When I try to download, it all works fine (I clicked Save As, then Save), until it says "running security scan", then it says "Mcpatcher 2.4.1 is not commonly downloaded and may harm your computer" in a red box. Below that, it has three buttons: "Delete" "Actions" and View Downloads". It does not say what it should say: "The Mcpatcher 2.4.1 download has completed." What should I click?
P.S. Is there any way to use Optifine and Mcpatcher?
When I try to download, it all works fine (I clicked Save As, then Save), until it says "running security scan", then it says "Mcpatcher 2.4.1 is not commonly downloaded and may harm your computer" in a red box. Below that, it has three buttons: "Delete" "Actions" and View Downloads". It does not say what it should say: "The Mcpatcher 2.4.1 download has completed." What should I click?
P.S. Is there any way to use Optifine and Mcpatcher?
Try to close the window or something, or click view downloads. It alarms you because your anti virus program detects mc patcher as a virus or something though it actually isn't (Don't know why Norton even deletes the file without asking me... ).
You can set up mc patcher to install Optifine as a mod, but you'll have to disable the hd textures and hd font options in mc patcher. This is pretty useless though, because they're both doing the same thing, so I think it's easier to install Optifine directly and even more easier to use mc patcher
I've been working on the CTM bugs in the last release. I'm not sure I have everything right yet, so here's 2.4.1_01-beta1 to try out. Please give it a whirl and report any problems here. I'll make a proper release sometime tomorrow if all goes well. See this post.
Oh, and for those asking for translucent glass. I wrote a Better Glass mod a long time ago, but it had some problems and I never considered it official. It's hidden by default. Start the patcher with the command line option "-experimental" to play around with it.
1) Is there any chance to have a kind of "Better Glass" mod implemented to MCPatcher in the future? Glass blocks still look very unrealistic in-game, would be nice to see ALL 6 edges of the block and have semi-transparent glass textures (e.g. to make dirty glass textures).
2) Any chance to have biome-specific mob skins in the future? Think of sand-colored Creepers in deserts, white Creepers in cold biomes, green Creepers in forests, ... this would be soooo awesome !
3.) Pleeeease add support for connected glass panes to the next update !
For the first one, I would have to disagree. I quite like the glass how it is, having two or more sides rendered would make it very dificult to look out the windows or skylight (that is after all what they are typically used for).
For the second suggestion, I have actually played around with this idea with my texture pack and surprisingly, camoed creepers work very well (scarry as hell in hardcore mode). As of right now it is sort of a luck of the draw sort of thing, but I support this idea for the patcher.
For the finnal suggestion... Stained glass FTW!
---------------------------------------
Now for one of my own thoughts, I would love it if the CTM feature allowed for vertical and horizontal support simultainously. I am trying to make tree textures that will stack horizontaly and vertiacaly for a more realistice tree (similar to misa's jungle tree texture but it is 16 blocks high instead of 1). Any thoughts on this?
1) Is there any chance to have a kind of "Better Glass" mod implemented to MCPatcher in the future? Glass blocks still look very unrealistic in-game, would be nice to see ALL 6 edges of the block and have semi-transparent glass textures (e.g. to make dirty glass textures).
2) Any chance to have biome-specific mob skins in the future? Think of sand-colored Creepers in deserts, white Creepers in cold biomes, green Creepers in forests, ... this would be soooo awesome !
I'm not sure enough would make use of #1 to make it worthwhile over other things, such as your second suggestion which I very much would like.
I've been working on the CTM bugs in the last release. I'm not sure I have everything right yet, so here's 2.4.1_01-beta1 to try out. Please give it a whirl and report any problems here. I'll make a proper release sometime tomorrow if all goes well.
Thanks, so far haven't had any issues, I'll be sure to post if I find any.
I've been working on the CTM bugs in the last release. I'm not sure I have everything right yet, so here's 2.4.1_01-beta1 to try out. Please give it a whirl and report any problems here. I'll make a proper release sometime tomorrow if all goes well.
I've come across one bug - and possibly a feature suggestion.
terrain21.properties - has no affect on the wood rings log texture
block17.properties - set to random with 1 texture will change all the faces
block17.properties - set to vertical/horizontal will change the non-woodring textures (expected)
The metadata to target a specific version of the wood is great - i hope to use terrain21 with metadata=2 to make the birch log's ring match etc - but once you've formatted one version of a tile there no way to define a different set of rules for a diferent metadata set - this would be great.
Also "method=static" would be great too - just so we can change the tile of some bits and pieces with the metadata - setting to vertical or horizontal with all the same value works fine, but imagine it adds uncessary overhead.
Otherwise it's great! - love the new CTM feature.
Now if only there was a metadata option for random mobs so we could make sheep's shaun skin match their actual wool colour.
