Actually, Karyonix posted that it was probably incompatible with Optifine on the download. I'm guessing because of the comments, he removed the "probably" and it just said "Not compatible with Optifine."
Too bad that the volumetric clouds are still pixelated inside the clouds of pixelated around the edges (affects blocks also) on this version.
I never know whenere people get driver numbers like that from, I'm current running according to my display adapter it's 13.252.0.0, my CCC version is 13.12 however
I've always allocated 512 to MC, even using high rest TP I've never gotten memory issues and I don't see myself using a 512x with any shaders considering i can't even run them alone
I've gone from BETA to normal, normal to BETA and they seem to make very little difference for minecraft performance, I'm unable to notice any at all.
Running in full screen bumps it up a bit
Yeah, that would be the 'driver version' that AMD posts on their website when you download the software -- AKA the Catalyst Bundle Version.
13.11 BETA worked great, had the best FPS for me. I downloaded 13.12 WHQL but haven't installed it -- too many reports of lost FPS, and bugs. I'm hearing that 13.12 BETA worked those issues out, and improved some.
I really hope to do some more testing for you, tonight is going to be a busy night again.. Hopefully Friday or over the weekend..
currently as said above, I've got 512mb, i wasn't aware there was a low allocation technique, i got a 'out of memory issue' ages ago using 256bm so i bumped it up to 512 and never gotten it since, I'll try a gig but not sure how this will affect the framerate
Try these switches in your Forge Profile of the MC Launcher:
-Xms350m -Xmx4G
The Xms is added, and the Xmx switch is 1G by default now.
If you look at the Java.exe switches, Xmx is minimum ram allocation, and Xms is maximum ram allocation.
You could run 512m min, and 1G or 2G max (because you don't run mods, just the TP).
The shaders are not working for me. I have everything installed as instructed and the shaders initialize when I activate the shaders.
I have forge for 1.6.4. I have tried with and without optifine and it makes no difference.
I don't get any errors, I just don't see any differences. Is there anything else i am missing that needs to be done?
If the shadersmodcore is in the %appdata%\.minecraft\mods folder (and it has a .JAR extension, not .JAR.ZIP -- this is a problem with MediaFire and IE) ... chances are you have an issue with your shaderpack being packaged incorrectly (or a corrupt ZIP).
Your shaderpack should go into the %appdata%\.minecraft\shaderpacks directory. When you go into MC -> Options -> Shaders you should see it there.
If you double-click on your shaderpack you should see a shaders folder, and then if you double-click on that you should see a bunch of FSH & VSH files.
If you are using Optifine along with GLSL, make sure you are using Karyonix's Optifine FML Patch (1st post of this thread).
If the shadersmodcore is in the %appdata%\.minecraft\mods folder (and it has a .JAR extension, not .JAR.ZIP -- this is a problem with MediaFire and IE) ... chances are you have an issue with your shaderpack being packaged incorrectly (or a corrupt ZIP).
Your shaderpack should go into the %appdata%\.minecraft\shaderpacks directory. When you go into MC -> Options -> Shaders you should see it there.
If you double-click on your shaderpack you should see a shaders folder, and then if you double-click on that you should see a bunch of FSH & VSH files.
If you are using Optifine along with GLSL, make sure you are using Karyonix's Optifine FML Patch (1st post of this thread).
I literally just deleted my .minecraft folder. Ran minecraft in 1.6.4. Once I was done with that, I installed Forge for 1.6.4. Ran the game once to make sure the mod was installed. Closed the game, copied the GLSL jar file into mods. Opened the game to find that Shaders was again an option.
To be safe, I closed the game again, download SEUS 10.0 DOF. Copied the .zip folder into %appdata%/roaming/.minecraft/shaderpacks
Opened the game, I see SEUS 10.0 DOF, click it and I get "Shaders initialized." 0 Difference. So I download another shader pack, like Bump shadow waving. Go through the same process, I see the shader listed and it also initializes. Again, 0 difference.
