Is there a reason as to why all of the download links on your website are broken, and just lead me on an adfly loop? Everything redirects to the first page.
That's great that those mods are keeping up with the development of Forge but I don't see how that's any fault of the development progress of OptiFine. Maybe if those modders were to make sure that their mod was still capable of being able to run on a version that has been approved for public consumption this would not be an issue. Maybe your requests should be aimed at these 50+ mods you speak of instead of "the only one" that's sticking to the correct order of development.
there isnt a specific fault from OF team, but they could do better, maybe integrating a little their code with forge? the last dozens of pages here are all complaining about the compatibility. Forge update just one version and most of times this is enough to break optifine. Ok, i get it, we must keep with the recommended version, but if another mod release a new version, we "must"/want use it, and here enter what i said, today BC release a new version, i could just update it and use the forge required, tomorrow forestry update, the same thing, the day after tomorrow, IC2, the same thing,... but i cant do any of those because OF only release versions that are compatible only with the recommended forge, and even the newest versions of optifine dont touch in that compatibility problem. In other words, i can't play 50 mods because optifine, instead of updating their forge compatiblity more frequently, they are using their time to fix "dyed armor"
They are doing their part releasing a version to recommended forge, but this is the minimum thing to do. If there is a way to do better like everyone else are doing, why not?
*1 month and 20 new releases are enough to consider 497 old
As a programmer, I side with the "release with the stable build" routine. Growling at the mods that don't update will not help, and the general opinion of these forums has always been that you don't beg for updates. That is rude.
We play with 60+ mods, and BC and Forestry are the only ones who are pushing that build of Forge. While sad that BC and Forestry decided to update to an incompatible build of Forge, even Forge people don't recommend it. They make it hard to get those latest builds on purpose, and only recommend you use them to make sure the bug you are reporting hasn't already been fixed on the latest build. Confusing for the general user, but sane.
Our server just won't update until forge does. The new shinies in the latest updates will wait, after all. They won't leave.
The Meaning of Life, the Universe, and Everything.
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How can I get blocks 2402 - 2402:7 and 4094 - 4094:2 to be recognized? I'm sorry if this has been covered I've been scouring the forums for a solution and everything I find is from last year or a lot older..
Most probably there is a chunk in 12 block radius that is constantly updating.
When the mouse button is pressed OptiFine switches to classic update mode for the chunks which are near the player (radius 12 blocks). This is to avoid texture flicker when placing or removing blocks. The chunks further than 16 blocks are still updated multi-core.
Version B6 should behave better when updating near chunks.
So here is an interesting question for you:
Some mods -- and "Grey Goo" and "Mystcraft" are the two that come to mind right away -- generate very large numbers of blocks that generate constant block updates/alterations on each tick.
For Mystcraft, I get much better performance in such cases with optifine disabled, and using vanilla render code.
Is there any chance of a "high-update" mode for optifine? I have no problem if this is a switch that I have to manually turn on in video settings; better would be if OF could detect the large number of chunks that constantly need updating.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
he didn't say if he even works on it... i'm so thankful for this mod. its game changing more than any other mod
but its not fair to just wait without even knowing if its being dealt with
he didn't say if he even works on it... i'm so thankful for this mod. its game changing more than any other mod
but its not fair to just wait without even knowing if its being dealt with
Everything is being dealt with, it takes some time.
I got a weird problem with the Thaumometer from TC3 with OF installed, it drops half off of the screen so it's only barely visible when I'm looking straight down opposed to being good visible while looking only slightly down and mostly forward.
As soon as OF is gone it's back to normal.
It might be because the thing is like a map, in the way it's held, but the crystal in the middle is pointing 3dimensionally, not just a painted thing like for maps.
It rotates and spins independly from the ring in that it's sitting and which are you holding. That might be the cause because I haven't seen items like that before.
Also the boiling water in the crucible made the chunk flicker with MT loading but that was before I remembered to turn of Threaded Optimization. I was just at trying to check for this Thaumometer bug when OF appearantly made the driver crash and with that MC, gladly not the whole pc.
So I'll edit this when I know if the boiling water still bugs.
Edit: water's fine now, it was the forgotten TO setting.
I get the same problem. Makes it pretty much useless and I ended up having to uninstall Optifine (something I hate doing, makes everything nice looking).
Also seems that Optifine is highlighting blocks that are not vMC blocks like BC's oil wells and around the thaumometer's crystal in the middle while holding jumping it pops up enough to see, though it's just a minor annoyance.
