I'm technically still taking a break from the forum, but I have to jump on this. If you ever do create a Random Sounds mod, could you have it so that you can base the selection on both real-time date and in-game time? I'd love to replace the villager sounds with actual dialogue that triggers based on real-life holidays ("Happy Easter") or in-game time ("Good Morning" or "Good Evening"). Just thought I'd chime in.
Also, thanks for the 1.6 update. Everything is working well for me so far, though I haven't tested everything I want to test just yet. Amazing work, as always.
Hey, Kahr! This is a really good modification for texturers, I'm actually working on a resource pack for 1.6 with MCPatcher's features. But I would like you to add information about CIT and custom fishing and lead lines on the "Information for Texture Packs Authors" section, 'cause I'm looking this entire thread, and I still don't understand it. Thanks in advance.
Rollback Post to RevisionRollBack
This is SGM, signin' out! Visit my Youtube channel here (still empty) if you're a strange gamer!
I was testing the new 1.6 version of MCPatcher when my game unexpectedly crashed. Since I have nothing else installed except the Patcher, I'm going to assume that this will interest you. Here's the log that Minecraft generated:
---- Minecraft Crash Report ----
// Don't do that.
java.lang.ClassCastException: bhn cannot be cast to bho
at beg.a(SourceFile:84)
at beg.a(SourceFile:68)
at beg.k(SourceFile:39)
at beg.<init>(SourceFile:28)
at bej.<init>(SourceFile:39)
at bcu.<init>(SourceFile:28)
at bcq.a(SourceFile:277)
at atm.a(SourceFile:1508)
at atm.a(SourceFile:1458)
at bck.a(SourceFile:149)
at en.a(SourceFile:71)
at cl.b(SourceFile:64)
at atm.k(SourceFile:1399)
at atm.S(SourceFile:662)
at atm.d(SourceFile:618)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at magic.launcher.Launcher.main(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at beg.a(SourceFile:84)
at beg.a(SourceFile:68)
at beg.k(SourceFile:39)
at beg.<init>(SourceFile:28)
at bej.<init>(SourceFile:39)
at bcu.<init>(SourceFile:28)
at bcq.a(SourceFile:277)
at atm.a(SourceFile:1508)
at atm.a(SourceFile:1458)
at bck.a(SourceFile:149)
at en.a(SourceFile:71)
at cl.b(SourceFile:64)
-- Affected level --
Details:
Level name: MpServer
All players: 0 total; []
Chunk stats: MultiplayerChunkCache: 0
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (8,64,8), Chunk: (at 8,4,8 in 0,0; contains blocks 0,0,0 to 15,255,15), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 0 game time, 0 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
Forced entities: 0 total; []
Retry entities: 0 total; []
Stacktrace:
at bcr.a(SourceFile:284)
at atm.b(SourceFile:1743)
at atm.d(SourceFile:632)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at magic.launcher.Launcher.main(Unknown Source)
-- System Details --
Details:
Minecraft Version: 1.6
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_17, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 704540040 bytes (671 MB) / 1029046272 bytes (981 MB) up to 1029046272 bytes (981 MB)
JVM Flags: 2 total; -Xms1024m -Xmx1024m
AABB Pool Size: 21650 (1212400 bytes; 1 MB) allocated, 10816 (605696 bytes; 0 MB) used
Suspicious classes: ~~ERROR~~ NoClassDefFoundError: com/prupe/mcpatcher/cit/EnchantmentList$1
IntCache: cache: 0, tcache: 0, allocated: 1, tallocated: 63
Launched Version: 1.6-mcpatcher
LWJGL: 2.9.0
OpenGL: ATI Mobility Radeon HD 4330 GL version 3.2.9262 Compatibility Profile Context, ATI Technologies Inc.
Is Modded: Very likely; Jar signature invalidated
Type: Client (map_client.txt)
Resource Pack: Temperature.zip
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Of particular interest, I just experienced the tiled player glitched (mentioned two posts above this) and was trying to change packs to see if that would sort it out.
Thank you for all your time and effort Kahr!
