Why do you want an update that fixes compatibility with Forge and OF 1.7.10 for 1.8?
Because the ONLY thing that I haven't tried (because it literally screws every other mod I'm trying to use) is backdating forge, which unfortunately according to a friend of mine is required to get it to work on 1.8. IE the mod is incompatible with the current stable version of forge according to some very good coders that I know and work with.
Then you're out of luck. That Forge fix has been added to 1.8 ages ago. June to be exact.
So how does Optifine F8 with built in shader mod actually work for you? After removing shader mod file?
Didn't actually try it, I had no idea it had a shaders mod built in. I will give it a shot and see what happens, but like I said before I'm not the biggest fan of Optifine.
Edit: several hours of testing and checking it out, I'm honestly severely disappointed in Optifine as a shaders mod. The graphical glitches, and random performance problems with it make it unpleasant to look at at best, and impossible to play at worst. Between blocks that aren't there, invisible enemies, and many many occasions of it tanking the FPS to 1 or lower I think that unfortunately I will have to give up on having shaders.
Didn't actually try it, I had no idea it had a shaders mod built in. I will give it a shot and see what happens, but like I said before I'm not the biggest fan of Optifine.
Edit: several hours of testing and checking it out, I'm honestly severely disappointed in Optifine as a shaders mod. The graphical glitches, and random performance problems with it make it unpleasant to look at at best, and impossible to play at worst. Between blocks that aren't there, invisible enemies, and many many occasions of it tanking the FPS to 1 or lower I think that unfortunately I will have to give up on having shaders.
Which modpack (or individual mods) are you using besides OptiFine?
I'm not using a lot, and realistically those shouldn't cause problems. without Optifine AT ALL I'm getting 90 - 120 FPS stable, but with Optifine in and shaders off it drops massively to around 25-30 fps along with the massive drops, glitches and otherwise, and 10 - 15 with shaders on when its not 1fps or lower, along with the aforementioned glitches.
To explain the glitches a bit, blocks will randomly be invisible, blocks that aren't actually there will appear, text outside of menus will be a garbled mess, and again this isn't including random freezes, stability issues, and actually interfering with using veinminer....
I'm not using a lot, and realistically those shouldn't cause problems. without Optifine AT ALL I'm getting 90 - 120 FPS stable, but with Optifine in and shaders off it drops massively to around 25-30 fps along with the massive drops, glitches and otherwise, and 10 - 15 with shaders on when its not 1fps or lower, along with the aforementioned glitches.
To explain the glitches a bit, blocks will randomly be invisible, blocks that aren't actually there will appear, text outside of menus will be a garbled mess, and again this isn't including random freezes, stability issues, and actually interfering with using veinminer....
The 10x FPS drop with shaders is normal, depending on the shaders and the GPU.
Check the Video Settings, for example Render Distance, AA, AF, FXAA, Chunk Updates, etc. OptiFine has many high-quality options which may bring the FPS down. You can also reset the video settings to default (Video Settings -> Other -> Reset Settings). If still not working you can post the error log in a spoiler.
The 10x FPS drop with shaders is normal, depending on the shaders and the GPU.
Check the Video Settings, for example Render Distance, AA, AF, FXAA, Chunk Updates, etc. OptiFine has many high-quality options which may bring the FPS down. You can also reset the video settings to default (Video Settings -> Other -> Reset Settings). If still not working you can post the error log in a spoiler.
Honestly I'm not really an FPS *****, but 15 is far too low to actually enjoy the game with shaders. I don't know what your specs are but I would bet on them being better than mine, so unfortunately I'm giving up on shaders for now until a release of the ACTUAL shaders mod without optifine comes out. I appreciate the help though.
Honestly I'm not really an FPS *****, but 15 is far too low to actually enjoy the game with shaders. I don't know what your specs are but I would bet on them being better than mine, so unfortunately I'm giving up on shaders for now until a release of the ACTUAL shaders mod without optifine comes out. I appreciate the help though.
The original shaders mod and OptiFine get similar FPS when shaders are enabled, as they both work identically.
If you get 120 FPS without shaders, then you can expect 15 fps with the heavier shader packs.
You can try with lighter shaders, for example Sildurs Vibrant Shaders (Lite or Medium). There is significant FPS difference between the different shader packs, some experimenting may help. The shaders performance is depending on the GPU as the shaders are executed 100% on the GPU.
