Yesterday I got a thought about something OptiFine could have, so now I've decided to suggest it or something, I guess. Random title screen panoramas?
As far as my limited research on OptiFine and MCPatcher has given me knowledge of, you can't have random textures for title screen panoramas. But if you can... well, each side is most likely going to be randomized independantly. So I now come to suggest random title screen panorama support for resource packs to utilize, to make MineCraft's title screen a little less dull and boring from being the same every time.
Of course, the priority of this suggestion should be way down at 0%, and everything else will be much more important. (Seriously, this is pretty much near useless, considering you only really see the title screen for a few seconds every time you boot and quit the game.) But it could be a nice little addition for resource pack authors to utilize, if it's documented in an easy-to-understand way.
Edit: For example, in assets/minecraft/textures/gui/title/background, we could have a file called "backgrounds.properties" or something, which would have, for example, "backgrounds=overworld nether construction village", followed by "weights=5 1 4 3". You can probably guess what "weights" should do. And for the given example of "backgrounds", it would randomly choose between loading overworld_0-5.png, nether_0-5.png, construction_0-5.png and village_0-5.png. (panorama_0-5.png would be loaded by vanilla MineCraft, but not OptiFine in this example, though adding "panorama" to the properties file would also load the default panorama.)
The Meaning of Life, the Universe, and Everything.
Join Date:
4/29/2012
Posts:
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Member Details
hy guis my game crashed
---- Minecraft Crash Report ----
// Would you like a cupcake?
Time: 03/04/16 15:16
Description: Unexpected error
java.lang.IndexOutOfBoundsException: 316
at java.nio.DirectByteBuffer.get(DirectByteBuffer.java:253)
at org.lwjgl.input.Keyboard.isKeyDown(Keyboard.java:407)
at bce.a(GameSettings.java:338)
at bnd.a(EntityRenderer.java:617)
at bnd.a(EntityRenderer.java:906)
at bnd.a(EntityRenderer.java:1584)
at bnd.b(EntityRenderer.java:1552)
at bnd.a(EntityRenderer.java:1331)
at bcc.av(SourceFile:985)
at bcc.a(SourceFile:392)
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:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at java.nio.DirectByteBuffer.get(DirectByteBuffer.java:253)
at org.lwjgl.input.Keyboard.isKeyDown(Keyboard.java:407)
at bce.a(GameSettings.java:338)
at bnd.a(EntityRenderer.java:617)
at bnd.a(EntityRenderer.java:906)
at bnd.a(EntityRenderer.java:1584)
at bnd.b(EntityRenderer.java:1552)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [bmq['Lestal'/287, l='MpServer', x=-4,37, y=80,53, z=200,85]]
Chunk stats: MultiplayerChunkCache: 0, 0
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (34,64,279), Chunk: (at 2,4,7 in 2,17; contains blocks 32,0,272 to 47,255,287), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 733 game time, 733 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
Forced entities: 1 total; [bmq['Lestal'/287, l='MpServer', x=-4,37, y=80,53, z=200,85]]
Retry entities: 0 total; []
Server brand: vanilla
Server type: Integrated singleplayer server
Stacktrace:
at bkr.a(WorldClient.java:453)
at bcc.b(SourceFile:2515)
at bcc.a(SourceFile:406)
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)
-- System Details --
Details:
Minecraft Version: 1.9.2
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: 101279352 bytes (96 MB) / 302006272 bytes (288 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: 13, tallocated: 95
Launched Version: 1.9.2-OptiFine_HD_U_B1
LWJGL: 2.9.4
OpenGL: AMD Radeon R9 200 Series GL version 4.5.13431 Compatibility Profile Context 16.150.2211.0, ATI Technologies Inc.
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: No
Is Modded: Very likely; Jar signature invalidated
Type: Client (map_client.txt)
Resource Packs:
Current Language: English (US)
Profiler Position: N/A (disabled)
CPU: 4x Intel(R) Core(TM) i5-3570K CPU @ 3.40GHz
OptiFine Version: OptiFine_1.9.2_HD_U_B1
Render Distance Chunks: 9
Mipmaps: 0
Anisotropic Filtering: 1
Antialiasing: 0
Multitexture: false
Shaders: null
OpenGlVersion: 4.5.13431 Compatibility Profile Context 16.150.2211.0
OpenGlRenderer: AMD Radeon R9 200 Series
OpenGlVendor: ATI Technologies Inc.
