Kahr, in a future release are you planning on bettering the baby zombies and zombie pigmen? I was thinking that you could adjust the model for the babies so that they can actually utilize their head overlay/hat. I also thought that you could add another specialization in a mob.properties file so that babies would use certain skins. I think these would be some fun features to tinker with or see.
As I want to do CIT for items with Lore, but can't because the "Lore" tag for an item is a "List" Tag & MCPatcher doesn't support "List" Tags in the NBT-Based Rules for CIT.
Unfortunately, there are still a few problems. When I overlay the bottom layer of leather armor (the one that gets dyed) the changes don't show up in item frames.
Fixed! It turns out leather armor wasn't using CIT at all as a dropped item either.
Additionally, you didn't fix the problem of an unmoving enchantment overlay precisely matching the size of the image that it's being imposed on. I hope you didn't forget about this one.
Thanks for fixing the targeted overlay thing, and thanks for continuing to work on these problem. I really do appreciate it!
And thank you and everyone else who has been helping me out by answering questions in this thread. There are a lot more posts than I can keep up with, so it really helps.
Minecraft (1.6.2_patched, launcher 1.1.2) crashed on me this evening after patching (MCPatcher 4.1.0_04). I had opened up the options and was displaying the resource packs (but hadn't yet selected one) when it crashed. Any ideas? Would MCP 4.1.1 fix this?
I think this was a vanilla bug when a resource pack had an invalid pack.mcmeta file, but I'm not sure. If you post the stack trace (should be near the top of the file in .minecraft/crash-report), I can look into it.
I'm having trouble following what it is exactly you're trying to accomplish there. CTM kind of fudges the metadata values for logs so that artists don't have to cope with all the rotations themselves. But I don't think I've changed anything there recently, so I'm curious what exactly is behaving differently.
How can i use MCPatcher and Forge together? Can anyone help me please?
Right now I can patch and load MCPatcher and forge at the same time without anything crashing. It's taken dozens of hours of work just to get to the point where I can start fixing the actual incompatibilities between the two. If forge were still a normal zip-based mod, none of this extra effort would have been necessary.
Ok, I was slightly wrong. CIT is working somewhat correctly. The problem is, in the inventory the item is not updated when there is another item of the same kind in the same inventory area.
This one's tough to reproduce, but I think I fixed it.
In versions before 1.6.x, MC Patcher looked, as far as I can tell, exactly like the one rendered by Optifine.
Please let me know if there is anything more I can do to help with this. Sorry if I am being a pain - I just want to help get it all working.
BTW, it looks the same on all 3 machines I'm testing it on, all Windows 7 64 bit. Thanks.
I think Optifine actually has it wrong here. There are two locations for fonts:
assets/minecraft/textures/font
and
assets/minecraft/mcpatcher/font
Anything in textures/font is intended to use the vanilla font rendering. HD fonts, or fonts with customized widths go in mcpatcher/font and will override them.
I did it this way so authors could have an HD font with custom widths supported by MCPatcher but still have a fallback font that would be used by unpatched clients. If I applied the HD font sizing to the textures/font directory, artists would have to make sure the same font worked with both sizing methods. I never liked how even the default vanilla font looked slightly different with and without MCPatcher.
Kahr, in a future release are you planning on bettering the baby zombies and zombie pigmen? I was thinking that you could adjust the model for the babies so that they can actually utilize their head overlay/hat. I also thought that you could add another specialization in a mob.properties file so that babies would use certain skins. I think these would be some fun features to tinker with or see.
Baby zombies? I miss Notch.
I may look into nbt-based rules for Random Mobs at some point.
There are arcane, technical reasons for the difference, but I'll see if I can make it accept either one.
Also, out of curiosity... is it possible to make the flying arrows change when you're shooting them from a flaming bow by keeping the items parameter as 261 (bow) and changing the texture parameter to that of the arrow file from the .../textures/entity folder? And if it's not possible, I'd love if that would be made possible somehow
Unfortunately, arrows don't keep track of the item they were fired from.
Does your reply mean that the onus is now on the texture pack folks to ensure kerning?
I'm trying to figure out how it's going to work in terms of getting the font looking and fitting properly in the interface now that MCPatcher is no longer controlling that information.
Appreciate the interaction. Very cool of you to spend time replying to your users.
I assume these will be in the next release since I just eagerly re-downloaded the current version to find... nothing changed. So yea. REALLY looking forward to the next version!!!
As always, thank you for your time in fixing these things. It is greatly appreciated.
And thank you and everyone else who has been helping me out by answering questions in this thread. There are a lot more posts than I can keep up with, so it really helps.
