I have a problem. I used the latest version of this to patch a clean .jar with Modloader, TooManyItems, Rei's Minimap, and Treecapitator (In that order) in addition to all the mods included with the patcher with the exception of Better Grass. When I ran my Minecraft and selected my custom version of the Faithful pack, this happened:
The font in the pack is the standard font from the Faithful pack.
How do I fix this?
I'm having a crash error upon loadup of using the latest version thats for DL here. I get this whenever I even try loading up MC and logging in.
java.lang.NullPointerException
at com.pclewis.mcpatcher.mod.CustomAnimation.newStrip(CustomAnimation.java:109)
at com.pclewis.mcpatcher.mod.CustomAnimation.addStrip(CustomAnimation.java:56)
at com.pclewis.mcpatcher.mod.TextureUtils.refreshTextureFX(TextureUtils.java:215)
at agx.setTileSize(SourceFile)
at net.minecraft.client.Minecraft.a(SourceFile:237)
at net.minecraft.client.Minecraft.run(SourceFile:511)
at java.lang.Thread.run(Unknown Source)
This EXACT same thing is happening to me as well. Do you happen to be using your own, self-zipped texture pack or PowerArchiver for your compression?
I can use Misa's pack in any state: Using the file directly, extracting and rezipping it, and from the folder extracted from the zip. My own pack though? Not in any way. When I manually add the pack's name to the 'skin:' line of the options.txt I get the quoted error, exactly to the letter.
This EXACT same thing is happening to me as well. Do you happen to be using your own, self-zipped texture pack or PowerArchiver for your compression?
I can use Misa's pack in any state: Using the file directly, extracting and rezipping it, and from the folder extracted from the zip. My own pack though? Not in any way. When I manually add the pack's name to the 'skin:' line of the options.txt I get the quoted error, exactly to the letter.
Any thoughts, anyone?
I use a mish mosh of textures myself from some peoples that I liked, I zip it up normally with window's normal zipping function. I just select everything and RMB > Sent to > Compressed [Zipped] Folder. Thing is it worked fine, but after updating to using the MC Patcher 2.3.6 and up, this happens. So its not the zip files tbh, its the patcher itself doing something to MC thats imploding it :/
Please help!
I patched Randomobs into the game and +'ed the ZIP file into the Patcher, but the PNG files don't show up and if I select the whole 'mobs' folder in the Randomobs download and Patch it, and open the game, all the mobs still have to same skin. Please help!
I use a mish mosh of textures myself from some peoples that I liked, I zip it up normally with window's normal zipping function. I just select everything and RMB > Sent to > Compressed [Zipped] Folder. Thing is it worked fine, but after updating to using the MC Patcher 2.3.6 and up, this happens. So its not the zip files tbh, its the patcher itself doing something to MC thats imploding it :/
I use a customized, JohnSmith-based pack. Nearly the same process: Ctrl+A > RMB > PowerArchiver's 'Compress to .zip'
I've just finished updating the pack and I wanted to see how it all looked... Seems there are some issues...
I just directly swapped out the files while using 7zip to open the archived .zip file. Should I have done something else? I mean, deleting the font folder fixed it, but I want my HD font! I didn't even touch the font folder, I only edited the pack.txt and pack.png, the tamed wolf skin and the gui! Halp pl0x!
Okay so I never did get how to use MC-Patcher, what I would do is get a brand new .minecraft, then patch it, then install my mods normally, but when I installed mods normally anything I did in MC-Patcher was un-done and I don't get how to install the mods via MC-Patcher, is it possible to just download the HD Fix without MC-Patcher?
And now when I try to use the HD-Textures fix it doesn't let me pick that option so I can't use 32x Texture Packs.....
Okay so I never did get how to use MC-Patcher, what I would do is get a brand new .minecraft, then patch it, then install my mods normally, but when I installed mods normally anything I did in MC-Patcher was un-done and I don't get how to install the mods via MC-Patcher, is it possible to just download the HD Fix without MC-Patcher?
