• 2

    posted a message on OptiFine HD B5 (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from babbajagga»

    :(

    Alright folks...


    I am having some freaking issues with making the colormaps work properly.

    I have made a separate topic for it, so if anyone can help out with that check it out please.


    >>> link <<<

    something is messed up heavily.


    Are you 100% sure that the MCPatcher GRID format for colormaps is WORKING in Optifine?

    as for me it seems as heavily fu*d up and instead reading my colormaps as the the default colormap format.


    * * * edit * * *

    Confirmed... the GRID format is ignored/bugged/not working ... but ... found a solutionk

    clicky here >>> link <<<

    Basicaly... the old way as described in the MCPatcher guide (https://bitbucket.org/prupe/mcpatcher/wiki/Biome_Palettes_(Grid)) no longer seems to work. - that is the 2nd way, on how to make all colormaps be read as GRID / with making a single color.properties file located in the "...assets/minecraft/mcpatcher/color.properties"


    Created an issue: https://github.com/sp614x/optifine/issues/422
    Posted in: Minecraft Mods
  • 1

    posted a message on OptiFine HD B5 (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from babbajagga»

    Oh man... another bugger...


    Can someone confirm or disconfirm me if the SKY feature is working for them?

    Since based on the MCPatcher guide it's not working anylonger for me.


    my setup

    path to files

    "...\packname\assets\minecraft\mcpatcher\sky\world0"

    sky0.png


    sky0.properties


    that should do it... but instead of my stars map it loads the default one in game.


    Any solution?


    Is there anywhere an up-to-date guide for those former MCPatcher features?


    * * * edit * * *

    not sure if that is a final solution, but I compared my sky folder, properties files and images with another pack in which the skies are working...

    and the only difference I could spot was that he was using a file name "sky_starfield.png"

    no idea why, but when I changed my filename to that one it started to work O_o


    I mean... WTH... but fine.


    Link to the resource pack?
    Custom Sky description: https://github.com/sp614x/optifine/blob/master/OptiFineDoc/doc/sky.properties
    It should work identical to MCPatcher's Better Skies.
    OptiFine usually complains in the game output (error log) if there are some problems with the configuration files.
    Posted in: Minecraft Mods
  • 1

    posted a message on OptiFine HD B5 (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from kamild1996»
    ...

    Also I just found an interesting bug. What I did is:

    • increased render resolution in shader settings to 2x
    • increased screenshot resolution to 4x
    • tried to take a screenshot

    and that not only produced a fully emply/black screenshot, but also wrecked the game's performance, from good 60-80 fps with shaders enabled, down to 5 fps. Had to restart the game.


    Higher shader resolution and higher screenshot resolution both need more memory. The game is not crashing because the java and native memory are separated, most probably OpenGL has returned "Out of memory" and a black image.
    Posted in: Minecraft Mods
  • 1

    posted a message on OptiFine HD B5 (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from heyitsjack»

    Hello, so with the abundance of ideas and requests I'm certain you receive on a daily basis I'm not really even expecting a reply to this post.


    So I spend and will be spending most of my time designing models of large scales for a map I'm making, making use of the models by spawning them onto armour stands. Some of the models measure about eight blocks in width and length and as you probably already know, entities disappear when the game thinks they are off screen. So, many of my models flicker as the player looks around.


    What I am asking is, even if you would not bother spending any time on such a feature, would it be possible to make a mini mod myself that would fix this? Thank you for your time.


    This is a performance optimization, the entities are only rendered when their bounding box is inside the screen.
    When the custom model is too big it may span outside of the bounding box and when rendered it may disappear too early.
    This can be fixed by:
    - turning off bounding box visibility check - leads to performance problems
    - calculating the bounding box from the model - either dynamically calculated or specified in the model json
    Some tile entities are always rendered (beacons, end gateways) and they are handled separately.
    What models are you replacing and when are they disappearing - when rotating or when too far away?

    Posted in: Minecraft Mods
  • 0

    posted a message on OptiFine HD B5 (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from ScarXL»

    Hi, I've donated and bought a cape using CCnow and PayPal, but my order is still pending. What can I do?