I would have lost interest in Minecraft long ago if it weren't for MCPatcher. Each week I look forward to seeing the additions you make, more than what Mojang adds to the actual game!
Now in the latest beta of MCPatcher, it just can't seem to find the reeds_top/middle/bottom .properties files at all and just loads my placeholder textures. Hopefully I'm just doing something wrong? If not, sorry, I added another bug to your list.
I'm getting weird bugs with CTM when it is related to non-full blocks (being especific: ladders, repeaters and comparators), all of them are using the horizontal method. I'm gonna list them with images:
When placed facing in a certain way, they connect no problem, but the other way they connect backwards (the leftmost image is used for the rightmost and viceversa):
When placed facing another direction (the sides), it doesn't even connect:
When placed together, but not side-to-side, in one of the horizontal directions, they try to connect in a weird way:
Those are the problems with CTM that I'm getting with non-full blocks. Bookshelves and planks connect just fine, except for the top part (doesn't even connect):
And also, this doesn't have anything to do with CTM, but, in the resource pack, I made an animation for torches the vanilla way, and the game rendered it like a black and purple checkerboard:
Also, this resource pack looks cartoony 'cause it's suposed to!
EDIT
Ignore this entire post. Most of the "errors" specified in it are actually because CTM is not suposed to work on the top of the block when using the horizontal method, and the torch was actually my fault (I missed a few quotation signs in the MCMETA file).
'Non-full blocks' as you put it, use a metadata for each direction it can be placed. So you'll need to specify each metadata in the CTM properties. I don't know specifically what the metadata for each block is though, might just have to trial and error it.
Hello, I'm the manager of the Dark pack of Dokucraft, and I'm trying to get the pack ready for 1.6 when it comes out. Now, this may be a dumb question (being that it probably has a simple solution), but I'm having trouble getting the biome/foliage/lightmap colors & custom skybox to work.
Now, none of these I made myself (they were created by other contributors of dokucraft), so I don't exactly know what is needed to make these particular things work.
I created the colormap, lightmap, and sky folders under /assets/minecraft/mcpatcher in the resource pack and placed the files in their respective folders, but I'm assuming there is more to it than that, being that none of it works in-game. Does anyone have any examples of what it should look like?
It seems you haven't used the MCPatcher beta for conversion?
The colormaps get new names (water.png, underwater,png, sky0.png, fog0.png etcetera), the lightmaps are now named for example world0.png instead of lightmap0.png. The skies are in subfolders (world0 for the overworld for example).
I would recommend that you use MCPatcher on a 1.5.2 zip to be sure you get everything sorted correctly.
Kahr, thanks a lot (again) for your work. Converting, patching, everything worked perfectly - besides the horse skin thing.
I posted a 1.6 test release for my pack, the first responses say that there are no problems with the patch features. =)
Similar experience here.
The only problem I had was with my animated command block, which was rendering as purple and black squares after conversion. This turned out to be due to an additional anim frame number turning up in the accompanying converted .mcmeta file. The original worked fine in 1.5.2 so I have to assume it occurred during conversion.
The rest of my ctm seems to have translated over ok, but I don't use ctm in anything other than a simple random and horizontal/vertical way and not combined. I haven't done much testing, but my longstanding world build all seems to be as it was before...ctm stuff included, barring all the little changes Mojang included, like log tops, note blocks, melon stems, etc. I hadn't bothered to check the wiki for.
I thought my new horse textures were working ok too. They rendered fine to start with for a few test runs, then during a rain shower they turned into purple and black squares...like the rain washed the skin off! However, I haven't been able to test if this happens consistently whenever it rains (too many things to update still). I use some pretty big Better Skies files for this update, including multiple large daytime cloudy sky layers and just wondered if with the horses having multiple layers if this purple and black square issue is the memory being stretched thin! Excuse my very non-technical approach, but just a thought.
Ah yes, i also had 2 animation files with additional frames - 1.6 isn't as forgiving as previous versions. And thanks for reminding me of the melon stems, i think i forgot them...
