That's fantastic news! Thank you very much, and thanks again for all your hard work making Minecraft usable for most of those who can't, and better for everyone who does.
You're my favorite member of the Minecraft team.
Since Mojang's not paying you, expect a humble donation from me by the end of the night.
I was delaying the bugfix as I wanted to implement it properly, not as a hack. Changing the render distance via settings.txt is not the correct way to do it. It would be much better if the game itself can detect what is the max. possible render distance based on available RAM for example.
Has someone checked what render distance (over 32) needs how much memory?
Wouldn't it be hard to calculate it with RAM as a flatworld for example wont take as much RAM as a normal one for example due to block updates / mob spawning etc?
Maybe add a small checkbox "Extended Render Distance" which lets the user set the Distance over 32 when the checkbox is checked as a security option.
I think he is referring (perhaps) to how much RAM is allocated to minecraft as a whole.
Maybe he is detecting how much VRAM is available for the options...
Getting this error with a whole bunch of updated mods on 1.10.2.
java.lang.NullPointerException: Initializing game
at net.minecraft.client.renderer.block.model.FaceBakery.func_178404_a(FaceBakery.java:202)
at net.minecraft.client.renderer.block.model.FaceBakery.fillVertexData(FaceBakery.java:189)
at net.minecraft.client.renderer.block.model.FaceBakery.makeQuadVertexData(FaceBakery.java:112)
at net.minecraft.client.renderer.block.model.FaceBakery.makeBakedQuad(FaceBakery.java:76)
at net.minecraft.client.renderer.block.model.FaceBakery.func_178414_a(FaceBakery.java:58)
at mod.flatcoloredblocks.model.BakedVarientBlock.<init>(BakedVarientBlock.java:133)
at mod.flatcoloredblocks.model.BakedVarientModel.bake(BakedVarientModel.java:49)
at mod.flatcoloredblocks.model.ModelGenerator.onModelBakeEvent(ModelGenerator.java:85)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_472_ModelGenerator_onModelBakeEvent_ModelBakeEvent.invoke(.dynamic)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:90)
at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:168)
at net.minecraftforge.client.ForgeHooksClient.onModelBake(ForgeHooksClient.java:400)
at net.minecraft.client.renderer.block.model.ModelManager.func_110549_a(ModelManager.java:30)
at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110542_a(SimpleReloadableResourceManager.java:122)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:499)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:351)
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:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Is there any way you can make fog depth independent of chunk loading distance? I've always wanted to be able to turn my render distance up a ways while keeping the fog distance really short to hide unloaded chunks entirely.
Or if possible at all, add a depth buffer so ReShade can use more effects
I just wanted to say thank you. I have been using OptiFine automatically for all my 1.7.10 modded world and had great results. So when I loaded my first 1.10.2 world and was getting 1-2 fps constantly I thought I would add Optifine. My FPS increased from an unplayable 1-2fps up to between 60-100fps. I can actually play! Thank you.
I was delaying the bugfix as I wanted to implement it properly, not as a hack. Changing the render distance via settings.txt is not the correct way to do it. It would be much better if the game itself can detect what is the max. possible render distance based on available RAM for example.
Has someone checked what render distance (over 32) needs how much memory?
I'm fine with the hack! Hack away! I want to see my tower from my castle!
Thanks again!
EDIT: My third anniversary on the forum and my 300th post!
Does anyone know how to use background.properties? I want to remove the gausean blur from the menu but nothing I do to it changes anything. And I get no errors. It seems like it just gets ignored. It put it in the /assets/minecraft/optifine/gui/ folder in my resource pack.
sp614x do you collaborate with Karyonix on the integrated shaders side of Optifine?
A while back I asked Karyonix about the "cylinder of visibility" when using shaders (how it differs from the normal sphere of visibility), seeing the ground no matter what your height is. Link
I was just wondering if you had any insight on what might be changed, if it's worth the effort of changing it, and if performance would be increased by any notable amount?
Rollback Post to RevisionRollBack
Everfree Server - A small & friendly survival build server for older 'Crafters.
sp614x do you collaborate with Karyonix on the integrated shaders side of Optifine?
A while back I asked Karyonix about the "cylinder of visibility" when using shaders (how it differs from the normal sphere of visibility), seeing the ground no matter what your height is. Link
I was just wondering if you had any insight on what might be changed, if it's worth the effort of changing it, and if performance would be increased by any notable amount?
