I have been unable to use the latest version of MCPatcher. I'm running snapshot 13w05b. The version of MCPatcher I used is 3.0.0-beta4.
After patching, the game crashes at the start-up screen. Here's the crash report:
Odd. I've been using an MCPatcher patched version of the prerelease with your pack (converted by MCPatcher) with no issues. Obviously something went wrong for you, hopefully that crashlog will help him figure it out
Odd. I've been using an MCPatcher patched version of the prerelease with your pack (converted by MCPatcher) with no issues. Obviously something went wrong for you, hopefully that crashlog will help him figure it out
It's not the pack itself. After using MCPatcher, the game won't start for me at all, not even when running the default pack.
I have 12 spiders and 12 spider_eyes for Randomobs, but I want it to match spider2 with spider_eyes2, spider8 with spider_eyes8, but it just randomly chooses eyes for each spider!
How do I fix this? I want it to be like the wolf randomobs, where wolf1 matches with wolf_tame1.
I have 12 spiders and 12 spider_eyes for Randomobs, but I want it to match spider2 with spider_eyes2, spider8 with spider_eyes8, but it just randomly chooses eyes for each spider!
How do I fix this? I want it to be like the wolf randomobs, where wolf1 matches with wolf_tame1.
Do you have the same number of spider_eyes.png as there are spider.png?
It can get a bit wacky if there are different amounts.
I'm not active on these forums, so forgive me if I don't respond!
If you want to contact me, try going through Discord or you can find me on GitHub where I am still updating the below mods (and more):
Why doesn't connected textures work for my Minecraft? I have the "beta 4" version for 13w06a but it doesn't fix my ugly glass. (I know it works cause HD texture packs work.)
I have applied these rules for the beacon block to look like a old one :
As you can see, the texture used for glass is controled by CTM,
The texture used for the glass of the block form of the beacon, like the old one, is controled by CTM too.
The texture used for the glass of the item form of the beacon is simple glass and not controled by CTM.
Why ?
It's complicated. I'm working on a way to better handle CTM on blocks-within-blocks like the beacon, but for now, what you see is what you get.
---- Minecraft Crash Report ----
// On the bright side, I bought you a teddy bear!
Time: 2/3/13 1:07 PM
Description: Unexpected error
java.lang.NoSuchFieldError: file
I have 12 spiders and 12 spider_eyes for Randomobs, but I want it to match spider2 with spider_eyes2, spider8 with spider_eyes8, but it just randomly chooses eyes for each spider!
Can't reproduce this. Are you sure you have the same number of both textures with no gaps in numbering?
Why doesn't connected textures work for my Minecraft? I have the "beta 4" version for 13w06a but it doesn't fix my ugly glass. (I know it works cause HD texture packs work.)
MCPatcher doesn't include any textures. You need to use a texture pack with CTM support, and convert it to the new format if necessary.
The patcher seems to add an additional fake tile everytime ...
Is that a bug or do I need to change something to my CTM files? (everything worked fine with the beta4-version ...).
Whoops. Yep, there's an off-by-one error if you don't specify a tiles property. Fixed for next release, but in the meantime adding tiles=0-3 is a workaround.
The new clock/compass multi-layer features are cool and the performance is great. Good work again
Glad to hear it. I should mention that all the Better Skies blending methods are supported (dodge, burn, screen, etc.). You can also force the game to render a series of frames to .minecraft/custom_{compass,clock}.png. This can be used as a fallback animation for players not using MCPatcher. In the properties file, set outputFrames=100 to render a 100-frame Mojang-style animation. Don't distribute your pack with this property set, just use it to generate the animation and remove it again.
Thanks for looking into this. Unfortunately, the game still crashes for me with the new version of McPatcher and the new snapshot.
Here's the new error report:
---- Minecraft Crash Report ----
// Shall we play a game?