I've probably overlooked other things too. Don't forget Mojang also split the birch/oak leaf textures, just in case anyone else is scratching their heads like I was at vanilla leaves showin' up everwhere!
My initial reaction was to blame the patcher for the vanilla textures, but I should remember to trust kahr more.
It also reminds me that too much change causes confusion when things go belly-up. I'd done most of my snapshot testing in a new world and only revisited my 3 year world build after kahr released the beta patcher. All the unsung changes hadn't shown up in my little test corner of a new world, so I got a shock when I returned to my cosy little kingdom!
I've converted my texture pack to the 1.6 format with the beta McPatcher, and it's been moved to the resource packs folder, but it doesn't show up in game. It's still in the .zip format, is it meant to be like that?
EDIT: My pack appears to be set up in the right way, or at least right enough to show up on the list.
Additionally, there are two main folders inside the root folder- assets and textures. Assets has all the normal stuff, except that "whitestone" and "yellowdust" are missing from the blocks and items folders inside the textures folder there. The other textures folder, the one in the root folder, contains its own blocks and items, which have the whitestone and yellowdust textures in them. I've since fixed this, it just seems strange.
What's going on?
Oh, and are there lines for the new potion effects (absorption and health boost) that I can be adding to my color.properties?
Sorry if this is a dumb question. I have LB Photo Realism texture pack. New 1.6.1 has texture ender jar that converts it to a resource pack.
Do I need MC Patcher? Can I just use the Texture Ender jar from Mojang?
Do I need to do both, or are they both the same basic thing - a converter.
If they are the same thing, is one better than the other?
Sorry for the confusion, but I'm scrambling to try and put my minecraft back together after updating! It is funny how you rely on the mods after a short time.
Sorry if this is a dumb question. I have LB Photo Realism texture pack. New 1.6.1 has texture ender jar that converts it to a resource pack.
Do I need MC Patcher? Can I just use the Texture Ender jar from Mojang?
Do I need to do both, or are they both the same basic thing - a converter.
If they are the same thing, is one better than the other?
Sorry for the confusion, but I'm scrambling to try and put my minecraft back together after updating! It is funny how you rely on the mods after a short time.
THanks
If the pack is already 1.6 compatible, then you don't need the Texture Ender. If it's still in 1.5 and you want to update it to 1.6 then you can use with the Ender or MCPatcher's converter. I recommend MCPatcher as the Ender has a few bugs (still) that MCPatcher does not have.
Just keep in mind that some things (like the horse jump bar) will be missing if you convert it yourself with either of them.
As for actually installing MCPatcher... it depends on whether or not LBPR has any MC-Patcher specific features. See, this isn't really needed for HD packs anymore but instead makes use of extra features included by pack authors. Basically, although any pack will work in vanilla now, you won't get the full experience from many of them without using MCPatcher.
Most well-known packs have Patcher-enabled features, but I have no way of knowing if LB is one of them without downloading it (the thread doesn't say). If it doesn't have anything that requires MCPatcher, or your just don't care about those features, you can use it without any mods.
Hope that helps you.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Converter puts "texts" folder in root directory instead of the "minecraft" folder.
Putting the CENDENT back in transcendent!
-
View User Profile
-
View Posts
-
Send Message
Curse Premiumfolders inside of mcpatcher folder are
/mobs
/ctm
/renderpass.properties
nothing is working at all. Its all staying vanilla.
What am I missing?
-
View User Profile
-
View Posts
-
Send Message
ModeratorAlso, thanks for the 1.6 update. Everything is working well for me so far, though I haven't tested everything I want to test just yet. Amazing work, as always.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumMods I work on and maintain:
TabbyChat | Mine Little Pony
My Blog
Visit my Youtube channel here (still empty) if you're a strange gamer!
-
View User Profile
-
View Posts
-
Send Message
ModeratorYo!
I was testing the new 1.6 version of MCPatcher when my game unexpectedly crashed. Since I have nothing else installed except the Patcher, I'm going to assume that this will interest you. Here's the log that Minecraft generated:
// Don't do that.