You can also get better shaders performance by changing "Render Quality" and "Shadow Quality" to lower values.
What if I use different optifine version than what last 1.7.10 shader version says it is compatible with? For instance, i want to use latest 1.7.10 optifine, rather than 1.7.10_HD_U_A4, what would happen?
Try to imagine all life as you know it stopping instantaneously and every molecule in your body exploding at the speed of light.
Rollback Post to RevisionRollBack
Everfree Server - A small & friendly survival build server for older 'Crafters.
The original shaders mod and OptiFine get similar FPS when shaders are enabled, as they both work identically.
If you get 120 FPS without shaders, then you can expect 15 fps with the heavier shader packs.
You can try with lighter shaders, for example Sildurs Vibrant Shaders (Lite or Medium). There is significant FPS difference between the different shader packs, some experimenting may help. The shaders performance is depending on the GPU as the shaders are executed 100% on the GPU.
You can also get better shaders performance by changing "Render Quality" and "Shadow Quality" to lower values.
Oh I understand that much, but with Optifine in particular I've found that it more often than not lowers my performance unless i go with everything as low as possible, and even then the glitches and other problems are what I have the biggest problem with. I can deal with 15 - 20 FPS, but if it's also messing up other mods use (veinminer in this case), making it difficult to play (invisible, and visible but nonexistent blocks), AND hitting my FPS that's just not worth it. Also I know all of this, as I mentioned before I'm not new to shaders, Optifine, and most definitely not new to modding considering who I know and what I do in the community. Overall I've said it before and I will say it again Optifine should be a last resort for performance problems, and for people who have computers that can actually handle the much higher settings. It is just far to problematic for my uses though, and i fall into neither of those categories.
As far as telling me what shaders to use, I must point out that I'm not a newbie to shaders, this definitely isn't my first rodeo with them, and I'm not stupid enough to run a shader pack that will destroy my expirience. So yet again thank you for the help, but this is the end of this discussion because your suggestions were the first things I tried before coming back to post about it.
Is that your way of telling me its gonna be really bad or are you just messing with me? Can i just know if i can use different versions without any blah blah blah stuff please?
Ha, sorry, try it and see. No it's not going to damage anything. It might have compatibility issues if you don't use what's recommended, but I don't use 1.7 anymore so I don't know.
Rollback Post to RevisionRollBack
Everfree Server - A small & friendly survival build server for older 'Crafters.
My minecraft won't even start. I was hoping someone can point out how to make it run.
The error message is as follows:
---- Minecraft Crash Report ----
// Why did you do that?
Time: 22/11/15 7:00 PM
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:471)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:329)
at net.minecraft.client.main.Main.main(SourceFile:124)
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:471)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:329)
at net.minecraft.client.main.Main.main(SourceFile:124)
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: 1.8.8
Operating System: Windows 10 (amd64) version 10.0
CPU: 12x Intel(R) Core(TM) i7-5820K CPU @ 3.30GHz
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 97518192 bytes (93 MB) / 267730944 bytes (255 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 9.18 Powered by Forge 11.14.4.1575 Optifine OptiFine_1.8.8_HD_U_F5 5 mods loaded, 5 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
U mcp{9.18} [Minecraft Coder Pack] (minecraft.jar)
U FML{8.0.99.99} [Forge Mod Loader] (forge-1.8.8-11.14.4.1575-1.8.8.jar)
U Forge{11.14.4.1575} [Minecraft Forge] (forge-1.8.8-11.14.4.1575-1.8.8.jar)
U BetterFoliage{1.1.7} [Better Foliage] (BetterFoliage-mc1.8-1.1.7.jar)
U Minema{v3.1-1.8} [Minema] (Minema-v3.1-1.8.jar)
Loaded coremods (and transformers):
BetterFoliageLoader (BetterFoliage-mc1.8-1.1.7.jar)
mods.betterfoliage.loader.impl.BetterFoliageTransformer
Launched Version: 1.8.8-forge1.8.8-11.14.4.1575-1.8.8
LWJGL: 2.9.4
OpenGL: GeForce GTX 960/PCIe/SSE2 GL version 4.5.0 NVIDIA 353.54, 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:
Current Language: English (US)
Profiler Position: N/A (disabled)
CPU: 12x Intel(R) Core(TM) i7-5820K CPU @ 3.30GHz
My minecraft won't even start. I was hoping someone can point out how to make it run.
The error message is as follows:
---- Minecraft Crash Report ----
// Why did you do that?
