MCPatcher 4.3.0-beta4 for 1.7.1 prerelease
Dark water problemsIs this release using colormap water.png and underwater.png again ?Or is there something else to change ?
I have a very dark water compared to 1.6.2addon: have made some test.I have found misa tutorial for colormap and have use the sample colormap.Without watercolor map water is ok but uniform (ok)With watercolor map water color is not turning into a color but is turning into a very dark water color.I think math behind formula has maybe a bug and is may not correct.
Problem solved:
1) file name is now water.png again
2) transparency make water dark , so keep oppacity high
Could I get some help here to try and fix this CTM? I am trying to make my dark oak logs have a normal horizontal CTM, then randomize the individual tiles of that horizontal CTM to be randomly mossy. Here are the codes for the horizontal CTM log. If I can work this out it should be easily applied to the vertical CTM logs.
Keeping getting a crash, I think it involves the ctm. I didn't use to get this, only is the 1.7.1 version
---- Minecraft Crash Report ----
// I bet Cylons wouldn't have this problem.
Time: 10/24/13 5:49 PM
Description: Registering texture
bpo: Unable to fit: minecraft:mcpatcher/ctm/35 - [Wool]/[7] - Gray/4.png - size: 32x32 - Maybe try a lowerresolution texturepack?
at bpl.c(SourceFile:56)
at bpp.b(SourceFile:203)
at bpp.a(SourceFile:90)
at bpv.a(SourceFile:72)
at bpv.a(SourceFile:61)
at bpv.a(SourceFile:52)
at azc.Z(SourceFile:455)
at azc.e(SourceFile:689)
at net.minecraft.client.main.Main.main(SourceFile:103)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at bpl.c(SourceFile:56)
at bpp.b(SourceFile:203)
at bpp.a(SourceFile:90)
-- Resource location being registered --
Details:
Resource location: minecraft:textures/atlas/blocks.png
Texture object class: bpp
Stacktrace:
at bpv.a(SourceFile:72)
at bpv.a(SourceFile:61)
at bpv.a(SourceFile:52)
at azc.Z(SourceFile:455)
-- Initialization --
Details:
Stacktrace:
at azc.e(SourceFile:689)
at net.minecraft.client.main.Main.main(SourceFile:103)
-- System Details --
Details:
Minecraft Version: 1.7.1
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_05, Oracle Corporation
Java VM Version: Java HotSpotâ„¢ 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 30819624 bytes (29 MB) / 324730880 bytes (309 MB) up to 954466304 bytes (910 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
Launched Version: 1.7.1-mcpatcher
LWJGL: 2.9.0
OpenGL: Intel Bear Lake B GL version 1.4.0 - Build 8.15.10.1912, Intel
Is Modded: Very likely; Jar signature invalidated
Type: Client (map_client.txt)
Resource Packs: [Rovan2008's DokuCraft High]
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Anisotropic Filtering: Off (1)
Is there a way to control the reed biome colours, since they tied that to the grass palette, rather than just let it be a regularly-coloured block? I sort of hate this new feature, actually, and would love to be able to control their colour like everything else.
Is there a way to control the reed biome colours, since they tied that to the grass palette, rather than just let it be a regularly-coloured block? I sort of hate this new feature, actually, and would love to be able to control their colour like everything else.
I asked about this previously, with no reply. I'm hoping once Kahr gets everything up and running that he'll add specific biome pallets for sugar cane and the new trees.
Please do this Kahr. It would make quite a few people very happy.
I asked about this previously, with no reply. I'm hoping once Kahr gets everything up and running that he'll add specific biome pallets for sugar cane and the new trees.
Please do this Kahr. It would make quite a few people very happy.
Oh, whoops. Guess I missed it. Sorry.
But yeah, I love everything about this update, except the reeds. I even came to love the new biome palettes, once I found out how they work. But oh god no, the reeds. I did some deliberately weird things with my biomes, like pink grass in a few of them, and aughghghg. Do not want pink and blue bamboo.
java.lang.IllegalAccessError: tried to access field bqf.a from class com.prupe.mcpatcher.TexturePackAPI
I think this happens when you click Patch a second time without restarting MCPatcher. I have a possible fix, but can you confirm that it works if you only patch once?
Er, sorry if this has been said already, but the fogcolor0 in the mcpatcher colormap folder isn't showing up ingame.
Are you sure you have the name right? It should be assets/minecraft/mcpatcher/colormap/fog0.png (and sky0.png, underwater.png, etc.). In 1.6 Mojang changed from misc/foliagecolor.png to colormap/folage.png, so MCPatcher followed that convention.
