Have you changed any other settings like mipmapping, and if so are those not working either? Trying to figure out if none of the settings are working or if it's specific to Better Grass.
I did give mipmapping a try before, and I believe it worked, but now it doesn't seem to be working at all even though it's activated and everything. Thinking on it, the first time I patched Minecraft with 4.2.0, I forgot to turn on Better Grass, and ever since then it hasn't worked despite re-patching. By the same token, I played with mipmapping before, deactivated it and re-patched, then changed my mind later, activated it and re-patched, but since that it hasn't worked. It almost seems like in some configuration file it's set as "off" even though in MCpatcher itself, it's on.
Is anybody else having a problem with random mobs? I'm using 1.6.2, latest patcher, and a compatible texture pack, but random mobs don't seem to show up. It's all the same pigs and zombies and cows...
I want to ask you if you are able to add something to CIT.
For CIT: Could you add a new option that allows you to set one specific texture for the Creative inventory? Because in some cases it might not make sense to display "single items" even if your items supplies in Creative are unlimited. So I don't mean the actual inventory of the player here but the window where you can grab an item from the block/item pool.
Also I wanted to ask if you're able to fix the handhold texture for fences again which seem to broke some versions ago (?).
An additional thing would be very neat to add: The abilty to use different textures for torches (or possibly other blocks/items) on the ground and in your hand.
So I hope you could add those things at some time to MCPatcher
happens upon opening as admin, open as civilian nothing loads
java.io.FileNotFoundException: launcher_profiles.json (The system cannot find the file specified)
at java.io.FileInputStream.open(Native Method)
at java.io.FileInputStream.<init>(Unknown Source)
at java.io.FileReader.<init>(Unknown Source)
at com.prupe.mcpatcher.JsonUtils.parseJson(JsonUtils.java:118)
at com.prupe.mcpatcher.Config.getSelectedLauncherProfile(Config.java:79)
at com.prupe.mcpatcher.Config.load(Config.java:64)
at com.prupe.mcpatcher.MCPatcherUtils.setGameDir(MCPatcherUtils.java:132)
at com.prupe.mcpatcher.UserInterface.locateMinecraftDir(UserInterface.java:30)
at com.prupe.mcpatcher.MCPatcher.main(MCPatcher.java:160)
MCPatcher version is 4.2.0
OS: Windows 7 6.1 amd64
JVM: Oracle Corporation 1.7.0_05 (64 bit)
Classpath: C:\Users\Drew\Desktop\mcpatcher-4.2.0.exe
Fetching https://s3.amazonaws.com/Minecraft.Download/versions/versions.json...
java.io.FileNotFoundException: versions\versions.json (The system cannot find the path specified)
at java.io.FileOutputStream.open(Native Method)
at java.io.FileOutputStream.<init>(Unknown Source)
at java.io.FileOutputStream.<init>(Unknown Source)
at com.prupe.mcpatcher.JsonUtils.fetchURL(JsonUtils.java:35)
at com.prupe.mcpatcher.launcher.version.VersionList.getVersionList(VersionList.java:23)
at com.prupe.mcpatcher.ProfileManager.rebuildRemoteVersionList(ProfileManager.java:71)
at com.prupe.mcpatcher.ProfileManager.refresh(ProfileManager.java:54)
at com.prupe.mcpatcher.ProfileManager.refresh(ProfileManager.java:48)
at com.prupe.mcpatcher.UserInterface$GUI.go(UserInterface.java:92)
at com.prupe.mcpatcher.MCPatcher.main(MCPatcher.java:215)
java.io.IOException: Could not get list of Minecraft versions
at com.prupe.mcpatcher.ProfileManager.rebuildRemoteVersionList(ProfileManager.java:73)
at com.prupe.mcpatcher.ProfileManager.refresh(ProfileManager.java:54)
at com.prupe.mcpatcher.ProfileManager.refresh(ProfileManager.java:48)
at com.prupe.mcpatcher.UserInterface$GUI.go(UserInterface.java:92)
at com.prupe.mcpatcher.MCPatcher.main(MCPatcher.java:215)
Exception in thread "main" java.lang.NullPointerException
at com.prupe.mcpatcher.MainForm.showLauncherError(MainForm.java:577)
at com.prupe.mcpatcher.UserInterface$GUI.go(UserInterface.java:96)
at com.prupe.mcpatcher.MCPatcher.main(MCPatcher.java:215)
Rollback Post to RevisionRollBack
What's up gals/guys, if there is any way i can improve my account for youtube or MCForum, please comment on my channel (All constructive critizisim is allowed, but not unhelpful critizisim.) Thanks for the help!