I have done the installation from scratch so many times, I have no idea wtf is going on.
I literally just deleted my .minecraft folder. Ran minecraft in 1.6.4. Once I was done with that, I installed Forge for 1.6.4. Ran the game once to make sure the mod was installed. Closed the game, copied the GLSL jar file into mods. Opened the game to find that Shaders was again an option.
To be safe, I closed the game again, download SEUS 10.0 DOF. Copied the .zip folder into %appdata%/roaming/.minecraft/shaderpacks
Opened the game, I see SEUS 10.0 DOF, click it and I get "Shaders initialized." 0 Difference. So I download another shader pack, like Bump shadow waving. Go through the same process, I see the shader listed and it also initializes. Again, 0 difference.
I have done the installation from scratch so many times, I have no idea wtf is going on.
Can you post your %appdata%\.minecraft\ForgeModLoader-Client-0.log in a spoiler?
Please launch minecraft, pick a shaderpack, load a world, save and close, and then exit minecraft normally before sending the log file.
I tried to post the log file, but it says post too long.
The SEUS shaders don't work at all. I Tried Sildurs, but they only work if I force minecraft to run with the nVidia card highest settings, but the game is unplayable. If I use the standard nVidia settings, I get gbuffers_textured_lit. And when I rotate my camera, everything turns black.
I tried to post the log file, but it says post too long.
The SEUS shaders don't work at all. I Tried Sildurs, but they only work if I force minecraft to run with the nVidia card highest settings, but the game is unplayable. If I use the standard nVidia settings, I get gbuffers_textured_lit. And when I rotate my camera, everything turns black.
I just recently upgraded to a GTX 770 and was pretty disappointed that my framerate was still not very good. I just tried out the 1.7 beta with a few shader packs, and I was hovering around 30-50 fps at 1080p. My CPU isn't very good (AMD A10-5800k) but I thought shaders relied more on the GPU.
So the OP says that it isn't compatible with Optifine.
I'm not sure if this helps, but here is my experience.
When you start up the game, things are fine. I'm guessing shaders aren't initialized in the menu. However when you actually load a map, it's as though it takes the last rendered frame and holds it on screen, continuously passing it through the corner effect filter until the corners become black. This reminds me of what happens when a graphics card has nothing to render, and nothing to clear the Z-buffer. It just repeats the last few frames, and accumulates any post-processes.
I could be spewing the obvious, but I'd like to be more descriptive than "Doesn't work. This sux hyuk."
I just recently upgraded to a GTX 770 and was pretty disappointed that my framerate was still not very good. I just tried out the 1.7 beta with a few shader packs, and I was hovering around 30-50 fps at 1080p. My CPU isn't very good (AMD A10-5800k) but I thought shaders relied more on the GPU.
Normally they do, but I imagine running advanced shaders through a rough virtual machine in Java would be a lot more CPU-intensive than a native C++ DirectX/OGL program.
Oddly enough, I get about the same frame rate as you. I run a Geforce 660 and an i5 3570K @ 4.6GHz 16GB RAM and directly from a RAM disk.
Depending on how knowledgeable you are, you could do what I did and edit the shaders. I was able to get great quality at pretty good performance. I was also using Optifine with my shaders, which helps a ton if you can get them to work together.
Normally they do, but I imagine running advanced shaders through a rough virtual machine in Java would be a lot more CPU-intensive than a native C++ DirectX/OGL program.
Oddly enough, I get about the same frame rate as you. I run a Geforce 660 and an i5 3570K @ 4.6GHz 16GB RAM and directly from a RAM disk.
Depending on how knowledgeable you are, you could do what I did and edit the shaders. I was able to get great quality at pretty good performance. I was also using Optifine with my shaders, which helps a ton if you can get them to work together.
It's good to know that it isn't a problem on my end. It's most likely just my CPU, which is not very good (upgrading it next! :)).