Excluding Optifine, what would be my next course of action with MCPatcher? Or do I just give up and revert back to not using texture packs, or accepting them as-is? I know that texture packs have been begged of me from my roommates, and they've fallen in love with them, but I'm already getting asked why some items are simply a "pink square", or why the water and lava look "weird".
Issues of "pink square" and most instances of faulty liquids pertain to the texture pack itself, not the HD patch. If a texture pack does not contain a fully animated liquid texture replacement, MCPatcher will attempt to use the (ugly) static one. This can be circumvented in Optifine by using the "Dynamic" setting on affected liquids. As for your derision towards Optifine... You already install that many mods, adding another is hardly a difficult task. Configuration is not nearly as difficult as it seems, and Optifine's level of tweak-ability has actually become necessary to me on several occasions. There are settings which would fix your issues you've been having and I am willing to help you in your setup (if you are, indeed, willing to give it a shot); simply call my Skype: Rancore202 and I will render assistance if possible.
No matter if I download it through github or mediafire through adf.ly, my Norton security system removes the file for containing a medium risk level virus/spyware/trojan/ or something of the sort. To whoever created this download, get a life you pitiful excuse for a person. I understand that these security systems can sometimes block harmless files, but I KNOW this isn't harmless because the harmless files are always low/minimum risk. I know this because I have to allow them access often. Also on this topic, I can't even grant the file access, this has never happened with harmless files. Remove the virus and put up a new download.
No matter if I download it through github or mediafire through adf.ly, my Norton security system removes the file for containing a medium risk level virus/spyware/trojan/ or something of the sort. To whoever created this download, get a life you pitiful excuse for a person. I understand that these security systems can sometimes block harmless files, but I KNOW this isn't harmless because the harmless files are always low/minimum risk. I know this because I have to allow them access often. Also on this topic, I can't even grant the file access, this has never happened with harmless files. Remove the virus and put up a new download.
There is no virus, your virus protection is getting a false positive for reasons I'm sure you don't care about, if you want to download it you can just right click the Norton icon in the task bar and disable auto-protect until it's done downloading then re-enable it. If the file does anything suspicious on your computer Norton will still delete it, however since this is completely legitimate it won't be deleted once it's on your computer.
Also that risk statistic has little to do with how dangerous the file could be, it's more of a measure of how prevalent the "virus" could be. Something like an RAT will flag as high risk simply because Norton knows what it is, but with a file like this it's only saying that because the file is new with a large amount of users.
Edit: What I mean by that is just because Norton says something is low risk doesn't mean it's not dangerous, and vice versa. Best to always avoid the file if it gets flagged unless you're positive it's safe like mcpatcher is.
No matter if I download it through github or mediafire through adf.ly, my Norton security system removes the file for containing a medium risk level virus/spyware/trojan/ or something of the sort. To whoever created this download, get a life you pitiful excuse for a person. I understand that these security systems can sometimes block harmless files, but I KNOW this isn't harmless because the harmless files are always low/minimum risk. I know this because I have to allow them access often. Also on this topic, I can't even grant the file access, this has never happened with harmless files. Remove the virus and put up a new download.
1: get a decent antivirus program. Norton is a joke. (they pay good money to be rated highly... it's not because it's a good av.)
2: before you start throwing out insults, and telling someone who obviously knows about programming that you know better than them, try asking someone else who does instead of being a ****. I'm sure the thousands of people who use this and don't have a virus will tell you the same thing, just like I did. (many of those people being ones who work in the technologies industry)
3: the reason it is flagging it as a virus is because it is an unrecognized program, using unusual code, that is trying to alter protected user files, and giving you a basic reason for it. (because your average user doesn't care about technicalities, or even why)
4: and lastly, if you did "KNOW it isn't harmless" you would be able to decompile it and tell us why it is, in fact, harmful. (without hurting your own system) show us proof to back your claims or don't speak.
Thank you Kahr for keeping MC Patcher updated frequently, you do a great job maintaining this project.
A couple things though, did you add in automatic kerning? Because 1.2.5 needs default.properties and 1.3 doesn't:
I haven't touched the font rendering in a while. My first thought was that Mojang changed something, but I decompiled the class in 1.3 (amu.class for those playing along at home) and it looks identical to 1.2.5, so I can't explain the difference you're seeing.
1) Is there any chance to have a kind of "Better Glass" mod implemented to MCPatcher in the future? Glass blocks still look very unrealistic in-game, would be nice to see ALL 6 edges of the block and have semi-transparent glass textures (e.g. to make dirty glass textures).
2) Any chance to have biome-specific mob skins in the future? Think of sand-colored Creepers in deserts, white Creepers in cold biomes, green Creepers in forests, ... this would be soooo awesome !
3.) Pleeeease add support for connected glass panes to the next update !
