I just installed OptiFine on a freshly installed Ubuntu 11.10, and my right arm is missing because of it.
Anyone ever had this happen? I had no issues when I was playing on Windows, so it's most likely linux related.
Are you only using OptiFine or are you using other mods?
OptiFine_1.0.0_HD_MT_B2
Sun Dec 18 14:47:16 PST 2011
OS: Windows 7 (amd64) version 6.1
Java: 1.6.0_30, Sun Microsystems Inc.
VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: AMD Radeon HD 6700 Series version 4.2.11318 Compatibility Profile Contex
t, ATI Technologies Inc.
OpenGL Version: 4.0
OpenGL Fancy fog: Not available (GL_NV_fog_distance)
Exception in thread "Minecraft main thread" java.lang.NoSuchMethodError: zh.setT
ileSize(Lnet/minecraft/client/Minecraft;)V
at net.minecraft.client.Minecraft.a(SourceFile:254)
at net.minecraft.client.Minecraft.run(SourceFile:644)
at java.lang.Thread.run(Unknown Source)
I would like to request a setting to turn down all the way to off the cobblestone particles...you know, the particles that appear when cobblestone is created with water and lava. It appears there is a setting for most if not all other particles.
I was playing in a test world with the Futurecraft mod today and seeing how big I could make a cobblestone generator. After 3 Lapis Lazuli extensions or about 72 generating blocks I saw many persistent cobblestone particles that eventually built up to the point my fairly decent computer slowed to a crawl.
While I don't know if this happened because of an error with Futurecraft's block breaker/harvester or not, it's still probably a good idea to have the option to turn off those cobblestone particles anyway.
No matter what you decide, thank you for a great mod for Minecraft.
Rollback Post to RevisionRollBack
Hey Noobs: When you have to post an error log please use the spoiler tag like this:
I have been using optifine for a long time now, and I have a few quarrels with it.
First: Is the AA version Multithreaded? It really does need it. It loads very slow at chunk updates 5, 8xAA, 16XAF and really could use the boost. Since that AA version seems to conflict with most things, it wont hurt to add Multithreading to it.
Second: Why only dual cores? The multithreaded version should be dynamic in that if it sees 2 cores, it adapts and makes use of em. 4 cores, sure. 8 cores/threads, sure. Given the HUGE potential for a HUGE increase in loading speed and FPS, it really should be able to use ALL of someones cores, or at least 4.
Third: The AA version is very glitchy. 12xAA or 16xAA on my 6850 seems to just not work, like the whole AA effect disapears. Also, it flickers to fast clouds when close up to an object. Extremely annoying. Also sometimes there is lighting bugs, like whole surface caves just pitch black, no shadowing in, etc.
Fourth: The Animated Textures thing that MCPatcher has should be added to this mod.
Fifth and lastly: When is the MT and AA version being updated to C?
Edit: and something else. ambient Occlusion Fancy and Fancy fog arent able to be enabled by default on ATI cards. You need to change the method you use to work both on Ati and Nvidia.
Second: Why only dual cores? The multithreaded version should be dynamic in that if it sees 2 cores, it adapts and makes use of em. 4 cores, sure. 8 cores/threads, sure. Given the HUGE potential for a HUGE increase in loading speed and FPS, it really should be able to use ALL of someones cores, or at least 4.
Third: The AA version is very glitchy. 12xAA or 16xAA on my 6850 seems to just not work, like the whole AA effect disapears. Also, it flickers to fast clouds when close up to an object. Extremely annoying. Also sometimes there is lighting bugs, like whole surface caves just pitch black, no shadowing in, etc.
...
Fifth and lastly: When is the MT and AA version being updated to C?
Edit: and something else. ambient Occlusion Fancy and Fancy fog aren't able to be enabled by default on ATI cards. You need to change the method you use to work both on Ati and Nvidia.