Time: 22/11/15 7:00 PM
-- System Details --
Details:
Minecraft Version: 1.8.8
Operating System: Windows 10 (amd64) version 10.0
CPU: 12x Intel(R) Core(TM) i7-5820K CPU @ 3.30GHz
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 97518192 bytes (93 MB) / 267730944 bytes (255 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 9.18 Powered by Forge 11.14.4.1575 Optifine OptiFine_1.8.8_HD_U_F5 5 mods loaded, 5 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
U mcp{9.18} [Minecraft Coder Pack] (minecraft.jar)
U FML{8.0.99.99} [Forge Mod Loader] (forge-1.8.8-11.14.4.1575-1.8.8.jar)
U Forge{11.14.4.1575} [Minecraft Forge] (forge-1.8.8-11.14.4.1575-1.8.8.jar)
U BetterFoliage{1.1.7} [Better Foliage] (BetterFoliage-mc1.8-1.1.7.jar)
U Minema{v3.1-1.8} [Minema] (Minema-v3.1-1.8.jar)
Loaded coremods (and transformers):
BetterFoliageLoader (BetterFoliage-mc1.8-1.1.7.jar)
mods.betterfoliage.loader.impl.BetterFoliageTransformer
Launched Version: 1.8.8-forge1.8.8-11.14.4.1575-1.8.8
LWJGL: 2.9.4
OpenGL: GeForce GTX 960/PCIe/SSE2 GL version 4.5.0 NVIDIA 353.54, 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:
Current Language: English (US)
Profiler Position: N/A (disabled)
CPU: 12x Intel(R) Core(TM) i7-5820K CPU @ 3.30GHz
You can not mix Minecraft 1.8.8 with mods compiled with MCP 1.8.0 . They can not communicate with each other.Forge 1.8.8 is in Beta do not use unless your coding and testing
Can someone explain to me what Old Lighting does? I see no difference with it on or off
Old lighting is to turn on/off minecrafts default lighting. The way minecrafts default lighting works is that it sets brightness values to block sides, so the top of the block will be the brightest the sides second and the bottom will be the darkest. Now you might think this is normal or fine but say at sunrise when the sun is at a sharp angle the light should be hitting mainly the top and one side of the block but with old lighting/default lighting all sides would be the same brightness when really the back side of the block should be one of the darkest. So if your using shaders you really should have this turned off other wise it will affect how the shader is casting light on blocks.
I've been attempting to add a glow effect selectively to items (not blocks) in the SEUS shader, but I've had no success yet. Looking at daxnitro's wiki, it's not clear to me that the mc_Entity.x attribute also supports items and entities, which I suspect may be the problem but I'm not sure.
I've noticed spider eyes and blazes, for example, will glow but there is nothing in the gbuffers_entities files that would indicate why these specific entities would glow but not others.
Is this entity glow effect hard coded into the ShadersMod (I tried to find daxnitro's old source code but the only SugarSync link I found was dead)?
If anyone can shine some light on this conundrum, it would be much I appreciated!
I've been attempting to add a glow effect selectively to items (not blocks) in the SEUS shader, but I've had no success yet. Looking at daxnitro's wiki, it's not clear to me that the mc_Entity.x attribute also supports items and entities, which I suspect may be the problem but I'm not sure.
I've noticed spider eyes and blazes, for example, will glow but there is nothing in the gbuffers_entities files that would indicate why these specific entities would glow but not others.
Is this entity glow effect hard coded into the ShadersMod (I tried to find daxnitro's old source code but the only SugarSync link I found was dead)?
If anyone can shine some light on this conundrum, it would be much I appreciated!
EDIT: Reworded for clarification.
It is somewhat hard coded.
Spider eyes and Endermen eyes don't use "gbuffers_entities" shader.
Spider eyes and Endermen eyes use "gbuffers_spidereyes" shader.
When"gbuffers_spidereyes" does not exist, the mod will use "gbuffers_textured" shader.
Because the ONLY thing that I haven't tried (because it literally screws every other mod I'm trying to use) is backdating forge, which unfortunately according to a friend of mine is required to get it to work on 1.8. IE the mod is incompatible with the current stable version of forge according to some very good coders that I know and work with.
Didn't actually try it, I had no idea it had a shaders mod built in. I will give it a shot and see what happens, but like I said before I'm not the biggest fan of Optifine.
