I thought I remembered glimpsing a solution to this somewhere, but for the life of me I can't seem to find it. I've been using the lovely new grid format for all my grass and leaves since it first came out, but in the latest versions (I've had this problem in both 4.3.0 beta5 and 4.3.1_01, I took a bit of a break in between) I can't seem to get the grid palettes working. They were definitely working before 1.7.2.
Making CTM files for every stained glass texture is a pain, is there tools or anything that can help with this?
Find an old Glass CTM set from 1.4.7, where the tiles were all one image file. Draw/replace the entire image (But it's only one image, so it's not that bad)
Use the texture converter from the MCPatcher client to bring it up to date...
Making CTM files for every stained glass texture is a pain, is there tools or anything that can help with this?
Well, what I did is I made a grayscale classic glass CTM set and then used custom color's new functionality to recolor it per stained glass color. It's still a bit of a pain (addressed in my older posts on what could make it better) to make a custom colors .properties file for each color of stained glass, and to make .properties files for each color (that is, if you don't want them to connect, if you're fine with it you can use 1 .properties file with no metadata specification).
Not only is it less work, it's way less (like 15 times less) resources.
Rollback Post to RevisionRollBack
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Tiles 1-2 should only be applied to the sides of a dark oak log that has a metadata of 1 (facing up/down). But it also is applied to the sides of dark oak logs with a metadata of 5 and 9 (facing east/west and north/south). I guess this would be because you don't want people to have to specify the metadata of every log direction, but it does make a few things impossible. If you could make some way of doing what I'm trying to do possible, it would be much appreciated.
Hey brottweiler is it you? I'm oz from oc.tc. I've done all the stained glass if you need it. Unless you want to go the fun way
Yes, it is me. I am using different textures than default. I wanted to know if there was some tool or similar that could make CTM textures out of one texture.
Find an old Glass CTM set from 1.4.7, where the tiles were all one image file. Draw/replace the entire image (But it's only one image, so it's not that bad) Use the texture converter from the MCPatcher client to bring it up to date... That's all I got.
Thanks, but that wouldn't really work because there wasn't stained glass pre-1.7.
Well, what I did is I made a grayscale classic glass CTM set and then used custom color's new functionality to recolor it per stained glass color. It's still a bit of a pain (addressed in my older posts on what could make it better) to make a custom colors .properties file for each color of stained glass, and to make .properties files for each color (that is, if you don't want them to connect, if you're fine with it you can use 1 .properties file with no metadata specification). Not only is it less work, it's way less (like 15 times less) resources.
Aha... Well I actually went a head and did the textures manually. My textures was not that complicated, so I simply used the default CTM for them (provided by Optifine) then I copy-pasted from my original texture. What differentiates my texture from default, is that I removed the "streaks" in the glass.
Thanks, but that wouldn't really work because there wasn't stained glass pre-1.7
If you were trying to copy vanilla textures without the streaks, then obviously you did the right thing, but my process would have worked if you wanted to make a new texture. Obviously, for converting purposes, the colored glass doesn't exist, but the converter tool is basically a tool that takes a file in the OLD format (one file) and breaks it up into segments numbered 1 to 47 I think.
Make a texture called glass, but make it ANYTHING you want. So tint it purple for example, then use the converter to obtain the purple textures...
Now, there still is an issue... if you already did glass, (1 to 47) but now you have ANOTHER set of textures 1-47, we have to figure out a way to rename them...
While you could do this by hand, I would recomment the Bulk Rename Utility a free program (for windows) that lets you make patterns for files...
So take the numbers coming in, say 1 to 47, and you can actually add 47 to every file name, making the second set of purple glass 48-94
This is still a laborious process, but you don't have to go through as much nonsense. I'd say this reduces the total time of texture creation down by a factor of 4. Once you get familiar with the tools, you can actually crank out textures pretty quickly... it's only a bother that you have to do this 16 times... one for each color.
Any chance we can get support for Unicode characters?
