Is it a bug that the glass panes CTM cannot be defined manually or are they meant to be defined via placing a ctm.png in the root of a texturepack (as opposed to in the ctm folder)? I've seen one or two others having issues in the thread, but it's been ongoing for over a month and there seems to be no clear answer/fix.
When I installed it, nothing happened. It didn't crash or anything like that, but it doesnt have the features, either, when I press 'ESC' nothing new pops up. I currently have TMI installed, I believe that's it...
Hi guys, i am having a bug, chunks (i think) are invisible, but if put a block, remove, or anithyng that update this area, it become normal, and the problem is the Optfine, because without it it run normal. Screenshot in spoiler.
Hi guys, i am having a bug, chunks (i think) are invisible, but if put a block, remove, or anithyng that update this area, it become normal, and the problem is the Optfine, because without it it run normal. Screenshot in spoiler.
I'm having this same problem. I'm going to try some other editions. I'm not using any other mod, other than Optifine.
Then why can those of us with this problem make it go away by just using D3 instead of D4 or later versions?
Agreed and those links you provided do not seem to address or describe the same issue. At least one seems to be talking about multiplayer servers, not single player. The one marked "resolved" was fixed by disabling mobarena, which I know is not applicable to my situation. Another page says its due to an "incoming player" in multiplayer.
I am only using vanilla +Optifine, single player, no LAN.
I think something else is at work here.
I guess we will see if it goes away with MC 1.5, then.
I just installed Optifine HD D7 Ultra for the first time today and I'm also encountering the "Unable to locate sign" issue on my single player map with it installed. I'm using Magic Launcher with Modloader, Rei's Minimap, What's My Light Level, EnchantView, and Enderman Don't Pickup Blocks mods on WinXP SP3. With Optifine uninstalled I don't have the errors using the above mods.
Other than this issue I'm really impressed with how much this improves my game so far although I'm still tweaking settings to find what works best for my setup.
The Meaning of Life, the Universe, and Everything.
Join Date:
12/1/2012
Posts:
47
Member Details
I have a suggestion regarding the screen resolution settings.
It would be great to choose the render resoltion independant of the screen resolution.
For example: I'd choose something like 960x540 as render resolution but would display this on my TV whitch only supports the default resolution 1920x1080.
Many people with low end systems would benefit from this. One could still maintain the correct aspect ratio on any screen. Additionally it would be great if one could select a method for the upscaling of the rendered image (e.g. no interpolation, linear, etc.)
One could still maintain the correct aspect ratio on any screen.
Your idea is awesome, however aspect ratio works differently.
As long as pixels are square, the aspect ratio does not matter for 3D rendering. You can try for yourself, stretching the game to horrible ratios, you'll see it will adapt to each and render perfectly proportional cubic blocks.
So the only practical use of an aspect ratio option would be if you had a screen with rectangular pixels, which is very unlikely.
I have two questions: If i have forge installed do I have to delete the META-INF folder to install optiFine? and also, do I have to install OptiFine on my server in order to get it to work or only in my minecraft? Thanks
Agreed and those links you provided do not seem to address or describe the same issue. At least one seems to be talking about multiplayer servers, not single player. The one marked "resolved" was fixed by disabling mobarena, which I know is not applicable to my situation. Another page says its due to an "incoming player" in multiplayer.
I am only using vanilla +Optifine, single player, no LAN.
I think something else is at work here.
I guess we will see if it goes away with MC 1.5, then.
The reason for the "Unable to locate sign..." is that the client packet handler is complainign ON SCREEN when it gets a sign update from the server for which it can not locate the sign.
This is not a real problem for the game and should maximally be given a warning in the error log. It does not belong in the user chat.
The single player Minecraft uses an integrated server so it works exactly as multiplayer and has the same problems.
Why is the (integrated) server sending a sign update for a sign that is not existing is not clear. Google returns 12000 results for "Unable to locate sign" so this is not an isolated issue or specific to OptiFine.
OptiFine does affect the internal server chunk loading to make it more efficient and reduce the lag spikes, but I have never encountered the "Unable to locate sign" problem.
This may be a map-specific issue. For example if the handling of signs have been changed in a previous version and the map has signs which are older. Replacing the signs may fix it.
Your idea is awesome, however aspect ratio works differently.
As long as pixels are square, the aspect ratio does not matter for 3D rendering. You can try for yourself, stretching the game to horrible ratios, you'll see it will adapt to each and render perfectly proportional cubic blocks.