Time: 6/29/13 2:17 PM
Description: Unexpected error
java.lang.ClassCastException: bhn cannot be cast to bho
at beg.a(SourceFile:84)
at beg.a(SourceFile:68)
at beg.k(SourceFile:39)
at beg.<init>(SourceFile:28)
at bej.<init>(SourceFile:39)
at bcu.<init>(SourceFile:28)
at bcq.a(SourceFile:277)
at atm.a(SourceFile:1508)
at atm.a(SourceFile:1458)
at bck.a(SourceFile:149)
at en.a(SourceFile:71)
at cl.b(SourceFile:64)
at atm.k(SourceFile:1399)
at atm.S(SourceFile:662)
at atm.d(SourceFile:618)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at magic.launcher.Launcher.main(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at beg.a(SourceFile:84)
at beg.a(SourceFile:68)
at beg.k(SourceFile:39)
at beg.<init>(SourceFile:28)
at bej.<init>(SourceFile:39)
at bcu.<init>(SourceFile:28)
at bcq.a(SourceFile:277)
at atm.a(SourceFile:1508)
at atm.a(SourceFile:1458)
at bck.a(SourceFile:149)
at en.a(SourceFile:71)
at cl.b(SourceFile:64)
-- Affected level --
Details:
Level name: MpServer
All players: 0 total; []
Chunk stats: MultiplayerChunkCache: 0
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (8,64,8), Chunk: (at 8,4,8 in 0,0; contains blocks 0,0,0 to 15,255,15), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 0 game time, 0 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: false
Forced entities: 0 total; []
Retry entities: 0 total; []
Stacktrace:
at bcr.a(SourceFile:284)
at atm.b(SourceFile:1743)
at atm.d(SourceFile:632)
at net.minecraft.client.main.Main.main(SourceFile:101)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at magic.launcher.Launcher.main(Unknown Source)
-- System Details --
Details:
Minecraft Version: 1.6
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_17, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 704540040 bytes (671 MB) / 1029046272 bytes (981 MB) up to 1029046272 bytes (981 MB)
JVM Flags: 2 total; -Xms1024m -Xmx1024m
AABB Pool Size: 21650 (1212400 bytes; 1 MB) allocated, 10816 (605696 bytes; 0 MB) used
Suspicious classes: ~~ERROR~~ NoClassDefFoundError: com/prupe/mcpatcher/cit/EnchantmentList$1
IntCache: cache: 0, tcache: 0, allocated: 1, tallocated: 63
Launched Version: 1.6-mcpatcher
LWJGL: 2.9.0
OpenGL: ATI Mobility Radeon HD 4330 GL version 3.2.9262 Compatibility Profile Context, ATI Technologies Inc.
Is Modded: Very likely; Jar signature invalidated
Type: Client (map_client.txt)
Resource Pack: Temperature.zip
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Of particular interest, I just experienced the tiled player glitched (mentioned two posts above this) and was trying to change packs to see if that would sort it out.
Best wishes on fixing this Kahr.
WUT ?
.
I would have lost interest in Minecraft long ago if it weren't for MCPatcher. Each week I look forward to seeing the additions you make, more than what Mojang adds to the actual game!
Either way, before 1.6, I used vertical and random CTM combined, using this method:
IN 1.5:
reeds.properties
reeds_top.properties
reeds_middle.properties
reeds_bottom.properties
IN 1.6:
reeds.properties
reeds_top.properties
reeds_middle.properties
reeds_bottom.properties
Now in the latest beta of MCPatcher, it just can't seem to find the reeds_top/middle/bottom .properties files at all and just loads my placeholder textures. Hopefully I'm just doing something wrong? If not, sorry, I added another bug to your list.
I think that is because the tilde means "/assets/minecraft" and not "/assets/minecraft/mcpatcher".
edit: doop, no that isn't it. But I wonder...
Putting the CENDENT back in transcendent!