1) Partially done if you use the -experimental flag I mentioned. The big reason it's not official is that translucent glass causes any water behind it to disappear entirely. The vanilla game actually suffers from a similar interaction between portals and water, but that's less noticeable. I don't see any good way to fix it, so it's unlikely to ever be finished.
2) Has been on my to-do list for a while and I hope to get around to it eventually. In addition to biome-specific skins, I think height should also be a factor so mobs can have different skins underground vs. above ground, etc.
3) To be honest, I keep putting this one off because that particular code is very patcher-unfriendly with its many if-else clauses and local variables. Take a look at RenderBlocks.renderBlockPane in MCP and see what I mean. No promises, but I'll keep trying.
1) If I run out of alphabet letters for CTM block/terrain property extensions, is there a way to name more files after 'z'?
2) Is there a way to apply the horizontal CTM connection method for horizontal logs?
1) Wow, do you really need that many?
2) Should be working now in 2.4.1_01. The check for "horizontal" neighbors gets flipped 90 degrees automatically. As a texture pack author, you shouldn't have to worry about any of the special new metadata values.
hey kahr, I'm having an animation issue, with an animation that worked in previous game versions without problems.
edit: I checked with my 64x version which is too blurred to have any solid lines, and with another anim. all lava is wrapping funny.
lava is wrapping weird.
I see the problem, but it's a complete mystery to me. I haven't touched the custom animation code in a while either. When MCP is updated to 1.3 I can investigate this better.
Patcher is updated to 2.4.1_01 to fix the vertical CTM and a few other issues. See OP for links.
1) Wow, do you really need that many?
2) Should be working now in 2.4.1_01. The check for "horizontal" neighbors gets flipped 90 degrees automatically. As a texture pack author, you shouldn't have to worry about any of the special new metadata values.
I'm not a pack author, I'm nowhere near as awesome as them! I only make a few edited textures for DokuCraft: The Saga Continues. With this said, your comment is a huge compliment and it means a lot to me.
The 'too many' property files is crazy but yeah, I've been using that many for the wood log textures to apply horizontal method for bark and ctm method for different coloured ring textures (oak, pine, birch, jungle) for upright and now, sidelong logs. I then decided to do the same for the horizontal logs' bark texture (top/bottom and sides) which wouldn't connect using the 'horizontal' method until I ran out of extensions!
In hindsight, I may not be using the files efficiently, but as you said, 2.4.1_01 should solve my problem! Thanks again, Kahr!
Edit: Amazing! I've gotten rid of 16 property files for CTM logs thanks to your update!
P.S. Is there any way to use Optifine and Mcpatcher?
Try to close the window or something, or click view downloads. It alarms you because your anti virus program detects mc patcher as a virus or something though it actually isn't (Don't know why Norton even deletes the file without asking me... ).
You can set up mc patcher to install Optifine as a mod, but you'll have to disable the hd textures and hd font options in mc patcher. This is pretty useless though, because they're both doing the same thing, so I think it's easier to install Optifine directly and even more easier to use mc patcher
I've been working on the CTM bugs in the last release. I'm not sure I have everything right yet, so here's 2.4.1_01-beta1 to try out. Please give it a whirl and report any problems here. I'll make a proper release sometime tomorrow if all goes well.See this post.Oh, and for those asking for translucent glass. I wrote a Better Glass mod a long time ago, but it had some problems and I never considered it official. It's hidden by default. Start the patcher with the command line option "-experimental" to play around with it.
For the first one, I would have to disagree. I quite like the glass how it is, having two or more sides rendered would make it very dificult to look out the windows or skylight (that is after all what they are typically used for).
For the second suggestion, I have actually played around with this idea with my texture pack and surprisingly, camoed creepers work very well (scarry as hell in hardcore mode). As of right now it is sort of a luck of the draw sort of thing, but I support this idea for the patcher.
For the finnal suggestion... Stained glass FTW!
---------------------------------------
Now for one of my own thoughts, I would love it if the CTM feature allowed for vertical and horizontal support simultainously. I am trying to make tree textures that will stack horizontaly and vertiacaly for a more realistice tree (similar to misa's jungle tree texture but it is 16 blocks high instead of 1). Any thoughts on this?
I'm not sure enough would make use of #1 to make it worthwhile over other things, such as your second suggestion which I very much would like.
Thanks, so far haven't had any issues, I'll be sure to post if I find any.
I've come across one bug - and possibly a feature suggestion.
terrain21.properties - has no affect on the wood rings log texture
block17.properties - set to random with 1 texture will change all the faces
block17.properties - set to vertical/horizontal will change the non-woodring textures (expected)
The metadata to target a specific version of the wood is great - i hope to use terrain21 with metadata=2 to make the birch log's ring match etc - but once you've formatted one version of a tile there no way to define a different set of rules for a diferent metadata set - this would be great.
