Can you make CIT support for Doors,Boats,Trapdoors and Other stuff? Like CIT-Armor?
It does support doors, boats, and armor presently. These are all things that have an inventory-item representation. In the case of armor it also works on the worn armor.
Trapdoors are not and cannot be altered by CIT because they have no item sprite. In the inventory they're rendered the same way blocks are. I think you can use CTM on them, though.
So I can make a CIT Door and a CIT Boat?? And Trapdoors work with CTM? Support?
For the door an the boat, yea... though it'll only show up in your inventory. Doors will revert to default when placed and boats... I wonder... with the new system boats might be affected by RandomMobs. There's no real way to control it though, assuming it'd even work.
And yea, I think trapdoors can use CTM though admittedly I've never tried it. I'm not guaranteeing anything with this one.
Sorry I'm not a bit more helpful. You're talking about all those weird transforming item-block thingies that are hard to work with.
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.
Yes, this is a severe bug. MCPatcher tries to find vanilla versions by searching the versions folder and comparing it to Mojang's version list. If you have any local only versions, the patcher will stall.
This needs to be fixed IMMEDIATLY. (or soon--but it's very annoying)
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.
Some packs (like Ovo's) do not provide a unique HD font. Sphax does - they are solid for that - but when you offer an HD Font option in your setup (like MC Patcher does) and the user selects it, and you cannot find an HD font in the texture pack, you should supply your own so the user gets that HD font working.
I wish MC Patcher had a "Font Selelction" option - letting users choose if they want to use the MC Patcher HD font or the default texture pack or system font.
MC Patcher used to show the fonts properly when HD fonts are enabled, but right now it does not.
The 2nd part is separate though - it USED to show the toggle status text of text for the Zombe Fly Mod - but it no longer does. That's a bug unrelated to font spacing.
Exactly that was what I meant. If the user use an unsuportet language we can define a fallback language like english and non translateable items can use the old system.
Then that's a nice idea. But, what if the user isn't connected to the internet when they see an item that needs to be translated(as we would probably need to get the translation from the internet)????
For the door an the boat, yea... though it'll only show up in your inventory. Doors will revert to default when placed and boats... I wonder... with the new system boats might be affected by RandomMobs. There's no real way to control it though, assuming it'd even work.
And yea, I think trapdoors can use CTM though admittedly I've never tried it. I'm not guaranteeing anything with this one.
Sorry I'm not a bit more helpful. You're talking about all those weird transforming item-block thingies that are hard to work with.
I might be of some help to yal with this one, I have tried to do CTM with Trapdoors, & to a certain point CTM & Trapdoors work fine with each other, BUT only to a certain point, then (for me at least) it starts breaking Normal Minecraft Texturing patterns when I do certain things. An example is when I use the default CTM with Trapdoors, the top/bottom will work, BUT the sides(which NORMAL uses part of the top/bottom textures, for its texture) don't use the CTM top/bottom textures like it should. Now if i switch it so the top/bottom uses a "Fixed" CTM Method, it works, & then if I set it back to the default CTM I had it on before, IT starts working for some reason now. CTM & Trapdoors work. It's full supported, BUT (well for me at least) it's spotty.
is it possible to get mcpatcher in 1.5.2 to understand that i use multi mc and only want to use it to add the extra things like better grass and random mobs?
it wont let me patch anything withless i install the mdos with it, witch i realy realy realy realy DONT want to do and i wil NEVER do it, i want to do it with multi mc so is it anyway to get it to let me patch it anyway?
I was wondering if you'd given any more thought to the issues with enchantment effects being applied to worn armor. I'm about half way through a wonky kind of work around, and I'm wondering if I'll be throwing it all out for an actual fix. Any news or advice?
I haven't revisited this yet, but there are a couple hidden properties you can try. You can control the tiling of the enchanment over worn armor in the X and Y directions with,
armorScaleX=<value>
armorScaleY=<value>
Without these properties, the default tiling is based on the resolution of the armor texture and the enchantment. So if the armor is 64x32 and the enchantment is 16x16, it will tile 4 times in the X direction and twice in the Y direction. armorScaleX and armorScaleY let you override these values.