And now when I try to use the HD-Textures fix it doesn't let me pick that option so I can't use 32x Texture Packs.....
to install via MCPatcher, read the op (assuming you have done so already so will paraphrase)
Click "+" botton. Navigate to the .ZIP file that the mod is in (what you likely originally downloaded.) The order from top to bottom is the order they will be installed in, so, for example, put Modloader above MCForge. Do that with your mods (moving using the arrow buttons (not keys!)) Then, with all the ones you want installed check marked, click patch, click ok. Wait for it to finish. Boom, installed.
If even this does not work, Optifine does most of the stuff MCPatcher does (in terms of HD fix and texpak extras), but is more finicky with compatibility due to also adding a lot of options for MC performance (but pick the version that works for you; I think one of them is only texpak changes and HD fix).
EDIT: I installed the 4096 fix mod, and here's what happened: I clicked patch, and i clicked Test Minecraft. I selected a texture pack, and it crashed. Here is the crash report:
Minecraft has stopped running because it encountered a problem.
--- BEGIN ERROR REPORT d8bcea00 --------
Generated 5/25/12 9:14 PM
Minecraft: Minecraft 1.2.5
OS: Windows 7 (x86) version 6.1
Java: 1.7.0_04, Oracle Corporation
VM: Java HotSpotâ„¢ Client VM (mixed mode), Oracle Corporation
LWJGL: 2.4.2
OpenGL: Intel® HD Graphics Family version 3.1.0 - Build 8.15.10.2462, Intel
java.lang.IllegalArgumentException: Number of remaining buffer elements is 1024, must be at least 4096
at org.lwjgl.BufferChecks.throwBufferSizeException(BufferChecks.java:143)
at org.lwjgl.BufferChecks.checkBufferSize(BufferChecks.java:158)
at org.lwjgl.BufferChecks.checkBuffer(BufferChecks.java:163)
at org.lwjgl.opengl.GL11.glTexSubImage2D(GL11.java:2908)
at aaw.a(RenderEngine.java:532)
at net.minecraft.client.Minecraft.k(Minecraft.java:1535)
at net.minecraft.client.Minecraft.x(Minecraft.java:819)
at net.minecraft.client.Minecraft.run(Minecraft.java:747)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 6ddeec60 ----------
It's still there?
(Sorry for still not using spoilers, im a newbie and i don't know much in making posts.)
To put things in a spoiler tag, do this:
[spoiler]your stuff here[/spoiler]
I checked with my brother about this (he knows a bit more about Java programming than I do) and confirmed that it's an incompatibility between Computer Craft and MCPatcher's HD fix. (It has something to do with animated textures for blocks. I hear Computer Craft is going to have a fix for this in their next release, though.)
I had the same problem between the HD fix and the RedPower2 Machine module a while back. However, I discovered that Optifine has a built-in HD fix that doesn't cause conflicts with my other mods, so what I did was install Optifine and uncheck all the mods that came with MCPatcher. (This includes the HD textures fix, HD fonts, Custom Colors, and Random Mobs, since Optifine comes with all that already.)
The only problem I seem to have with Optifine is that after a while of roaming around places with a lot of trees (like the jungle biome), it starts to freeze up. Turning the quality of the trees to "fast" rather than "fancy" seems to fix this.
Just a heads up, custom colors doesn't work with this week's snapshot (12w22a).
That will probably be fixed when the MCpatcher for that snapshot comes out. I hope so anyway, because the texture pack I'm making depends a lot on changing lighting, fog and sky colors to set up a unique atmosphere. It'll be "just another remix pack" without custom colors
That will probably be fixed when the MCpatcher for that snapshot comes out. I hope so anyway, because the texture pack I'm making depends a lot on changing lighting, fog and sky colors to set up a unique atmosphere. It'll be "just another remix pack" without custom colors
Yeah, I was letting him know, as sometimes, it doesn't require updating, in the cast of the past few snapshots.
I'm working on support for the 12w22a snapshot. Looks like one of the render methods takes an additional argument, which shouldn't be too hard to handle.