Example I am trying to read this symbol from the name of an item with CIT: ᴿ
I tried UTF-8 and Unicode encoding of the property file and didn't have any luck.
Why are your items messed up?
Can you possibly choose a better name for your item or texture, rather than asking Kahr to add obscure functionality?
Is the item you're talking about coming from a mod that strictly uses that item name? If so, which mod does that?
Why are your items messed up?
Can you possibly choose a better name for your item or texture, rather than asking Kahr to add obscure functionality?
Is the item you're talking about coming from a mod that strictly uses that item name? If so, which mod does that?
Sorry I should of explained myself better.
I am planning on using this plugin http://dev.bukkit.or...gins/crackshot/, this plugin adds guns.
Now the guns have different stages depending on the its ammo,if the breach is open etc..
For example the bolt action rifle stages are : bullet in firing chamber ■, cartridge-case in firing chamber □, and empty firing chamber _. These symbols are used in the name to indicate the stage.
So I would like the texture to change depending on the stage. Unfortunately McPatcher has trouble with Unicode symbols(unless I'm missing something)
Unicode symbols are supported in vanilla minecraft and they are useful for adding flare to items names and lore.
Unicode character chart : http://unicode-table.com/en/
A good video showing some uses for these symbols
Well, what I did is I made a grayscale classic glass CTM set and then used custom color's new functionality to recolor it per stained glass color. It's still a bit of a pain (addressed in my older posts on what could make it better) to make a custom colors .properties file for each color of stained glass, and to make .properties files for each color (that is, if you don't want them to connect, if you're fine with it you can use 1 .properties file with no metadata specification).
Not only is it less work, it's way less (like 15 times less) resources.
I am planning on using this plugin http://dev.bukkit.or...gins/crackshot/, this plugin adds guns.
Now the guns have different stages depending on the its ammo,if the breach is open etc..
For example the bolt action rifle stages are : bullet in firing chamber ■, cartridge-case in firing chamber □, and empty firing chamber _. These symbols are used in the name to indicate the stage.
So I would like the texture to change depending on the stage. Unfortunately McPatcher has trouble with Unicode symbols(unless I'm missing something)
I don't think you're missing anything, but I suggest you try to reskin the item by it's item ID, and not it's name. Also, there is a chance you're using the wrong name, as the mod writer could have sent something different to the Naming Registry.
If the mod writer did indeed send a different name to the Naming Registry, you should check the config file for that mod (flan's mod is it?) to see what the mod writer called it.
If that don't work, then open up the mod's jar, or .zip to see what the resource file is called. There is a REALLY good chance that the mod writer isn't using the ASKI characters in the name of the item, especially if they are changing as many times like you say they are.......
I don't think you're missing anything, but I suggest you try to reskin the item by it's item ID, and not it's name. Also, there is a chance you're using the wrong name, as the mod writer could have sent something different to the Naming Registry.
If the mod writer did indeed send a different name to the Naming Registry, you should check the config file for that mod (flan's mod is it?) to see what the mod writer called it.
If that don't work, then open up the mod's jar, or .zip to see what the resource file is called. There is a REALLY good chance that the mod writer isn't using the ASKI characters in the name of the item, especially if they are changing as many times like you say they are.......
I think there was a bit of a misunderstanding there, what I am using for the guns is a bukkit plugin ,called crackshot, not a mod.
Anyway
I made a little gif so you can see what is happening
In it I am firing a bolt action rifle, when fired the gun state changes to simulate the bolt action indicated by the "■ □_" in the name.The name change seems to be the only thing that is actually changing when the gun is fired, so I think the name would be the only thing I would be able to search for using CIT.
Here is my properties file I used just to see if I could get the texture to change while looking for the Unicode character.
I think there was a bit of a misunderstanding there, what I am using for the guns is a bukkit plugin ,called crackshot, not a mod.
Anyway
I made a little gif so you can see what is happening
In it I am firing a bolt action rifle, when fired the gun state changes to simulate the bolt action indicated by the "■ □_" in the name.The name change seems to be the only thing that is actually changing when the gun is fired, so I think the name would be the only thing I would be able to search for using CIT.
