Yea, I kinda just plagiarized your post since it seemed like the most expedient way to answer the question. I figured that would be fore the best for exactly that reason.
MCPatcher does not seek to replace Optifine in every way, however, MCPatcher has outsourced the creation of skins and textures giving texure creators more options! Think of Optifine as a major boost in performance, with some cool stuff on the side (fog removal, and CTM, etc), while MCPatcher is focusing on just expanding what resource pack creators can do! (I can not make a block use Optifine's connected textures very easily... MCpatcher makes it easy to do!)
Is there any way to make this work with FML? I want to use some modloader mods, but modloader is dead and Forge is too beefy (also increases the load time).
Is there any way to make this work with FML? I want to use some modloader mods, but modloader is dead and Forge is too beefy (also increases the load time).
Made a comment, didn't apply to Patcher. Please ignore.
Is there any way to make this work with FML? I want to use some modloader mods, but modloader is dead and Forge is too beefy (also increases the load time).
FML = Forge Mod Loader...
If you want FML, but don't want Forge, then we can't help you. It's like saying you want a sandwich that doesn't have two slices of bread or anything in between...
Your only option is Forge. If you are trying to use outdated mods (built only for mod loader) then you have to decide whether you want those mods, or MCpatcher.
If you want FML, but don't want Forge, then we can't help you. It's like saying you want a sandwich that doesn't have two slices of bread or anything in between...
Your only option is Forge. If you are trying to use outdated mods (built only for mod loader) then you have to decide whether you want those mods, or MCpatcher.
The way I see it, the best way to make this work is to make it a version independant forge mod, similar to Iron Chests. BTW, Optifine is loadable by FML w/o Forge (Not saying it's better or anything). I don't make mods, so I don't know if it's possible to make this version independent.
The way I see it, the best way to make this work is to make it a version independant forge mod, similar to Iron Chests. BTW, Optifine is loadable by FML w/o Forge (Not saying it's better or anything). I don't make mods, so I don't know if it's possible to make this version independent.
Thank you for the correction.
No, you cannot get MCpatcher to play nicely with FML...
I installed FML for 1.6.4, and then tried having MCPatcher install itself in the new version. MCPatcher modifies a good amount of the jar, and can either operate on it's own, or with Forge. But not both.
After forcing them both to install together, I had to use:
-Dfml.ignorePatchDiscrepancies=true -Dfml.ignoreInvalidMinecraftCertificates=true
This resulted in Minecraft booting up, but it can't load any worlds, and It clearly broke something, as the "mods" section is formatted incorrectly.
So, as far as my testing goes, and my understanding of the subject, no, this isn't possible.
Edit: Considering the same guy wrote both FML and ironchests, it's understandable that ironchests has this platform independent feature. I'm not sure if Kahr can do everything he needs to in FML as opposed to Forge.
I think the solution here is to just bite the bullet and use Forge anyways. (Despite it's rather slow loading process)
Edit: Edit: Look to see if your "mods" can operate within LiteLoader. Chances are they can't, but it's at least worth mentioning: https://www.assembla...liteloader/wiki
MCPatcher does not seek to replace Optifine in every way, however, MCPatcher has outsourced the creation of skins and textures giving texure creators more options! Think of Optifine as a major boost in performance, with some cool stuff on the side (fog removal, and CTM, etc), while MCPatcher is focusing on just expanding what resource pack creators can do! (I can not make a block use Optifine's connected textures very easily... MCpatcher makes it easy to do!)
Would your link remove all fog? When Optifine was working for me (now it crashes my game http://pastebin.com/igritx6D) the real main 2 things I used it for was moving clouds from 128 to 256 and thats it, otherwise I'd be rather using MCPatcher, but the far distance fog like standing on a hill and setting render distance to far (or as high as vanilla 1.6.4 lets you set it) I still see distant chunks in a fog.
Edit- Yea I just tried that mod, and it doesn't remove the surface distance fog, just void fog. Thanks for the help though. Back to square one
Would your link remove all fog? When Optifine was working for me (now it crashes my game http://pastebin.com/igritx6D) the real main 2 things I used it for was moving clouds from 128 to 256 and thats it, otherwise I'd be rather using MCPatcher, but the far distance fog like standing on a hill and setting render distance to far (or as high as vanilla 1.6.4 lets you set it) I still see distant chunks in a fog.