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Kahr, if you read this, perhaps you can add a way for that to be possible? Something like nbt.display.Name=Name 1;Name 2;etc.
Again, you do realize that this doesn't really work for a name field, right? The game would literally interpret this as and item with the name "Name 1;Name 2;etc." because it is possible to type that into a name field using the anvil. The same thing happens with almost any other type of annotation simply because it's a Text field.
What do you have against just using multiple files? Just use Notepad++'s replace function. If you're a decent typist, a dozen or more of them will only take you a couple of minutes. It's not like this isn't possible with the current system.
Also somthing like nbt.display.Name=word*;*word;*word* to replace the texture if somewhere in the name this word/phrase appears would be good. So a book with title "letter to xyz" change its texture regardless the name behind the "to".
Again, this doesn't work because you're working in a text field. There's nothing stopping someone from literally naming an item "word*;*word;*word*", so the system would have to be prepared for that and match it exactly.
While I think that a wild card type thing would be neat, it'd almost certainly have to be set up as an entirely different attribute like "nameContains=" or something. This might be a fun feature, actually.
MCPatcher will, occasionally, choke when it tries to convert an animation file. Basically, for animated blocks and items in the new 1.6, each animation file must be accompanied with a .mcmeta file. MCPatcher's converter seems to be kinda hit-and-miss with converting the old .txt files to the new .mcmeta format with no pattern I can discern.
Basically, you're going to have to update these files manually. Check this tutorial I wrote for information on how to write your own .mcmeta files.
Good luck.
You need to upload your pictures to another site (Imgur is heavily recommended) and put the picture's address between [img] tags to make them viewable on this forum.
Look. MC Patcher used to render things properly. So did Optifine. From 1.4.x to 1.6.x, MC Patcher no longer renders things properly. Optifine still does.
The problem lies with MC Patcher. It does not perform properly as it did before. Not only with font spacing, but with fonts not appearing on screen in certain instances (ie - Zombe Fly Mod status toggle).
If Kahr chooses not to update his program so that it works with 1.6.x as well as it did with 1.4.x, that's unfortnate, but it's not fair to blame me for pointing out its deficiencies.
The folks at Optifine put in the effort to make it work properly with 1.6.x. Why can't Kahr?
It's up to him at this point. I've done my part. Time to move on.
While I'm not blaming you for anything, but did you move the HD Font file to the proper place(/assets/minecraft/mcpatcher/font)???
If not that's the problem you're having.
Now if you DID do that & it's not working still, then it's a MCPatcher bug.
Also somthing like nbt.display.Name=word*;*word;*word* to replace the texture if somewhere in the name this word/phrase appears would be good. So a book with title "letter to xyz" change its texture regardless the name behind the "to".
Note: if you want to change a Written Book's texture base off what the title is, you need to the NBT-Base Rule like this:
nbt.title=
To change it based off what the author is, it would look like this:
Again, you do realize that this doesn't really work for a name field, right? The game would literally interpret this as and item with the name "Name 1;Name 2;etc." because it is possible to type that into a name field using the anvil. The same thing happens with almost any other type of annotation simply because it's a Text field.
What do you have against just using multiple files? Just use Notepad++'s replace function. If you're a decent typist, a dozen or more of them will only take you a couple of minutes. It's not like this isn't possible with the current system.
Again, this doesn't work because you're working in a text field. There's nothing stopping someone from literally naming an item "word*;*word;*word*", so the system would have to be prepared for that and match it exactly.
While I think that a wild card type thing would be neat, it'd almost certainly have to be set up as an entirely different attribute like "nameContains=" or something. This might be a fun feature, actually.
I do like the "nameContains=" attribute idea. It's a great idea. P.S. I got my internet fixed, so I should be able to help you(&Kahr)out more around here.
Is anybody else having a problem with random mobs? I'm using 1.6.2, latest patcher, and a compatible texture pack, but random mobs don't seem to show up. It's all the same pigs and zombies and cows...
My random mobs doesn't seem to be working either. I'm in the same boat as CJS:
- I have the latest 1.6.2 patcher,
- a texture pack set up for random mobs, but they don't show :\
I tried following the main post's info about altering the path; It always ends up as the "vanilla" skins for said texture pack. I browsed what I could of the thread, and didn't find any other mention of this as a recent issue; aside from CJS's post.
Any ideas, tips, suggestions for CJS and I that might finagle us a way out of this issue?