    The order has been canceled, you should have an email from CCNow.
    Posted in: Minecraft Mods
  • 1

    posted a message on OptiFine HD B5 (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from MaxCraft548»

    When attempting to use the new B6 PRE for 1.11.2, I get this crash, it crashes on startup:


    ---- Minecraft Crash Report ----
    // This doesn't make any sense!

    Time: 1/9/17 9:11 AM
    Description: Unexpected error

    java.lang.NullPointerException: Unexpected error
    at byz.j(TextureAtlasSprite.java:227)
    at byy.d(TextureMap.java:638)
    at byy.e(TextureMap.java:682)
    at bza.e(TextureManager.java:141)
    at TextureUtils.resourcesReloaded(TextureUtils.java:318)
    at TextureUtils$1.a(TextureUtils.java:338)
    at cae.a(SourceFile:100)
    at TextureUtils.registerResourceListener(TextureUtils.java:342)
    at bqe.frameInit(EntityRenderer.java:2738)
    at bqe.a(EntityRenderer.java:1269)
    at bes.av(SourceFile:993)
    at bes.a(SourceFile:398)
    at net.minecraft.client.main.Main.main(SourceFile:124)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    at java.lang.reflect.Method.invoke(Method.java:483)
    at net.minecraft.launchwrapper.Launch.launch(Launch.java:131)
    at net.minecraft.launchwrapper.Launch.main(Launch.java:27)

    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- System Details --
    Details:
    Minecraft Version: 1.11.2
    Operating System: Windows 10 (amd64) version 10.0
    Java Version: 1.8.0_25, Oracle Corporation
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 105843328 bytes (100 MB) / 255066112 bytes (243 MB) up to 1060372480 bytes (1011 MB)
    JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    Launched Version: 1.11.2-OptiFine_HD_U_B6_pre
    LWJGL: 2.9.4
    OpenGL: GeForce GTX 970/PCIe/SSE2 GL version 4.5.0 NVIDIA 368.39, NVIDIA Corporation
    GL Caps: Using GL 1.3 multitexturing.
    Using GL 1.3 texture combiners.
    Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
    Shaders are available because OpenGL 2.1 is supported.
    VBOs are available because OpenGL 1.5 is supported.

    Using VBOs: Yes
    Is Modded: Very likely; Jar signature invalidated
    Type: Client (map_client.txt)
    Resource Packs: Look, Something Shiny!, Element Animation - Copy (2) - Copy, NostalgiaCraft Beta 1.9_3 - Copy, Taunoa Models v1.2 Mx, MCPE_CLASSIC, NostalgiaCraft Beta 1.9_3 - HL2, SE-Soundfix-v0.1.zip, NEWVIEWMODEL
    Current Language: English (United Kingdom)
    Profiler Position: N/A (disabled)
    CPU: 8x Intel(R) Core(TM) i7-4790K CPU @ 4.00GHz
    OptiFine Version: OptiFine_1.11.2_HD_U_B6_pre
    Render Distance Chunks: 10
    Mipmaps: 1
    Anisotropic Filtering: 1
    Antialiasing: 0
    Multitexture: false
    Shaders: !SEUS-v11.0 V MaxFire New
    OpenGlVersion: 4.5.0 NVIDIA 368.39
    OpenGlRenderer: GeForce GTX 970/PCIe/SSE2
    OpenGlVendor: NVIDIA Corporation
    CpuCount: 8


    The resource pack has an animated texture with non-animated normal or specular textures.
    Updated preview B6 for 1.11.2 with a bugfix.
    Posted in: Minecraft Mods
  • 5

    posted a message on OptiFine HD B5 (FPS Boost, Dynamic Lights, Shaders and much more)

    Sadly, all shaderpacks have this issue, even if i use internal, the hand is still invisible.

    Updated preview B6 for 1.11.2.
    Fixed transparent hand with shaders when the world border is visible.
    Posted in: Minecraft Mods
  • 0

    posted a message on OptiFine HD B5 (FPS Boost, Dynamic Lights, Shaders and much more)

    Hello there OptiFine users,


    I've been encountering some issues/bugs on all OptiFine versions ever since 1.9 until now (1.11.2).


    On the 1st pic, my hand is pretty much invisible when near the forcefield, only happens when shaderpack is used.

