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

    Thanks for the replies. And all that illustrates exactly my original point: I wish it was easier without having to keep track of what changed between what versions and what builds of what goes with what builds of what.


    Just a little rant:


    Yes that's par for the course in a user-modding environment. I just wish some of the very widely used features can be integrated already into the core. HD textures, especially. Modding through Forge is also just...weird. It's been so long, I remember back in 1.3 (or was it 1.6?) there were talks of an official API for modders? What happened to that? Why is Minecraft still relying so heavily on Forge for modding? Is it because the ecosystem is so used to Forge that mod authors refuse to learn the official API? Or is it because the official API never materialized? I'm not pointing fingers, just genuinely curious.


    But that is off topic. Anyways thanks for all the information.


    @LoRaM100: yes I got it from that site. But the actual problem was pointed out in the previous replies. Thanks.

    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from JonnyBrando»

    It's extremely simple, DO NOT USE OPTIFINE 1.8.8 BUILDS WITH FORGE FOR 1.8.0!


    Use Optifine 1.8.0 HD U D1-D5 with Forge 1502 and all works just fine.


    The post you replied to, I specifically said, explicitly, the latest Forge does not work with Optifine 1.8.0 for me. It doesn't "all works just fine".


    Forge 1502 + Optifine 1.8.0 HD U D1. No other mods. No shaders. Crash Log:



    ---- Minecraft Crash Report ----
    // Quite honestly, I wouldn't worry myself about that.

    Time: 2015/8/22 上午 1:13
    Description: Initializing game

    java.lang.NoSuchMethodError: net.minecraft.client.renderer.texture.TextureMap.<init>(Ljava/lang/String;Z)V
    at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:468)
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:325)
    at net.minecraft.client.main.Main.main(SourceFile:120)
    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:483)
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28)

    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- Head --
    Stacktrace:
    at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:468)

    -- Initialization --
    Details:
    Stacktrace:
    at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:325)
    at net.minecraft.client.main.Main.main(SourceFile:120)
    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:483)
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:28)

    -- System Details --
    Details:
    Minecraft Version: 1.8
    Operating System: Windows 8.1 (amd64) version 6.3
    Java Version: 1.8.0_25, Oracle Corporation
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 253942544 bytes (242 MB) / 523501568 bytes (499 MB) up to 1060372480 bytes (1011 MB)
    JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    FML: MCP v9.10 FML v8.0.99.99 Minecraft Forge 11.14.3.1502 Optifine OptiFine_1.8_HD_U_D1 3 mods loaded, 3 mods active
    States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
    UCH mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
    UCH FML{8.0.99.99} [Forge Mod Loader] (forge-1.8-11.14.3.1502.jar)
    UCH Forge{11.14.3.1502} [Minecraft Forge] (forge-1.8-11.14.3.1502.jar)
    Loaded coremods (and transformers):
    Launched Version: 1.8-Forge11.14.3.1502
    LWJGL: 2.9.1
    OpenGL: GeForce GTX 660/PCIe/SSE2 GL version 4.5.0 NVIDIA 355.60, NVIDIA Corporation
    GL Caps: Using GL 1.3 multitexturing.
    Using GL 1.3 texture combiners.
    Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
    Shaders are available because OpenGL 2.1 is supported.
    VBOs are available because OpenGL 1.5 is supported.

    Using VBOs: No
    Is Modded: Definitely; Client brand changed to 'fml,forge'
    Type: Client (map_client.txt)
    Resource Packs: [[1.8.3]_R3D.CRAFT_SR-64x_v0.2.2.zip]
    Current Language: English (US)
    Profiler Position: N/A (disabled)


    Just by changing the core to Forge build 1371 and everything works. Note that all this is even before putting shadersmod in.


    I'm not trying to argue that Forge should work with Optifine 1.8.8. I'm not using 1.8.8 anymore. Perhaps you read only my first post in the thread and assumed that I'm that egg-head who refuse to read other people's posts and insist to use 1.8.8 with Forge. No. If you actually read my previous reply, it was about Optifine 1.8.0.


    Bottom line, Optifine 1.8.0 crashes with Forge 1502 for me. If it works for you, then I'd love to find out why, because then it's got to be some configuration on my side that's making it crash.

    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from valsis»

    You're able to play MC 1.8.0 with Optifine 1.8.0 with Forge because Forge latest build is stuck in that same update (1.8.0)


    I don't know why, but the latest Forge (1502) crashes with Optifine 1.8.0. I had to downgrade Forge to the 11.14.3.1371 build to make it work.


