Somehow, None of your suggestions works for me, I don't know why ... I have disabled any function of the MCPatcher but CIT, because I use OptiFine for the other things (because this grants a fps bonus), but also if i activate the "Extended HD", it doesn't work ... any other ideas?
You can't use Optifine & MCPatcher at the same time. They always causes bugs with each other if they are running together.
(Mods-Rei's minimap,McCapes,Optifine and TooManyItems)
So i got fed up of having no mods so i searched the web and i found forge no luck with optifine with that. So i searched again and found this so i got a new minecraft (Saved my saves.servers and Resource packs) so i tried McPatcher and at first it worked i click the "Add" button (+) and i added the mods then i click patch and it looked fine but as i click test minecraft it failed =/. So someone HELP ME!
Thanks
-Lyx.
Well you can't use Optifine & MCPatcher at the same time. They just cause bugs with each other if they are running together. But I know that you can use Rei's Minimap & TooManyItems with MCPatcher, as I almost always have those 2 installed with MCPatcher.
But I don't know about McCapes. But as it says "SOLVED", I'm guessing that you fix the problem already.
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. So I found a way to get around this. Maybe by having it as an option in "cit_single" like how it is for Enchantment based rules. You can't do CIT with NBT-Based Rules for Enchantments, because the tag "ench" (the tag where an item's enchantments are stored) is a "List" Tag, which is then followed by an unnamed "Compound" Tag. There is no way to do it via NBT-Based Rules, BUT the way around this is the Enchantment Options/Rules:
Now what if we could do the same thing for Lore??? I have an idea how the option/rule should look, & how it should work.
Here is the option/rule & how it should work:
Lore.<line number>=<either an exact value or a wildcard '*'>
#The <line number> starts at 1 & counts up.
#Line 1 is the top most line of Lore, & Line 2 is below Line 1, & so on
#For every line of Lore that the item has, there must be the same amount of Lore Rules(1 for each line)
#If a line of Lore has a wildcard '*' as its Lore Rule, then for the option/rule to succeed, it must have something(can be anything)in that line of Lore
#If a line of Lore has a specific value as its Lore Rule, then for the option/rule to succeed, the line of Lore must match the Lore Rule value EXACTLY
#Basically, it's like the NBT-Based Rule for "Compound" Tags"(in the sense that whether or not if the rule succeeds or not).
Here are some examples:
#An item has a different texture if it has 1 line of Lore, but it can say whatever(as long as something is in the 1st line of Lore)
Lore.1='*'
#An item has a different texture if it has 1 line of Lore & it says "Blah Blah Blah"
Lore.1=Blah Blah Blah
#An item has a different texture if it has 2 lines of Lore & the first one can say whatever, while the 2nd one says "Test"
Lore.1='*'
Lore.2=Test
Maybe we could also include an Option/Rule for (Custom)Attribute Modifiers. As this can't be done with NBT-Based Rules either. For example, a Diamond Chestplate has a different texture when it(the chestplate) gives you a "+15% Speed" when it's held in your hand or worn. Now, how this could look &/or work, I have no clue/ideas yet, as I'm barely scratching the surface of Custom Attribute Modifiers on items.
These are my ideas to you Kahr for CIT. I'm willing to help you if you need it. It would be no problem to me if you want me to help you.
Ok - I just downloaded and tested version 4.1.1, which just came out.
It looks like the FONT issue is partially fixed. The hi-res fonts show up and the toggle text for Zombe Fly Mod is fully visible, as it should be.
The only noticeable thing so far seems to be that the font spacing is wider than normal. The "kerning" is not as close as it should be.
Is that something that can be replicated and possibly fixed as well?
Second - when I load Mod Loader, the fonts still looke hi-res, with the funky spacing, but the text for the Zombe fly mod no longer shows up on the screen when I toggle it.
This behavior is different from the previous version, which did not show the fonts in hi-res no matter what.