Here is my properties file I used just to see if I could get the texture to change while looking for the Unicode character.
I also had a look at the plugin code to see what symbol it is sending to the client, I am 100% sure that I'm using the correct symbols.
Have you looked through crackshot's pluggin, looking for the resource file name?
Edit. Just checked myself... do all guns within CrackShot only have one texture? Does that texture ever change within CrackShot itself?
As far I can tell, I don't even know if crackshot has only one default texture for all of the guns, or if each gun has one default texture.
You would need to guarantee that guns change there own textures when firing. If the only thing that changes is the item name you see above the hotbar, I don't even think MCPatcher can detect that difference at this moment in time.
If this is indeed the case, contact the writer of crackShot first!
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
It crashes when i play a Patched profile on a Server
This is the report i get:
---- Minecraft Crash Report ----
// Why is it breaking
Time: 16/01/14 9:53 AM
Description: Unexpected error
java.lang.IllegalArgumentException
at java.util.PriorityQueue.<init>(Unknown Source)
at blz.a(SourceFile:112)
at blg.a(SourceFile:213)
at blg.a(SourceFile:178)
at bls.a(SourceFile:1277)
at bll.a(SourceFile:949)
at bll.b(SourceFile:813)
at azd.ad(SourceFile:780)
at azd.e(SourceFile:704)
at net.minecraft.client.main.Main.main(SourceFile:103)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at java.util.PriorityQueue.<init>(Unknown Source)
at blz.a(SourceFile:112)
at blg.a(SourceFile:213)
at blg.a(SourceFile:178)
at bls.a(SourceFile:1277)
at bll.a(SourceFile:949)
-- System Details --
Details:
Minecraft Version: 1.7.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 250347016 bytes (238 MB) / 365887488 bytes (348 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
AABB Pool Size: 30227 (1692712 bytes; 1 MB) allocated, 2 (112 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
Launched Version: 1.7.2-mcpatcher
LWJGL: 2.9.0
OpenGL: GeForce GTX 660/PCIe/SSE2 GL version 4.4.0, NVIDIA Corporation
Is Modded: Very likely; Jar signature invalidated
Type: Client (map_client.txt)
Resource Packs: [willpack3.zip]
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 955 (53480 bytes; 0 MB) allocated, 40 (2240 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
Please Fix :(It keeps crashing when i join a Server Please fix.
This is the report i get:
---- Minecraft Crash Report ----
// Why is it breaking
Time: 16/01/14 9:53 AM
Description: Unexpected error
java.lang.IllegalArgumentException
at java.util.PriorityQueue.<init>(Unknown Source)
at blz.a(SourceFile:112)
at blg.a(SourceFile:213)
at blg.a(SourceFile:178)
at bls.a(SourceFile:1277)
at bll.a(SourceFile:949)
at bll.b(SourceFile:813)
at azd.ad(SourceFile:780)
at azd.e(SourceFile:704)
at net.minecraft.client.main.Main.main(SourceFile:103)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at java.util.PriorityQueue.<init>(Unknown Source)
at blz.a(SourceFile:112)
at blg.a(SourceFile:213)
at blg.a(SourceFile:178)
at bls.a(SourceFile:1277)
at bll.a(SourceFile:949)
I've asked before, but since no-one has answered I'll ask again: Now that we're in 1.7, can - and if yes, how - you install optifine with this? I'd be grateful if someone could point me in the right direction.
mcpatcher and Optifine are like Petrol and Diesel, Minecraft can only run on one or the other, not both.
Optifine has some of the same features of mcpatcher but is mostly out of date for some of the more advanced features.
mcpatcher gets updated more often and has cutting edge features for colormaps, CTM etc...