Edit: several hours of testing and checking it out, I'm honestly severely disappointed in Optifine as a shaders mod. The graphical glitches, and random performance problems with it make it unpleasant to look at at best, and impossible to play at worst. Between blocks that aren't there, invisible enemies, and many many occasions of it tanking the FPS to 1 or lower I think that unfortunately I will have to give up on having shaders.
ShadersMod v2.4.12 can be used with Forge up to 1521.
It crashes with Forge 1523 - 1568.
Which modpack (or individual mods) are you using besides OptiFine?
Better HUD 1.3.3
Code Chicken Core 1.0.5.36
Inventory Tweaks1.59-176-9318a76
Journey Map 5.1.1rc1
Schematica 1.7.7.139
Vein Miner 0.21.2
I'm not using a lot, and realistically those shouldn't cause problems. without Optifine AT ALL I'm getting 90 - 120 FPS stable, but with Optifine in and shaders off it drops massively to around 25-30 fps along with the massive drops, glitches and otherwise, and 10 - 15 with shaders on when its not 1fps or lower, along with the aforementioned glitches.
To explain the glitches a bit, blocks will randomly be invisible, blocks that aren't actually there will appear, text outside of menus will be a garbled mess, and again this isn't including random freezes, stability issues, and actually interfering with using veinminer....
Just tested the same configuration:
Forge #1563
BetterHUD 1.3.3
CodeChickenCore 1.0.5.36
InventoryTweaks 1.59.176
JourneyMap 5.1.1
LunatriusCore 1.1.2.29
Schematica 1.7.7.140
VeinMiner 0.30.0
=> FPS 110, when flying falls to 40
Added OptiFine F8 for 1.8.0
=> FPS 130, when flying falls to 80
Activated shaders (Sildurs Vibrant Shaders)
=> FPS 15 (unstable, random lag), when flying stays the same
Set option "Video Settings -> Performance -> Smooth FPS -> ON)
=> FPS 15 stable (no fluctuations)
The 10x FPS drop with shaders is normal, depending on the shaders and the GPU.
Check the Video Settings, for example Render Distance, AA, AF, FXAA, Chunk Updates, etc. OptiFine has many high-quality options which may bring the FPS down. You can also reset the video settings to default (Video Settings -> Other -> Reset Settings). If still not working you can post the error log in a spoiler.
Honestly I'm not really an FPS *****, but 15 is far too low to actually enjoy the game with shaders. I don't know what your specs are but I would bet on them being better than mine, so unfortunately I'm giving up on shaders for now until a release of the ACTUAL shaders mod without optifine comes out. I appreciate the help though.
The original shaders mod and OptiFine get similar FPS when shaders are enabled, as they both work identically.
If you get 120 FPS without shaders, then you can expect 15 fps with the heavier shader packs.
You can try with lighter shaders, for example Sildurs Vibrant Shaders (Lite or Medium). There is significant FPS difference between the different shader packs, some experimenting may help. The shaders performance is depending on the GPU as the shaders are executed 100% on the GPU.
You can also get better shaders performance by changing "Render Quality" and "Shadow Quality" to lower values.
Try to imagine all life as you know it stopping instantaneously and every molecule in your body exploding at the speed of light.
Everfree Server - A small & friendly survival build server for older 'Crafters.
Oh I understand that much, but with Optifine in particular I've found that it more often than not lowers my performance unless i go with everything as low as possible, and even then the glitches and other problems are what I have the biggest problem with. I can deal with 15 - 20 FPS, but if it's also messing up other mods use (veinminer in this case), making it difficult to play (invisible, and visible but nonexistent blocks), AND hitting my FPS that's just not worth it. Also I know all of this, as I mentioned before I'm not new to shaders, Optifine, and most definitely not new to modding considering who I know and what I do in the community. Overall I've said it before and I will say it again Optifine should be a last resort for performance problems, and for people who have computers that can actually handle the much higher settings. It is just far to problematic for my uses though, and i fall into neither of those categories.
As far as telling me what shaders to use, I must point out that I'm not a newbie to shaders, this definitely isn't my first rodeo with them, and I'm not stupid enough to run a shader pack that will destroy my expirience. So yet again thank you for the help, but this is the end of this discussion because your suggestions were the first things I tried before coming back to post about it.
Ha, sorry, try it and see. No it's not going to damage anything. It might have compatibility issues if you don't use what's recommended, but I don't use 1.7 anymore so I don't know.