Time: 2/10/13 11:33 AM
Description: Unexpected error
java.lang.NoSuchFieldError: file
at com.pclewis.mcpatcher.TexturePackChangeHandler.openTexturePackFile(TexturePackChangeHandler.java:155)
at com.pclewis.mcpatcher.TexturePackChangeHandler.checkFileChange(TexturePackChangeHandler.java:199)
at com.pclewis.mcpatcher.TexturePackChangeHandler.checkForTexturePackChange(TexturePackChangeHandler.java:100)
at net.minecraft.client.Minecraft.K(SourceFile:550)
at net.minecraft.client.Minecraft.run(SourceFile:526)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 13w06a
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_10, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 474779136 bytes (452 MB) / 514523136 bytes (490 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -Xms512m -Xmx1024m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: ~~ERROR~~ NoClassDefFoundError: com/pclewis/mcpatcher/mod/TileOverride$1
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
LWJGL: 2.4.2
OpenGL: GeForce GTX 570/PCIe/SSE2 GL version 4.3.0, NVIDIA Corporation
Is Modded: Very likely; Jar signature invalidated
Type: Client (map_client.txt)
Texture Pack: Wayukian_pack_v6.0.zip
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
There is an issue with Computercraft and MC patcher. I did a search and it seems to be an old problem with how the animations work for Computercraft. I was just wondering if there are any work arounds for it.
Either way I think something about should be said on the first page or something. I've been thinking it was an issue with Forge for a long time now and just accidentally found out it was because of Computercraft. I rather give up computercraft than use Optifine :-)
It's not the pack itself. After using MCPatcher, the game won't start for me at all, not even when running the default pack.
I have 12 spiders and 12 spider_eyes for Randomobs, but I want it to match spider2 with spider_eyes2, spider8 with spider_eyes8, but it just randomly chooses eyes for each spider!
How do I fix this? I want it to be like the wolf randomobs, where wolf1 matches with wolf_tame1.
Do you have the same number of spider_eyes.png as there are spider.png?
It can get a bit wacky if there are different amounts.
Edit: woops didn't read. Sorry i can't help.
If you want to contact me, try going through Discord or you can find me on GitHub where I am still updating the below mods (and more):
PRESENCE FOOTSTEPS - (github)
VOID FOG - (github)
Optifine is a slightly less complex version of this, with the additional ability of increasing FPS.
Choose one or the other, because if you choose both there are some strange glitches when they are working together.
Also check me out on:
WordPress, Etsy, and Spore.
So this (beta4/beta5) works with 13w06a, correct?
Thanks.
The blockIDs and tileIDs properties are now called matchBlocks and matchTiles respectively. So matchBlocks=77 should work.
I've added a CTM property innerSeams=true to control this behavior. The default is false (current behavior).
It's complicated. I'm working on a way to better handle CTM on blocks-within-blocks like the beacon, but for now, what you see is what you get.
Fixed in beta5.
Can't reproduce this. Are you sure you have the same number of both textures with no gaps in numbering?
MCPatcher doesn't include any textures. You need to use a texture pack with CTM support, and convert it to the new format if necessary.
There's nothing like that currently, sorry.
It's working fine for me. Was it working in beta4 or in previous snapshots?
Whoops. Yep, there's an off-by-one error if you don't specify a tiles property. Fixed for next release, but in the meantime adding tiles=0-3 is a workaround.
Glad to hear it. I should mention that all the Better Skies blending methods are supported (dodge, burn, screen, etc.). You can also force the game to render a series of frames to .minecraft/custom_{compass,clock}.png. This can be used as a fallback animation for players not using MCPatcher. In the properties file, set outputFrames=100 to render a 100-frame Mojang-style animation. Don't distribute your pack with this property set, just use it to generate the animation and remove it again.
thanks.
No it was not working in beta4 or in any of the previous snapshots. do you need me to generate some thing for you if so how do you do it. I use a mac
Thanks for looking into this. Unfortunately, the game still crashes for me with the new version of McPatcher and the new snapshot.
Here's the new error report:
You sure your skybox and images are in the environment folder rather than the old terrain folder?
I will have a look and see if that is the problem.
Edit: Yes that was the problem. I will inform the author of the texture pack that I use about the small problem.
Either way I think something about should be said on the first page or something. I've been thinking it was an issue with Forge for a long time now and just accidentally found out it was because of Computercraft. I rather give up computercraft than use Optifine :-)