My random mobs doesn't seem to be working either,I'm in the same boat as CJS:
- I have the latest 1.6.2 patcher,
- a texture pack set up for random mobs, but they don't show :\
It's all the "vanilla" skins for said texture pack. I browsed what I could of the thread, and didn't find any other mention of this as a recent issue; aside from CJS's post.
Any ideas, tips, suggestions for CJS and I that might finagle us a way out of this issue?
Are you sure that the randommobs skins are in the correct location? They're not in the same folder as the regular mob skins anymore.
Are you sure that the randommobs skins are in the correct location? They're not in the same folder as the regular mob skins anymore.
I've actually just been fiddling around with it. The location(s) should be C:\Users\Username\AppData\Roaming\.minecraft\assets\mcpatcher\mob\*insertmobnamehere* correct?
At least that's how I'm understanding the *spoiler* in the main post.
(And, oh my goodness. Thank you for such a swift reply! o.o)
I've actually just been fiddling around with it. The location(s) should be C:\Users\Username\AppData\Roaming\.minecraft\assets\mcpatcher\mob\*insertmobnamehere* correct?
At least that's how I'm understanding the *spoiler* in the main post.
Close, but no cigar.
The proper path is: "/.minecraft/resourcepacks/[packNameHere]/assets/minecraft/mcpatcher/mob/[mobNameHere].png"
Some may also require a sub-folder within /mob/ if they have one in the vanilla /entities/ folder.
You can also replace [packNameHere] with [packNameHere].zip if you want one you can distribute.
Ah thank you kindly! The help is much appreciated. I'm glad to know that I wasn't all that far off, just headed into the wrong direction
And I see what else I did wrong now too; I installed the incorrect version of Forge (Re: Using the installer as opposed to the universal version), so I have to fix the compatibility with that, then I'll be golden
I know that. And I wanted the the word*/*word*/*word thing for every nbt tag. Otherwise we waste a complete book page for one word that defines the book as a letter, note or what ever.
Also it would be nice if we could type something random in it that get replaced by the name you specified in an extra language file. So if we use the english language that the resource pack gives us we see and type the english names for CIT but if we use another language we see and type that for CIT.
Oh ok, I was just making sure you knew about that, & I knew what you said about the multiple words for every NBT-Based Rule thing.
Now, for that CIT & multiple Language thing. Do you mean having a way to change the name of an Custom item(that has a Custom Name), based on what language the player has selected/using???
Do you mean for example, if I'm using English, then the custom item's name will be "Test", but if I'm using Spanish, then the name will be "Prueba"??? (Prueba: Spanish for test; got that off Google Translate)
If that's the idea you have in mind, then that's a GREAT idea!!! Has a few problems that needs to be solved first, but still a great idea. Some of the problems are stuff like: What if the item's name can't be translated, or The player is using a custom language, etc.
I think I know how it could look in the item's .properties file, & in custom language files. But how it would be coded would be a different story.
Create a 16x1 image file called "redstone.png" and place it in "[yourPack]\assets\minecraft\mcpatcher\colormap\". The far-left pixel is 0 strength signal, and it increases as you move right so that the far-right pixel corresponds to redstone directly next to a power source.
It's on the OP under "Custom Colors", but I got it here for you.
~/colormap/redstone.png:
This is a 16x1 bitmap used for redstone wiring and particle effects only. Other redstone colors (torches, repeaters, etc.) are pulled from the block textures as normal. The x-axis of the redstonecolor.png bitmap represents the current strength. 0 is fully off, 15 is fully on.
You put it in the "colormap" folder under the "mcpatcher" folder in the resource pack
(The file path is this: [Resource Pack name]/assets/minecraft/mcpatcher/colormap/redstonecolor.png)
Upon starting up MCPatcher, it seems to perpetually be connecting to s3.amazonaws.com without ever making a percentage of progress. Is anybody else getting this problem? I can't do anything because every part of MCPatcher stays grayed out until it gets the version list it's looking for, which isn't happening.
Rollback Post to RevisionRollBack
There's yet more to come!
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Kahr, if you read this, perhaps you can add a way for that to be possible? Something like nbt.display.Name=Name 1;Name 2;etc.
Though don't waste your time unless it's a quick easy thing to add. It's not that huge of a deal.