"Karyonix, I have a question, something I've noticed for a long time about shaders mod is that it seems to render a "cylinder" of visibilty around the player, where vanilla renders a sphere of visiblity around the player. Is it meant to be like this?
I noticed it a long time ago when building high in the sky, I couldn't have a better render distance because it's still rendering as much ground below me as if I were on the surface."
Vanilla also uses a "cylinder" of visibility, but the fog is 3D and it is hiding the chunks below the player. Most shader packs do not enable 3D fog so the chunks below the player are visible.
A 3D sphere of visibility is possible but the effect will be minimal. The full world is 16 chunks high, but usually only the lower 4-6 chunks are filled (height 0 - 96), so even on minimal render distance there will be a very small effect. It may be more useful on amplified worlds where the terrain is much higher.
[18:13:21] [Client thread/INFO] [malisiscore/]: Found hooks for net.minecraft.client.renderer.texture.TextureMap (bwd)
[18:13:21] [Client thread/INFO] [malisiscore/]: Found hooks for net.minecraft.client.renderer.RenderGlobal (boh)
[18:13:21] [Client thread/ERROR] [malisiscore/]: [MalisisRendererTransformer] The instruction list was not found in net.minecraft.client.renderer.RenderGlobal:func_180446_a(Lnet/minecraft/entity/Entity;Lnet/minecraft/client/renderer/culling/ICamera;F)V
java.lang.IndexOutOfBoundsException
at java.nio.Buffer.checkIndex(Buffer.java:540)
at java.nio.DirectFloatBufferU.get(DirectFloatBufferU.java:253)
at shadersmod.client.SVertexBuilder.calcNormal(SVertexBuilder.java:157)
at shadersmod.client.SVertexBuilder.endAddVertexData(SVertexBuilder.java:146)
at net.minecraft.client.renderer.VertexBuffer.func_178981_a(VertexBuffer.java:586)
at net.malisis.core.renderer.MalisisRenderer.drawVertex(MalisisRenderer.java:933)
at net.malisis.core.renderer.MalisisRenderer.drawFace(MalisisRenderer.java:893)
at net.malisis.core.renderer.MalisisRenderer.drawShape(MalisisRenderer.java:845)
at net.malisis.doors.renderer.DoorRenderer.renderTileEntity(DoorRenderer.java:217)
at net.malisis.doors.renderer.DoorRenderer.render(DoorRenderer.java:158)
at net.malisis.core.renderer.MalisisRenderer.func_180535_a(MalisisRenderer.java:431)
at net.minecraft.client.renderer.tileentity.TileEntityRendererDispatcher.func_178469_a(TileEntityRendererDispatcher.java:147)
at net.minecraft.client.renderer.tileentity.TileEntityRendererDispatcher.func_180546_a(TileEntityRendererDispatcher.java:125)
at net.minecraft.client.renderer.RenderGlobal.func_180446_a(RenderGlobal.java:992)
at shadersmod.client.ShadersRender.renderShadowMap(ShadersRender.java:344)
at shadersmod.client.Shaders.beginRender(Shaders.java:3801)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1535)
at net.minecraft.client.renderer.EntityRenderer.func_181560_a(EntityRenderer.java:1335)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1076)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:371)
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:498)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Thread: Client thread
Stacktrace:
at java.nio.Buffer.checkIndex(Buffer.java:540)
at java.nio.DirectFloatBufferU.get(DirectFloatBufferU.java:253)
at shadersmod.client.SVertexBuilder.calcNormal(SVertexBuilder.java:157)
at shadersmod.client.SVertexBuilder.endAddVertexData(SVertexBuilder.java:146)
at net.minecraft.client.renderer.VertexBuffer.func_178981_a(VertexBuffer.java:586)
at net.malisis.core.renderer.MalisisRenderer.drawVertex(MalisisRenderer.java:933)
at net.malisis.core.renderer.MalisisRenderer.drawFace(MalisisRenderer.java:893)
at net.malisis.core.renderer.MalisisRenderer.drawShape(MalisisRenderer.java:845)
at net.malisis.doors.renderer.DoorRenderer.renderTileEntity(DoorRenderer.java:217)
at net.malisis.doors.renderer.DoorRenderer.render(DoorRenderer.java:158)
at net.malisis.core.renderer.MalisisRenderer.func_180535_a(MalisisRenderer.java:431)
-- Block Entity Details --
Details:
Name: doorTileEntity // net.malisis.doors.tileentity.DoorTileEntity
Block type: ID #64 (tile.doorOak // net.malisis.doors.block.Door)
Block data value: 3 / 0x3 / 0b0011
Block location: World: (203,72,47), Chunk: (at 11,4,15 in 12,2; contains blocks 192,0,32 to 207,255,47), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Actual block type: ID #64 (tile.doorOak // net.malisis.doors.block.Door)
Actual block data value: 3 / 0x3 / 0b0011
Stacktrace:
at net.minecraft.client.renderer.tileentity.TileEntityRendererDispatcher.func_178469_a(TileEntityRendererDispatcher.java:147)
at net.minecraft.client.renderer.tileentity.TileEntityRendererDispatcher.func_180546_a(TileEntityRendererDispatcher.java:125)
at net.minecraft.client.renderer.RenderGlobal.func_180446_a(RenderGlobal.java:992)
at shadersmod.client.ShadersRender.renderShadowMap(ShadersRender.java:344)
at shadersmod.client.Shaders.beginRender(Shaders.java:3801)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1535)
CodeChickenCore: ignoreInvalidMCVersion state: false
Launched Version: 1.10.2-forge1.10.2-12.18.1.2095
LWJGL: 2.9.4
OpenGL: Quadro M1000M/PCIe/SSE2 GL version 4.5.0 NVIDIA 369.09, 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.