Edit- Yea I just tried that mod, and it doesn't remove the surface distance fog, just void fog. Thanks for the help though. Back to square one
Surface distance fog is a render property. Head over to your default Minecraft options, and change render distance to "far"
That will expand the number of chunks you can view, and remove some of the "surface distance fog" you're talking about.
Surface distance fog is a render property. Head over to your default Minecraft options, and change render distance to "far"
That will expand the number of chunks you can view, and remove some of the "surface distance fog" you're talking about.
True I know it will remove some, however its already set to far as I stated in the comment your quoted "but the far distance fog like standing on a hill and setting render distance to far (or as high as vanilla 1.6.4 lets you set it) I still see distant chunks in a fog." I was hoping to find a way though some mod or MCPatcher to remove all fog, as this is what I was using Optifine to do, I had no fog anywhere (surface or void) with Optifine.
True I know it will remove some, however its already set to far as I stated in the comment your quoted "but the far distance fog like standing on a hill and setting render distance to far (or as high as vanilla 1.6.4 lets you set it) I still see distant chunks in a fog." I was hoping to find a way though some mod or MCPatcher to remove all fog, as this is what I was using Optifine to do, I had no fog anywhere (surface or void) with Optifine.
Is the mod installed?
If yes, are you in creative mode, or adventure? Try changing it... It might have a small difference.
That, or check it out for 1.7.2... which appears to be operating differently...
If nothing else works, I think you'll have to wrestle with Optifine...
Just curious, is there any way with MCPatcher to remove fog similarly how Optifine can?
None yet. I experimented with various fog options in the past, since removing it entirely didn't look right to me, but never came up with anything I was satisfied with
Is there any way to make this work with FML? I want to use some modloader mods, but modloader is dead and Forge is too beefy (also increases the load time).
Since Forge uses FML's runtime patching system, it's a simple matter to extend the workaround I did for Forge to FML standalone. I just wasn't aware there was a need for it. No guarantees, but I'll look into it.
I'm not sure if Kahr can do everything he needs to in FML as opposed to Forge.
Just to clarify, MCPatcher is not and will not ever be dependent on either Forge or FML (or any other loader for that matter). The lack of snapshot support alone makes them pretty much useless for my needs.
Stacktrace:
at com.prupe.mcpatcher.TexturePackAPI.getResourcePacks(TexturePackAPI.java:32)
at com.prupe.mcpatcher.TexturePackChangeHandler.beforeChange1(TexturePackChangeHandler.java:111)
at bqx.c(SourceFile:103) [SimpleReloadableResourceManager]
at bqx.a(SourceFile:92) [SimpleReloadableResourceManager]
at azd.b(SourceFile:488) [Minecraft]
at azd.Z(SourceFile:390) [Minecraft]
Not sure how that could happen, but it's fixed for next release.
Would it be possible to get the source code for the latest beta release?
I'll update bitbucket when I do an official release. Everything since 4.2.2 is technically still in a branch that hasn't been merged into the main code yet.
I use MCPatcher with Forge all the time. I quite often play with something over 20 mods, and sometimes even with as much as 80... No problems what-so-ever. I have tested both with an without in most cases. The only difference I notice is a lack of variety in textures without MCPatcher, which is to be expected.
I won't bother trying to use Optifine and MCPatcher side by side.
Do crops not support ctm? If not, is there a particular reason? I've tried all I know to get it to work for each stage, but it just doesn't happen at all. Or maybe crops don't support random specifically?
My apologies if you've replied to such concerns before.
Rollback Post to RevisionRollBack
I used to maintain the Minecraft Forums Mod List. However, life has stepped in the way of that. Perhaps later...
Is it sad I didn't even notice?
Sadly, I do not think MCPatcher has this capability...
If you're looking to additionally remove Void Fog, then you want this: http://www.planetminecraft.com/mod/no-voidfog-no-dimming/
MCPatcher does not seek to replace Optifine in every way, however, MCPatcher has outsourced the creation of skins and textures giving texure creators more options! Think of Optifine as a major boost in performance, with some cool stuff on the side (fog removal, and CTM, etc), while MCPatcher is focusing on just expanding what resource pack creators can do! (I can not make a block use Optifine's connected textures very easily... MCpatcher makes it easy to do!)
Mods I work on and maintain:
TabbyChat | Mine Little Pony
My Blog
Made a comment, didn't apply to Patcher. Please ignore.