To the Maker Of Optifine as you probly know optifine does not work it the current version of Direwolf's20 mod pack on the Feed The Beast Launcher I tried using it but it freeze's and gets stuck on Loading Terrain hope you see this asap Thanks For your Time
To the Maker Of Optifine as you probly know optifine does not work it the current version of Direwolf's20 mod pack on the Feed The Beast Launcher I tried using it but it freeze's and gets stuck on Loading Terrain hope you see this asap Thanks For your Time
P.S. This Mod Dominates
I'm getting the same problem. Following error appears in console and crash report when it freezes.
cpw.mods.fml.common.LoaderException
at cpw.mods.fml.common.LoadController.transition(LoadController.java:117)
at cpw.mods.fml.common.Loader.serverStarted(Loader.java:716)
at cpw.mods.fml.common.FMLCommonHandler.handleServerStarted(FMLCommonHandler.java:319)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:460)
at fy.run(SourceFile:849)
I'm getting the same problem. Following error appears in console and crash report when it freezes.
cpw.mods.fml.common.LoaderException
at cpw.mods.fml.common.LoadController.transition(LoadController.java:117)
at cpw.mods.fml.common.Loader.serverStarted(Loader.java:716)
at cpw.mods.fml.common.FMLCommonHandler.handleServerStarted(FMLCommonHandler.java:319)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:460)
at fy.run(SourceFile:849)
you must use Forge version 6.6.0.499 if you are using the most recent version of Optifine
A double resolution resource pack that stays faithful to the original Minecraft textures.
there isnt a specific fault from OF team, but they could do better, maybe integrating a little their code with forge? the last dozens of pages here are all complaining about the compatibility. Forge update just one version and most of times this is enough to break optifine. Ok, i get it, we must keep with the recommended version, but if another mod release a new version, we "must"/want use it, and here enter what i said, today BC release a new version, i could just update it and use the forge required, tomorrow forestry update, the same thing, the day after tomorrow, IC2, the same thing,... but i cant do any of those because OF only release versions that are compatible only with the recommended forge, and even the newest versions of optifine dont touch in that compatibility problem. In other words, i can't play 50 mods because optifine, instead of updating their forge compatiblity more frequently, they are using their time to fix "dyed armor"
They are doing their part releasing a version to recommended forge, but this is the minimum thing to do. If there is a way to do better like everyone else are doing, why not?
*1 month and 20 new releases are enough to consider 497 old
We play with 60+ mods, and BC and Forestry are the only ones who are pushing that build of Forge. While sad that BC and Forestry decided to update to an incompatible build of Forge, even Forge people don't recommend it. They make it hard to get those latest builds on purpose, and only recommend you use them to make sure the bug you are reporting hasn't already been fixed on the latest build. Confusing for the general user, but sane.
Our server just won't update until forge does. The new shinies in the latest updates will wait, after all. They won't leave.
excerpt from my optifog.log:
Loading custom colors: /misc/stonecolor.png
Invalid block index: 2402 in palette: palette.block./misc/stonecolor.png
Invalid block index: 4094 in palette: palette.block./misc/stonecolor.png
So here is an interesting question for you:
Some mods -- and "Grey Goo" and "Mystcraft" are the two that come to mind right away -- generate very large numbers of blocks that generate constant block updates/alterations on each tick.
For Mystcraft, I get much better performance in such cases with optifine disabled, and using vanilla render code.
Is there any chance of a "high-update" mode for optifine? I have no problem if this is a switch that I have to manually turn on in video settings; better would be if OF could detect the large number of chunks that constantly need updating.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
but its not fair to just wait without even knowing if its being dealt with
Everything is being dealt with, it takes some time.
good luck!
I get the same problem. Makes it pretty much useless and I ended up having to uninstall Optifine (something I hate doing, makes everything nice looking).
Also seems that Optifine is highlighting blocks that are not vMC blocks like BC's oil wells and around the thaumometer's crystal in the middle while holding jumping it pops up enough to see, though it's just a minor annoyance.
Ive been getting large and very annoying FPS/lag spikes WITH Optifine , where as normal no mods mine craft runs fine.
it seems random too sometimes it runs fine sometimes its a spike every 30secs or so.
I woudlnt use optifine but i love the clear water and no depth fog features :/
P.S. This Mod Dominates
I'm getting the same problem. Following error appears in console and crash report when it freezes.
cpw.mods.fml.common.LoaderException
at cpw.mods.fml.common.LoadController.transition(LoadController.java:117)
at cpw.mods.fml.common.Loader.serverStarted(Loader.java:716)
at cpw.mods.fml.common.FMLCommonHandler.handleServerStarted(FMLCommonHandler.java:319)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:460)
at fy.run(SourceFile:849)