I have a suggestion regarding the screen resolution settings.
It would be great to choose the render resoltion independant of the screen resolution.
For example: I'd choose something like 960x540 as render resolution but would display this on my TV whitch only supports the default resolution 1920x1080.
Many people with low end systems would benefit from this. One could still maintain the correct aspect ratio on any screen. Additionally it would be great if one could select a method for the upscaling of the rendered image (e.g. no interpolation, linear, etc.)
What you describe is playing in a window.
Resize the window to desired size and keep the display resolution.
Managing aspect ratios and stretching/resizing can be configured in the graphics card control panel or monitor setup. The graphics card can usually scale smoother than the monitor.
Consider, if you will, an OS that only lets me choose a few, limited choices of screen size.
I can play full screen, but only if I want one of a few preset sizes. None of which I want.
What I want is full screen, 854x480.
But note that at that resolution, full screen would be "taller" -- native aspect ratio of 1.6. (4:3 is 1.333; 16:9 is 1.7778). So it would be 854 x 534 display, only using 854x480 of that.
Making minecraft taller without making it wider results in seeing less of the stuff to the side, and more detail in front.
Making minecraft wider without making it taller results in seeing more stuff off to the side at ever increasing slants.
Not really: I'd like to play in full screen, not in a window. Additionally the whole screen should be used without having black bars on the borders of the screen and without losing the aspect ratio. But not every graphics card / monitor setup supports such resizing correctly. Especially TV monitors seem to have issues with that.
You are asking for contradictions, or I am misunderstanding you.
If you want to use the whole screen, and keep aspect ratio, then you need a monitor that is 16:9. Any other physical screen ratio will require something to distort or be black.
(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?
You are asking for contradictions, or I am misunderstanding you.
If you want to use the whole screen, and keep aspect ratio, then you need a monitor that is 16:9. Any other physical screen ratio will require something to distort or be black.
Well, I think you were misunderstanding me. Hopefully this screenshot will explain what I'm asking for:
So, imagine having a monitor with a native resolution of 854x480 pixels (like the screenshot) and a damn slow pc. This screenshot has the native resolution of the monitor, but it is based on only 240x240 pixels with the correct aspect ratio, scaled up to the screen's resolution.
I must admit, that with this low resolution MC looks a bit blurry, but such an independant render resolution would make more sense on a full HD TV. (E.g. 512x512 render resolution on a TV that messes everything up on a different resolution than 1920x1080)
Works really great even with the magic launcher is even better know I suck at moding but know that I have optifine and magic modloader I will be a hunger games champion lol
I'm having a problem with textures on mobs and sometimes players when using the Ultra version. This only happens with the Ultra version, the other versions are fine. Basically, certain mobs will have their textures either missing on parts of their body, or swapped out with a bunch of random textures, which makes them look like a walking terrain.png. This occasionally happens to players, too. Another thing to mention, it's consistent amongst all mobs of a certain type. So as of right now, Skeletons are being affected every time I run the game. Last time I installed Optifine Ultra back in 1.3.2, it was Zombies and players.
I can get a picture of the problem if you need it. If you're wondering why I need to use Ultra, it's for the GLSL Shaders mod.
Running OptiFine 1.4.5 HD U D8 on a 2010 Apple iMac w/ ATI 5750. For some reason the mod is causing me to get about 5fps, and single player worlds take a while to render. Checking things over, Minecraft is spiking to about 200% CPU in the background.
I tried using both the latest version of Java 7 as well as the recently-retired Java 6 that had been previously maintained by Apple until Oracle took over on updates. No luck. I tried rolling back as far as the D3 release of Optifine with no luck.
I tried this on a Macbook with an Nvidia card and it didn't exhibit the same behavior. I even copied the entire Minecraft folder to ensure I was using the same mod set. I've disabled everything but Optifine at this point. Toggling multicore / smooth / default chunk rendering doesn't make a difference.
EDIT:
I realized Java was running in 32 bit mode due to some issue with the actual minecraft.app that was forcing it to use an i386 architecture for the JVM. Weirdly enough, downloading the app from Mojang again cleared this. I must have screwed this up at some time in the past. This seems to have fixed it.
I'm having a problem with textures on mobs and sometimes players when using the Ultra version. This only happens with the Ultra version, the other versions are fine. Basically, certain mobs will have their textures either missing on parts of their body, or swapped out with a bunch of random textures, which makes them look like a walking terrain.png. This occasionally happens to players, too. Another thing to mention, it's consistent amongst all mobs of a certain type. So as of right now, Skeletons are being affected every time I run the game. Last time I installed Optifine Ultra back in 1.3.2, it was Zombies and players.
Made some better screens of what's going wrong (Created CTM for logs). Hope it helps:
Optifine rendering:
...