Everfree Server - A small & friendly survival build server for older 'Crafters.
My minecraft won't even start. I was hoping someone can point out how to make it run.
The error message is as follows:
---- Minecraft Crash Report ----
// Why did you do that?
Time: 22/11/15 7:00 PM
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:471)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:329)
at net.minecraft.client.main.Main.main(SourceFile:124)
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:471)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:329)
at net.minecraft.client.main.Main.main(SourceFile:124)
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: 1.8.8
Operating System: Windows 10 (amd64) version 10.0
CPU: 12x Intel(R) Core(TM) i7-5820K CPU @ 3.30GHz
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 97518192 bytes (93 MB) / 267730944 bytes (255 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 9.18 Powered by Forge 11.14.4.1575 Optifine OptiFine_1.8.8_HD_U_F5 5 mods loaded, 5 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
U mcp{9.18} [Minecraft Coder Pack] (minecraft.jar)
U FML{8.0.99.99} [Forge Mod Loader] (forge-1.8.8-11.14.4.1575-1.8.8.jar)
U Forge{11.14.4.1575} [Minecraft Forge] (forge-1.8.8-11.14.4.1575-1.8.8.jar)
U BetterFoliage{1.1.7} [Better Foliage] (BetterFoliage-mc1.8-1.1.7.jar)
U Minema{v3.1-1.8} [Minema] (Minema-v3.1-1.8.jar)
Loaded coremods (and transformers):
BetterFoliageLoader (BetterFoliage-mc1.8-1.1.7.jar)
mods.betterfoliage.loader.impl.BetterFoliageTransformer
Launched Version: 1.8.8-forge1.8.8-11.14.4.1575-1.8.8
LWJGL: 2.9.4
OpenGL: GeForce GTX 960/PCIe/SSE2 GL version 4.5.0 NVIDIA 353.54, 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:
Current Language: English (US)
Profiler Position: N/A (disabled)
CPU: 12x Intel(R) Core(TM) i7-5820K CPU @ 3.30GHz
You can not mix Minecraft 1.8.8 with mods compiled with MCP 1.8.0 . They can not communicate with each other.Forge 1.8.8 is in Beta do not use unless your coding and testing
Okay even though i found my answer to last crash it still happens even though i downgraded to 1514 on forge.
Can someone explain to me what Old Lighting does? I see no difference with it on or off
I think it's the rendering style but i'm not sure.
Check out The Valley! My own Server and Modpacks!
Forum: http://thevalley.guildtag.com/
Discord: https://discordapp.com/invite/mx9GCDQ
The Valley 1.7.10 is available on Technic here:The Valley 1.7.10 -> Curseforge External link HERE
The Valley 1.12.2 is available on Curseforge here: The Valley 1.12.2
The Valley 1.20.2 is available at this IP: thevalley.noip.me:25567 (NOW BEDROCK COMPATIBLE!)
Old lighting is to turn on/off minecrafts default lighting. The way minecrafts default lighting works is that it sets brightness values to block sides, so the top of the block will be the brightest the sides second and the bottom will be the darkest. Now you might think this is normal or fine but say at sunrise when the sun is at a sharp angle the light should be hitting mainly the top and one side of the block but with old lighting/default lighting all sides would be the same brightness when really the back side of the block should be one of the darkest. So if your using shaders you really should have this turned off other wise it will affect how the shader is casting light on blocks.
When I was setting up shaders and didn't even have an actual shaders mod installed, but it crashed and here's the crash report:
I've been attempting to add a glow effect selectively to items (not blocks) in the SEUS shader, but I've had no success yet. Looking at daxnitro's wiki, it's not clear to me that the mc_Entity.x attribute also supports items and entities, which I suspect may be the problem but I'm not sure.
I've noticed spider eyes and blazes, for example, will glow but there is nothing in the gbuffers_entities files that would indicate why these specific entities would glow but not others.
Is this entity glow effect hard coded into the ShadersMod (I tried to find daxnitro's old source code but the only SugarSync link I found was dead)?
If anyone can shine some light on this conundrum, it would be much I appreciated!
EDIT: Reworded for clarification.
It is somewhat hard coded.
Spider eyes and Endermen eyes don't use "gbuffers_entities" shader.
Spider eyes and Endermen eyes use "gbuffers_spidereyes" shader.
When"gbuffers_spidereyes" does not exist, the mod will use "gbuffers_textured" shader.