    Also I forgot to quote in my previous reply, but I was replying to this:


    Quote from soccerguy3»



    If you want the best Minecraft experience possible , Install Forge , add , Optifine , Shaders , Liteloader if needed and of course your mods .


    You will have the equivalent or better 1.8.8 client or close to it .


    And I was trying to point out that it wasn't as simple as "install Forge, add Optifine, Shaders". It's actually "google for 'minecraft <current main version> optifine forge shader'" and try to find which exact version of Forge works with which exact version of Optifine. Then download those exact versions and install.



    Note that I'm not trying to complain. I appreciate the hard work people are doing out of goodwill and getting almost nothing in return for the time and skill invested into this. I just wish it was a little easier.

    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)

    The problem for the average user like me is that we never know what versions of Forge work with what versions of Optifine.


    For example if I start with a fresh install of Minecraft now (1.8.8), install the latest Forge, use version 'release 1.8-Forge11.14.3.1502' in my profile, and try 'OptiFine_1.8.8_HD_U_S6.jar' or 'OptiFine_1.8.8_HD_U_E2.jar' by putting them in my mods directory, both end up with crashes even before the Mojang logo screen.



    So every time I want to update my Minecraft core, I have to google for what versions of Forge go with what versions of Optifine and what versions of shaders and try to make it work.


    At the moment I'm using forge-1.8-11.14.1.1371 with OptiFine_1.8.0_HD_U_D1 and ShadersMod-v2.4.12mc1.8 because I can't get the latest forge (1502) to work with the 1.8.8 version of Optifine.


    Getting shaders integrated into Optifine is a great step for end users. And I am amazed that people are actually able to keep working on things like Optifine and Forge for such a long time. But still I wish things like HD textures capability and Forge (for loading mods) can just be part of the Minecraft core already. Integrate Optifine and Forge and build Minecraft Deluxe and I'll happily pay another 20 dollars to buy it if it means I'll never have to worry about using the wrong versions of Forge/Optifine ever again when I update my Minecraft core.

    Posted in: Minecraft Mods
  • 1

    posted a message on is notch running out of ideas?
    I wish they would just halt new ideas and do an overhaul of some of their subsystems.

    1) Rendering engine optimization.

    I've been running OptiFine for so long that when 1.6 first came out and I ran it vanilla, I was shocked to find all the chunk loading delays. This should have been fixed.

    2) Ledge lighting bug.

    Whole strips of black rendering. This has also been in the game for so long.

    3) Built-in HD texture and shader support.

    Yes Minecraft could be said to cater to the lowest machine specs, but that doesn't stop them from providing an "official mod" along with every new release that have built-in HD texture and shader support. People with machines good enough to run shaders aren't that few.

    4) Plugins API!

    I remember not so long ago this was a "priority". Then we had a "horse" update. :(
    Posted in: Discussion
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    posted a message on 1.6.2 Map (Item) weird behavior
    I did (as mentioned in my original post), and it's also offset exactly as the first one I created.

    Seeing that you suggest creating a new one, did that fix it for you? It didn't for me. :(

    I'll try creating a new one in another location and see if that gets an offset as well, when I have enough paper...
    Posted in: Discussion
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    posted a message on 1.6.2 Map (Item) weird behavior
    In a new game world, I created a map out of paper and a compass, and the map wasn't centered on where it was created as it should.

    http://imgur.com/2BsFyN6

    The map was created exactly where the screenshot was taken. Spawn point is set to the bed that is 2 blocks in front of me. World initial spawn point is across the snow biome way out of this map's coverage, so the map isn't centering itself on that, either.I don't think I've even ever been to the point where the map is centered.

    Zooming out, cloning, and creating another new map from scratch (sugar canes and red stone and iron ingots) all result in the same off-center map.

    This game went like this:

    1. Start in snow biome.
    2. Built initial house and dug downwards for resources.
    3. Once I had a full set of iron armor, I set out to leave the biome because there were no sugar cane in sight.
    4. I traveled due east just in case I need to retrace my steps.
    5. Found the edge of the snow biome, but it was a jungle biome which I hate as much as snow.
    6. Moved along the edge of the snow biome until I found forest and settled by the river.

    I have no idea why this map is centered this way.