I thought I remembered glimpsing a solution to this somewhere, but for the life of me I can't seem to find it. I've been using the lovely new grid format for all my grass and leaves since it first came out, but in the latest versions (I've had this problem in both 4.3.0 beta5 and 4.3.1_01, I took a bit of a break in between) I can't seem to get the grid palettes working. They were definitely working before 1.7.2.
Thanks to anyone who can help!
Find an old Glass CTM set from 1.4.7, where the tiles were all one image file. Draw/replace the entire image (But it's only one image, so it's not that bad)
Use the texture converter from the MCPatcher client to bring it up to date...
That's all I got.
Well, what I did is I made a grayscale classic glass CTM set and then used custom color's new functionality to recolor it per stained glass color. It's still a bit of a pain (addressed in my older posts on what could make it better) to make a custom colors .properties file for each color of stained glass, and to make .properties files for each color (that is, if you don't want them to connect, if you're fine with it you can use 1 .properties file with no metadata specification).
Not only is it less work, it's way less (like 15 times less) resources.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
For example:
Tiles 1-2 should only be applied to the sides of a dark oak log that has a metadata of 1 (facing up/down). But it also is applied to the sides of dark oak logs with a metadata of 5 and 9 (facing east/west and north/south). I guess this would be because you don't want people to have to specify the metadata of every log direction, but it does make a few things impossible. If you could make some way of doing what I'm trying to do possible, it would be much appreciated.
Yes, it is me. I am using different textures than default. I wanted to know if there was some tool or similar that could make CTM textures out of one texture.
Thanks, but that wouldn't really work because there wasn't stained glass pre-1.7.
Aha... Well I actually went a head and did the textures manually. My textures was not that complicated, so I simply used the default CTM for them (provided by Optifine) then I copy-pasted from my original texture. What differentiates my texture from default, is that I removed the "streaks" in the glass.
If you were trying to copy vanilla textures without the streaks, then obviously you did the right thing, but my process would have worked if you wanted to make a new texture. Obviously, for converting purposes, the colored glass doesn't exist, but the converter tool is basically a tool that takes a file in the OLD format (one file) and breaks it up into segments numbered 1 to 47 I think.
Make a texture called glass, but make it ANYTHING you want. So tint it purple for example, then use the converter to obtain the purple textures...
Now, there still is an issue... if you already did glass, (1 to 47) but now you have ANOTHER set of textures 1-47, we have to figure out a way to rename them...
While you could do this by hand, I would recomment the Bulk Rename Utility a free program (for windows) that lets you make patterns for files...
So take the numbers coming in, say 1 to 47, and you can actually add 47 to every file name, making the second set of purple glass 48-94
This is still a laborious process, but you don't have to go through as much nonsense. I'd say this reduces the total time of texture creation down by a factor of 4. Once you get familiar with the tools, you can actually crank out textures pretty quickly... it's only a bother that you have to do this 16 times... one for each color.
Any chance we can get support for Unicode characters?
Example I am trying to read this symbol from the name of an item with CIT: ᴿ
I tried UTF-8 and Unicode encoding of the property file and didn't have any luck.
---SOLVED---
Why are your items messed up?
Can you possibly choose a better name for your item or texture, rather than asking Kahr to add obscure functionality?
Is the item you're talking about coming from a mod that strictly uses that item name? If so, which mod does that?
Sorry I should of explained myself better.
I am planning on using this plugin http://dev.bukkit.or...gins/crackshot/, this plugin adds guns.
Now the guns have different stages depending on the its ammo,if the breach is open etc..
For example the bolt action rifle stages are : bullet in firing chamber ■, cartridge-case in firing chamber □, and empty firing chamber _. These symbols are used in the name to indicate the stage.
So I would like the texture to change depending on the stage. Unfortunately McPatcher has trouble with Unicode symbols(unless I'm missing something)
Unicode symbols are supported in vanilla minecraft and they are useful for adding flare to items names and lore.
Unicode character chart : http://unicode-table.com/en/
A good video showing some uses for these symbols
I hope Kahr has the time to add this.
---SOLVED---
What new function? Where is it listed?
Putting the CENDENT back in transcendent!
