -- binary" converter is acceptable, though, as long as there is a way to easily input decimal numbers into the machine.

    Is this at all possible?
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on [1.14] Chocapic13's Shaders
    Hi! I really like the shaders, but I've got a few bugs(?) to report, at least in the low shaders, one of which is making them unplayable.

    I don't know if I've done something wrong, or if this is on purpose, but the nights are REALLY dark. I cannot see a thing. If it isn't a bug, is there a property in the files I can edit to turn up the brightness? :) Here's a pic:


    Another one is that particles and rain don't seem to be affected by light.
    Splash potion particles at night:


    And one more, this seems like it'd be an easy fix: When it's raining, when you view the sky through a semi-transparent block like stained glass, you don't see the block at all, just the sky.


    Anyway, could someone give me some advice as to what I need to edit in the files to turn off the really dark nights if it isn't a bug? I keep getting killed by zombies :P

    I'm using Forge, Optifine, voxelmap, and minecraft 1.7.2.
    Posted in: Minecraft Mods
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    posted a message on (1.7.x/1.6.x)(128x) Pavilion - Over 5K downloads!
    Quote from FabooGuy

    Your work has really improved over the time :)
    Some textures are still a bit messy, but I like it.
    In case you're still working on the site, I'd suggest making the logo smaller in height.

    Thank you! :)
    I've noticed that my increase in skill is almost directly correlated to my obtaining photoshop...

    Anyway, I'll make the websites logo shorter, I agree. :) I've got some other priorities I'd like to attend to, so I've been taking a break from texturing.
    Posted in: Resource Packs
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