I installed MC patcher to use Sphax and had trouble with forge working. I tried to start fresh with a new .jar but it seems that the patcher has perpetually ruined my ability to mod my .jar without it freezing. I've been modding my game long enough to know the routine. What gives here?
I deleted the MCPatcher and my game still won't load after I put forge into it but it was working just fine before. If this a new bug or is my computer somehow retained MCPatcher qualities without me knowing?
I'm at a loss. It works fine till I put forge in, then nothing... Freezes at the edge of loading like I forgot the META.Inf. Help?!?!?! I've started fresh, I've wiped my computer clean of all things MC and since I DL'ed MCPatcher it has worked, even though it worked just fine before hand.
I'm a bit confused as how to correctly use the "connect" property for CTM, the example explains it as following:
Can anyone explain a bit better, what is meant with the connect property? if it only connects to blocks or tiles of the same id (as it says), then what purpose does it serve, as the ctm method does that much better.
That property alters the behavior of the CTM method. connect=block means two blocks will connect if they have the same block ID. connect=tile means they'll connect if they have the same tile number in terrain.png. There are advantages to both depending on the situation.
Currently, there's no way to specify arbitrary criteria for connecting two different blocks like you're asking (sandstone next to grass). It's a feature that has the potential to get out of hand with rules on top of rules and exceptions for each. I'm open to suggestions for a concise way to specify such rules in a .properties file.
I haven't been keeping tabs on this thread, so someone may have already answered it, but what is the experimental outline mode? I've tried turning it on and patching at several occasions, but didn't notice anything.
See this post. Create a file called /ctm/template.png following the standard pattern for CTM glass. The screenshots in that post are using a simple black outline to create a Borderlands look.
How could I found/remake original lightmap0.png, lightmap1.png and lightmap-1.png texture since it's not available in the minecraft.jar.
This is difficult because the vanilla lightmaps are generated in code using a completely different method (EntityRenderer.updateLightmap in MCP). It's the same reason there's no png for the default fire animation. You'd have to look at that code, split out the torch and outdoor lighting components, and then create a lightmap.png that approximated the same thing.
The "Better Glass" mod does not work with the 1.4.4 pre-release.
Already fixed and will be released soon.
Besides, out of curiosity: Any progress with the CTM jukebox stuff (possible/not possible?)
I got it to work (yay!), but only on 1.2.5 and earlier (boo!). You see when Mojang merged SSP and SMP, a lot of data was no longer sent to the client. One of those items is which record is playing on a jukebox. Note blocks have a similar problem since they're also tile entities. I've tried a few workarounds, but haven't found anything I'm happy with, so I'm abandoning the idea for now.
I am using mcpatcher with 1.4.2 and i am getting this error.
MCPatcher version is 2.4.3_03
OS: Windows 7 6.1 amd64
JVM: Oracle Corporation 1.7.0_01 (64 bit)
Minecraft version is 1.4.2 (md5 771175c01778ea67395bc6919a5a9dc5)
Launching C:\Users\-\AppData\Roaming\.minecraft\bin\minecraft.jar
java -cp C:\Users\-\AppData\Roaming\.minecraft\bin/minecraft.jar;C:\Users\-\AppData\Roaming\.minecraft\bin/lwjgl.jar;C:\Users\-\AppData\Roaming\.minecraft\bin/lwjgl_util.jar;C:\Users\-\AppData\Roaming\.minecraft\bin/jinput.jar; -Djava.library.path=C:\Users\-\AppData\Roaming\.minecraft\bin\natives -Xmx1024M -Xms512M net.minecraft.client.Minecraft
Exception in thread "main" java.lang.NoClassDefFoundError: com/pclewis/mcpatcher/TexturePackAPI$ChangeHandler
at kw.b(SourceFile:164) [Potion]
at kw.<clinit>(SourceFile:17)
at vb.<clinit>(SourceFile:74)
at tt.<clinit>(SourceFile:131)
at alf.<clinit>(SourceFile:324)
at bbo.<init>(SourceFile:14)
at net.minecraft.client.Minecraft.<init>(SourceFile:126)
at ara.<init>(SourceFile:36)
at net.minecraft.client.MinecraftApplet.init(SourceFile:36)
at net.minecraft.client.Minecraft.main(SourceFile:1611)
Caused by: java.lang.ClassNotFoundException: com.pclewis.mcpatcher.TexturePackAPI$ChangeHandler
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 10 more
Someone is closing me!
