It has to do with the atlas size and resolution size changing version to version and texture pack to texture pack, it's quite annoying.
Can it be calculated from "viewWidth", "viewHeight", "terrainTextureSize", "terrainIconSize" and "atlasSize"?
Terrain icon size is currently fixed to 16, it can be updated to reflect the current minimal icon size.
Hi, there. I read on Reddit some information saying that Optifine needs to be installed, rather than just being dropped on the mod folder, and I wanted to know if this is a new thing or if there was some misinterpretation. I am using FTB Infinity (Minecraft 1.7.10) through the Curse client, so Forge is present.
Bonus info and questions: all the options I've ever known to be available to this mod are available, so I guess you can say I'm confused. Do I have to install it? When did this change? Is there any benefit? My Google-fu is weak, for I cannot find anything on this. Thanks for anything.
OptiFine in vanilla launcher works as usual: double click + install, run vanilla launcher.
OptiFine with Forge works as usual: put OptiFine in mods folder, run with Forge.
OptiFine with external launchers (MultiMC, MagicLauncher) without Forge needs one additional step: double click + extract, use the extracted MOD jar as usual.
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sp614x, for shaders, when will we be able to control entity types by id? I'm wanting to update Jelly World, but I only want the players and mobs to bounce independently from the terrain, not entity shadows nor paintings nor item frames.
i am using the latest optifine (1.9.2) and i actually am running minecraft with 64x resource pack default HD. So far i did not see any problem since the 1.9 snapshots optifine. the only thing i wish to say is
can you add a function that "automatically " set performance level to a fixed framerate? i am totally noob in programming just askin to get life easier
OptiFine in vanilla launcher works as usual: double click + install, run vanilla launcher.
OptiFine with Forge works as usual: put OptiFine in mods folder, run with Forge.
OptiFine with external launchers (MultiMC, MagicLauncher) without Forge needs one additional step: double click + extract, use the extracted MOD jar as usual.
Unfortunatly for me, double clicking does... nothing still havnt figured out why.
Unfortunatly for me, double clicking does... nothing still havnt figured out why.
Do you have Java installed on your system? Minecraft uses it's own internal copy of Java now, so that it works without a system-wide Java installation - but the Optifine installer relies on the system's Java install (it's probably possible to use MC's copy, but you'd have to use the command line and type the full path to the javaw executable - it's more complicated than necessary, so installing Java system-wide is simpler)
Ive been trying to get the latest version of optifine for 1.7.10 but i keep getting sent to a list of versions to download, when i select the version i want i get sent to adfly that then redirects me back to the list of optifine versions. So I am unable to get a new version of optifine. Am i just doing something wrong and can someone help me out?
Can it be calculated from "viewWidth", "viewHeight", "terrainTextureSize", "terrainIconSize" and "atlasSize"?
Terrain icon size is currently fixed to 16, it can be updated to reflect the current minimal icon size.
The shader's round sun is too high up compared to Minecraft's square sun texture. It needs fixing, because the creepers are already going berserk in 1.8.9 and 1.9.
Do you have Java installed on your system? Minecraft uses it's own internal copy of Java now, so that it works without a system-wide Java installation - but the Optifine installer relies on the system's Java install (it's probably possible to use MC's copy, but you'd have to use the command line and type the full path to the javaw executable - it's more complicated than necessary, so installing Java system-wide is simpler)
Yes I d, tried several versions too incase it was a java error
Would you mind taking a quick glance at this post, and seeing if you can figure out why OptiFine isn't using the CTM files? It's for connected textures, within the old Misa pack. Oddly enough, OptiFine is using CTM for glass panes but not the blocks. Hopefully someone here can figure this out, as I know for a fact that it's far beyond my knowledge.
Also, the two property files say almost exactly the same thing:
The only difference is the ''renderPass='' argument. The ''block20a'' file has ''3'' as the renderPass, whereas the other one (shown above) only has ''2''.
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Would you mind taking a quick glance at this post, and seeing if you can figure out why OptiFine isn't using the CTM files? It's for connected textures, within the old Misa pack. Oddly enough, OptiFine is using CTM for glass panes but not the blocks. Hopefully someone here can figure this out, as I know for a fact that it's far beyond my knowledge.
Also, the two property files say almost exactly the same thing:
The only difference is the ''renderPass='' argument. The ''block20a'' file has ''3'' as the renderPass, whereas the other one (shown above) only has ''2''.
I think I fixed this. What I did was I deleted the glass_block folder because the textures there weren't transparent and renamed the glass_blockframe to glass_block then I edited the properties file to this:
I think I fixed this. What I did was I deleted the glass_block folder because the textures there weren't transparent and renamed the glass_blockframe to glass_block then I edited the properties file to this:
Thank you! That certainly patched it. I'll have to edit the frame textures within that folder though, as they don't match the block for some reason. =/
Oddly enough, it seems Misa used that block-frame folder, to paste the frames over the images in the block folder. Idk why, as it would've been much simpler and easier to just use textures in the block folder. Hmm.. anyways, thank you again. =)
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My current PC:
• Ryzen 9 3900x @4.2GHz
• 64GB DDR4 @3200MHz
• MSI RTX 2080 Ti Gaming X Trio
• 2TB NVMe SSD
• 6TB in HDD space
• Four monitors at 4k
Thank you! That certainly patched it. I'll have to edit the frame textures within that folder though, as they don't match the block for some reason. =/
Oddly enough, it seems Misa used that block-frame folder, to paste the frames over the images in the block folder. Idk why, as it would've been much simpler and easier to just use textures in the block folder. Hmm.. anyways, thank you again. =
You're welcome. And I think you can just copy the connected textures from the glass panes folder.