CpuCount: 4
Thank you so much for letting me still enjoy connected textures, animated paintings and guis, random mobs, etc, etc...the list seems endless. I thought I'd lost them forever! You guys are awesome!
Not very knowledgeable about this, but would it be possible now with 1.9 to have light emit from off-hand the same as from main hand, using shaders?
Reason I ask is I'd like to have a vanilla spelunking experience in caves with a torch in one hand and a pickaxe/sword in the other, so I wouldn't have to place down light sources every few steps I take. So basically I'm not sure, if its something to do with outdated shaders, or if its something a next update of OptiFine could enable, given that a shader is used. Added some screenshots for example. Really hope someone could shed some light on that
Also, any way to remove white borders around blocks, without the use of 'F1'?
Hey, mind if I ask what resource pack that is in the pics?? Also, is that with POM (Parallax) enabled??
Thanks
Not able to get the 1.9.2 version installed either, same problem I had previously which is weird, the outline of a window flashes up then immediately closes, nothing else happens.
WOW, you just solved all my problems just like that!
I am able to load and play the game successfully with 5 GB and 6 GB allocated!!
Tried -Xmx5G -Xms512M, also -Xmx6G -Xms512M, loads just fine without issues. I cant say it will be stable for hours of gameplay, but just the fact that it loads is already promising.
Guess you're luckier than me. No combination I've tried will get Forge & Optifine to load together. Each works independently of the other, but when I try to load them together, it freezes on a black screen as soon as the launcher starts the game. Have tried the memory settings you suggested, have tried multiple different versions of Forge. Zero, Nada, they simply refuse to work together.
Honestly I think Optifine folks need to spend a lot more effort on compatibility. If I have to choose between mods and looking fancy, I'll have to choose the mods every day.
Performance for Everyone, whether AMD, Intel, or Nvidia based, has been getting worse and worse and worse, ever since the end of 1.7 when Mojang started changing the renderer. I guess it was *Supposed* to increase performance, but actually had a negative effect and now we are stuck with it.
I personally, only my opinion, don't think it will get better. Microsoft want to force everyone, I mean everyone... the world, the galaxy, the entire universe to run Windows 10. Having Minecraft, which has an estimated "70 Million" strong player base, way over 20 million on PC and Mac alone, gradually getting worse and worse update by update, means that they can really push the new shiny and sparkly C++ base Minecraft Windows 10 Edition with double/triple the performance.... all you need is, buy Minecraft, "again", and also buy Windows, "again".
Maybe someone should just make a mod that adds all good 1.8+1.9 features to 1.7.10 and be done with it.
1.7.10 was the pinnacle of Minecraft.
Well, TheMasterCaver has a mod that does something like this, but I believe it's actually adding 1.7-1.9 features to 1.6. Plus I believe it's just his mod for personal use and is no longer updated. I've seen him mention it a few times around the forums. Plus I personally would have to pull out the rose-tinted glasses and say the other 1.7, beta, was the "pinnacle". Hence why I have a profile for that version that also has Optifine.
question. Where do I go to post crash reports I get when using optifine? (since mojang does not accept them)
As said, right here... BUT!!! Please, Please use a spoiler when posting a crash report or any large "Word Wall" post, it's always appreciated The spoiler is the "!" on the format menu bar.
Interesting issue to report here. Playing 1.8.9 with OptiFine HD U H5 and Forge 11.15.1.1808. Forge switched to a dynamic bucket model, and it seems that the 'filler' portion of it clashes with some of the optifine programming. Anytime I try to use a texture pack larger than the standard 16x16, I get large chunks of the texture map spilling over everything.
Screenshots:
Using Sphax BDCraft 16x16
And here is Sphax 64x64
Not sure if this is something that can be fixed here, or if it's something that would have to be fixed on Forge's end.
Rollback Post to RevisionRollBack
You may know more, but that's only because I don't know enough to know what I don't know.
Interesting issue to report here. Playing 1.8.9 with OptiFine HD U H5 and Forge 11.15.1.1808. Forge switched to a dynamic bucket model, and it seems that the 'filler' portion of it clashes with some of the optifine programming. Anytime I try to use a texture pack larger than the standard 16x16, I get large chunks of the texture map spilling over everything.
