I'm just curious, but what are the overall differences between mipmap types nearest, linear, bilinear and trilinear? Are bilinear and trilinear even worth messing with?
Bilinear and trilinear have smoother transition between the different mipmap levels and are only effective when AA or AF is ON.
"I think posting on the optifine thread is a better way to go. There isn't anything wrong with the forge hook. It's doing exactly what it's meant to but optifine for some reason is not supporting it. What you want to post about is them including support for the AfterWorldRender Event in forge "
...
Looking at the Forge #738 source, I do not find any event named "AfterWorldRender".
The only similar event, fired at the end of EntityRenderer.renderWorld() is "ForgeHooksClient.dispatchRenderLast()" and OptiFine is calling it just fine, no errors reported.
That is a LOT of missing chunks, doesn't look like a normal chunk error. Did you try recreating the world (with the same seed) and are they missing in the new copy as well?
A wild guess would be that a mod is trying to generate some illegal terrain/structure and the error cascades over to other chunks, but I have never seen it before.
The missing chunks actually move. That was near my base, if I move away from my base the missing chunks move ... with me? I'm not sure how to explain it but my base is now in missing chunks until I relog.
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Affected screen --
Details:
Screen name: net.minecraft.client.gui.GuiDownloadTerrain
Stacktrace:
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1531)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:835)
at net.minecraft.client.Minecraft.run(Minecraft.java:760)
at java.lang.Thread.run(Unknown Source)
-- System Details --
Details:
Minecraft Version: 1.5.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_25, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 59853928 bytes (57 MB) / 477233152 bytes (455 MB) up to 477233152 bytes (455 MB)
JVM Flags: 2 total; -Xms512m -Xmx512m
AABB Pool Size: 22 (1232 bytes; 0 MB) allocated, 2 (112 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 3, tallocated: 63
FML: MCP v7.51 FML v5.2.23.738 Minecraft Forge 7.8.1.738 Optifine OptiFine_1.5.2_HD_U_D5 7 mods loaded, 7 mods active
mcp{7.51} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available
FML{5.2.23.738} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available
Forge{7.8.1.738} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available
mod_Timber{1.5.1r2} [Timber!] (Timber! (1.5.2).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available
MoCreatures{5.2.3} [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v5.2.3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available
CustomSpawner{2.2.2} [DrZhark's CustomSpawner] (CustomMobSpawner 2.2.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available
GuiAPI{0.15.6} [GuiAPI] (GuiAPI-0.15.6-1.5.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available
LWJGL: 2.4.2
OpenGL: ATI Radeon HD 5800 Series GL version 4.2.12002 Compatibility Profile Context 9.12.0.0, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Texture Pack: ChromaHills-128x_Noshad_1.5.zip
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
I don't know what it means, but it happens every time I load up a world now. Hopefully one you guys here will know what it all means.
EDIT: Nevermind. I just figured it out. I had the draw distance set to Extreme for some reason, and that seemed to be the culprit.
I am willing to donate. but I do not know how to get to donate through paypal. I have the money and junk. but I dont see a link
or button in the donations page where I can donate through paypal. All I see is 2Checkout and payment wall. please help me!
The missing chunk issue I am having is still happening. I have tried togglign options to such as lazy chunk loading, etc just to see if it would help... no dice.
what are you talking about it works perfectly fine with 1.5.2
It is incompatible atm with the pixelmon mod... due to a crash (the game will load with pixelmon and optifine) you can see here it says on here that it is incompatible: http://www.minecraft...-may-24th-2013/
Quick queston about the skybox from a total texture noob:
If I want to change the skybox to a Red colour (It'd look like it does now, just with a red tint instead of blue), How can I go about doing that?
(I know this is kind of unrelated as far as topic goes, but this thread & the MCPatcher threads were the only ones that had anything related to custom skyboxes)
Bilinear and trilinear have smoother transition between the different mipmap levels and are only effective when AA or AF is ON.
Looking at the Forge #738 source, I do not find any event named "AfterWorldRender".
The only similar event, fired at the end of EntityRenderer.renderWorld() is "ForgeHooksClient.dispatchRenderLast()" and OptiFine is calling it just fine, no errors reported.
The missing chunks actually move. That was near my base, if I move away from my base the missing chunks move ... with me? I'm not sure how to explain it but my base is now in missing chunks until I relog.
Thx for the heads up
---- Minecraft Crash Report ----
// I let you down. Sorry
Time: 6/29/13 12:01 PM
Description: Ticking screen
java.lang.OutOfMemoryError: GC overhead limit exceeded
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Affected screen --
Details:
Screen name: net.minecraft.client.gui.GuiDownloadTerrain
Stacktrace:
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1531)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:835)
at net.minecraft.client.Minecraft.run(Minecraft.java:760)
at java.lang.Thread.run(Unknown Source)
-- System Details --
Details:
Minecraft Version: 1.5.2
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_25, Oracle Corporation
Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 59853928 bytes (57 MB) / 477233152 bytes (455 MB) up to 477233152 bytes (455 MB)
JVM Flags: 2 total; -Xms512m -Xmx512m
AABB Pool Size: 22 (1232 bytes; 0 MB) allocated, 2 (112 bytes; 0 MB) used
Suspicious classes: FML and Forge are installed
IntCache: cache: 0, tcache: 0, allocated: 3, tallocated: 63
FML: MCP v7.51 FML v5.2.23.738 Minecraft Forge 7.8.1.738 Optifine OptiFine_1.5.2_HD_U_D5 7 mods loaded, 7 mods active
mcp{7.51} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available
FML{5.2.23.738} [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available
Forge{7.8.1.738} [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available
mod_Timber{1.5.1r2} [Timber!] (Timber! (1.5.2).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available
MoCreatures{5.2.3} [DrZhark's Mo'Creatures Mod] (DrZharks MoCreatures Mod v5.2.3.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available
CustomSpawner{2.2.2} [DrZhark's CustomSpawner] (CustomMobSpawner 2.2.2.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available
GuiAPI{0.15.6} [GuiAPI] (GuiAPI-0.15.6-1.5.2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available->Available->Available
LWJGL: 2.4.2
OpenGL: ATI Radeon HD 5800 Series GL version 4.2.12002 Compatibility Profile Context 9.12.0.0, ATI Technologies Inc.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Texture Pack: ChromaHills-128x_Noshad_1.5.zip
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
I don't know what it means, but it happens every time I load up a world now. Hopefully one you guys here will know what it all means.
EDIT: Nevermind. I just figured it out. I had the draw distance set to Extreme for some reason, and that seemed to be the culprit.
or button in the donations page where I can donate through paypal. All I see is 2Checkout and payment wall. please help me!
http://www.youtube.com/Radical924
How do I know if i should use smooth chunk loading or multi-core?
And how will I add optifine to 1.6 with the new launcher?
what are you talking about it works perfectly fine with 1.5.2
http://www.youtube.com/Radical924
Mods I work on and maintain:
TabbyChat | Mine Little Pony
My Blog
.
These forums are dumb and break my links. I'm bubbleawsome on steam too.
One does not simply change the texture of an animated block.
Mods I work on and maintain:
TabbyChat | Mine Little Pony
My Blog
Edit: NOPE, same issue.
If I want to change the skybox to a Red colour (It'd look like it does now, just with a red tint instead of blue), How can I go about doing that?
(I know this is kind of unrelated as far as topic goes, but this thread & the MCPatcher threads were the only ones that had anything related to custom skyboxes)