I'm not sure if this is the best solution, which is why I haven't documented these properties officially yet. The other option I was considering was allowing you to specify a separate texture for enchantments on worn armor, which offers more flexibility but is obviously more work for artists.
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.
Yes, this is a severe bug. MCPatcher tries to find vanilla versions by searching the versions folder and comparing it to Mojang's version list. If you have any local only versions, the patcher will stall.
I'm still not sure how this is happening since Mojang's launcher also downloads this file each time. I have a few fixes in the works, and as a last resort I'll just bundle a copy of the file within MCPatcher itself. Only problem is it may get out of date when there's a new snapshot, etc.
I've since learned that java doesn't use your system's proxy server settings unless you explicitly ask it to. Could either of you try launching MCPatcher from the command line with an extra option?
I wish MC Patcher had a "Font Selelction" option - letting users choose if they want to use the MC Patcher HD font or the default texture pack or system font.
Since not all artists are aware of the change, I'll look into adding such an option. As a rule, MCPatcher's features should be "opt-in" from the texture pack author's perspective. Older MCPatcher versions weren't as careful about that, and so I took the 1.6 resource pack change as an opportunity to plug the remaining gaps.
As for the Zombe fly text, I can only assume that the vanilla font spacing prevents it from displaying somehow. Since the bug happens without MCPatcher entirely, it was only by accident that it ever worked at all.
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.
I plan to enhance the NBT matching rules to offer wildcards and regular expressions in addition to the exact match it uses now. Things like
nbt.display.Name=pattern:Sword of *
or
nbt.display.Name=regex:Letter (to|from) Herobrine
Keep in mind that this sort of matching is expensive, so be sure to include as many other conditions (item id, damage values, etc.) as possible since those are faster and are checked first.
If/when I add NBT support to Random Mobs, it will use the same system.
I haven't revisited this yet, but there are a couple hidden properties you can try. You can control the tiling of the enchanment over worn armor in the X and Y directions with,
armorScaleX=<value>
armorScaleY=<value>
Without these properties, the default tiling is based on the resolution of the armor texture and the enchantment. So if the armor is 64x32 and the enchantment is 16x16, it will tile 4 times in the X direction and twice in the Y direction. armorScaleX and armorScaleY let you override these values.
Interesting. When I was testing it previously it would stretch the enchantment texture to fit the width of the armor rather than tiling it. Either way these attributes should fix that issue. Thank you!
I'm not sure if this is the best solution, which is why I haven't documented these properties officially yet. The other option I was considering was allowing you to specify a separate texture for enchantments on worn armor, which offers more flexibility but is obviously more work for artists.
I would really, REALLY like this. I'm always about flexibility, and you can always make it so that the default behavior is to use whatever the item sprite gets so it'll only be more work for those that actually want this feature.
Since not all artists are aware of the change, I'll look into adding such an option. As a rule, MCPatcher's features should be "opt-in" from the texture pack author's perspective. Older MCPatcher versions weren't as careful about that, and so I took the 1.6 resource pack change as an opportunity to plug the remaining gaps.
As for the Zombe fly text, I can only assume that the vanilla font spacing prevents it from displaying somehow. Since the bug happens without MCPatcher entirely, it was only by accident that it ever worked at all.
I look forward to seeing what you can come up with on the "Opt-in" or "option to opt-in" concept. It would be cool if you had a checkbox that basically said "Do you want MC Patcher to make it all work right for you? Or do you want to rely on Mojang's default method?"
As for the Zombe Fly Status Text, I really hope you are able to get it figured out. It must be an issue overall, because on Optifine with 1.6.2, versions B1, B2 and B3 show it just fine. But B4 no longer does. So I am just using B3 for now.
I'll try to post questions in the Zombe thread and the Optifine thread to see if I can get any feedback, or at least get the issue on somebody's radar.