I would be curious to see if RailCraft and MalisisCore/Doors/Blocks works with Forge 2095 and OF 1.10.2 HD U C4 PRE on your setup.
I've heard that RailCraft doesn't work, haven't tested it myself.
My install of MalisisCore/Doors/Blocks works on the 1.9.4 bridge version, but not the new version ... I may try the latest ones, the last I had tested was 4.2.3 and he is up to 4.2.5 now.
EDIT: Just tested the new recommended Forge 12.18.2.2098 and malisiscore 4.2.5. Same error message.
but nothing changes in game. I know my file is in the correct location as other properties in it do work how they're supposed to. Also, would it be possible to add custom colors for text written inside a book?
Hmm.. maybe. The reason why I thought it was OptiFine is because I recently updated to the 1.10.2 C3 version. The 1.10 C3 version was working fine regarding connected textures. Thanks for the response and link though. : )
Getting this error with a whole bunch of updated mods on 1.10.2.
java.lang.NullPointerException: Initializing game
at net.minecraft.client.renderer.block.model.FaceBakery.func_178404_a(FaceBakery.java:202)
at net.minecraft.client.renderer.block.model.FaceBakery.fillVertexData(FaceBakery.java:189)
at net.minecraft.client.renderer.block.model.FaceBakery.makeQuadVertexData(FaceBakery.java:112)
at net.minecraft.client.renderer.block.model.FaceBakery.makeBakedQuad(FaceBakery.java:76)
at net.minecraft.client.renderer.block.model.FaceBakery.func_178414_a(FaceBakery.java:58)
at mod.flatcoloredblocks.model.BakedVarientBlock.<init>(BakedVarientBlock.java:133)
at mod.flatcoloredblocks.model.BakedVarientModel.bake(BakedVarientModel.java:49)
at mod.flatcoloredblocks.model.ModelGenerator.onModelBakeEvent(ModelGenerator.java:85)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_472_ModelGenerator_onModelBakeEvent_ModelBakeEvent.invoke(.dynamic)
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:90)
at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:168)
at net.minecraftforge.client.ForgeHooksClient.onModelBake(ForgeHooksClient.java:400)
at net.minecraft.client.renderer.block.model.ModelManager.func_110549_a(ModelManager.java:30)
at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110542_a(SimpleReloadableResourceManager.java:122)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:499)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:351)
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:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Anyone have updates on this one? I received the same error and had to stop using OptiFine 1.10.2 HD U C3.
- extended CEM to load textures from vanilla folders
- added custom model animations, test resource pack: http://optifine.net/tmp/CustomEntityModels.zip
- added system property "animate.model.living", when "true" all mob models are rendered as moving
- fixed rendering of invalid models (null quad facing)
I was delaying the bugfix as I wanted to implement it properly, not as a hack. Changing the render distance via settings.txt is not the correct way to do it. It would be much better if the game itself can detect what is the max. possible render distance based on available RAM for example.
Has someone checked what render distance (over 32) needs how much memory?
I think he is referring (perhaps) to how much RAM is allocated to minecraft as a whole.
Maybe he is detecting how much VRAM is available for the options...
Getting this error with a whole bunch of updated mods on 1.10.2.