Minecraft exited with status 1
There's a small new CTM feature, a new connect type.
connect=block - Connects blocks if they have the same block ID.
connect=tile - Connects blocks if they use the same tile in terrain.png.
(New) connect=material - Connect blocks if they have the same material (grass, stone, wood, etc.). Blocks of the same material show up the same color on maps. One potential use for this is connecting ore blocks to the surrounding stone.
Any plans to add a optional shader mod (e.g. for water shaders, dynamic shadows and dynamic lights) to the patcher ?
I believe the GLSL Shader mod built in to MCPatcher still works (Use the -experimental flag on the command line to enable it). At least it appears to work with the latest Sonic Ether and 1.4.4, but I haven't done any testing beyond that.
When Mojang's new rendering engine is out (in about five years ), this could be some nice ideas for MCPatcher ....
Forget a whole new engine. Just a couple changes would make everyone's lives much easier:
Fix the few remaining bugs that prevent HD fonts and textures from working out of the box. Just do it already. Then MCPatcher, Optifine, and Forge won't have to tiptoe around each other making effectively the same trivial changes to the same bits of code.
Add proper support for more than one terrain/items tileset so mods don't all have to **** around with the same global Tessellator instance. Mojang has to do this soon anyway because the vanilla terrain.png is almost full.
Beacon can't be targeted, either I'm doing it wrong or something is preventing it from getting the texture, I've tried using terrain49.properties with blockIDs set to 138 (beacon ID), and block138.properties, neither work and nothing happens to the beacon block. (I'm trying to change the glass texture it uses)
Not much I can do about either of these I'm afraid. Render pass is a per-block property in Mojang's code and changing that would be difficult. And the beacon block uses a special rendering method that forces a different texture from the one CTM returns.
MCPatcher version is 2.4.3_04
OS: Windows 7 6.1 amd64
JVM: Oracle Corporation 1.8.0-ea (64 bit)
Classpath: C:\Users\Phoenix\Desktop\mcpatcher-2.4.3_04.exe
Minecraft version is 1.4.2 (md5 771175c01778ea67395bc6919a5a9dc5)
Unexpected error while handling UI event java.awt.event.InvocationEvent[INVOCATION_DEFAULT,[email protected],notifier=null,catchExceptions=false,when=1352583026255] on [email protected]
java.lang.ArrayIndexOutOfBoundsException: 48
at javax.swing.text.BoxView.layoutMajorAxis(Unknown Source)
at javax.swing.text.BoxView.setSpanOnAxis(Unknown Source)
at javax.swing.text.BoxView.layout(Unknown Source)
at javax.swing.text.BoxView.setSize(Unknown Source)
at javax.swing.text.WrappedPlainView.setSize(Unknown Source)
at javax.swing.plaf.basic.BasicTextUI$RootView.setSize(Unknown Source)
at javax.swing.plaf.basic.BasicTextUI.modelToView(Unknown Source)
at javax.swing.text.DefaultCaret.repaintNewCaret(Unknown Source)
at javax.swing.text.DefaultCaret$1.run(Unknown Source)
at java.awt.event.InvocationEvent.dispatch(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$200(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at com.pclewis.mcpatcher.MainForm$1.dispatchEvent(MainForm.java:93)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
I can run minecraft fine as long as i don't use mcpatcher....even with the latest java i get the same error with mcpatcher. i even deleted minecraft and reinstalled and did nothing but patch with mcpatcher and still the same error
MCPatcher version is 2.4.3_04
OS: Windows 7 6.1 amd64
JVM: Oracle Corporation 1.7.0_09 (64 bit)
Classpath: C:\Users\-\Downloads\mcpatcher-2.4.3_04.exe
Minecraft version is 1.4.2 (md5 771175c01778ea67395bc6919a5a9dc5)
Launching C:\Users\-\AppData\Roaming\.minecraft\bin\minecraft.jar
java -cp C:\Users\-\AppData\Roaming\.minecraft\bin/minecraft.jar;C:\Users\-\AppData\Roaming\.minecraft\bin/lwjgl.jar;C:\Users\-\AppData\Roaming\.minecraft\bin/lwjgl_util.jar;C:\Users\-\AppData\Roaming\.minecraft\bin/jinput.jar; -Djava.library.path=C:\Users\-\AppData\Roaming\.minecraft\bin\natives -Xmx1024M -Xms512M net.minecraft.client.Minecraft
Exception in thread "main" java.lang.NoClassDefFoundError: com/pclewis/mcpatcher/TexturePackAPI$ChangeHandler
at kw.b(SourceFile:164) [Potion]
at kw.<clinit>(SourceFile:17)
at vb.<clinit>(SourceFile:74)
at tt.<clinit>(SourceFile:131)
at alf.<clinit>(SourceFile:324)
at bbo.<init>(SourceFile:14)
at net.minecraft.client.Minecraft.<init>(SourceFile:126)
at ara.<init>(SourceFile:36)
at net.minecraft.client.MinecraftApplet.init(SourceFile:36)
at net.minecraft.client.Minecraft.main(SourceFile:1611)
Caused by: java.lang.ClassNotFoundException: com.pclewis.mcpatcher.TexturePackAPI$ChangeHandler
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 10 more
Someone is closing me!