    Anybody had similar experiences?
    Posted in: Discussion
  • 0

    posted a message on FFSplit with 1.6.2 and the new launcher?
    I had a reply from the FFSplit forums, we have to wait until they implement game source recording before it will work again. In the mean time, we can only use region capture or full screen capture.

    I'm turning to other software for now, as I'm also having trouble with blurry captures.
    Posted in: Technical Help
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    posted a message on FFSplit with 1.6.2 and the new launcher?
    Has anyone had a problem (or had success) with using FFSplit on 1.6.2 with the new launcher?

    I can capture the whole screen (i.e. desktop with Minecraft running in a window), but the [Quick Window] function will capture only 1 still from the Minecraft window and doesn't update.

    Any hints would be much appreciated. :D
    Posted in: Technical Help
  • 0

    posted a message on New Launcher Design
    I like the new look, but it doesn't remember the "last used profile".

    I have to switch profiles every time I start the launcher. :(
    Posted in: Recent Updates and Snapshots
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    posted a message on My lava turned into water
    Yep. A default 1.6.2 survival single player world. The lava is at y=10 the usual lava sea you get while diamond hunting.

    I've trying again to reproduce it, but I can't.

    And I found some more lava nearby in the world where this conversion happened. Those lava stay as lava no matter how I switch between vanilla or modded or having only some of the mods or just forge+optifine, etc., different combinations of the mods I have.

    This is creepy. I guess I should just play on and keep backups in case it comes up again.

    Thanks for all your time!
    Posted in: Discussion
  • 0

    posted a message on My lava turned into water
    Oh right I did have Enchanting Plus. Come to think of it I installed it just today. Maybe that's the big culprit. Don't even have MCEdit on my computer. The whole Minecraft installation was set up as a clean slate from the 1.6 new launcher, so there are no leftover stuff from 1.5.

    I do recall now, however, that after installing Enchanting Plus and loading the world, Forge did tell me that the Echanting Table game ID and savegame ID don't match or something.

    But I did some tests just now and in another older savegame (but still 1.6.2's world) created before Enchanting Plus, lava remains lava after I put in Enchanting Plus and load the world, took it out and loaded the world again.

    I guess I'll do some more tests with a new world. Dig straight to lava and try it again. Thanks for the reminder!

    EDIT:

    Tested with two worlds and no it wasn't Enchanting Plus. In fact I can't reproduce it...as for the possibility that it was water to begin with...nope. It was lava. I was diamond hunting with pinewheel tunnels and had to pave my way through that sea of lava. Lost a few blocks that fell into the lava, too. This is weird.
    Posted in: Discussion
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    posted a message on My lava turned into water
    I have Forge 789 + OptiFine B4, Inventory Tweaks, and BACR.

    Today when save and quit, exit Minecraft, and went back in the same game again, my sea of lava became water, and I could swim in it.

    Loading the same savegame using the vanilla default version, I verified that the pool of lava is now permanently water (by diving into it).

    Anybody had similar experience? I don't keep backups of my games so I've lost the original files and can't reproduce this problem. I wonder if there are still lava in that world...:lol:

    The only thing different was that I installed OptiFine 1.6.2 B4. Earlier today I quit and loaded the same world multiple times and had no problem. It's hard to imagine OptiFine would do something like this.
    Posted in: Discussion
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    posted a message on LTCR's Shaderpack (1.5.2 - 1.6)
    That's interesting. Are those base files some kind of most basic set of stuff needed to even have shaders active?

    Are they like a template provided by perhaps NVidia? I've always wondered why Mojang doesn't just build stuff like shaders into their official version. Is it that difficult to build in? I mean it can be done as a mod, then surely they can do it at Mojang as well?

    I've been waiting for OptiFine and the GLSL shader base mod for 1.6.1 and started wondering why they don't incorporate these things already.
    Posted in: Minecraft Mods
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    posted a message on LTCR's Shaderpack (1.5.2 - 1.6)
    Are your shaders based on the SEUS shaders?

    Because out of the 24 files in your shaderpack, only 5 are different to SEUS v10 RC7 Ultra shaders. These are:
    • gbuffers_textured.fsh
    • gbuffers_textured_lit.fsh
    • gbufferse_textured_lit.vsh
    • gbuffers_water.fsh
    • gbuffers_water.vsh
    The rest of the files are all identical. Perhaps I'm not understanding the shaders technology correctly. No offense intended, please forgive my ignorance if all shaderpacks are supposed to have lots of identical files.
    Posted in: Minecraft Mods
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