I don't think you're missing anything, but I suggest you try to reskin the item by it's item ID, and not it's name. Also, there is a chance you're using the wrong name, as the mod writer could have sent something different to the Naming Registry.
If the mod writer did indeed send a different name to the Naming Registry, you should check the config file for that mod (flan's mod is it?) to see what the mod writer called it.
If that don't work, then open up the mod's jar, or .zip to see what the resource file is called. There is a REALLY good chance that the mod writer isn't using the ASKI characters in the name of the item, especially if they are changing as many times like you say they are.......
I AM WRONG
Edit. I made a goof
Looks like I should practice what I preach ^.^
I think there was a bit of a misunderstanding there, what I am using for the guns is a bukkit plugin ,called crackshot, not a mod.
Anyway
I made a little gif so you can see what is happening
Here is my properties file I used just to see if I could get the texture to change while looking for the Unicode character.
UTF-8 Encoding
I also had a look at the plugin code to see what symbol it is sending to the client, I am 100% sure that I'm using the correct symbols.
---SOLVED---
Have you looked through crackshot's pluggin, looking for the resource file name?
Edit. Just checked myself... do all guns within CrackShot only have one texture? Does that texture ever change within CrackShot itself?
As far I can tell, I don't even know if crackshot has only one default texture for all of the guns, or if each gun has one default texture.
You would need to guarantee that guns change there own textures when firing. If the only thing that changes is the item name you see above the hotbar, I don't even think MCPatcher can detect that difference at this moment in time.
If this is indeed the case, contact the writer of crackShot first!
The new Custom Colors recoloring feature.
Listed here. ("Other formats")
Specifically what I'm talking about is a "fixed" color assignment.
So what I did was make 1 set of classic CTM images, and applied them to stained glass, and then used custom colors to recolor them per metatdata.
Here's an example of the CC code.
And that's pretty much it. Kahr added it a little after stained glass was added, iirc.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
It works perfectly now.
This is the report i get:
---- Minecraft Crash Report ----
// Why is it breaking
Time: 16/01/14 9:53 AM
Description: Unexpected error
java.lang.IllegalArgumentException
at java.util.PriorityQueue.<init>(Unknown Source)
at blz.a(SourceFile:112)
at blg.a(SourceFile:213)
at blg.a(SourceFile:178)
at bls.a(SourceFile:1277)
at bll.a(SourceFile:949)
at bll.b(SourceFile:813)
at azd.ad(SourceFile:780)
at azd.e(SourceFile:704)
at net.minecraft.client.main.Main.main(SourceFile:103)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at java.util.PriorityQueue.<init>(Unknown Source)
at blz.a(SourceFile:112)
at blg.a(SourceFile:213)
at blg.a(SourceFile:178)
at bls.a(SourceFile:1277)
at bll.a(SourceFile:949)
-- Affected level --