So the only practical use of an aspect ratio option would be if you had a screen with rectangular pixels, which is very unlikely.
Actually I suggested this independant render resolution, so that one can use any display resolution, but actually there would be fewer pixels to render and also smaller display buffers and thus more space for textures etc...
Imagine a 4:3 render resolution correctly stretched to fill a 16:9 display. In that case the rendered pixels would actually be rectangular.
But I guess one would prefer something like actual display resolution / 2 or so...
I have two questions: If i have forge installed do I have to delete the META-INF folder to install optiFine? and also, do I have to install OptiFine on my server in order to get it to work or only in my minecraft? Thanks
Yes and no...
On the client just copy all the forge stuff, then copy the Optifine stuff into the jar. Then delete the META-INF folder.
The server doesn't need Optifine because it doesn't render any graphics. I guess the server wouldn't start with optifine included in the jar.
It seems like it can't save custom? performance settings, e.g. 40 FPS which should be 'power saver'. It does save on VSync and Max FPS however. Anything else seem to revert back to a '120 FPS' setting.
Actually I suggested this independant render resolution, so that one can use any display resolution, but actually there would be fewer pixels to render and also smaller display buffers and thus more space for textures etc...
What you describe is playing in a window.
Resize the window to desired size and keep the display resolution.
Managing aspect ratios and stretching/resizing can be configured in the graphics card control panel or monitor setup. The graphics card can usually scale smoother than the monitor.
What you describe is playing in a window.
Resize the window to desired size and keep the display resolution.
Managing aspect ratios and stretching/resizing can be configured in the graphics card control panel or monitor setup. The graphics card can usually scale smoother than the monitor.
Not really: I'd like to play in full screen, not in a window. Additionally the whole screen should be used without having black bars on the borders of the screen and without losing the aspect ratio. But not every graphics card / monitor setup supports such resizing correctly. Especially TV monitors seem to have issues with that.
For example I cannot select a low resolution without messing up the display, because my card only supports 4:3 resolutions lower than 1280x768.
So currently I have three options:
- Playing with a 4:3 resolution stretched to wide-screen. -> looks weird
- Playing with a 4:3 resolution with the correct aspect ratio but with black bars on the left and right sides. -> somehow OK
- Playing with one of the natively supported TV resolution which are beyond what my graphics card can render in a timely fashion. -> FPS lower than 10
As far as I know it isn't too complicated to render the szene off-screen and than copy the result to a larger display buffer.
So, still getting the same close proximity invisible chunk problem in HD_U_D8. I was messing around a bit and noticed that the problem doesn't occur if the render distance is set lower than 'short + 48'. I had a console log open while running Minecraft, and one exception did appear, though I doubt it relates to OptiFine (an IOException). It also happens on any chunk loading setting; multi-core or not. The chunks that don't render properly usually originate in the middle amongst the other loaded chunks. The number of 'erroneous' chunks also seems to increase when the render distance is also increased. At 'far + 16' or higher, the errors become virtually non-existent.
If I drag the slider to at least 'far + 16' and then back to within that erroneous range, for example, 'normal'. then the chunks load fine. But if I change another setting (like 'fancy' to 'fast' graphics), then the chunks bug out again, and I have to drag the slider forwards then back again to fix it... I guess this would be analogous to having to manually tell the game to re-render every chunk once you change a major setting. Hope this all makes sense.
Oh, and entities and particles still render fine, it's just certain chunks.
This is all happening in Minecraft 1.4.5. OptiFine is the only mod I have installed, too. I have to go back to HD_U_D3 to fix this problem.
I'm running Java 7 update 9 x64, on Windows 8 x64, and AMD Catalyst 12.11 graphics drivers
...
Imagine a 4:3 render resolution correctly stretched to fill a 16:9 display. In that case the rendered pixels would actually be rectangular.
...
If 4:3 is stretched to 16:9 then the pixels will not be rectangular anymore.
Alternatives are:
- black bars on left and right
- removing the bottom and top
BDcraft.net BDcraft Web Admin
I'm having this same problem. I'm going to try some other editions. I'm not using any other mod, other than Optifine.
Agreed and those links you provided do not seem to address or describe the same issue. At least one seems to be talking about multiplayer servers, not single player. The one marked "resolved" was fixed by disabling mobarena, which I know is not applicable to my situation. Another page says its due to an "incoming player" in multiplayer.
I am only using vanilla +Optifine, single player, no LAN.
I think something else is at work here.