Also "method=static" would be great too - just so we can change the tile of some bits and pieces with the metadata - setting to vertical or horizontal with all the same value works fine, but imagine it adds uncessary overhead.
Otherwise it's great! - love the new CTM feature.
Now if only there was a metadata option for random mobs so we could make sheep's shaun skin match their actual wool colour.
2) Is there a way to apply the horizontal CTM connection method for horizontal logs?
edit: I checked with my 64x version which is too blurred to have any solid lines, and with another anim. all lava is wrapping funny.
lava is wrapping weird.
Issues of "pink square" and most instances of faulty liquids pertain to the texture pack itself, not the HD patch. If a texture pack does not contain a fully animated liquid texture replacement, MCPatcher will attempt to use the (ugly) static one. This can be circumvented in Optifine by using the "Dynamic" setting on affected liquids. As for your derision towards Optifine... You already install that many mods, adding another is hardly a difficult task. Configuration is not nearly as difficult as it seems, and Optifine's level of tweak-ability has actually become necessary to me on several occasions. There are settings which would fix your issues you've been having and I am willing to help you in your setup (if you are, indeed, willing to give it a shot); simply call my Skype: Rancore202 and I will render assistance if possible.
There is no virus, your virus protection is getting a false positive for reasons I'm sure you don't care about, if you want to download it you can just right click the Norton icon in the task bar and disable auto-protect until it's done downloading then re-enable it. If the file does anything suspicious on your computer Norton will still delete it, however since this is completely legitimate it won't be deleted once it's on your computer.
Also that risk statistic has little to do with how dangerous the file could be, it's more of a measure of how prevalent the "virus" could be. Something like an RAT will flag as high risk simply because Norton knows what it is, but with a file like this it's only saying that because the file is new with a large amount of users.
Edit: What I mean by that is just because Norton says something is low risk doesn't mean it's not dangerous, and vice versa. Best to always avoid the file if it gets flagged unless you're positive it's safe like mcpatcher is.
1: get a decent antivirus program. Norton is a joke. (they pay good money to be rated highly... it's not because it's a good av.)
2: before you start throwing out insults, and telling someone who obviously knows about programming that you know better than them, try asking someone else who does instead of being a ****. I'm sure the thousands of people who use this and don't have a virus will tell you the same thing, just like I did. (many of those people being ones who work in the technologies industry)
3: the reason it is flagging it as a virus is because it is an unrecognized program, using unusual code, that is trying to alter protected user files, and giving you a basic reason for it. (because your average user doesn't care about technicalities, or even why)
4: and lastly, if you did "KNOW it isn't harmless" you would be able to decompile it and tell us why it is, in fact, harmful. (without hurting your own system) show us proof to back your claims or don't speak.
I haven't touched the font rendering in a while. My first thought was that Mojang changed something, but I decompiled the class in 1.3 (amu.class for those playing along at home) and it looks identical to 1.2.5, so I can't explain the difference you're seeing.
1) Partially done if you use the -experimental flag I mentioned. The big reason it's not official is that translucent glass causes any water behind it to disappear entirely. The vanilla game actually suffers from a similar interaction between portals and water, but that's less noticeable. I don't see any good way to fix it, so it's unlikely to ever be finished.
2) Has been on my to-do list for a while and I hope to get around to it eventually. In addition to biome-specific skins, I think height should also be a factor so mobs can have different skins underground vs. above ground, etc.
3) To be honest, I keep putting this one off because that particular code is very patcher-unfriendly with its many if-else clauses and local variables. Take a look at RenderBlocks.renderBlockPane in MCP and see what I mean. No promises, but I'll keep trying.
1) Wow, do you really need that many?
2) Should be working now in 2.4.1_01. The check for "horizontal" neighbors gets flipped 90 degrees automatically. As a texture pack author, you shouldn't have to worry about any of the special new metadata values.
I see the problem, but it's a complete mystery to me. I haven't touched the custom animation code in a while either. When MCP is updated to 1.3 I can investigate this better.
I'm not a pack author, I'm nowhere near as awesome as them! I only make a few edited textures for DokuCraft: The Saga Continues. With this said, your comment is a huge compliment and it means a lot to me.
The 'too many' property files is crazy but yeah, I've been using that many for the wood log textures to apply horizontal method for bark and ctm method for different coloured ring textures (oak, pine, birch, jungle) for upright and now, sidelong logs. I then decided to do the same for the horizontal logs' bark texture (top/bottom and sides) which wouldn't connect using the 'horizontal' method until I ran out of extensions!
In hindsight, I may not be using the files efficiently, but as you said, 2.4.1_01 should solve my problem! Thanks again, Kahr!
Edit: Amazing! I've gotten rid of 16 property files for CTM logs thanks to your update!