2: Not everything benefits from multi-threading. Minecraft benefits from having rendering and chunk loading separated to separate cores... but beyond that? I don't think there would be much more improvement via mutli-threading it further. Splitting chunk loading onto multiple cores wouldn't help because the bottleneck is the hard drive. I don't think rendering would benefit ether but I'm not as sure on that point.
3: I'm experiencing the issues with AA not always working as well... but the problems with pitch black caves and no shadowing or things like that... that's minecraft itself... not optifine. Those are documented and well known problems and have to do with the lighting data being calculated and saved incorrectly to the world file. The only completely effective way to fix it is to load your world in mcedit and run a re-light operation on the entire world.
5: optifine is usually updated in the order: classic, smooth, multi-thread, AA. As i understand it this is because each link in that chain builds on top of the improvements of the one before it. How long depends on the individual issues involved in each. Usually when classic is updated multi-threaded is updated within a week and AA within 2. I suppose the devs could withhold classic, smooth, and multi-thread versions till AA was done as well... but why?
E: That is a problem with ATI's support for OpenGL. Feel free to send them a sternly worded email... but don't expect it to have much effect. Minecraft (and optifine by extension) is not the only game that has to downgrade slightly or render those features in non-standard ways for ATI cards.
im a big fan of optifine since i found out about it mainly because it makes my texture pack (misa's realistic) not lag. but ever since the new MC patcher came out with a new feature which was custom color and misa's came out with an update for it and now im not able to update it because it makes the water color and a few other things gray. im hoping that your next update can some what put in the custom colors will be much appreciated. thx
First: Is the AA version Multithreaded? It really does need it. It loads very slow at chunk updates 5, 8xAA, 16XAF and really could use the boost. Since that AA version seems to conflict with most things, it wont hurt to add Multithreading to it.
AA will be integrated in the other versions some day.
Second: Why only dual cores? The multithreaded version should be dynamic in that if it sees 2 cores, it adapts and makes use of em. 4 cores, sure. 8 cores/threads, sure. Given the HUGE potential for a HUGE increase in loading speed and FPS, it really should be able to use ALL of someones cores, or at least 4.
Using more than two cores is currently not possible.
The chunk updating code is a big mess and it needs a total reorganization in order to be fully multithreaded.
Third: The AA version is very glitchy. 12xAA or 16xAA on my 6850 seems to just not work, like the whole AA effect disapears. Also, it flickers to fast clouds when close up to an object. Extremely annoying. Also sometimes there is lighting bugs, like whole surface caves just pitch black, no shadowing in, etc.
OptiFine AA can not determine the hardware limits and just lists all possible levels up to 16x. Some of them may not work for some graphic cards.
Fourth: The Animated Textures thing that MCPatcher has should be added to this mod.
Fifth and lastly: When is the MT and AA version being updated to C?
Edit: and something else. ambient Occlusion Fancy and Fancy fog arent able to be enabled by default on ATI cards. You need to change the method you use to work both on Ati and Nvidia.
The Fancy fog uses an NVidia extension, ATI cards would need a custom shader to get the fancy fog effect.
Question: Can we get the specifics on what we're losing when we install Forge over Optifine? You lose custom water and lava, better grass (which sucks) and I'll have to presume better snow as well, and Far View. Anyone else know what we are losing?
Follow-up Question: I understand it is against the Forge code of conduct to incorporate mods, and I'm sure you don't want to rely on the Forge, but considering it is open source; is there any possibility you might provide your own compatibility layer, such as Railcraft does, for better Forge compatibility or are your changes too large for easy integration?
Are you only using OptiFine or are you using other mods?
Nope. Vanilla other than OptiFine HD S C ...wait
Ok, just tried the original, non-smooth version, my arm is back. I then switched back to smooth, it was missing again.
For some reason, HD_S_C has the issue and regular HD_C doesn't. My issue has been resolved.