Hey, no problem. It's really the least I can do since you continue to work towards making MCPatcher perfect for us all. (Not to mention my constant pestering for bug fixes. )
I think this is tied to Bastikeks' issue with bows, so I'm hoping the fix of that bug fixed this too, but I set up a custom bow texture for when it has Infinity and Flame (though, I don't think there's really a way to make the properties file look to see if it has both these enchantments, rather than one or the other. If there's a way to do that I'd like to know).
The problem is, when it's in hand, it switches to the default bow texture when I move around. It doesn't change at all in the inventory or in third person, just the in-hand texture changes for first person, and sometimes it favors a specific direction for this. For example, I turn left, and the bow switches to the normal bow texture, and stays that way until I move a certain distance in any direction. It's really quite random which way makes the texture switch out and when it switches back. Sometimes a small area can cause the bow's texture to stay as the normal one until you turn to a specific direction, whichever one that might be. The drawing frames are unaffected by this, all that changes is the standby texture.
This just blindly replaces the entire potion without even taking on the proper color. If you've already fixed this then Thank You again. Otherwise... uh... please fix it. Thanks.
Is there any way to get the CIT mod as a standalone? I love its features, but some of my favorite mods are written for Forge and are therefore incompatible with MCPatcher. Forge, OptiFine, and vanilla MC have support for HD textures, but without CIT, I'm missing out on some of the best features of texture packs like Misa's.
I am in the same boat. I've become very accustom to using Misa and the features it brings. However, it's dependency on MCPatcher forces to me to decide between Misa and my mods.
1.6.2 is turning out to be a very bad patch experience.
I am in the same boat. I've become very accustom to using Misa and the features it brings. However, it's dependency on MCPatcher forces to me to decide between Misa and my mods.
1.6.2 is turning out to be a very bad patch experience.
As I've been telling everyone, a compatibility fix between MCPatcher and Forge is being worked on. Kahr recently posted that he's gotten a version that won't crash, and is presently working on actual compatibility between the two. Please be patient while he finishes. Thank you.
But yea... 1.6.2 has been a stressful update for all involved.
CIT is supposed to support lists, but I admit I haven't tested it much.
Wow, I'm stupid. When I first tried it, I did "nbt.display.Lore.1=", which was looking at & checking the Lore on the 2nd line. So, it looked like it didn't work. When I checked the "cit_single.properties" file on bitbucket, it says:
# Currently, only the following NBT types are supported:
# - String, Integer, Short, Long, Double, Float - match exact value only
# - Compound - Can match a specific tag or any tag (*).
# - Array - Can match a specific index or any index (*).
So I thought that, because "Lore" Is a List Tag, that it wasn't supported. Thanks for showing me my mistake! This helps alot! Thanks!
And thank you and everyone else who has been helping me out by answering questions in this thread. There are a lot more posts than I can keep up with, so it really helps.
Thank you for creating(well maintaining&updating) such a great "mod"/patcher/Texture Pack Tool that we can use. Helping you out is the least we can do. I have been a fan of MCPatcher ever since I ACTUALLY REALLY tried it. I really saw how much better it really is compared to Optifine(in the sense of Texture Packs). I will always be with MCPatcher & will always be here to help in any way possible.
The Meaning of Life, the Universe, and Everything.
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Rippahjack
Xbox:
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Member Details
this works like a charm, im loving it! i can install mods now! personally i think its easier that forge!
however, one thing, why doesn't damage indicators work with it? i install damage indicators the same way as i do with other mods, its really odd. please, any help would be good, thanks!.
Hey, having a lot of troubble with MCpatcher since Minecraft updated the launcher. It keeps reading some kind of error when I patch minecraft, and yes I have set up a custom profile which says to use 1.6.2 - MCpatcher.
Patcher is updated to 4.1.1 with a number of bugfixes. Also some performance improvements which may or may not be noticeable. See OP for changelog and download links.
Next task is updating the UI to better support the profiles+versions system that the new launcher uses. This also affects how MCPatcher stores its configuration, so it's somewhat involved.
!!!! Thank you so much! Now my vine animation works! Minecraft seems less jerky as well, even though my fps is the same... maybe I'm just imagining it though
Depends on what you're doing whether it works correctly or not right now. But yea, for the most part it does.
I'm not doing it at all, right now. I decided it was best to check before attempting it and potentially getting frustrated when it didn't work. You know, because of the overlay and all.
Doesn't this work?
CIT is supposed to support lists, but I admit I haven't tested it much.
Fixed! It turns out leather armor wasn't using CIT at all as a dropped item either.
Fixed!
And thank you and everyone else who has been helping me out by answering questions in this thread. There are a lot more posts than I can keep up with, so it really helps.
I think this was a vanilla bug when a resource pack had an invalid pack.mcmeta file, but I'm not sure. If you post the stack trace (should be near the top of the file in .minecraft/crash-report), I can look into it.