I guess we will see if it goes away with MC 1.5, then.
Other than this issue I'm really impressed with how much this improves my game so far although I'm still tweaking settings to find what works best for my setup.
Awesome. Looks like you've had a stab at it? Will test it out tonight Thanks.
It would be great to choose the render resoltion independant of the screen resolution.
For example: I'd choose something like 960x540 as render resolution but would display this on my TV whitch only supports the default resolution 1920x1080.
Many people with low end systems would benefit from this. One could still maintain the correct aspect ratio on any screen. Additionally it would be great if one could select a method for the upscaling of the rendered image (e.g. no interpolation, linear, etc.)
As long as pixels are square, the aspect ratio does not matter for 3D rendering. You can try for yourself, stretching the game to horrible ratios, you'll see it will adapt to each and render perfectly proportional cubic blocks.
So the only practical use of an aspect ratio option would be if you had a screen with rectangular pixels, which is very unlikely.
The reason for the "Unable to locate sign..." is that the client packet handler is complainign ON SCREEN when it gets a sign update from the server for which it can not locate the sign.
This is not a real problem for the game and should maximally be given a warning in the error log. It does not belong in the user chat.
The single player Minecraft uses an integrated server so it works exactly as multiplayer and has the same problems.
Why is the (integrated) server sending a sign update for a sign that is not existing is not clear. Google returns 12000 results for "Unable to locate sign" so this is not an isolated issue or specific to OptiFine.
OptiFine does affect the internal server chunk loading to make it more efficient and reduce the lag spikes, but I have never encountered the "Unable to locate sign" problem.
This may be a map-specific issue. For example if the handling of signs have been changed in a previous version and the map has signs which are older. Replacing the signs may fix it.
Actually I suggested this independant render resolution, so that one can use any display resolution, but actually there would be fewer pixels to render and also smaller display buffers and thus more space for textures etc...
Imagine a 4:3 render resolution correctly stretched to fill a 16:9 display. In that case the rendered pixels would actually be rectangular.
But I guess one would prefer something like actual display resolution / 2 or so...
Yes and no...
On the client just copy all the forge stuff, then copy the Optifine stuff into the jar. Then delete the META-INF folder.
The server doesn't need Optifine because it doesn't render any graphics. I guess the server wouldn't start with optifine included in the jar.
Bug found and fixed, available in next version.
What you describe is playing in a window.
Resize the window to desired size and keep the display resolution.
Managing aspect ratios and stretching/resizing can be configured in the graphics card control panel or monitor setup. The graphics card can usually scale smoother than the monitor.
Thank You
Not really: I'd like to play in full screen, not in a window. Additionally the whole screen should be used without having black bars on the borders of the screen and without losing the aspect ratio. But not every graphics card / monitor setup supports such resizing correctly. Especially TV monitors seem to have issues with that.
For example I cannot select a low resolution without messing up the display, because my card only supports 4:3 resolutions lower than 1280x768.
So currently I have three options:
- Playing with a 4:3 resolution stretched to wide-screen. -> looks weird
- Playing with a 4:3 resolution with the correct aspect ratio but with black bars on the left and right sides. -> somehow OK
- Playing with one of the natively supported TV resolution which are beyond what my graphics card can render in a timely fashion. -> FPS lower than 10
As far as I know it isn't too complicated to render the szene off-screen and than copy the result to a larger display buffer.
If I drag the slider to at least 'far + 16' and then back to within that erroneous range, for example, 'normal'. then the chunks load fine. But if I change another setting (like 'fancy' to 'fast' graphics), then the chunks bug out again, and I have to drag the slider forwards then back again to fix it... I guess this would be analogous to having to manually tell the game to re-render every chunk once you change a major setting. Hope this all makes sense.
Oh, and entities and particles still render fine, it's just certain chunks.
This is all happening in Minecraft 1.4.5. OptiFine is the only mod I have installed, too. I have to go back to HD_U_D3 to fix this problem.
I'm running Java 7 update 9 x64, on Windows 8 x64, and AMD Catalyst 12.11 graphics drivers
Hardware I'm using: Intel Core i5 3570K (4GHz), 8GB 1600MHz RAM, Radeon HD 7870, 120GB SSD (where Minecraft is kept), 500GB HDD
I've only seen a few people with this same problem... Maybe it's hardware-specific or something...
If 4:3 is stretched to 16:9 then the pixels will not be rectangular anymore.
Alternatives are:
- black bars on left and right
- removing the bottom and top