When placed facing in a certain way, they connect no problem, but the other way they connect backwards (the leftmost image is used for the rightmost and viceversa):
When placed facing another direction (the sides), it doesn't even connect:
When placed together, but not side-to-side, in one of the horizontal directions, they try to connect in a weird way:
Those are the problems with CTM that I'm getting with non-full blocks. Bookshelves and planks connect just fine, except for the top part (doesn't even connect):
And also, this doesn't have anything to do with CTM, but, in the resource pack, I made an animation for torches the vanilla way, and the game rendered it like a black and purple checkerboard:
Also, this resource pack looks cartoony 'cause it's suposed to!
Visit my Youtube channel here (still empty) if you're a strange gamer!
Twitter: @Levaunt
Now, none of these I made myself (they were created by other contributors of dokucraft), so I don't exactly know what is needed to make these particular things work.
I created the colormap, lightmap, and sky folders under /assets/minecraft/mcpatcher in the resource pack and placed the files in their respective folders, but I'm assuming there is more to it than that, being that none of it works in-game. Does anyone have any examples of what it should look like?
Here's a link to the pack if anyone is curious:
http://www.mediafire.com/download/qaq7j7sb1ay2nuv/DokuCraft_TSC_Dark_1.6.1.zip
I tried looking this up, but I couldn't find any information, so again I apologize if I'm just doing something stupid.
Thanks, I guess I totally missed that part.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumSimilar experience here.
The only problem I had was with my animated command block, which was rendering as purple and black squares after conversion. This turned out to be due to an additional anim frame number turning up in the accompanying converted .mcmeta file. The original worked fine in 1.5.2 so I have to assume it occurred during conversion.
The rest of my ctm seems to have translated over ok, but I don't use ctm in anything other than a simple random and horizontal/vertical way and not combined. I haven't done much testing, but my longstanding world build all seems to be as it was before...ctm stuff included, barring all the little changes Mojang included, like log tops, note blocks, melon stems, etc. I hadn't bothered to check the wiki for.
I thought my new horse textures were working ok too. They rendered fine to start with for a few test runs, then during a rain shower they turned into purple and black squares...like the rain washed the skin off!
Again...many thanks, kahr.
-
View User Profile
-
View Posts
-
Send Message
Curse PremiumI've probably overlooked other things too. Don't forget Mojang also split the birch/oak leaf textures, just in case anyone else is scratching their heads like I was at vanilla leaves showin' up everwhere!
My initial reaction was to blame the patcher for the vanilla textures, but I should remember to trust kahr more.
It also reminds me that too much change causes confusion when things go belly-up. I'd done most of my snapshot testing in a new world and only revisited my 3 year world build after kahr released the beta patcher. All the unsung changes hadn't shown up in my little test corner of a new world, so I got a shock when I returned to my cosy little kingdom!
EDIT: My pack appears to be set up in the right way, or at least right enough to show up on the list.
Additionally, there are two main folders inside the root folder- assets and textures. Assets has all the normal stuff, except that "whitestone" and "yellowdust" are missing from the blocks and items folders inside the textures folder there. The other textures folder, the one in the root folder, contains its own blocks and items, which have the whitestone and yellowdust textures in them. I've since fixed this, it just seems strange.
What's going on?
Oh, and are there lines for the new potion effects (absorption and health boost) that I can be adding to my color.properties?
Do I need MC Patcher? Can I just use the Texture Ender jar from Mojang?
Do I need to do both, or are they both the same basic thing - a converter.
If they are the same thing, is one better than the other?
Sorry for the confusion, but I'm scrambling to try and put my minecraft back together after updating! It is funny how you rely on the mods after a short time.
THanks
-
View User Profile
-
View Posts
-
Send Message
ModeratorJust keep in mind that some things (like the horse jump bar) will be missing if you convert it yourself with either of them.
As for actually installing MCPatcher... it depends on whether or not LBPR has any MC-Patcher specific features. See, this isn't really needed for HD packs anymore but instead makes use of extra features included by pack authors. Basically, although any pack will work in vanilla now, you won't get the full experience from many of them without using MCPatcher.
Most well-known packs have Patcher-enabled features, but I have no way of knowing if LB is one of them without downloading it (the thread doesn't say). If it doesn't have anything that requires MCPatcher, or your just don't care about those features, you can use it without any mods.
Hope that helps you.