The issues between Optifine and the AF/AA warn the user that using those will substantially decrease Framerate. Changing connected textures to anything other than fancy freezes up minecraft as well.
Forge #2107, huh? That's not what's listed in the change-log as the definitely compatible version, but alright. *Downloads that and tries with still only Forge, Extra Utilities and OptiFine D1* ...Nope, still crashes when it gets to the Ender Lily. OptiFine settings - Crash log:
---- Minecraft Crash Report ----
WARNING: coremods are present:
Contact their authors BEFORE contacting forge
java.lang.IllegalStateException: Already building!
at net.minecraft.client.renderer.VertexBuffer.func_181668_a(VertexBuffer.java:291)
at net.minecraft.client.renderer.RenderGlobal.func_174976_a(RenderGlobal.java:1951)
at net.minecraft.client.renderer.EntityRenderer.func_175068_a(EntityRenderer.java:1625)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1556)
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:483)
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 net.minecraft.client.renderer.VertexBuffer.func_181668_a(VertexBuffer.java:291)
at net.minecraft.client.renderer.RenderGlobal.func_174976_a(RenderGlobal.java:1951)
at net.minecraft.client.renderer.EntityRenderer.func_175068_a(EntityRenderer.java:1625)
at net.minecraft.client.renderer.EntityRenderer.func_78471_a(EntityRenderer.java:1556)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [EntityPlayerSP['ZwipZwapZapony'/0, l='MpServer', x=-23.58, y=6.00, z=2.19]]
Chunk stats: MultiplayerChunkCache: 1089, 1089
Level seed: 0
Level generator: ID 01 - flat, ver 0. Features enabled: false
Level generator options:
Level spawn location: World: (30,6,16), Chunk: (at 14,0,0 in 1,1; contains blocks 16,0,16 to 31,255,31), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 6603928 game time, 3000 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; [EntityPlayerSP['ZwipZwapZapony'/0, l='MpServer', x=-23.58, y=6.00, z=2.19]]
Retry entities: 0 total; []
Server brand: fml,forge
Server type: Integrated singleplayer server
Stacktrace:
at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:498)
at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2660)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:400)
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)
-- System Details --
Details:
Minecraft Version: 1.10.2
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: 602497504 bytes (574 MB) / 1173880832 bytes (1119 MB) up to 1789919232 bytes (1707 MB)
JVM Flags: 3 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmn1G -Xmx2G
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP 9.32 Powered by Forge 12.18.2.2107 Optifine OptiFine_1.10.2_HD_U_D1 4 mods loaded, 4 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJAAAA mcp{9.19} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAAAA FML{8.0.99.99} [Forge Mod Loader] (forge-1.10.2-12.18.2.2107.jar)
UCHIJAAAA Forge{12.18.2.2107} [Minecraft Forge] (forge-1.10.2-12.18.2.2107.jar)
UCHIJAAAA ExtraUtils2{1.0} [ExtraUtils2] (extrautils2-1.10.2-alpha-1.2.0.jar)
Loaded coremods (and transformers):
GL info: ' Vendor: 'NVIDIA Corporation' Version: '4.5.0 NVIDIA 373.06' Renderer: 'GeForce GTX 970/PCIe/SSE2'
Launched Version: 1.10.2-forge1.10.2-12.18.2.2107
LWJGL: 2.9.4
OpenGL: GeForce GTX 970/PCIe/SSE2 GL version 4.5.0 NVIDIA 373.06, 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.
Upon further inspection, the crash only seems to happen when using anisotropic filtering and/or anti-aliasing, most likely due to the alternative renderer used for those. Can you reproduce the crash when using AF/AA?
Found the problem - the Ender Lily item model has a BakedQuad with TextureAtlasSprite = NULL.
The atlas sprite is required when AA/AF is enabled. OptiFine can do nothing at this point, it has to be fixed in Extra Utilities 2.
From what I can remember, CTM can cause a freeze (or at least absurdly long loading time) if you change it from Fancy to Off while in full-screen or something. According to the comment you replied to, that may have something to do with the AF/AA option being enabled, apparently, although I can't confirm that (not at home right now).
Good to know it's nothing with OptiFine... but thus bad to know it's nothing you can directly fix from OptiFine's end, and I like anti-aliasing a lot. So now I shall try contacting Extra Utilities' author with the crash's cause and such. Thanks for looking into it.
RWTema doesn't communicate with anyone as far as I could see in the curseforge page. I just hope he will fix the issue.
It does cause extremely long load times, as far as CTM is concerned, not so much freeze up the game rather making it feel your game has frozen up since no crash has occurred.
Would it be possible to make player model animations with the "Custom Entity Models" added in latest version?
For example adding bending knees and elbows? Or even custom animation for riding a horse.
Now that would be cool. Proper horse riding animation + Horse that also has bending knees and runs more realistically.
Player animations are currently not possible. Players models would be restricted to the vanilla skin (2 layers), so it would be quite limited.
A horse model with bending knees should be possible.
what does the anti-aliasing and anisotropic filtering actually they do the same, even the same screenshots to imgur the same?please explain this. and do not write about their description from the page optifine.net...
p.s
has nothing to do with the post above...just wondering what the difference between them
Heeeeey, so I've been trying to run some FTB mod packs and none of them seem to have Optifine, and it's hard as derp to install it!
How do I even do that? Because FTB seems to be owned by Curse now and the Curse launcher is the FTB launcher, but I can't seem to get it in the mod pack.
I do the thing where I go to the pack options and put it in the mod folder and everything, but it just doesn't read it.