Just as a matter of comparison, none of the problems happen in Optfine B3, but the font not showing up on the Zombe toggle bug DID show up in Optifine B4.
Thanks VERY MUCH for working on this. I hope that all this gets corrected. It looks like 1.6.2 is a headache for developers too.
Ok - I just downloaded and tested version 4.1.1, which just came out.
It looks like the FONT issue is partially fixed. The hi-res fonts show up and the toggle text for Zombe Fly Mod is fully visible, as it should be.
The only noticeable thing so far seems to be that the font spacing is wider than normal. The "kerning" is not as close as it should be.
Is that something that can be replicated and possibly fixed as well?
Second - when I load Mod Loader, the fonts still looke hi-res, with the funky spacing, but the text for the Zombe fly mod no longer shows up on the screen when I toggle it.
This behavior is different from the previous version, which did not show the fonts in hi-res no matter what.
Just as a matter of comparison, none of the problems happen in Optfine B3, but the font not showing up on the Zombe toggle bug DID show up in Optifine B4.
Thanks VERY MUCH for working on this. I hope that all this gets corrected. It looks like 1.6.2 is a headache for developers too.
This can be fixed by providing a .properties file for the font. It allows you to control the width of the individual characters. More information about that is in the OP under HD Font
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.
Thanks for the update Kahr!
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.
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!
This can be fixed by providing a .properties file for the font. It allows you to control the width of the individual characters. More information about that is in the OP under HD Font
But the properties file is already set in the texture packs. Optifine reads it and properly loads the spacing parameters.
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 captured the launcher screen dump, but don't know what's relevant to post (it's quite lengthy). I've run 1.6.2 vanilla with that launcher with no issues (and of course no resource packs). I'm not running any other mods.
Do we still need MCPatcher or Optifine for resource packs containing HD textures?
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CIT seems broken in this release, or at least something changed since the previous release. I had degrading items working with 4.1.0_04, but they no longer work with 4.1.1. I setup my textures the same as Misa's and her's are also not working anymore with this release. Just to make sure something wasn't conflicting, I unchecked every other option but CIT and it still doesn't work.
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.
Just wondering but, the last time I tried MCPatcher with updating a Texture pack (to a Resorce Pack?), Minecraft wouldn't run. It would get an error and crash, I had to reinstall minecraft just to play again(even after disabling the pack). So I was wondering if this has been fixed or not.
Just wondering but, the last time I tried MCPatcher with updating a Texture pack (to a Resorce Pack?), Minecraft wouldn't run. It would get an error and crash, I had to reinstall minecraft just to play again(even after disabling the pack). So I was wondering if this has been fixed or not.
You probably installed the texture pack with MCPatch (maybe by accident), which alot of people have done before. By doing that Minecraft won't run. But it should usually work if you just convert the texture pack. Just move the converted .zip file into the right place & it should work.
You probably installed the texture pack with MCPatch (maybe by accident), which alot of people have done before. By doing that Minecraft won't run. But it should usually work if you just convert the texture pack. Just move the converted .zip file into the right place & it should work.
Yeah, thats probably what I did... Thanks for the help!
CIT seems broken in this release, or at least something changed since the previous release. I had degrading items working with 4.1.0_04, but they no longer work with 4.1.1. I setup my textures the same as Misa's and her's are also not working anymore with this release. Just to make sure something wasn't conflicting, I unchecked every other option but CIT and it still doesn't work.
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. For example: If I have a half used diamond sword and a new sword on my hot bar, both swords will appear to be full. Same thing if they are both in my personal inventory. However, if one is in my inventory while the other is on my hot bar, they are both fine. Seems like what someone else was saying about the bows. I've linked some screenshots to illustrate.
You can't use Optifine & MCPatcher at the same time. They always causes bugs with each other if they are running together.
Well you can't use Optifine & MCPatcher at the same time. They just cause bugs with each other if they are running together. But I know that you can use Rei's Minimap & TooManyItems with MCPatcher, as I almost always have those 2 installed with MCPatcher.