Yeah, I've poked around with the shaders config in the past, but never gotten too far with it. Maybe you can give me some tips in a PM?
So the OP says that it isn't compatible with Optifine.
I'm not sure if this helps, but here is my experience.
When you start up the game, things are fine. I'm guessing shaders aren't initialized in the menu. However when you actually load a map, it's as though it takes the last rendered frame and holds it on screen, continuously passing it through the corner effect filter until the corners become black. This reminds me of what happens when a graphics card has nothing to render, and nothing to clear the Z-buffer. It just repeats the last few frames, and accumulates any post-processes.
I could be spewing the obvious, but I'd like to be more descriptive than "Doesn't work. This sux hyuk."
Optifine works for 1.6.4, but you need to modify the Optifine JAR with Karyonix's patch and change the name.
1.7.2 isn't really ready for anything at the moment, it's testing all around, and getting used to the new code.
Forge isn't finished, it's all in beta at the moment.
Forge + Optifine are working.
Forge + GLSL Shaders are working (see below note).
Forge + Optifine + GLSL Shaders are not working (see below note).
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Just realized there is a new release of Forge for 1.7.2 (build 1000) and I crash when testing it..
Forge builds 997 to 999 for 1.7.2 are just fine.
Optifine in 1.7.2 does not work, not even the new release of B4. I tested both installed in the Forge Version JAR and in the mods folder. All you get is the last frame (the menu, or just a black screen -- i had a black screen with a white vortex in the middle at one point ).
Kind of fun playing with the different settings, looking forward to everyone's progress, this is one heck of a change!
It's good to know that it isn't a problem on my end. It's most likely just my CPU, which is not very good (upgrading it next! ).
Yeah, I've poked around with the shaders config in the past, but never gotten too far with it. Maybe you can give me some tips in a PM?
The different drivers provide different FPS...
The best frames were at 306.97, but doesn't support 700+ series cards.
Anything above 320.49 causes a black screen with 'invalid program composite' in the corner (fixable by editing composite.vsh and change 'float timepow=2.0f' to 'float timepow=3.0f').
You shouldn't have to change much, but Optifine helps with chunk loading and GPU math. See above note if installing. Make sure you follow the instructions on Optifine's webpage if you are going to use 'Multi-Core' chunk loading (multiple CPU (aka Core) support in Java).
If you edit final.fsh / composite.fsh / gbuffers_terrain.fsh / gbuffers_water.fsh, there are lines for #DEFINE WAVING_WATER (LEAVES, GRASS, WHEAT, FIRE, ETC) you can disable some of these by adding // infront of #DEFINE --> // #DEFINE WAVING_WATER <-- to get more FPS.
Alright, here's a test version with a new wobbling method, although as I say it may be a bit over the top. Will definitely not be the final version, anyway. Tall flower bouncing/waving is currently disabled: http://www.sendspace.com/file/yi4fhz
Is shaders compatible with multiplayer yet? I have been receiving the following error message when trying to connect to a server - Exception Connecting:IllegalReferenceCountException : refCnt: 0 @ io.netty.buffer.AbstractByteBuf:1173
I have been able to connect to the server itself but not to any servers within this. (The internal servers are the survival games which are joinable by clicking on a sign) Does anyone have a solution or will I have to wait for an update? This is on 1.7.2 and also allows 1.6.4 on the server, also Optifine doesn't work which I think is already a compatibility issue.
Shaders mod has nothing to do with this. Look at forge, look at your title screen. It practically says extremely buggy.
A lot of servers can't be connected onto because of Forge, some still can. Optifine wasn't suppose to be compatible as Karyonix has said it.
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Guys with the server bug, go into your shaderpacks and set them to none, then join a single player world, exit, and try logging in multiplayer server. Can take 3 - 5 tries, then you can get it. It's a pain, but it works. You can re-enable shader packs inside the server.