Details:
Level name: MpServer
All players: 2 total; [bje['SilverBoots'/221325, l='MpServer', x=-2452.50, y=26.62, z=743.50], bld['§6Phantaboulous'/217441, l='MpServer', x=-2488.28, y=20.81, z=712.78]]
Chunk stats: MultiplayerChunkCache: 100, 100
Level seed: 0
Level generator: ID 01 - flat, ver 0. Features enabled: false
Level generator options:
Level spawn location: World: (-2453,25,743), Chunk: (at 11,1,7 in -154,46; contains blocks -2464,0,736 to -2449,255,751), Region: (-5,1; contains chunks -160,32 to -129,63, blocks -2560,0,512 to -2049,255,1023)
Level time: 393743591 game time, 154536000 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: adventure (ID 2). Hardcore: false. Cheats: false
Forced entities: 18 total; [bje['SilverBoots'/221325, l='MpServer', x=-2452.50, y=26.62, z=743.50], rf['entity.ItemFrame.name'/35, l='MpServer', x=-2445.06, y=27.50, z=739.50], rf['entity.ItemFrame.name'/32, l='MpServer', x=-2456.50, y=27.50, z=750.94], bld['§6Phantaboulous'/217441, l='MpServer', x=-2488.28, y=20.81, z=712.78], rf['entity.ItemFrame.name'/36, l='MpServer', x=-2445.06, y=27.50, z=747.50], rf['entity.ItemFrame.name'/37, l='MpServer', x=-2445.06, y=22.50, z=775.50], uz['Ocelot'/221211, l='MpServer', x=-2437.31, y=21.00, z=725.69], uz['Ocelot'/220490, l='MpServer', x=-2459.03, y=20.00, z=703.09], wh['entity.MinecartTNT.name'/54, l='MpServer', x=-2405.50, y=29.50, z=754.47], wh['entity.MinecartTNT.name'/53, l='MpServer', x=-2405.50, y=31.50, z=751.47], vb['§b§lMVP§c+§6|§b§lMr_Bio'/216004, l='MpServer', x=-2449.84, y=20.00, z=709.50], wh['entity.MinecartTNT.name'/57, l='MpServer', x=-2405.50, y=29.50, z=752.50], rf['entity.ItemFrame.name'/27, l='MpServer', x=-2456.50, y=27.50, z=736.06], rf['entity.ItemFrame.name'/29, l='MpServer', x=-2448.50, y=27.50, z=750.94], rf['entity.ItemFrame.name'/28, l='MpServer', x=-2459.94, y=27.50, z=747.50], rf['entity.ItemFrame.name'/31, l='MpServer', x=-2459.94, y=27.50, z=739.50], bld['§6Phantaboulous'/217441, l='MpServer', x=-2488.28, y=20.81, z=712.78], rf['entity.ItemFrame.name'/30, l='MpServer', x=-2448.50, y=27.50, z=736.06]]
Retry entities: 0 total; []
Server brand: craftbukkit
Server type: Non-integrated multiplayer server
Stacktrace:
at biz.a(SourceFile:284)
at azd.b(SourceFile:1951)
at azd.e(SourceFile:718)
at net.minecraft.client.main.Main.main(SourceFile:103)
-- System Details --
Details:
Minecraft Version: 1.7.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 250347016 bytes (238 MB) / 365887488 bytes (348 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
AABB Pool Size: 30227 (1692712 bytes; 1 MB) allocated, 2 (112 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
Launched Version: 1.7.2-mcpatcher
LWJGL: 2.9.0
OpenGL: GeForce GTX 660/PCIe/SSE2 GL version 4.4.0, NVIDIA Corporation
Is Modded: Very likely; Jar signature invalidated
Type: Client (map_client.txt)
Resource Packs: [willpack3.zip]
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 955 (53480 bytes; 0 MB) allocated, 40 (2240 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
Please Fix :(It keeps crashing when i join a Server Please fix.