Is there any way you can make fog depth independent of chunk loading distance? I've always wanted to be able to turn my render distance up a ways while keeping the fog distance really short to hide unloaded chunks entirely.
Or if possible at all, add a depth buffer so ReShade can use more effects
I just wanted to say thank you. I have been using OptiFine automatically for all my 1.7.10 modded world and had great results. So when I loaded my first 1.10.2 world and was getting 1-2 fps constantly I thought I would add Optifine. My FPS increased from an unplayable 1-2fps up to between 60-100fps. I can actually play! Thank you.
How do you take the custom panoramas?
Donated.
I'm fine with the hack! Hack away! I want to see my tower from my castle!
Thanks again!
EDIT: My third anniversary on the forum and my 300th post!
My short story-like journals; quick-and-easy reads:
My Quest for Elytra Complete! (Pic Intense, End-Game Spoilers)
[Journal & Pics] After a Year and a Half, I Finally Found a Jungle
FrozenCore: Hardcore Death; 3/20/15 to 5/3/15; Eight Weeks on a Frozen World in Pictures
Does anyone know how to use background.properties? I want to remove the gausean blur from the menu but nothing I do to it changes anything. And I get no errors. It seems like it just gets ignored. It put it in the /assets/minecraft/optifine/gui/ folder in my resource pack.
Crash Report: http://pastebin.com/5GZCeRvq
Appears to be a rendering error, occurs with tconstruct and many other mods.
I have tried the same with pre-C4, same crash.
Advice?
Removing Extra-utilities 2 fixed the previous crash.
New crash when trying to load shaderpack.
http://pastebin.com/BXuUSNhr
sp614x do you collaborate with Karyonix on the integrated shaders side of Optifine?
A while back I asked Karyonix about the "cylinder of visibility" when using shaders (how it differs from the normal sphere of visibility), seeing the ground no matter what your height is. Link
I was just wondering if you had any insight on what might be changed, if it's worth the effort of changing it, and if performance would be increased by any notable amount?
Everfree Server - A small & friendly survival build server for older 'Crafters.
Vanilla also uses a "cylinder" of visibility, but the fog is 3D and it is hiding the chunks below the player. Most shader packs do not enable 3D fog so the chunks below the player are visible.
A 3D sphere of visibility is possible but the effect will be minimal. The full world is 16 chunks high, but usually only the lower 4-6 chunks are filled (height 0 - 96), so even on minimal render distance there will be a very small effect. It may be more useful on amplified worlds where the terrain is much higher.
I would be curious to see if RailCraft and MalisisCore/Doors/Blocks works with Forge 2095 and OF 1.10.2 HD U C4 PRE on your setup.
I've heard that RailCraft doesn't work, haven't tested it myself.
My install of MalisisCore/Doors/Blocks works on the 1.9.4 bridge version, but not the new version ... I may try the latest ones, the last I had tested was 4.2.3 and he is up to 4.2.5 now.
EDIT: Just tested the new recommended Forge 12.18.2.2098 and malisiscore 4.2.5. Same error message.
Is custom colors for sign text broken? I have
but nothing changes in game. I know my file is in the correct location as other properties in it do work how they're supposed to. Also, would it be possible to add custom colors for text written inside a book?
Now that 3D models for entities can be changed does that mean we can make 3D armor?
Friendship is magic!
Hello. Just a quick mention about connected textures when using this version: OptiFine 1.10.2 HD U C3
I'll post some screenshots below.
Grid-like lines between block textures example.
Lines between logs here.
Lines on the wood blocks here as well.
It wasn't just wood blocks as well. Most things that come with connected textures.
Thanks.
Play here today! :^D
mc.calderaminecraft.com
I feel like it's a vanilla bug (MC-1794)
Hmm.. maybe. The reason why I thought it was OptiFine is because I recently updated to the 1.10.2 C3 version. The 1.10 C3 version was working fine regarding connected textures. Thanks for the response and link though. : )
Play here today! :^D
mc.calderaminecraft.com
Anyone have updates on this one? I received the same error and had to stop using OptiFine 1.10.2 HD U C3.
Updated Preview OptiFine C4 for 1.10.2: Download
- added option Custom Entity Models (CEM)
- extended CEM to load textures from vanilla folders
- added custom model animations, test resource pack: http://optifine.net/tmp/CustomEntityModels.zip
- added system property "animate.model.living", when "true" all mob models are rendered as moving
- fixed rendering of invalid models (null quad facing)
Model animations: https://gfycat.com/AdolescentDaringGuanaco