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PC Specs: RTX 2080 Super |Ryzen 7 3900x | 64 GB Ram |Windows 11
When I try to launch the game or create a new world, I get this:
Description: Unexpected error
java.lang.NullPointerException: Unexpected error
at cpw.mods.fml.client.FMLClientHandler.setPlayClient(FMLClientHandler.java:699)
at net.minecraft.client.network.NetHandlerPlayClient.<init>(NetHandlerPlayClient.java:221)
at net.minecraft.client.network.NetHandlerLoginClient.func_147232_a(NetHandlerLoginClient.java:110)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:187)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:2056)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:952)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:869)
at net.minecraft.client.main.Main.main(SourceFile:103)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
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:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.2
Operating System: Windows 8 (x86) version 6.2
Java Version: 1.7.0_51, Oracle Corporation
Java VM Version: Java HotSpot™ Client VM (mixed mode, sharing), Oracle Corporation
Memory: 79138576 bytes (75 MB) / 236802048 bytes (225 MB) up to 518979584 bytes (494 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
FML: MCP v9.01-pre FML v7.2.69.1002 Minecraft Forge 10.12.0.1002 3 mods loaded, 3 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{7.2.69.1002} [Forge Mod Loader] (forge-1.7.2-10.12.0.1002.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{10.12.0.1002} [Minecraft Forge] (forge-1.7.2-10.12.0.1002.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Launched Version: 1.7.2-Forge10.12.0.1002
LWJGL: 2.9.0
OpenGL: Intel® HD Graphics 2500 GL version 4.0.0 - Build 9.17.10.2828, Intel
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)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Anisotropic Filtering: Off (1)
When I try to launch the game or create a new world, I get this:
Description: Unexpected error
java.lang.NullPointerException: Unexpected error
at cpw.mods.fml.client.FMLClientHandler.setPlayClient(FMLClientHandler.java:699)
at net.minecraft.client.network.NetHandlerPlayClient.<init>(NetHandlerPlayClient.java:221)
at net.minecraft.client.network.NetHandlerLoginClient.func_147232_a(NetHandlerLoginClient.java:110)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:187)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:2056)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:952)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:869)
at net.minecraft.client.main.Main.main(SourceFile:103)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
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:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.2
Operating System: Windows 8 (x86) version 6.2
Java Version: 1.7.0_51, Oracle Corporation
Java VM Version: Java HotSpot™ Client VM (mixed mode, sharing), Oracle Corporation
Memory: 79138576 bytes (75 MB) / 236802048 bytes (225 MB) up to 518979584 bytes (494 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
FML: MCP v9.01-pre FML v7.2.69.1002 Minecraft Forge 10.12.0.1002 3 mods loaded, 3 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{7.2.69.1002} [Forge Mod Loader] (forge-1.7.2-10.12.0.1002.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{10.12.0.1002} [Minecraft Forge] (forge-1.7.2-10.12.0.1002.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Launched Version: 1.7.2-Forge10.12.0.1002
LWJGL: 2.9.0
OpenGL: Intel® HD Graphics 2500 GL version 4.0.0 - Build 9.17.10.2828, Intel
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)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Anisotropic Filtering: Off (1)
Any help?
It doesn't appear that any of the latest 1000+ builds of Forge are compatible with GLSL.
You get random errors creating/loading/connecting to worlds (both single and multiplayer).
I mentioned this in a post last night, and a temporary solution is in the post directly above you.
Too bad that the volumetric clouds are still pixelated inside the clouds of pixelated around the edges (affects blocks also) on this version.
Yeah, that would be the 'driver version' that AMD posts on their website when you download the software -- AKA the Catalyst Bundle Version.
13.11 BETA worked great, had the best FPS for me. I downloaded 13.12 WHQL but haven't installed it -- too many reports of lost FPS, and bugs. I'm hearing that 13.12 BETA worked those issues out, and improved some.
I really hope to do some more testing for you, tonight is going to be a busy night again.. Hopefully Friday or over the weekend..
Try these switches in your Forge Profile of the MC Launcher:
-Xms350m -Xmx4G
The Xms is added, and the Xmx switch is 1G by default now.