Screenshots:
Using Sphax BDCraft 16x16
And here is Sphax 64x64
Not sure if this is something that can be fixed here, or if it's something that would have to be fixed on Forge's end.
You can turn dynamic bucket models off in the forge config.
Any reason Optifine 1.9.2 update is listed as taking over 5 hours to download? It's not my end, everything else internet is working per same. Just curious, not complaining here.
A Orange is to a Apple , just as 1.9 is to 1.9.2 . Google what is a Help Vampire .
Beautifully and poetically put
Nice idea, added to TODO list.
Great job on the 1.9.2 update sp614x! Thanks!
hy guis my game crashed
version 1.9.2 optifine OptiFine_1.9.2_HD_U_B1
Thanks for fast 1.9.2 update!
Thank you so much for letting me still enjoy connected textures, animated paintings and guis, random mobs, etc, etc...the list seems endless. I thought I'd lost them forever! You guys are awesome!
Great job on the update!
Hey, mind if I ask what resource pack that is in the pics?? Also, is that with POM (Parallax) enabled??
Thanks
Not able to get the 1.9.2 version installed either, same problem I had previously which is weird, the outline of a window flashes up then immediately closes, nothing else happens.
Guess you're luckier than me. No combination I've tried will get Forge & Optifine to load together. Each works independently of the other, but when I try to load them together, it freezes on a black screen as soon as the launcher starts the game. Have tried the memory settings you suggested, have tried multiple different versions of Forge. Zero, Nada, they simply refuse to work together.
Honestly I think Optifine folks need to spend a lot more effort on compatibility. If I have to choose between mods and looking fancy, I'll have to choose the mods every day.
Performance for Everyone, whether AMD, Intel, or Nvidia based, has been getting worse and worse and worse, ever since the end of 1.7 when Mojang started changing the renderer. I guess it was *Supposed* to increase performance, but actually had a negative effect and now we are stuck with it.
I personally, only my opinion, don't think it will get better. Microsoft want to force everyone, I mean everyone... the world, the galaxy, the entire universe to run Windows 10. Having Minecraft, which has an estimated "70 Million" strong player base, way over 20 million on PC and Mac alone, gradually getting worse and worse update by update, means that they can really push the new shiny and sparkly C++ base Minecraft Windows 10 Edition with double/triple the performance.... all you need is, buy Minecraft, "again", and also buy Windows, "again".
Maybe I'm cynical, I dunno.
Right here. In this thread.
Well, TheMasterCaver has a mod that does something like this, but I believe it's actually adding 1.7-1.9 features to 1.6. Plus I believe it's just his mod for personal use and is no longer updated. I've seen him mention it a few times around the forums. Plus I personally would have to pull out the rose-tinted glasses and say the other 1.7, beta, was the "pinnacle". Hence why I have a profile for that version that also has Optifine.
Also, great work on the 1.9.2 update, sp614x!
As said, right here... BUT!!! Please, Please use a spoiler when posting a crash report or any large "Word Wall" post, it's always appreciated The spoiler is the "!" on the format menu bar.
On your tool bar is a spoiler... PLEASE enclose your crash report in spoilers.
TIA
Lou
Links to pdf format, downloadable, command lists for (these often clarify/expand descriptions, and where possible link to the author's posting):
MoreCommands: http://www.mediafire.com/view/qjc9c6klcnp660e/CmdLstMoreCommands.pdf
WorldEdit: http://www.mediafire.com/view/bi7r00xd9rgxrrt/WE_Commands.pdf
Thank you, DamCrit, I hadn't come across that pack before.
Interesting issue to report here. Playing 1.8.9 with OptiFine HD U H5 and Forge 11.15.1.1808. Forge switched to a dynamic bucket model, and it seems that the 'filler' portion of it clashes with some of the optifine programming. Anytime I try to use a texture pack larger than the standard 16x16, I get large chunks of the texture map spilling over everything.
Screenshots:
Using Sphax BDCraft 16x16
And here is Sphax 64x64
Not sure if this is something that can be fixed here, or if it's something that would have to be fixed on Forge's end.
You can turn dynamic bucket models off in the forge config.
Any reason Optifine 1.9.2 update is listed as taking over 5 hours to download? It's not my end, everything else internet is working per same. Just curious, not complaining here.