FML = Forge Mod Loader...
If you want FML, but don't want Forge, then we can't help you. It's like saying you want a sandwich that doesn't have two slices of bread or anything in between...
Your only option is Forge. If you are trying to use outdated mods (built only for mod loader) then you have to decide whether you want those mods, or MCpatcher.
FML is available standalone. http://files.minecraftforge.net/fml/
The way I see it, the best way to make this work is to make it a version independant forge mod, similar to Iron Chests. BTW, Optifine is loadable by FML w/o Forge (Not saying it's better or anything). I don't make mods, so I don't know if it's possible to make this version independent.
Mods I work on and maintain:
TabbyChat | Mine Little Pony
My Blog
Thank you for the correction.
No, you cannot get MCpatcher to play nicely with FML...
I installed FML for 1.6.4, and then tried having MCPatcher install itself in the new version. MCPatcher modifies a good amount of the jar, and can either operate on it's own, or with Forge. But not both.
After forcing them both to install together, I had to use:
-Dfml.ignorePatchDiscrepancies=true -Dfml.ignoreInvalidMinecraftCertificates=true
This resulted in Minecraft booting up, but it can't load any worlds, and It clearly broke something, as the "mods" section is formatted incorrectly.
So, as far as my testing goes, and my understanding of the subject, no, this isn't possible.
Edit: Considering the same guy wrote both FML and ironchests, it's understandable that ironchests has this platform independent feature. I'm not sure if Kahr can do everything he needs to in FML as opposed to Forge.
I think the solution here is to just bite the bullet and use Forge anyways. (Despite it's rather slow loading process)
Edit: Edit: Look to see if your "mods" can operate within LiteLoader. Chances are they can't, but it's at least worth mentioning: https://www.assembla...liteloader/wiki
(MCPatcher can use LiteLoader, as well as Forge)
So, are you using the Beta Release to modify 1.7.2? Or are you not targeting 1.6.4 properly with the current release...
What version of MCpatcher are you currently using?
What version of Minecraft are you trying to patch?
Would your link remove all fog? When Optifine was working for me (now it crashes my game http://pastebin.com/igritx6D) the real main 2 things I used it for was moving clouds from 128 to 256 and thats it, otherwise I'd be rather using MCPatcher, but the far distance fog like standing on a hill and setting render distance to far (or as high as vanilla 1.6.4 lets you set it) I still see distant chunks in a fog.
Edit- Yea I just tried that mod, and it doesn't remove the surface distance fog, just void fog. Thanks for the help though. Back to square one
Surface distance fog is a render property. Head over to your default Minecraft options, and change render distance to "far"
That will expand the number of chunks you can view, and remove some of the "surface distance fog" you're talking about.
True I know it will remove some, however its already set to far as I stated in the comment your quoted "but the far distance fog like standing on a hill and setting render distance to far (or as high as vanilla 1.6.4 lets you set it) I still see distant chunks in a fog." I was hoping to find a way though some mod or MCPatcher to remove all fog, as this is what I was using Optifine to do, I had no fog anywhere (surface or void) with Optifine.
Is the mod installed?
If yes, are you in creative mode, or adventure? Try changing it... It might have a small difference.
That, or check it out for 1.7.2... which appears to be operating differently...
If nothing else works, I think you'll have to wrestle with Optifine...
None yet. I experimented with various fog options in the past, since removing it entirely didn't look right to me, but never came up with anything I was satisfied with
Since Forge uses FML's runtime patching system, it's a simple matter to extend the workaround I did for Forge to FML standalone. I just wasn't aware there was a need for it. No guarantees, but I'll look into it.
Just to clarify, MCPatcher is not and will not ever be dependent on either Forge or FML (or any other loader for that matter). The lack of snapshot support alone makes them pretty much useless for my needs.
Not sure how that could happen, but it's fixed for next release.
I'll update bitbucket when I do an official release. Everything since 4.2.2 is technically still in a branch that hasn't been merged into the main code yet.
I won't bother trying to use Optifine and MCPatcher side by side.
Do crops not support ctm? If not, is there a particular reason? I've tried all I know to get it to work for each stage, but it just doesn't happen at all. Or maybe crops don't support random specifically?
My apologies if you've replied to such concerns before.
Read the red text at the top of the original post of this thread
This is happening to me too. It is probably just a problem with renderPass since my crafting table top also renders above stained glass.