Is there a way to control the reed biome colours, since they tied that to the grass palette, rather than just let it be a regularly-coloured block? I sort of hate this new feature, actually, and would love to be able to control their colour like everything else.
Yes, I had plans for allowing you to easily apply a "trivial" colormap (all one color) to any block, but hadn't gotten around to finishing it before 1.7's sudden escape. However, there's no need for me to create special colormaps for the new leaf types since they can all be done via block+metadata just as well.
In general, colormaps could use some cleaning up. The separate swamp*.png maps are redundant now. The palette.block.* syntax is ugly and doesn't play well with multiple resource packs since only the first color.properties file is visible. There's no room to specify anything but a png file and block+metadata values.
Kahr, I would like to suggest a feature. I would like the ability to specify CTM textures based on an NBT tag on a block, similar to items.
Blocks don't have NBT tags, but if you mean tile entities, that is unlikely to be possible since much of that data isn't reliably sent to the client. With jukeboxes for example, only the server knows the actual id of the currently playing record. As far as the client is concerned a jukebox is just a block with a sound effect maybe playing nearby.
P.S. I've posted earlier another feature request to add unicode fonts to the HD font feature, just a reminder, no rush but a horde of polish people would thank you for that
Mojang promised custom font sizing a while back and I was looking forward to giving MCPatcher's HD font feature the axe finally. There were a few font-related bug reports on atlassian that mentioned it, so maybe it's time to update them again and poke Mojang for a response.
Are you sure you have the name right? It should be assets/minecraft/mcpatcher/colormap/fog0.png (and sky0.png, underwater.png, etc.). In 1.6 Mojang changed from misc/foliagecolor.png to colormap/folage.png, so MCPatcher followed that convention.
Sorry, mislabeled it in my post. Yes, I have the name right! Still doesn't work.
Hi, fairly new to using MCPatcher (mainly got it to go with Misa's Realistic Pack...beautiful combo, BTW), and just wanted to get straight what works and what doesn't with the 1.7.2 release--I'm presuming that the time being, I should be using the 4.3.0beta version? Just wondering, since I tried running 4.2.2 as I wasn't sure if it self-updated at all, and that also gave me the option to patch 1.7.2.(Though at this point, I might drop down to Default all around until Misa catches up--not much point in going half and half on the HD textures, and not much point in MCPatcher without Misa, at least to me..)
So there will be some colormap changes soon? Being able to change sugar cane colors would really be nice ...
Also, is there a way to control all the backface culling stuff added in 13w42a? (Dinnerbone added this to "fix" MC-34649, giving glass an awful appearance). I think of a simple option for resource packs to force the game to use the rendering method of 13w41a/b again (maybe even block-dependend?), ... glass, ice, etc. looked a lot better with all sides visible.
I second this. The stained glass blocks don't look quite as good without back faces... particularly when you stack them on top of other colors. I wouldn't mind the ability to turn this back off just for the stained glass blocks.
The panes are better off without it, imo, so I'm not fussy about making it a global thing. I'll still take the option of that's the only way it comes, though.
Hey guys when ever i try to patch 1.7.2 with mcpatcher 4.2.2 all options are greyed out
You need the 1.7 version thats 4.3.0 look a page back
Rollback Post to RevisionRollBack
Gamer, Minecraft Mod Developer, Creator of many mods that can be found in my forum post. (Helped port Grimoire of Gaia to 1.8.9 and helped getting a 1.12.2 version going)
So I downloaded the version that should work with 1.7.2, but I get this when I try to run the game:
---- Minecraft Crash Report ----
// On the bright side, I bought you a teddy bear!