I am using the latest 1.9.2 (downloaded three days ago). I have an odd sized animation (x17). It looks prefectly fine in Vanilla Minecraft but with Optifine it is getting scaling blur.
Sorry to report a problem.
ATTACHMENTS
2016-04-06_14.16.46
2016-04-06_14.18.21
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(koo-star-neek) The real numbers are countable and I CAN prove it. Cantor was wrong!
Can it be calculated from "viewWidth", "viewHeight", "terrainTextureSize", "terrainIconSize" and "atlasSize"?
Terrain icon size is currently fixed to 16, it can be updated to reflect the current minimal icon size.
OptiFine in vanilla launcher works as usual: double click + install, run vanilla launcher.
OptiFine with Forge works as usual: put OptiFine in mods folder, run with Forge.
OptiFine with external launchers (MultiMC, MagicLauncher) without Forge needs one additional step: double click + extract, use the extracted MOD jar as usual.
sp614x, for shaders, when will we be able to control entity types by id? I'm wanting to update Jelly World, but I only want the players and mobs to bounce independently from the terrain, not entity shadows nor paintings nor item frames.
Jelly World (Ver. 5.1) - Bendy Ground (Ver. 1.1) - The Wave (Ver. 1.0)
What does the Lagometer show, screenshot?
What does the Debug profiler show (Shift-F3, screenshot)?
i wish to add one information, if i may
i am using the latest optifine (1.9.2) and i actually am running minecraft with 64x resource pack default HD. So far i did not see any problem since the 1.9 snapshots optifine. the only thing i wish to say is
can you add a function that "automatically " set performance level to a fixed framerate? i am totally noob in programming just askin to get life easier
On topic: great job mate keep going!!
Check out my streaming ! feedback appreciated!
Click here!
Unfortunatly for me, double clicking does... nothing still havnt figured out why.
Do you have Java installed on your system? Minecraft uses it's own internal copy of Java now, so that it works without a system-wide Java installation - but the Optifine installer relies on the system's Java install (it's probably possible to use MC's copy, but you'd have to use the command line and type the full path to the javaw executable - it's more complicated than necessary, so installing Java system-wide is simpler)
Ive been trying to get the latest version of optifine for 1.7.10 but i keep getting sent to a list of versions to download, when i select the version i want i get sent to adfly that then redirects me back to the list of optifine versions. So I am unable to get a new version of optifine. Am i just doing something wrong and can someone help me out?
Atlas size alone would be enough honestly
This is a shader pack issue not an optifine issue
Why i cant donate with paypal ?
Yes I d, tried several versions too incase it was a java error
*Pokes sp614x*
Would you mind taking a quick glance at this post, and seeing if you can figure out why OptiFine isn't using the CTM files? It's for connected textures, within the old Misa pack. Oddly enough, OptiFine is using CTM for glass panes but not the blocks. Hopefully someone here can figure this out, as I know for a fact that it's far beyond my knowledge.
The two specific file paths are:
C:\Users\%USERPROFILE%\AppData\Roaming\.minecraft\resourcepacks\Misa+\assets\minecraft\mcpatcher\ctm\glass_blockframe
C:\Users\%USERPROFILE%\AppData\Roaming\.minecraft\resourcepacks\Misa+\assets\minecraft\mcpatcher\ctm\glass_block
Also, the two property files say almost exactly the same thing:
The only difference is the ''renderPass='' argument. The ''block20a'' file has ''3'' as the renderPass, whereas the other one (shown above) only has ''2''.
• Ryzen 9 3900x @4.2GHz
• 64GB DDR4 @3200MHz
• MSI RTX 2080 Ti Gaming X Trio
• 2TB NVMe SSD
• 6TB in HDD space
• Four monitors at 4k
I think I fixed this. What I did was I deleted the glass_block folder because the textures there weren't transparent and renamed the glass_blockframe to glass_block then I edited the properties file to this:
source=/ctm/glass_block/0.png
matchBlocks=20
method=ctm
tiles=0-47
faces=all
And that gave me connected glass textures.
Thank you!
That certainly patched it.
I'll have to edit the frame textures within that folder though, as they don't match the block for some reason. =/
Oddly enough, it seems Misa used that block-frame folder, to paste the frames over the images in the block folder. Idk why, as it would've been much simpler and easier to just use textures in the block folder. Hmm.. anyways, thank you again. =)
• Ryzen 9 3900x @4.2GHz
• 64GB DDR4 @3200MHz
• MSI RTX 2080 Ti Gaming X Trio
• 2TB NVMe SSD
• 6TB in HDD space
• Four monitors at 4k
You're welcome. And I think you can just copy the connected textures from the glass panes folder.
Omg.
You just saved me an hour, or so of pointless, tedious work lol. Thank you! xD
It worked!
• Ryzen 9 3900x @4.2GHz
• 64GB DDR4 @3200MHz
• MSI RTX 2080 Ti Gaming X Trio
• 2TB NVMe SSD
• 6TB in HDD space
• Four monitors at 4k
Actually, it is not an OptiFine issue.
I never see this problem with SEUS; try using that.
Just recorded a video for you, to prove it:
• Ryzen 9 3900x @4.2GHz
• 64GB DDR4 @3200MHz
• MSI RTX 2080 Ti Gaming X Trio
• 2TB NVMe SSD
• 6TB in HDD space
• Four monitors at 4k
Hi Guys,
I am using the latest 1.9.2 (downloaded three days ago). I have an odd sized animation (x17). It looks prefectly fine in Vanilla Minecraft but with Optifine it is getting scaling blur.
Sorry to report a problem.