Us spoiled players have the attitude of "I just want it to work - please just make it work" and we don't spend much time thinking about what goes into accomplishing that.
I do want it all to work, and one of my failings is that I'm not the most patient guy around, so I can become rather annoying.
But in the end, I don't mind putting in the time to help get something working - I can test like a MoFo and give feedback on a consistent basis. So I will try to do what I can to assist.
I'm getting the problem where the app stalls, with the retrieving versions thing, any help? or if you do have a solution maybe dum it down into dummy language?... 'Cause I don't get how to use like java command lines or something.
I think I found the problem, mcpatcher can't patch older versions such as beta versions, please try to fix that?
I'm getting the problem where the app stalls, with the retrieving versions thing, any help? or if you do have a solution maybe dum it down into dummy language?... 'Cause I don't get how to use like java command lines or something.
I think I found the problem, mcpatcher can't patch older versions such as beta versions, please try to fix that?
Download an older version of the Patcher appropriate to the version you're trying to patch. Every time Mojang changes the way packs work the Patcher has to change how it does things.
It's not a bug, it's a necessity.
You may also want to try what I'm suggesting to the person below as well.
Can you re-add the dialog for choosing minecraft installation folder when starting up mcpatcher like in the previous versions?
It stalls while retrieving version list when I start up mcpatcher. I had to copy the minecraft files into the default folder to make it work.
Kahr, have you thought about making CTM work for named mobs? Or is it possible already?
e.g. You name a zombie Herobrine and the texture is changed to what you want.
He stated, I think on the previous page of this thread in fact, that he'll eventually add NBT-based rules like this to Random Mobs. (Not Connected Texture Mod because... that makes no sense)
Also is it possible to change the name of a certain object based on the enchantments etc. that it has?
No, because that would interfere with how the game normally works. MCPatcher doesn't change game mechanics, just visuals. Changing the name of an item is a game mechanic now, so I doubt MCPatcher will ever touch it.
On the other hand, you can use CIT to change the look of an item based on its name.
i did everything i was supposed to but it won't come up in resource packs when minecraft is open and I can't get it to work. i'm starting to get frustrated please help
i did everything i was supposed to but it won't come up in resource packs when minecraft is open and I can't get it to work. i'm starting to get frustrated please help
What exactly do you think MCPatcher is supposed to do?
The only things that should show up in Resource Packs are... resource packs. MCPatcher isn't a resource pack. It works behind the scenes, as mods tend to do, to enable special features of texture packs. It doesn't do anything for the game if you're not using a texture pack, nor do you need it if you're not using one. (Unless you're using it to install .jar mods, but that's a separate issue.)
What Texture Pack are you using? What features of that pack aren't showing up? If you say you're using the default... well... you shouldn't see a difference anyway.
MCPatcher is updated to 4.2.1. The main link might not update right away, so use the alternate location if you're still getting 4.2.0.
This update should fix the problem getting stuck at 0% downloading the version list that some people are having. The download will use your system's proxy settings, so make sure those are correct if you use a proxy server. If it still can't download the list for some reason, it will time out after a few seconds and use a bundled copy.
The process for installing Forge has changed. Instead of the universal jar, it uses the Forge installer. See the OP for updated instructions. The new process also supports LiteLoader (and LiteLoader chained to Forge), which uses a similar installer.
Checking the font spacing option in 4.2.1 works well with every mod, until I load Zombe. Then for some reason, the HD spacing seems either nullified or impeded.
Optifine still forces the font, whether Zombe is loaded or not. Hopefully MC Patcher will be able to as well with a bit of tweaking.
I posted in the Zombe thread. I may try to PM the current coder for the Mod. I've been in contact with him in the past. Very nice guy. Perhaps he can tweak Zombe some to help things move along.
BTW, the Zombe status font display still isn't working with 4.2.1, but again, I'm hoping with a little tweaking you can get things working for that mod.