I'm having trouble following what it is exactly you're trying to accomplish there. CTM kind of fudges the metadata values for logs so that artists don't have to cope with all the rotations themselves. But I don't think I've changed anything there recently, so I'm curious what exactly is behaving differently.
Right now I can patch and load MCPatcher and forge at the same time without anything crashing. It's taken dozens of hours of work just to get to the point where I can start fixing the actual incompatibilities between the two. If forge were still a normal zip-based mod, none of this extra effort would have been necessary.
This one's tough to reproduce, but I think I fixed it.
I think Optifine actually has it wrong here. There are two locations for fonts:
assets/minecraft/textures/font
and
assets/minecraft/mcpatcher/font
Anything in textures/font is intended to use the vanilla font rendering. HD fonts, or fonts with customized widths go in mcpatcher/font and will override them.
I did it this way so authors could have an HD font with custom widths supported by MCPatcher but still have a fallback font that would be used by unpatched clients. If I applied the HD font sizing to the textures/font directory, artists would have to make sure the same font worked with both sizing methods. I never liked how even the default vanilla font looked slightly different with and without MCPatcher.
Baby zombies? I miss Notch.
I may look into nbt-based rules for Random Mobs at some point.
Try
There are arcane, technical reasons for the difference, but I'll see if I can make it accept either one.
Unfortunately, arrows don't keep track of the item they were fired from.
Does your reply mean that the onus is now on the texture pack folks to ensure kerning?
I'm trying to figure out how it's going to work in terms of getting the font looking and fitting properly in the interface now that MCPatcher is no longer controlling that information.
Appreciate the interaction. Very cool of you to spend time replying to your users.
As always, thank you for your time in fixing these things. It is greatly appreciated.
Hey, no problem. It's really the least I can do since you continue to work towards making MCPatcher perfect for us all. (Not to mention my constant pestering for bug fixes. )
The problem is, when it's in hand, it switches to the default bow texture when I move around. It doesn't change at all in the inventory or in third person, just the in-hand texture changes for first person, and sometimes it favors a specific direction for this. For example, I turn left, and the bow switches to the normal bow texture, and stays that way until I move a certain distance in any direction. It's really quite random which way makes the texture switch out and when it switches back. Sometimes a small area can cause the bow's texture to stay as the normal one until you turn to a specific direction, whichever one that might be. The drawing frames are unaffected by this, all that changes is the standby texture.
I've used:
This just blindly replaces the entire potion without even taking on the proper color. If you've already fixed this then Thank You again. Otherwise... uh... please fix it. Thanks.
"Doesn't work" can mean a lot of things. Narrowing it down will help the problem get corrected much more quickly.
I am trying to make custom potion effects emitted by players, but I am having this issue;
(don't mind the missing textures)
Any suggestions?
My config file is;
I LIKE THE WHOOOOOLE THING
I am in the same boat. I've become very accustom to using Misa and the features it brings. However, it's dependency on MCPatcher forces to me to decide between Misa and my mods.
1.6.2 is turning out to be a very bad patch experience.
But yea... 1.6.2 has been a stressful update for all involved.
Wow, I'm stupid. When I first tried it, I did "nbt.display.Lore.1=", which was looking at & checking the Lore on the 2nd line. So, it looked like it didn't work. When I checked the "cit_single.properties" file on bitbucket, it says:
# Currently, only the following NBT types are supported:
# - String, Integer, Short, Long, Double, Float - match exact value only
# - Compound - Can match a specific tag or any tag (*).
# - Array - Can match a specific index or any index (*).
So I thought that, because "Lore" Is a List Tag, that it wasn't supported. Thanks for showing me my mistake! This helps alot! Thanks!
Thank you for creating(well maintaining&updating) such a great "mod"/patcher/Texture Pack Tool that we can use. Helping you out is the least we can do. I have been a fan of MCPatcher ever since I ACTUALLY REALLY tried it. I really saw how much better it really is compared to Optifine(in the sense of Texture Packs). I will always be with MCPatcher & will always be here to help in any way possible.
*See this & stops & reads it again, to make sure he saw correctly*
*Starts to read slowly:*
HALF-LIFE 3 CONFIRMED!!!
YYYEEESSS!!!
however, one thing, why doesn't damage indicators work with it? i install damage indicators the same way as i do with other mods, its really odd. please, any help would be good, thanks!.
My question ...
How i can make CIT Items craftable on a (Bukkit) Server?
It is possible to create a recipe with this Bukkit Plugin, Recipe Manager ?
!!!! Thank you so much! Now my vine animation works! Minecraft seems less jerky as well, even though my fps is the same... maybe I'm just imagining it though
Also check me out on:
WordPress, Etsy, and Spore.
I'm not doing it at all, right now. I decided it was best to check before attempting it and potentially getting frustrated when it didn't work. You know, because of the overlay and all.
Also check me out on:
WordPress, Etsy, and Spore.