Time: 10/25/13 6:43 PM
Description: Initializing game
java.lang.IllegalAccessError: tried to access field bqh.a from class com.prupe.mcpatcher.TexturePackAPI
at com.prupe.mcpatcher.TexturePackAPI.getResourcePacks(TexturePackAPI.java:32)
at com.prupe.mcpatcher.TexturePackChangeHandler.beforeChange1(TexturePackChangeHandler.java:111)
at bqx.c(SourceFile:103)
at bqx.a(SourceFile:92)
at azd.b(SourceFile:488)
at azd.Z(SourceFile:389)
at azd.e(SourceFile:689)
at net.minecraft.client.main.Main.main(SourceFile:103)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at com.prupe.mcpatcher.TexturePackAPI.getResourcePacks(TexturePackAPI.java:32)
at com.prupe.mcpatcher.TexturePackChangeHandler.beforeChange1(TexturePackChangeHandler.java:111)
at bqx.c(SourceFile:103)
at bqx.a(SourceFile:92)
at azd.b(SourceFile:488)
at azd.Z(SourceFile:389)
-- Initialization --
Details:
Stacktrace:
at azd.e(SourceFile:689)
at net.minecraft.client.main.Main.main(SourceFile:103)
-- System Details --
Details:
Minecraft Version: 1.7.2
Operating System: Mac OS X (x86_64) version 10.9
Java Version: 1.6.0_65, Apple Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 59468872 bytes (56 MB) / 85000192 bytes (81 MB) up to 1065025536 bytes (1015 MB)
JVM Flags: 1 total; -Xmx1G
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
Launched Version: 1.7.2-mcpatcher
LWJGL: 2.9.1
OpenGL: Intel HD Graphics 3000 OpenGL Engine GL version 2.1 INTEL-8.18.27, Intel Inc.
Is Modded: Very likely; Jar signature invalidated
Type: Client (map_client.txt)
Resource Packs: [[1.7] Soartex [v2.7]]
Current Language: English (UK)
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Anisotropic Filtering: Off (1)
Dark water problems
Is this release using colormap water.png and underwater.png again ?Or is there something else to change ?I have a very dark water compared to 1.6.2addon: have made some test.I have found misa tutorial for colormap and have use the sample colormap.Without watercolor map water is ok but uniform (ok)With watercolor map water color is not turning into a color but is turning into a very dark water color.
I think math behind formula has maybe a bug and is may not correct.Problem solved:
1) file name is now water.png again
2) transparency make water dark , so keep oppacity high
http://pastebin.com/HxTE26kV
Tiles 0-3 = Horizontal CTM Log
Tiles 4-7 = Vertical CTM Log
Tiles 8-11 = Horizontal CTM MOSSY Log
Tiles 12-15 = Vertical CTM MOSSY Log
Your graphics chipset cannot handle that resource pack.
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ModeratorPlease do this Kahr. It would make quite a few people very happy.
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Curse PremiumOh, whoops. Guess I missed it. Sorry.
But yeah, I love everything about this update, except the reeds. I even came to love the new biome palettes, once I found out how they work. But oh god no, the reeds. I did some deliberately weird things with my biomes, like pink grass in a few of them, and aughghghg. Do not want pink and blue bamboo.
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Curse PremiumI think this happens when you click Patch a second time without restarting MCPatcher. I have a possible fix, but can you confirm that it works if you only patch once?
Offhand, I'd say the backslashes are the problem. Regardless of OS, all paths in Minecraft should use forward slashes instead.
Are you sure you have the name right? It should be assets/minecraft/mcpatcher/colormap/fog0.png (and sky0.png, underwater.png, etc.). In 1.6 Mojang changed from misc/foliagecolor.png to colormap/folage.png, so MCPatcher followed that convention.
Yes, I had plans for allowing you to easily apply a "trivial" colormap (all one color) to any block, but hadn't gotten around to finishing it before 1.7's sudden escape. However, there's no need for me to create special colormaps for the new leaf types since they can all be done via block+metadata just as well.
In general, colormaps could use some cleaning up. The separate swamp*.png maps are redundant now. The palette.block.* syntax is ugly and doesn't play well with multiple resource packs since only the first color.properties file is visible. There's no room to specify anything but a png file and block+metadata values.
Blocks don't have NBT tags, but if you mean tile entities, that is unlikely to be possible since much of that data isn't reliably sent to the client. With jukeboxes for example, only the server knows the actual id of the currently playing record. As far as the client is concerned a jukebox is just a block with a sound effect maybe playing nearby.
Mojang promised custom font sizing a while back and I was looking forward to giving MCPatcher's HD font feature the axe finally. There were a few font-related bug reports on atlassian that mentioned it, so maybe it's time to update them again and poke Mojang for a response.
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ModeratorThe panes are better off without it, imo, so I'm not fussy about making it a global thing.
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Curse PremiumGamer, Minecraft Mod Developer, Creator of many mods that can be found in my forum post. (Helped port Grimoire of Gaia to 1.8.9 and helped getting a 1.12.2 version going)
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Curse PremiumAt the top of the first post is says:
But that takes me to this.
• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help
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ModeratorIf that doesn't work, scroll down a few posts and find Kahr's. It could be that your browser isn't respecting the anchor link.
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Curse PremiumIt worked just fine in the last version, I only have this problem in 1.7.
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