Thanks much. Let me know if I can do any further testing to help things along.
It seems that more and more mods are becoming incompatible with Mcapatcher and Optifine. What is happening? Was it a Mojang change?
Example: Project red, Carpenters blocks and others, incompatible with McPatcher. ForgeMultipart, and others incompatible with Optifine. So far there seems to be know way of having my cake and eating it too.
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ModeratorTrapdoors are not and cannot be altered by CIT because they have no item sprite. In the inventory they're rendered the same way blocks are. I think you can use CTM on them, though.
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ModeratorAnd yea, I think trapdoors can use CTM though admittedly I've never tried it. I'm not guaranteeing anything with this one.
Sorry I'm not a bit more helpful. You're talking about all those weird transforming item-block thingies that are hard to work with.
Yes, this is a severe bug. MCPatcher tries to find vanilla versions by searching the versions folder and comparing it to Mojang's version list. If you have any local only versions, the patcher will stall.
This needs to be fixed IMMEDIATLY. (or soon--but it's very annoying)
Putting the CENDENT back in transcendent!
Some packs (like Ovo's) do not provide a unique HD font. Sphax does - they are solid for that - but when you offer an HD Font option in your setup (like MC Patcher does) and the user selects it, and you cannot find an HD font in the texture pack, you should supply your own so the user gets that HD font working.
I wish MC Patcher had a "Font Selelction" option - letting users choose if they want to use the MC Patcher HD font or the default texture pack or system font.
MC Patcher used to show the fonts properly when HD fonts are enabled, but right now it does not.
The 2nd part is separate though - it USED to show the toggle status text of text for the Zombe Fly Mod - but it no longer does. That's a bug unrelated to font spacing.
Then that's a nice idea. But, what if the user isn't connected to the internet when they see an item that needs to be translated(as we would probably need to get the translation from the internet)????
I might be of some help to yal with this one, I have tried to do CTM with Trapdoors, & to a certain point CTM & Trapdoors work fine with each other, BUT only to a certain point, then (for me at least) it starts breaking Normal Minecraft Texturing patterns when I do certain things. An example is when I use the default CTM with Trapdoors, the top/bottom will work, BUT the sides(which NORMAL uses part of the top/bottom textures, for its texture) don't use the CTM top/bottom textures like it should. Now if i switch it so the top/bottom uses a "Fixed" CTM Method, it works, & then if I set it back to the default CTM I had it on before, IT starts working for some reason now. CTM & Trapdoors work. It's full supported, BUT (well for me at least) it's spotty.
it wont let me patch anything withless i install the mdos with it, witch i realy realy realy realy DONT want to do and i wil NEVER do it, i want to do it with multi mc so is it anyway to get it to let me patch it anyway?
I haven't revisited this yet, but there are a couple hidden properties you can try. You can control the tiling of the enchanment over worn armor in the X and Y directions with,
Without these properties, the default tiling is based on the resolution of the armor texture and the enchantment. So if the armor is 64x32 and the enchantment is 16x16, it will tile 4 times in the X direction and twice in the Y direction. armorScaleX and armorScaleY let you override these values.
I'm not sure if this is the best solution, which is why I haven't documented these properties officially yet. The other option I was considering was allowing you to specify a separate texture for enchantments on worn armor, which offers more flexibility but is obviously more work for artists.
I'm still not sure how this is happening since Mojang's launcher also downloads this file each time. I have a few fixes in the works, and as a last resort I'll just bundle a copy of the file within MCPatcher itself. Only problem is it may get out of date when there's a new snapshot, etc.
I've since learned that java doesn't use your system's proxy server settings unless you explicitly ask it to. Could either of you try launching MCPatcher from the command line with an extra option?
Since not all artists are aware of the change, I'll look into adding such an option. As a rule, MCPatcher's features should be "opt-in" from the texture pack author's perspective. Older MCPatcher versions weren't as careful about that, and so I took the 1.6 resource pack change as an opportunity to plug the remaining gaps.