But I don't know about McCapes. But as it says "SOLVED", I'm guessing that you fix the problem already.
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. So I found a way to get around this. Maybe by having it as an option in "cit_single" like how it is for Enchantment based rules. You can't do CIT with NBT-Based Rules for Enchantments, because the tag "ench" (the tag where an item's enchantments are stored) is a "List" Tag, which is then followed by an unnamed "Compound" Tag. There is no way to do it via NBT-Based Rules, BUT the way around this is the Enchantment Options/Rules:
Now what if we could do the same thing for Lore??? I have an idea how the option/rule should look, & how it should work.
Here is the option/rule & how it should work:
Here are some examples:
Maybe we could also include an Option/Rule for (Custom)Attribute Modifiers. As this can't be done with NBT-Based Rules either. For example, a Diamond Chestplate has a different texture when it(the chestplate) gives you a "+15% Speed" when it's held in your hand or worn. Now, how this could look &/or work, I have no clue/ideas yet, as I'm barely scratching the surface of Custom Attribute Modifiers on items.
These are my ideas to you Kahr for CIT. I'm willing to help you if you need it. It would be no problem to me if you want me to help you.
It looks like the FONT issue is partially fixed. The hi-res fonts show up and the toggle text for Zombe Fly Mod is fully visible, as it should be.
The only noticeable thing so far seems to be that the font spacing is wider than normal. The "kerning" is not as close as it should be.
Is that something that can be replicated and possibly fixed as well?
Second - when I load Mod Loader, the fonts still looke hi-res, with the funky spacing, but the text for the Zombe fly mod no longer shows up on the screen when I toggle it.
This behavior is different from the previous version, which did not show the fonts in hi-res no matter what.
Just as a matter of comparison, none of the problems happen in Optfine B3, but the font not showing up on the Zombe toggle bug DID show up in Optifine B4.
Thanks VERY MUCH for working on this. I hope that all this gets corrected. It looks like 1.6.2 is a headache for developers too.
This can be fixed by providing a .properties file for the font. It allows you to control the width of the individual characters. More information about that is in the OP under HD Font
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.
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!
But the properties file is already set in the texture packs. Optifine reads it and properly loads the spacing parameters.
I captured the launcher screen dump, but don't know what's relevant to post (it's quite lengthy). I've run 1.6.2 vanilla with that launcher with no issues (and of course no resource packs). I'm not running any other mods.
Do we still need MCPatcher or Optifine for resource packs containing HD textures?
Mods Installed: TMI, Rei's Minimap
I have the diamond sword textured (DiamondSword.png) and the .properties as follows below:
and idk why but i get this error message in Magic Launcher's Log:
[CIT] ERROR: minecraft:mcpatcher/cit/Diamond Sword/diamond_sword.properties: no matching items specified
Help?
Hhhmm, odd. What resource pack are you using? I'll look at the pack & try to see what the problem is.
Try adding the mods via MCPatcher & not Magic Launcher. Maybe that's the problem.
Just tried it, Still got thr same error in the log.
You probably installed the texture pack with MCPatch (maybe by accident), which alot of people have done before. By doing that Minecraft won't run. But it should usually work if you just convert the texture pack. Just move the converted .zip file into the right place & it should work.
Yeah, thats probably what I did... Thanks for the help!
Try
What am I missing here?
Unpatched 1.6.2
Patched 1.6.2
No problem:)
Can't at the moment. They are incompatible with each other.
It works. Thanks!
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. For example: If I have a half used diamond sword and a new sword on my hot bar, both swords will appear to be full. Same thing if they are both in my personal inventory. However, if one is in my inventory while the other is on my hot bar, they are both fine. Seems like what someone else was saying about the bows. I've linked some screenshots to illustrate.
Screenshot 1
Screenshot 2
This is what I'm getting:
MC Patcher 4.1.1:
This is what I'm getting wtih Optifine:
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.