I would also like to support CTM method=vertical in the next update. It's an easy copy-and-paste of the horizontal method, but it would help if someone could point me to a texture pack that uses it so I can confirm I have the tile mapping set up the same way as what is already out there. Just one or two examples would be fine.
The font in the pack is the standard font from the Faithful pack.
How do I fix this?
This EXACT same thing is happening to me as well. Do you happen to be using your own, self-zipped texture pack or PowerArchiver for your compression?
I can use Misa's pack in any state: Using the file directly, extracting and rezipping it, and from the folder extracted from the zip. My own pack though? Not in any way. When I manually add the pack's name to the 'skin:' line of the options.txt I get the quoted error, exactly to the letter.
Any thoughts, anyone?
I use a mish mosh of textures myself from some peoples that I liked, I zip it up normally with window's normal zipping function. I just select everything and RMB > Sent to > Compressed [Zipped] Folder. Thing is it worked fine, but after updating to using the MC Patcher 2.3.6 and up, this happens. So its not the zip files tbh, its the patcher itself doing something to MC thats imploding it :/
I patched Randomobs into the game and +'ed the ZIP file into the Patcher, but the PNG files don't show up and if I select the whole 'mobs' folder in the Randomobs download and Patch it, and open the game, all the mobs still have to same skin. Please help!
I use a customized, JohnSmith-based pack. Nearly the same process: Ctrl+A > RMB > PowerArchiver's 'Compress to .zip'
I've just finished updating the pack and I wanted to see how it all looked... Seems there are some issues...
And now when I try to use the HD-Textures fix it doesn't let me pick that option so I can't use 32x Texture Packs.....
to install via MCPatcher, read the op (assuming you have done so already so will paraphrase)
Click "+" botton. Navigate to the .ZIP file that the mod is in (what you likely originally downloaded.) The order from top to bottom is the order they will be installed in, so, for example, put Modloader above MCForge. Do that with your mods (moving using the arrow buttons (not keys!)) Then, with all the ones you want installed check marked, click patch, click ok. Wait for it to finish. Boom, installed.
If even this does not work, Optifine does most of the stuff MCPatcher does (in terms of HD fix and texpak extras), but is more finicky with compatibility due to also adding a lot of options for MC performance (but pick the version that works for you; I think one of them is only texpak changes and HD fix).
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Retired StaffYou are using an outdated version of the texture pack.
This was supposed to be a witty signature, but then it got lost somewhere.
Use the search tool located in the top right of the page...
To put things in a spoiler tag, do this:
I checked with my brother about this (he knows a bit more about Java programming than I do) and confirmed that it's an incompatibility between Computer Craft and MCPatcher's HD fix. (It has something to do with animated textures for blocks. I hear Computer Craft is going to have a fix for this in their next release, though.)
I had the same problem between the HD fix and the RedPower2 Machine module a while back. However, I discovered that Optifine has a built-in HD fix that doesn't cause conflicts with my other mods, so what I did was install Optifine and uncheck all the mods that came with MCPatcher. (This includes the HD textures fix, HD fonts, Custom Colors, and Random Mobs, since Optifine comes with all that already.)
The only problem I seem to have with Optifine is that after a while of roaming around places with a lot of trees (like the jungle biome), it starts to freeze up. Turning the quality of the trees to "fast" rather than "fancy" seems to fix this.
Hope this works for you! Good luck!
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Curse PremiumThat will probably be fixed when the MCpatcher for that snapshot comes out. I hope so anyway, because the texture pack I'm making depends a lot on changing lighting, fog and sky colors to set up a unique atmosphere. It'll be "just another remix pack" without custom colors
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Curse PremiumYeah, I was letting him know, as sometimes, it doesn't require updating, in the cast of the past few snapshots.
I would also like to support CTM method=vertical in the next update. It's an easy copy-and-paste of the horizontal method, but it would help if someone could point me to a texture pack that uses it so I can confirm I have the tile mapping set up the same way as what is already out there. Just one or two examples would be fine.
Partially!
Custom Colors is not working