As for the Zombe fly text, I can only assume that the vanilla font spacing prevents it from displaying somehow. Since the bug happens without MCPatcher entirely, it was only by accident that it ever worked at all.
I plan to enhance the NBT matching rules to offer wildcards and regular expressions in addition to the exact match it uses now. Things like
Keep in mind that this sort of matching is expensive, so be sure to include as many other conditions (item id, damage values, etc.) as possible since those are faster and are checked first.
If/when I add NBT support to Random Mobs, it will use the same system.
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ModeratorI would really, REALLY like this.
Please tell me that this can be a thing. Please.
Thanks Kahr! As always, keep being awesome!
I look forward to seeing what you can come up with on the "Opt-in" or "option to opt-in" concept. It would be cool if you had a checkbox that basically said "Do you want MC Patcher to make it all work right for you? Or do you want to rely on Mojang's default method?"
As for the Zombe Fly Status Text, I really hope you are able to get it figured out. It must be an issue overall, because on Optifine with 1.6.2, versions B1, B2 and B3 show it just fine. But B4 no longer does. So I am just using B3 for now.
I'll try to post questions in the Zombe thread and the Optifine thread to see if I can get any feedback, or at least get the issue on somebody's radar.
Us spoiled players have the attitude of "I just want it to work - please just make it work" and we don't spend much time thinking about what goes into accomplishing that.
I do want it all to work, and one of my failings is that I'm not the most patient guy around, so I can become rather annoying.
But in the end, I don't mind putting in the time to help get something working - I can test like a MoFo and give feedback on a consistent basis. So I will try to do what I can to assist.
Thanks very much.
I think I found the problem, mcpatcher can't patch older versions such as beta versions, please try to fix that?
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ModeratorIt's not a bug, it's a necessity.
You may also want to try what I'm suggesting to the person below as well.
Try running it from the command console with these arguments:
Post here again if it doesn't work. Kahr is trying to get to the bottom of this, and your feedback will help narrow down the problem. Thanks.
It stalls while retrieving version list when I start up mcpatcher. I had to copy the minecraft files into the default folder to make it work.
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ModeratorNo, because that would interfere with how the game normally works. MCPatcher doesn't change game mechanics, just visuals. Changing the name of an item is a game mechanic now, so I doubt MCPatcher will ever touch it.
On the other hand, you can use CIT to change the look of an item based on its name.
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ModeratorThe only things that should show up in Resource Packs are... resource packs. MCPatcher isn't a resource pack. It works behind the scenes, as mods tend to do, to enable special features of texture packs. It doesn't do anything for the game if you're not using a texture pack, nor do you need it if you're not using one. (Unless you're using it to install .jar mods, but that's a separate issue.)
What Texture Pack are you using? What features of that pack aren't showing up? If you say you're using the default... well... you shouldn't see a difference anyway.
This update should fix the problem getting stuck at 0% downloading the version list that some people are having. The download will use your system's proxy settings, so make sure those are correct if you use a proxy server. If it still can't download the list for some reason, it will time out after a few seconds and use a bundled copy.
The process for installing Forge has changed. Instead of the universal jar, it uses the Forge installer. See the OP for updated instructions. The new process also supports LiteLoader (and LiteLoader chained to Forge), which uses a similar installer.
Other changes are noted in the OP.
Optifine still forces the font, whether Zombe is loaded or not. Hopefully MC Patcher will be able to as well with a bit of tweaking.
I posted in the Zombe thread. I may try to PM the current coder for the Mod. I've been in contact with him in the past. Very nice guy. Perhaps he can tweak Zombe some to help things move along.
BTW, the Zombe status font display still isn't working with 4.2.1, but again, I'm hoping with a little tweaking you can get things working for that mod.
Thanks much. Let me know if I can do any further testing to help things along.
Example: Project red, Carpenters blocks and others, incompatible with McPatcher. ForgeMultipart, and others incompatible with Optifine. So far there seems to be know way of having my cake and eating it too.