I don't have this issue in S wich I use :/
I was playing in a test world with the Futurecraft mod today and seeing how big I could make a cobblestone generator. After 3 Lapis Lazuli extensions or about 72 generating blocks I saw many persistent cobblestone particles that eventually built up to the point my fairly decent computer slowed to a crawl.
While I don't know if this happened because of an error with Futurecraft's block breaker/harvester or not, it's still probably a good idea to have the option to turn off those cobblestone particles anyway.
No matter what you decide, thank you for a great mod for Minecraft.
First: Is the AA version Multithreaded? It really does need it. It loads very slow at chunk updates 5, 8xAA, 16XAF and really could use the boost. Since that AA version seems to conflict with most things, it wont hurt to add Multithreading to it.
Second: Why only dual cores? The multithreaded version should be dynamic in that if it sees 2 cores, it adapts and makes use of em. 4 cores, sure. 8 cores/threads, sure. Given the HUGE potential for a HUGE increase in loading speed and FPS, it really should be able to use ALL of someones cores, or at least 4.
Third: The AA version is very glitchy. 12xAA or 16xAA on my 6850 seems to just not work, like the whole AA effect disapears. Also, it flickers to fast clouds when close up to an object. Extremely annoying. Also sometimes there is lighting bugs, like whole surface caves just pitch black, no shadowing in, etc.
Fourth: The Animated Textures thing that MCPatcher has should be added to this mod.
Fifth and lastly: When is the MT and AA version being updated to C?
Edit: and something else. ambient Occlusion Fancy and Fancy fog arent able to be enabled by default on ATI cards. You need to change the method you use to work both on Ati and Nvidia.
2: Not everything benefits from multi-threading. Minecraft benefits from having rendering and chunk loading separated to separate cores... but beyond that? I don't think there would be much more improvement via mutli-threading it further. Splitting chunk loading onto multiple cores wouldn't help because the bottleneck is the hard drive. I don't think rendering would benefit ether but I'm not as sure on that point.
3: I'm experiencing the issues with AA not always working as well... but the problems with pitch black caves and no shadowing or things like that... that's minecraft itself... not optifine. Those are documented and well known problems and have to do with the lighting data being calculated and saved incorrectly to the world file. The only completely effective way to fix it is to load your world in mcedit and run a re-light operation on the entire world.
5: optifine is usually updated in the order: classic, smooth, multi-thread, AA. As i understand it this is because each link in that chain builds on top of the improvements of the one before it. How long depends on the individual issues involved in each. Usually when classic is updated multi-threaded is updated within a week and AA within 2. I suppose the devs could withhold classic, smooth, and multi-thread versions till AA was done as well... but why?
E: That is a problem with ATI's support for OpenGL. Feel free to send them a sternly worded email... but don't expect it to have much effect. Minecraft (and optifine by extension) is not the only game that has to downgrade slightly or render those features in non-standard ways for ATI cards.
Uhm, yes? But why do you wanna do that?
Awesome stuff, this mod gets ten thousand diamonds from me!
Big props to greybacon for the Mewtwo skin used in this image!
AA will be integrated in the other versions some day.
Using more than two cores is currently not possible.
The chunk updating code is a big mess and it needs a total reorganization in order to be fully multithreaded.
OptiFine AA can not determine the hardware limits and just lists all possible levels up to 16x. Some of them may not work for some graphic cards.
Comin soon.
The Fancy fog uses an NVidia extension, ATI cards would need a custom shader to get the fancy fog effect.
Follow-up Question: I understand it is against the Forge code of conduct to incorporate mods, and I'm sure you don't want to rely on the Forge, but considering it is open source; is there any possibility you might provide your own compatibility layer, such as Railcraft does, for better Forge compatibility or are your changes too large for easy integration?
Me be upset :sad.gif:
My laptop can't run Minecraft properly without OptiFine.
Awesome
No.
No, they are separate editions.
Whichever one you install last will be the one that is used since the files from the last one will overwrite the same files as the previous one.
~ iiiHuman ~
sp614x wrote this on the previous page