MCPatcher is rendering what it should look like:
...
Well, I think you were misunderstanding me. Hopefully this screenshot will explain what I'm asking for:
...
So, imagine having a monitor with a native resolution of 854x480 pixels (like the screenshot) and a damn slow pc. This screenshot has the native resolution of the monitor, but it is based on only 240x240 pixels with the correct aspect ratio, scaled up to the screen's resolution.
...
To start with 240x240 and end with 854x480 you have to either change the aspect ratio or cut parts of the image.
The screenshot that you show can not be created from 240x240 because:
- it has aspect 2x1
- pixels are still square
- nothing has been cut (no black bars)
(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?
Updated all my mods to the 1.4.5 version today. Everything went fine until I updated Optifine.
Now whenever I start up Minecraft, all text is replaced with block ID thumbnails. Any idea why this happens?
I installed Optifine last as suggested. Confirmed that ModLoader didn't do it.Optifine and ModLoader are the only things I have installed.
Just found out I can fix it by switching back and forth between texture packs, but problem resets every start-up. Weird...
I love it! Great job. My game runs extremely smooth now like it never has before. Despite the fact that I had to sacrifice some graphics and animations, this really is worth it.
java.lang.IllegalStateException: Already tesselating!
at bao.b(Tessellator.java:504)
at bao.b(Tessellator.java:494)
at bak.b(RenderGlobal.java:1337)
at bac.a(EntityRenderer.java:1732)
at bac.a(EntityRenderer.java:1562)
at bac.b(EntityRenderer.java:1113)
at net.minecraft.client.Minecraft.J(Minecraft.java:894)
at net.minecraft.client.Minecraft.run(Minecraft.java:789)
at java.lang.Thread.run(Thread.java:722)
--- END ERROR REPORT 34beca17 ----------
*Edit
*Im using Optifine_1.4.5_HD_D7
*
The texture for my vinalla Minecraft armor (except golden armor) are messed up!
Everything after the golden sword to before the golden helmet are messed up.
I am not using any texture packs. I am using the Feed the Beast Launcher, as well as the Magic World mod pack. I have two other mods installed in the mod pack that arent there by default, those being Christmas craft and Divine RPG(which is disabled at the moment).
My brother installed Optifine so I dont know if the armor icons were messed up right away after the install or if it was some settings he messed with or if its just a bug.
Is there anyway I can fix this problem?
So you'd have to use non-square pixels, and then scale up to the monitor.
For 240 x 240 => 854x480, you'd need pixels that were 1.77 times as wide, and then make them larger.
Exactly! My approach in OpenGL would be:
Set up a square offscreen buffer with some user defined size (power of 2 for performance?)
Define the correct projection matrix with a "wrong" aspect ratio for the offscreen buffer. "wrong", because then the offscreen buffer would look squeezed.
After finishing rendering the szene I'd simply use a textured rectangle to copy the offscreen buffer to a larger display buffer, which has a different but correct aspect ratio. (In my screenshot I used linear interpolation)
If possible I'd try to overlay this image with the HUD and UI as a last step. This would improve the appearance of the HUD.
But unfortunately I haven't used OpenGL for a decade, so I only know that this is theoraticly possible.
An alternative to this would be to simply define the size of the pixels to render (again in an offscreen buffer):
With 2x2 sized pixels one would only have to render one fourth of the pixels on the screen. Even with 3x3 sized pixel the scene would look OK on a full HD-TV. In that case the render size would be 640x360 which still provides enough detail. With this method you wouldn't have to change the aspect ratio.
Updated all my mods to the 1.4.5 version today. Everything went fine until I updated Optifine.
Now whenever I start up Minecraft, all text is replaced with block ID thumbnails. Any idea why this happens?
I installed Optifine last as suggested. Confirmed that ModLoader didn't do it.Optifine and ModLoader are the only things I have installed.
Just found out I can fix it by switching back and forth between texture packs, but problem resets every start-up. Weird...
I find this very strange because I decompile minecraft alot with only Modloader and Optifine installed and never had this problem. Check that you have the latest version of ModLoader and that there are no mods in your "mods" folder in .minecraft.
Consider, if you will, an OS that only lets me choose a few, limited choices of screen size.
I can play full screen, but only if I want one of a few preset sizes. None of which I want.
What I want is full screen, 854x480.
But note that at that resolution, full screen would be "taller" -- native aspect ratio of 1.6. (4:3 is 1.333; 16:9 is 1.7778). So it would be 854 x 534 display, only using 854x480 of that.
Making minecraft taller without making it wider results in seeing less of the stuff to the side, and more detail in front.
Making minecraft wider without making it taller results in seeing more stuff off to the side at ever increasing slants.
You are asking for contradictions, or I am misunderstanding you.