If you look at the Java.exe switches, Xmx is minimum ram allocation, and Xms is maximum ram allocation.
You could run 512m min, and 1G or 2G max (because you don't run mods, just the TP).
I have forge for 1.6.4. I have tried with and without optifine and it makes no difference.
I don't get any errors, I just don't see any differences. Is there anything else i am missing that needs to be done?
If the shadersmodcore is in the %appdata%\.minecraft\mods folder (and it has a .JAR extension, not .JAR.ZIP -- this is a problem with MediaFire and IE) ... chances are you have an issue with your shaderpack being packaged incorrectly (or a corrupt ZIP).
Your shaderpack should go into the %appdata%\.minecraft\shaderpacks directory. When you go into MC -> Options -> Shaders you should see it there.
If you double-click on your shaderpack you should see a shaders folder, and then if you double-click on that you should see a bunch of FSH & VSH files.
If you are using Optifine along with GLSL, make sure you are using Karyonix's Optifine FML Patch (1st post of this thread).
I literally just deleted my .minecraft folder. Ran minecraft in 1.6.4. Once I was done with that, I installed Forge for 1.6.4. Ran the game once to make sure the mod was installed. Closed the game, copied the GLSL jar file into mods. Opened the game to find that Shaders was again an option.
To be safe, I closed the game again, download SEUS 10.0 DOF. Copied the .zip folder into %appdata%/roaming/.minecraft/shaderpacks
Opened the game, I see SEUS 10.0 DOF, click it and I get "Shaders initialized." 0 Difference. So I download another shader pack, like Bump shadow waving. Go through the same process, I see the shader listed and it also initializes. Again, 0 difference.
I have done the installation from scratch so many times, I have no idea wtf is going on.
Can you post your %appdata%\.minecraft\ForgeModLoader-Client-0.log in a spoiler?
Please launch minecraft, pick a shaderpack, load a world, save and close, and then exit minecraft normally before sending the log file.
The SEUS shaders don't work at all. I Tried Sildurs, but they only work if I force minecraft to run with the nVidia card highest settings, but the game is unplayable. If I use the standard nVidia settings, I get gbuffers_textured_lit. And when I rotate my camera, everything turns black.
Roger that, I should have mentioned that too, but I didn't think the log file would be that long.
What video card do you have in your computer? Also, Windows7/8/8.1 or MacOSX? What driver do you have installed?
I'm not sure if this helps, but here is my experience.
When you start up the game, things are fine. I'm guessing shaders aren't initialized in the menu. However when you actually load a map, it's as though it takes the last rendered frame and holds it on screen, continuously passing it through the corner effect filter until the corners become black. This reminds me of what happens when a graphics card has nothing to render, and nothing to clear the Z-buffer. It just repeats the last few frames, and accumulates any post-processes.
I could be spewing the obvious, but I'd like to be more descriptive than "Doesn't work. This sux hyuk."
Normally they do, but I imagine running advanced shaders through a rough virtual machine in Java would be a lot more CPU-intensive than a native C++ DirectX/OGL program.
Oddly enough, I get about the same frame rate as you. I run a Geforce 660 and an i5 3570K @ 4.6GHz 16GB RAM and directly from a RAM disk.
Depending on how knowledgeable you are, you could do what I did and edit the shaders. I was able to get great quality at pretty good performance. I was also using Optifine with my shaders, which helps a ton if you can get them to work together.
It's good to know that it isn't a problem on my end. It's most likely just my CPU, which is not very good (upgrading it next! :)).
Yeah, I've poked around with the shaders config in the past, but never gotten too far with it. Maybe you can give me some tips in a PM?
Optifine works for 1.6.4, but you need to modify the Optifine JAR with Karyonix's patch and change the name.
1.7.2 isn't really ready for anything at the moment, it's testing all around, and getting used to the new code.
Forge isn't finished, it's all in beta at the moment.
