A thing that would be really cool in the next version would be to be able to export profiles (eg as a .zip), with mods included, texpacks, even maps, so the people that would download a map would download the .zip and mcpatcher, open the .zip and it would install mods, mcpatch the game etc.
Question for you as a modder - my mod registers several animations, but if I patch and enable HD textures the animations stop playing and only the original frame they were replacing is displayed. What do I have to do to make them work properly at higher resolutions?
Edit: Just noticed the thing about animations for an offset in terrain.png. But I'm using forge, so my sprites aren't in forge.png.
Hey! I love this, I've been trying all mods, but I can't figure out how to download one in particular.
I followed your steps to download Zombe's mod pack, and it was successful, however, where do I go to configure my settings? I use a mac too, if that helps.
Hey, how do you fully install Zombe's mod pack? I have the .classes in the folder, using mcpatcher, but, how to I configure things? Like turn one of Zombe's mods on?
I use a mac too.
>_< just took me five hours to find a correct video on how to install buildcraft, i run this, patch my jar, and it doesnt work. i used it before i installed the mod and it worked fine but that was the 2.1.0 version. now it wont let me have the option for the better grass either.
i tried this with a completley new .minecraft and still doesnt work with my texturepack. is the problem with the texturepack or the patcher? just in case it is the texturepack heres a link to it texturepack
Just a quick bug report, the HD font and textures patches do not work when launching the game directly from a .bat file instead of using minecraft.exe.
would i be able to put the texture pack patcher into a custom map im making? the pack needs to be patched in order for it to work, so i was wondering if you would be fine with me putting the patcher in. If not, then can i put a link in a note so people can still download it?
The next MCPatcher release will have some changes that texture pack authors need to know about.
For texture packs with custom fonts: In order to fix the bug that causes the enchantment table font to be scrunched up, I had to change how the font widths are calculated. This causes existing custom fonts to be more spaced out. If you've added invisible "spacer pixels" to the edges of characters to get the spacing you want in the past, you'll probably want to take them out. To allow for more control over the widths of individual characters, I have included a way to specify them manually. Create a text file called /font/default.properties or /font/alternate.properties. Each line in this file specifies the width of a character:
width.<ASCII value 0-255>=<Width 0-8>
For example, to specify the widths of capital A, B, and C, you might use
width.65=5.9
width.66=5
width.67=5.25
Values can be floating point numbers (Notch's original code only supported integer widths) and range from 0-8 regardless of the resolution of the font. You do not need to specify widths for all characters, only ones where you want to override the default width.
The space character is special. Its default width is 1/2 of the average of the widths of A-Z, a-z, and 0-9. This makes the spacing between words match the overall width of the font. However you can override this the same way, by setting width.32 to a custom value.
For texture packs with custom animations: Existing custom animations will not change, but as an experimental feature, you can now make any tile in terrain.png or items.png animated. Create an image called custom_terrain_###.png or custom_item_###.png in the root of your pack. ### is the index (0-255) of the tile in terrain.png or items.png. It is not the block ID or item ID. The format of the image is the same as the other custom_*.png images: A vertical strip of frames the same size as the texture pack. Transparency will work only if it works in the original tile.
Texture pack authors can go ahead and create the new files, and the current patcher will ignore them. In the meantime, I will finish up some final details and release a new version of MCPatcher soon.
After seeing this post, I took the liberty of creating an Excel spreadsheet to quickly create the code needed for each character's spacing. If you think it useful enough, please feel free to add it to your OP so that others may benefit by it and please credit me. I already tested it on a font I made last month which, now with proper spacing looks fantastic. Enjoy!
And am hoping Notch will listen, but am doubtful he will. You guys seem to be good at getting this kind of stuff done for us though, so any chance it could happen.
If you do do it, I'd personally go along the lines of a suggestion made by one of the posters on my thread, Badprenup:
Have textures for the basic night sky background, and for different celestial bodies and stars, and have the code arrange them into constellations when it generates them. These constellations would remain the same throughout the game, allowing you to navigate by them at night.
I'd also have a way to edit which celestial bodies will be spawned, and how likely it is. Things like planets may appeal to some, however the sight of a planet in the night sky would be a bit odd for me.
Anyway, just a suggestion. Hope you guys can do it :biggrin.gif:
For some reason the patcher wont even work, I start it up and it says 0% on detecting the jar of my minecraft and it wont go anywhere, what do I do? Im on 1.9 pre5 and a brand new jar
EDIT: I noticed that the older version of the patcher loads normally but it wont work for 1.9 pre5
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Curse PremiumEdit: Just noticed the thing about animations for an offset in terrain.png. But I'm using forge, so my sprites aren't in forge.png.
INFORMATION WANTS TO BE WRONG
I followed your steps to download Zombe's mod pack, and it was successful, however, where do I go to configure my settings? I use a mac too, if that helps.
If you'd read the thread's title, you'd see that it says 1.8.1/1.9pre4. It works for both.
I use a mac too.
i tried this with a completley new .minecraft and still doesnt work with my texturepack. is the problem with the texturepack or the patcher? just in case it is the texturepack heres a link to it texturepack
Edit: I started with a completely new .jar and it worked but now my game has massive lag at the best fps settings
You can tust patch it with no problems, but if you run in to problems it makes a backup of yout jar file so you can allways go back.
..Live to update..
After seeing this post, I took the liberty of creating an Excel spreadsheet to quickly create the code needed for each character's spacing. If you think it useful enough, please feel free to add it to your OP so that others may benefit by it and please credit me. I already tested it on a font I made last month which, now with proper spacing looks fantastic. Enjoy!
MCpatcher Font Calibrator
--- edit --- I thought I'd share my font with the thread. Get people more interested in it!
Berylium font for MCpatcher v2.2+
Do the mobs just have to be named "Spider 2" for example
Edit: Looked at the information, n/m
Something I've made a suggestion for here: http://www.minecraftforum.net/topic/740163-texturable-sky/page__p__9703943__fromsearch__1#entry9703943
And am hoping Notch will listen, but am doubtful he will. You guys seem to be good at getting this kind of stuff done for us though, so any chance it could happen.
If you do do it, I'd personally go along the lines of a suggestion made by one of the posters on my thread, Badprenup:
Have textures for the basic night sky background, and for different celestial bodies and stars, and have the code arrange them into constellations when it generates them. These constellations would remain the same throughout the game, allowing you to navigate by them at night.
I'd also have a way to edit which celestial bodies will be spawned, and how likely it is. Things like planets may appeal to some, however the sight of a planet in the night sky would be a bit odd for me.
Anyway, just a suggestion. Hope you guys can do it :biggrin.gif:
EDIT: I noticed that the older version of the patcher loads normally but it wont work for 1.9 pre5