    And on the 2nd photo, hitting a spectral arrow brokes the mob texture, which is kinda horrible really :/


    Hoping these bugs could be fixed in the future.


    Some shader packs have problems with translucent textures, another shader pack may work better near the world border.
    The spectral arrow effect is not compatible with shaders, OptiFine uses a workaround which has the side effect of messing the skin. Not possible to fix.
    Posted in: Minecraft Mods
  • 0

    posted a message on OptiFine HD B5 (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from MamiyaOtaru»

    can I just say it's awesome you still have support for the integer metadata based way of doing CTM? It's made it possible to do this:


    ...


    I'm not quite ready for primetime, but with this mod I'm working on I can visit those old worlds that featured alternate textures on blocks with "unused" metadata, blocks that would otherwise disappear in 1.8 and up. Having added those states back with my mod, Optifine happily applies the alternate textures to them! Too good to be true :D


    :D
    Posted in: Minecraft Mods
  • 1

    posted a message on OptiFine HD B5 (FPS Boost, Dynamic Lights, Shaders and much more)

    My my my, What great lies you tell..... Every time I use Optifine on Minecraft this is what happens to my screen!!!! It's not even a crash! It just does this!! In this screenshot, I have the ItemBound resource pack installed and it needs Optifine! But since the mod glitches EVERY FRIGGEN TIME I use it I can never use ItemBound.....:steve_tearful: I just thought it might be useful to know that it isn't working for someone and what it's doing. Since it's not a crash I have no crash report for you. I wish I did so you could fix it but... Life doesn't always go your way.....


    Possible reasons:
    - a shader pack that is not compatible with your PC - to fix it "Video Settings -> Shaders -> OFF"
    - custom fullscreen resolution - to fix it "Video Settings -> Other -> Fullscreen Mode -> Default"
    To reset all video settings back to default "Video Settings -> Other -> Reset Video Settings"
    Posted in: Minecraft Mods
  • 1

    posted a message on OptiFine HD B5 (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from mikoma2000»

    How many cores OptiFine can use ?


    ALL OF THEM!!! (joking)
    Serious answer: All of them (theoretically).
    Usually 3 to 4 cores can be fully utilized. The rest of the cores MAY be used if there are a lot of chunks to load.
    One core is used for rendering. One core for the internal server. The rest are used for loading chunks and other tasks.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    Quote from Qmodo»

    Hey so I was working on a resource pack, using overlays to add smoother transitions between blocks


    2016-12-08_14.24.14


    as you can probably see, it worked for all the full blocks but not on the path or tilled soil... and i'm not entirely sure why... i'm assuming its cause they aren't full blocks. If anyone has a solution please respond!


    My code is below (for the sand overlay)


    matchBlocks=sand stone cobblestone mossy_cobblestone sandstone dirt farmland grass_path
    method=overlay
    faces=top
    tiles=0-16
    connectBlocks=sand


    Thanks for anything!


    Currently the CTM overlays only work for full blocks.
    Posted in: Resource Packs
  • 1

    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    Quote from babbajagga»

    Oh noes... that's some miserable news for me :(
    My pack and future work was planned with biome specific mobs...

    Which leads me to another important question... biome specific textures do not work only on mobs or overall incl. biome-specific textures for blocks/items?

    Last Q...
    I was using lightmaps in MCPatcher... from what I have noticed when I switched now to OF that the lightmaps have not loaded, and if yes definitely not correctly. That said... does OF supports Lightmaps?


    damn it... mcpatcher was my favourite :(
    half features are now gone from my pack :/

    OptiFine supports almost all MCPatcher features, biome/height specific mobs should work.
    Here are the missing ones: https://github.com/sp614x/optifine/blob/master/OptiFineDoc/doc/todo.txt
    Posted in: Resource Packs
  • 0

    posted a message on OptiFine HD B5 (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from 8NukeManiac8»

    Hello! Quick question: please tell me if there is any way in OF so that i can see custom sky texture with render distance under 8 chunks.... I saw there was a patch sort of thing for OF 1.7.10 so I was wondering if anyone could tell me how to obtain the same results in older versions. Thank you!


    Latest preview B6 for 1.11.2 fixes Custom Sky to be visible for all render distances.
    Posted in: Minecraft Mods
  • To post a comment, please or register a new account.