If you want to use the whole screen, and keep aspect ratio, then you need a monitor that is 16:9. Any other physical screen ratio will require something to distort or be black.
* 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?
Well, I think you were misunderstanding me. Hopefully this screenshot will explain what I'm asking for:
So, imagine having a monitor with a native resolution of 854x480 pixels (like the screenshot) and a damn slow pc. This screenshot has the native resolution of the monitor, but it is based on only 240x240 pixels with the correct aspect ratio, scaled up to the screen's resolution.
I must admit, that with this low resolution MC looks a bit blurry, but such an independant render resolution would make more sense on a full HD TV. (E.g. 512x512 render resolution on a TV that messes everything up on a different resolution than 1920x1080)
Btw.: Great mod!!
I can get a picture of the problem if you need it. If you're wondering why I need to use Ultra, it's for the GLSL Shaders mod.
These forums are dumb and break my links. I'm bubbleawsome on steam too.
Running OptiFine 1.4.5 HD U D8 on a 2010 Apple iMac w/ ATI 5750. For some reason the mod is causing me to get about 5fps, and single player worlds take a while to render. Checking things over, Minecraft is spiking to about 200% CPU in the background.
I tried using both the latest version of Java 7 as well as the recently-retired Java 6 that had been previously maintained by Apple until Oracle took over on updates. No luck. I tried rolling back as far as the D3 release of Optifine with no luck.
I tried this on a Macbook with an Nvidia card and it didn't exhibit the same behavior. I even copied the entire Minecraft folder to ensure I was using the same mod set. I've disabled everything but Optifine at this point. Toggling multicore / smooth / default chunk rendering doesn't make a difference.
EDIT:
I realized Java was running in 32 bit mode due to some issue with the actual minecraft.app that was forcing it to use an i386 architecture for the JVM. Weirdly enough, downloading the app from Mojang again cleared this. I must have screwed this up at some time in the past. This seems to have fixed it.
Chunk Loading -> Default
Connected Textures -> Fancy?
To start with 240x240 and end with 854x480 you have to either change the aspect ratio or cut parts of the image.
The screenshot that you show can not be created from 240x240 because:
- it has aspect 2x1
- pixels are still square
- nothing has been cut (no black bars)
So you'd have to use non-square pixels, and then scale up to the monitor.
For 240 x 240 => 854x480, you'd need pixels that were 1.77 times as wide, and then make them larger.
* 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?
Updated all my mods to the 1.4.5 version today. Everything went fine until I updated Optifine.
Now whenever I start up Minecraft, all text is replaced with block ID thumbnails. Any idea why this happens?
I installed Optifine last as suggested. Confirmed that ModLoader didn't do it.Optifine and ModLoader are the only things I have installed.
Just found out I can fix it by switching back and forth between texture packs, but problem resets every start-up. Weird...
Short Version
at bao.b(Tessellator.java:504)
at bao.b(Tessellator.java:494)
at bak.b(RenderGlobal.java:1337)
at bac.a(EntityRenderer.java:1732)
at bac.a(EntityRenderer.java:1562)
at bac.b(EntityRenderer.java:1113)
at net.minecraft.client.Minecraft.J(Minecraft.java:894)
at net.minecraft.client.Minecraft.run(Minecraft.java:789)
at java.lang.Thread.run(Thread.java:722)
--- END ERROR REPORT 34beca17 ----------
Long version
http://pastebin.com/c7S0ytxD
*Im using Optifine_1.4.5_HD_D7
*
The texture for my vinalla Minecraft armor (except golden armor) are messed up!
Everything after the golden sword to before the golden helmet are messed up.
I am not using any texture packs. I am using the Feed the Beast Launcher, as well as the Magic World mod pack. I have two other mods installed in the mod pack that arent there by default, those being Christmas craft and Divine RPG(which is disabled at the moment).
My brother installed Optifine so I dont know if the armor icons were messed up right away after the install or if it was some settings he messed with or if its just a bug.
Is there anyway I can fix this problem?
Exactly! My approach in OpenGL would be:
But unfortunately I haven't used OpenGL for a decade, so I only know that this is theoraticly possible.
An alternative to this would be to simply define the size of the pixels to render (again in an offscreen buffer):
With 2x2 sized pixels one would only have to render one fourth of the pixels on the screen. Even with 3x3 sized pixel the scene would look OK on a full HD-TV. In that case the render size would be 640x360 which still provides enough detail. With this method you wouldn't have to change the aspect ratio.
I find this very strange because I decompile minecraft alot with only Modloader and Optifine installed and never had this problem. Check that you have the latest version of ModLoader and that there are no mods in your "mods" folder in .minecraft.
Just... wow man... 1.4.6 comes out in a couple of days you don't even need to be playing that right now.