This is the report i get:
---- Minecraft Crash Report ----
// Why is it breaking
Time: 16/01/14 9:53 AM
Description: Unexpected error
java.lang.IllegalArgumentException
at java.util.PriorityQueue.<init>(Unknown Source)
at blz.a(SourceFile:112)
at blg.a(SourceFile:213)
at blg.a(SourceFile:178)
at bls.a(SourceFile:1277)
at bll.a(SourceFile:949)
at bll.b(SourceFile:813)
at azd.ad(SourceFile:780)
at azd.e(SourceFile:704)
at net.minecraft.client.main.Main.main(SourceFile:103)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at java.util.PriorityQueue.<init>(Unknown Source)
at blz.a(SourceFile:112)
at blg.a(SourceFile:213)
at blg.a(SourceFile:178)
at bls.a(SourceFile:1277)
at bll.a(SourceFile:949)
-- Affected level --
Details:
Level name: MpServer
All players: 2 total; [bje['SilverBoots'/221325, l='MpServer', x=-2452.50, y=26.62, z=743.50], bld['§6Phantaboulous'/217441, l='MpServer', x=-2488.28, y=20.81, z=712.78]]
Chunk stats: MultiplayerChunkCache: 100, 100
Level seed: 0
Level generator: ID 01 - flat, ver 0. Features enabled: false
Level generator options:
Level spawn location: World: (-2453,25,743), Chunk: (at 11,1,7 in -154,46; contains blocks -2464,0,736 to -2449,255,751), Region: (-5,1; contains chunks -160,32 to -129,63, blocks -2560,0,512 to -2049,255,1023)
Level time: 393743591 game time, 154536000 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: adventure (ID 2). Hardcore: false. Cheats: false
Forced entities: 18 total; [bje['SilverBoots'/221325, l='MpServer', x=-2452.50, y=26.62, z=743.50], rf['entity.ItemFrame.name'/35, l='MpServer', x=-2445.06, y=27.50, z=739.50], rf['entity.ItemFrame.name'/32, l='MpServer', x=-2456.50, y=27.50, z=750.94], bld['§6Phantaboulous'/217441, l='MpServer', x=-2488.28, y=20.81, z=712.78], rf['entity.ItemFrame.name'/36, l='MpServer', x=-2445.06, y=27.50, z=747.50], rf['entity.ItemFrame.name'/37, l='MpServer', x=-2445.06, y=22.50, z=775.50], uz['Ocelot'/221211, l='MpServer', x=-2437.31, y=21.00, z=725.69], uz['Ocelot'/220490, l='MpServer', x=-2459.03, y=20.00, z=703.09], wh['entity.MinecartTNT.name'/54, l='MpServer', x=-2405.50, y=29.50, z=754.47], wh['entity.MinecartTNT.name'/53, l='MpServer', x=-2405.50, y=31.50, z=751.47], vb['§b§lMVP§c+§6|§b§lMr_Bio'/216004, l='MpServer', x=-2449.84, y=20.00, z=709.50], wh['entity.MinecartTNT.name'/57, l='MpServer', x=-2405.50, y=29.50, z=752.50], rf['entity.ItemFrame.name'/27, l='MpServer', x=-2456.50, y=27.50, z=736.06], rf['entity.ItemFrame.name'/29, l='MpServer', x=-2448.50, y=27.50, z=750.94], rf['entity.ItemFrame.name'/28, l='MpServer', x=-2459.94, y=27.50, z=747.50], rf['entity.ItemFrame.name'/31, l='MpServer', x=-2459.94, y=27.50, z=739.50], bld['§6Phantaboulous'/217441, l='MpServer', x=-2488.28, y=20.81, z=712.78], rf['entity.ItemFrame.name'/30, l='MpServer', x=-2448.50, y=27.50, z=736.06]]
Retry entities: 0 total; []
Server brand: craftbukkit
Server type: Non-integrated multiplayer server
Stacktrace:
at biz.a(SourceFile:284)
at azd.b(SourceFile:1951)
at azd.e(SourceFile:718)
at net.minecraft.client.main.Main.main(SourceFile:103)
-- System Details --
Details:
Minecraft Version: 1.7.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 250347016 bytes (238 MB) / 365887488 bytes (348 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
AABB Pool Size: 30227 (1692712 bytes; 1 MB) allocated, 2 (112 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
Launched Version: 1.7.2-mcpatcher
LWJGL: 2.9.0
OpenGL: GeForce GTX 660/PCIe/SSE2 GL version 4.4.0, NVIDIA Corporation
Is Modded: Very likely; Jar signature invalidated
Type: Client (map_client.txt)
Resource Packs: [willpack3.zip]
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 955 (53480 bytes; 0 MB) allocated, 40 (2240 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
mcpatcher and Optifine are like Petrol and Diesel, Minecraft can only run on one or the other, not both.
Optifine has some of the same features of mcpatcher but is mostly out of date for some of the more advanced features.
mcpatcher gets updated more often and has cutting edge features for colormaps, CTM etc...
Make your choice but you cannot have both.
https://www.johnsmithlegacy.co.uk/ - John Smith Legacy for Minecraft