Minecraft exited with status 1
kahr, is there anyway to animate the pumpkinblur.png? I've tried, and unless I'm doing something stupid, which is quite probable, it doesn't seem possible. Many thanks and much gratitude for all the excellent toys you give us to play with.
heya Kahr,
any special instructions for getting your glsl version to work properly?
tried installing it, with the seuss shaders and my own, but only the seethrough hand works... no other effects are present. unless better world gen 3 with big trees conflicts with it... I'll try without them and see if that's the case.
edit: still the same..... given a way to make it work, I'll test the hell out of this one for you. been waiting for it for a long time now...lol
edit:still using 1.4.2 btw, I'll grab the snapshot and test it out on a new world.
edit: working on 1.4.4, kinda... had to disable everything but hd tex/font and custom colors.
edit: after more testing with seuss and standard shader sets.. seuss shaders still have same issues as before, still not sure what is different about the patcher and optifine that makes a difference there. standard shaders are working fine though from what I have tested.... but will only function properly as I said before with everything else disabled. I can understand having to disable ctm, got used to that already.... (would it even be possible to make them compatible?)
I'm still getting random pieces of a torch texture (or the torch particle, hard to tell, it's a flame anyway) flying around my head now and then, anyone else seeing this? I'm using my own custom version of JohnSmith with a plain, not animated, torch texture. I was seeing this a lot more with the 2.4.3_03 version on Minecraft 1.4.4, and it's reduced somewhat with the latest patcher, but still there a bit.
Hi! I just wanna say I'm having the same error message as Habanero and Spyre when minecraft crashes saying that there is no such thing as the mob randomizer. The mods I have are Rei's minimap, zombe's modpack and Too many items, so considering Spyre had the same error as I did and he had Rei's MM and TMI as well, it might be an issue with either one of those two.
I kinda want this to be fixed, but turning it off before patching usually fixes the crashing error. I just wish I could have it enabled
@yourmomsaname: zombe's has been iffy since 1.3.2. (I had to stop using it myself, it had conflicts with BWG3+BT((which it worked with prior to 1.3))/sadface)
The opinions expressed in this post do not necessarily reflect the views of speaker, and may contain significant levels of: a) trolling flaming c) spamming
I do or do not use periods and capitalization based on my mood.
I'm still getting random pieces of a torch texture (or the torch particle, hard to tell, it's a flame anyway) flying around my head now and then, anyone else seeing this? I'm using my own custom version of JohnSmith with a plain, not animated, torch texture. I was seeing this a lot more with the 2.4.3_03 version on Minecraft 1.4.4, and it's reduced somewhat with the latest patcher, but still there a bit.
I found a bug with the HD Font patcher, it causes the numbers in the server online count for the server list to be offset to the left of the 'ping' indicator of the server. This bug has been around for a while, and I'm not sure if it's been reported before. I didn't find it, or anywhere to report bugs for this, so, here we go.
I just downloaded the 2.4.3_04 version but it immediately disappeared when I tried to run it. Turns out that my antivirus software (Comodo 5.12.256249.2599) quarentined it thinking it is [email protected]
I uploaded it to virustotal.com and had it scanned by 30+ virus scanners and only 2 of them found it suspicious so it seems this is a false positive.