Forge + Optifine are working.
Forge + GLSL Shaders are working (see below note).
Forge + Optifine + GLSL Shaders are not working (see below note).
-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Just realized there is a new release of Forge for 1.7.2 (build 1000) and I crash when testing it..
Forge builds 997 to 999 for 1.7.2 are just fine.
Optifine in 1.7.2 does not work, not even the new release of B4. I tested both installed in the Forge Version JAR and in the mods folder. All you get is the last frame (the menu, or just a black screen -- i had a black screen with a white vortex in the middle at one point ).
Kind of fun playing with the different settings, looking forward to everyone's progress, this is one heck of a change!
The different drivers provide different FPS...
The best frames were at 306.97, but doesn't support 700+ series cards.
Anything above 320.49 causes a black screen with 'invalid program composite' in the corner (fixable by editing composite.vsh and change 'float timepow=2.0f' to 'float timepow=3.0f').
You shouldn't have to change much, but Optifine helps with chunk loading and GPU math. See above note if installing. Make sure you follow the instructions on Optifine's webpage if you are going to use 'Multi-Core' chunk loading (multiple CPU (aka Core) support in Java).
If you edit final.fsh / composite.fsh / gbuffers_terrain.fsh / gbuffers_water.fsh, there are lines for #DEFINE WAVING_WATER (LEAVES, GRASS, WHEAT, FIRE, ETC) you can disable some of these by adding // infront of #DEFINE --> // #DEFINE WAVING_WATER <-- to get more FPS.
Really saddened by the lack of feedback here... it's nearly impossible to tell what version people like if they don't give any feedback on it.
Anyway, is there a way to stop signs and chests from bouncing independently in 1.7.2 like it was in 1.6.4? Or is that impossible now?
Jelly World (Ver. 5.1) - Bendy Ground (Ver. 1.1) - The Wave (Ver. 1.0)
Shaders mod has nothing to do with this. Look at forge, look at your title screen. It practically says extremely buggy.
A lot of servers can't be connected onto because of Forge, some still can. Optifine wasn't suppose to be compatible as Karyonix has said it.
When I try to launch the game or create a new world, I get this:
Description: Unexpected error
java.lang.NullPointerException: Unexpected error
at cpw.mods.fml.client.FMLClientHandler.setPlayClient(FMLClientHandler.java:699)
at net.minecraft.client.network.NetHandlerPlayClient.<init>(NetHandlerPlayClient.java:221)
at net.minecraft.client.network.NetHandlerLoginClient.func_147232_a(NetHandlerLoginClient.java:110)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:187)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:2056)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:952)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:869)
at net.minecraft.client.main.Main.main(SourceFile:103)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:134)
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:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.2
Operating System: Windows 8 (x86) version 6.2
Java Version: 1.7.0_51, Oracle Corporation
Java VM Version: Java HotSpot™ Client VM (mixed mode, sharing), Oracle Corporation
Memory: 79138576 bytes (75 MB) / 236802048 bytes (225 MB) up to 518979584 bytes (494 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
FML: MCP v9.01-pre FML v7.2.69.1002 Minecraft Forge 10.12.0.1002 3 mods loaded, 3 mods active
mcp{8.09} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
FML{7.2.69.1002} [Forge Mod Loader] (forge-1.7.2-10.12.0.1002.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Forge{10.12.0.1002} [Minecraft Forge] (forge-1.7.2-10.12.0.1002.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available
Launched Version: 1.7.2-Forge10.12.0.1002
LWJGL: 2.9.0
OpenGL: Intel® HD Graphics 2500 GL version 4.0.0 - Build 9.17.10.2828, Intel
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)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Anisotropic Filtering: Off (1)
Any help?
It doesn't appear that any of the latest 1000+ builds of Forge are compatible with GLSL.
You get random errors creating/loading/connecting to worlds (both single and multiplayer).
I mentioned this in a post last night, and a temporary solution is in the post directly above you.