Any help, please? :3
I tried to load a world I was playing on while in the nether and all I could see was nothing but a singular color on the screen and my character would not move foward or side to side nor jump. Hitting F3+A, which was suppose to reload chunks, didn't work. Hitting F3+T to reload textures crashed me. I feel if I ask this question to forge they won't give a straight answer. At least one of you has seen this error before?
Error found while taking out EU2 no more issues with that
Is there/are there any plans to allow mob textures to be changed based upon their name (like with cit)?
On the server I play on I work with the owner to make a resourcepack with cit functions so we can make custom items. So that other people could see it (and I wouldn't see it on other people) I added my own custom elytra textures using cit. I'd love to be able to do the same with mob textures. Then I wouldn't see all black and white cats as my irl one (I made a texture for), and other people on the server could see it.
Well, for you to have random textures they do need a specific name attributed to them and then set it up in the config files if you want them to spawn everywhere or just in specific biomes.
If you mean spawning, let's say a purple cow, because you textured one like that, that's not possible as the purple cow is not a default -in game- texture to begin with. All random mobs textures use the default textures of the game as "template".
If my memory doesn't fail me, since meta:data was removed from the game in late 1.6, now you cannot spawn custom textures because the available slots in the game's GUI are gone.
Best regards,
Well what I meant is if it was possible to have an entity change texture with it's name. Example:
If I tame an ocelot and get a black and white one, it would of course use the default black and white texture (Image 1). If I nametag it "Queen Rosie" it would use the texture set in the files for that name (image 2).
My original question was if that was possible already or if it could eventually be implemented (since mob model changes are already being added).
How does CTM cause a freeze?
Found the problem - the Ender Lily item model has a BakedQuad with TextureAtlasSprite = NULL.
The atlas sprite is required when AA/AF is enabled. OptiFine can do nothing at this point, it has to be fixed in Extra Utilities 2.
RWTema doesn't communicate with anyone as far as I could see in the curseforge page. I just hope he will fix the issue.
It does cause extremely long load times, as far as CTM is concerned, not so much freeze up the game rather making it feel your game has frozen up since no crash has occurred.
Player animations are currently not possible. Players models would be restricted to the vanilla skin (2 layers), so it would be quite limited.
A horse model with bending knees should be possible.
The graphics card has problems with 16x AA.
You can edit "optionsof.txt" and change "ofAaLevel" to 0.
1.10.2, now whenever I start my client it takes foreeeeeever to do this:
It still tries to set AA 16x.
what does the anti-aliasing and anisotropic filtering actually they do the same, even the same screenshots to imgur the same?please explain this. and do not write about their description from the page optifine.net...
p.s
has nothing to do with the post above...just wondering what the difference between them
Heeeeey, so I've been trying to run some FTB mod packs and none of them seem to have Optifine, and it's hard as derp to install it!
How do I even do that? Because FTB seems to be owned by Curse now and the Curse launcher is the FTB launcher, but I can't seem to get it in the mod pack.
I do the thing where I go to the pack options and put it in the mod folder and everything, but it just doesn't read it.
Any help, please? :3
From the optifine FAQs:
I donated, but I did not receive a confirmation email and I do not see the cape. What can I do?
(Most probably your donation was received without a username. You can login on the donator login page and assign a username for the cape.)
but how can I login without the password?
PLEASE REPLY! I need help really bad
I know it's already on the todo list, but I'm just here to also say that I'd love to have 3D model support for Optifine
(So you can have several models for different items, rename them to change appearance)
-Thank you! ^^
OptiFine D2 for 1.10.2 is out.
- fixed Forge spash screen crashing on Mac OS
- added custom item durability colors: assets/minecraft/mcpatcher/colormap/durability.png
- fixed "IllegalStateException: Splash thread", caused by "FileNotFoundException: mcpatcher/font/ascii.png"
- better error handling for "IllegalStateException: Already building!"
- optimized render distance Extreme (32 chunks)
- added CEM scale variables "sx", "sy" and "sz"
- compatible with Forge #2099
Custom durability bar colours? That's pretty neat, haha.
Can anyone tell me what this crash report is suppose to mean? https://gist.github.com/DatrixTHLK/72663504885266ad4d1bf3782970ff89
I tried to load a world I was playing on while in the nether and all I could see was nothing but a singular color on the screen and my character would not move foward or side to side nor jump. Hitting F3+A, which was suppose to reload chunks, didn't work. Hitting F3+T to reload textures crashed me. I feel if I ask this question to forge they won't give a straight answer. At least one of you has seen this error before?
Error found while taking out EU2 no more issues with that
So....how do I install optifine for a curse client mod pack?
Is there/are there any plans to allow mob textures to be changed based upon their name (like with cit)?
On the server I play on I work with the owner to make a resourcepack with cit functions so we can make custom items. So that other people could see it (and I wouldn't see it on other people) I added my own custom elytra textures using cit. I'd love to be able to do the same with mob textures. Then I wouldn't see all black and white cats as my irl one (I made a texture for), and other people on the server could see it.
I'm not sure if it's just me, but the new D2 version of Optifine seems to be loading really sporadically.
I think it's the optimized 32 chunk rendering, am I the only one?
I thought random mobs was just random texture changes. What would I need to do to allow naming a mob to change the texture?
Thats not a feature yet unfortunately
Well what I meant is if it was possible to have an entity change texture with it's name. Example:
If I tame an ocelot and get a black and white one, it would of course use the default black and white texture (Image 1). If I nametag it "Queen Rosie" it would use the texture set in the files for that name (image 2).
My original question was if that was possible already or if it could eventually be implemented (since mob model changes are already being added).