I just downloaded the 2.4.3_04 version but it immediately disappeared when I tried to run it. Turns out that my antivirus software (Comodo 5.12.256249.2599) quarentined it thinking it is [email protected]
I uploaded it to virustotal.com and had it scanned by 30+ virus scanners and only 2 of them found it suspicious so it seems this is a false positive.
LHammonds
this is common.... this thread gets spammed with "it's a virus" every single update.
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Curse PremiumInstall forge and optifine instead.
He's not updated the patcher for 1.4.4 yet, I expect he'll do that in the next week or so.
That property alters the behavior of the CTM method. connect=block means two blocks will connect if they have the same block ID. connect=tile means they'll connect if they have the same tile number in terrain.png. There are advantages to both depending on the situation.
Currently, there's no way to specify arbitrary criteria for connecting two different blocks like you're asking (sandstone next to grass). It's a feature that has the potential to get out of hand with rules on top of rules and exceptions for each. I'm open to suggestions for a concise way to specify such rules in a .properties file.
See this post. Create a file called /ctm/template.png following the standard pattern for CTM glass. The screenshots in that post are using a simple black outline to create a Borderlands look.
This is difficult because the vanilla lightmaps are generated in code using a completely different method (EntityRenderer.updateLightmap in MCP). It's the same reason there's no png for the default fire animation. You'd have to look at that code, split out the torch and outdoor lighting components, and then create a lightmap.png that approximated the same thing.
Already fixed and will be released soon.
I got it to work (yay!), but only on 1.2.5 and earlier (boo!). You see when Mojang merged SSP and SMP, a lot of data was no longer sent to the client. One of those items is which record is playing on a jukebox. Note blocks have a similar problem since they're also tile entities. I've tried a few workarounds, but haven't found anything I'm happy with, so I'm abandoning the idea for now.
There's a small new CTM feature, a new connect type.
I believe the GLSL Shader mod built in to MCPatcher still works (Use the -experimental flag on the command line to enable it). At least it appears to work with the latest Sonic Ether and 1.4.4, but I haven't done any testing beyond that.
Forget a whole new engine. Just a couple changes would make everyone's lives much easier:
Not much I can do about either of these I'm afraid. Render pass is a per-block property in Mojang's code and changing that would be difficult. And the beacon block uses a special rendering method that forces a different texture from the one CTM returns.
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Curse Premiumany special instructions for getting your glsl version to work properly?
tried installing it, with the seuss shaders and my own, but only the seethrough hand works... no other effects are present. unless better world gen 3 with big trees conflicts with it... I'll try without them and see if that's the case.
edit: still the same..... given a way to make it work, I'll test the hell out of this one for you. been waiting for it for a long time now...lol
edit:still using 1.4.2 btw, I'll grab the snapshot and test it out on a new world.
edit: working on 1.4.4, kinda... had to disable everything but hd tex/font and custom colors.
edit: after more testing with seuss and standard shader sets.. seuss shaders still have same issues as before, still not sure what is different about the patcher and optifine that makes a difference there. standard shaders are working fine though from what I have tested.... but will only function properly as I said before with everything else disabled. I can understand having to disable ctm, got used to that already.... (would it even be possible to make them compatible?)
I'm still getting random pieces of a torch texture (or the torch particle, hard to tell, it's a flame anyway) flying around my head now and then, anyone else seeing this? I'm using my own custom version of JohnSmith with a plain, not animated, torch texture. I was seeing this a lot more with the 2.4.3_03 version on Minecraft 1.4.4, and it's reduced somewhat with the latest patcher, but still there a bit.Nevermind. Minecraft problem.
D_B
To tell them how to live is to prevent them living.
I kinda want this to be fixed, but turning it off before patching usually fixes the crashing error. I just wish I could have it enabled
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Curse Premiumthis would significantly reduce adfly hits
>.>
I do or do not use periods and capitalization based on my mood.
It's a bug in Minecraft: https://mojang.atlassian.net/browse/MC-2497
Yeah, thanks, I just found that out today watching a Kurtjmac video and he was having the same problem.
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Curse PremiumI uploaded it to virustotal.com and had it scanned by 30+ virus scanners and only 2 of them found it suspicious so it seems this is a false positive.
LHammonds
Minecraft Server: HammondsLegacy.com
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Curse Premiumthis is common.... this thread gets spammed with "it's a virus" every single update.