I did give mipmapping a try before, and I believe it worked, but now it doesn't seem to be working at all even though it's activated and everything. Thinking on it, the first time I patched Minecraft with 4.2.0, I forgot to turn on Better Grass, and ever since then it hasn't worked despite re-patching. By the same token, I played with mipmapping before, deactivated it and re-patched, then changed my mind later, activated it and re-patched, but since that it hasn't worked. It almost seems like in some configuration file it's set as "off" even though in MCpatcher itself, it's on.
I want to ask you if you are able to add something to CIT.
For CIT: Could you add a new option that allows you to set one specific texture for the Creative inventory? Because in some cases it might not make sense to display "single items" even if your items supplies in Creative are unlimited. So I don't mean the actual inventory of the player here but the window where you can grab an item from the block/item pool.
Also I wanted to ask if you're able to fix the handhold texture for fences again which seem to broke some versions ago (?).
An additional thing would be very neat to add: The abilty to use different textures for torches (or possibly other blocks/items) on the ground and in your hand.
So I hope you could add those things at some time to MCPatcher
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ModeratorWhat do you have against just using multiple files?
Again, this doesn't work because you're working in a text field. There's nothing stopping someone from literally naming an item "word*;*word;*word*", so the system would have to be prepared for that and match it exactly.
While I think that a wild card type thing would be neat, it'd almost certainly have to be set up as an entirely different attribute like "nameContains=" or something. This might be a fun feature, actually.
While I'm not blaming you for anything, but did you move the HD Font file to the proper place(/assets/minecraft/mcpatcher/font)???
If not that's the problem you're having.
Now if you DID do that & it's not working still, then it's a MCPatcher bug.
Note: if you want to change a Written Book's texture base off what the title is, you need to the NBT-Base Rule like this:
To change it based off what the author is, it would look like this:
I do like the "nameContains=" attribute idea. It's a great idea.
P.S. I got my internet fixed, so I should be able to help you(&Kahr)out more around here.
My random mobs doesn't seem to be working either. I'm in the same boat as CJS:
- I have the latest 1.6.2 patcher,
- a texture pack set up for random mobs, but they don't show :\
I tried following the main post's info about altering the path; It always ends up as the "vanilla" skins for said texture pack. I browsed what I could of the thread, and didn't find any other mention of this as a recent issue; aside from CJS's post.
Any ideas, tips, suggestions for CJS and I that might finagle us a way out of this issue?
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ModeratorI've actually just been fiddling around with it. The location(s) should be C:\Users\Username\AppData\Roaming\.minecraft\assets\mcpatcher\mob\*insertmobnamehere* correct?
At least that's how I'm understanding the *spoiler* in the main post.
(And, oh my goodness. Thank you for such a swift reply! o.o)
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ModeratorThe proper path is: "/.minecraft/resourcepacks/[packNameHere]/assets/minecraft/mcpatcher/mob/[mobNameHere].png"
Some may also require a sub-folder within /mob/ if they have one in the vanilla /entities/ folder.
You can also replace [packNameHere] with [packNameHere].zip if you want one you can distribute.
No problem. I'm kinda on right now while I figure out what I want to do next for my own pack. Just happy to help.
And I see what else I did wrong now too; I installed the incorrect version of Forge (Re: Using the installer as opposed to the universal version), so I have to fix the compatibility with that, then I'll be golden
Thank you again for your help!
Oh ok, I was just making sure you knew about that, & I knew what you said about the multiple words for every NBT-Based Rule thing.
Now, for that CIT & multiple Language thing. Do you mean having a way to change the name of an Custom item(that has a Custom Name), based on what language the player has selected/using???
Do you mean for example, if I'm using English, then the custom item's name will be "Test", but if I'm using Spanish, then the name will be "Prueba"??? (Prueba: Spanish for test; got that off Google Translate)
If that's the idea you have in mind, then that's a GREAT idea!!! Has a few problems that needs to be solved first, but still a great idea. Some of the problems are stuff like: What if the item's name can't be translated, or The player is using a custom language, etc.
I think I know how it could look in the item's .properties file, & in custom language files. But how it would be coded would be a different story.
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ModeratorIt's on the OP under "Custom Colors", but I got it here for you.
~/colormap/redstone.png:
This is a 16x1 bitmap used for redstone wiring and particle effects only. Other redstone colors (torches, repeaters, etc.) are pulled from the block textures as normal. The x-axis of the redstonecolor.png bitmap represents the current strength. 0 is fully off, 15 is fully on.
You put it in the "colormap" folder under the "mcpatcher" folder in the resource pack
(The file path is this: [Resource Pack name]/assets/minecraft/mcpatcher/colormap/redstonecolor.png)
There's yet more to come!