MCPatcher is updated to 4.3.1 with numerous bugfixes and support for the 1.7.3 prerelease. Note that Mojang changed the way assets are organized. To avoid problems, please ensure your Mojang launcher is up to date (1.3.6 or newer) and start the game at least once from the launcher before using MCPatcher.
See OP for full list of changes and download links. The main download may not update right away, so try the alternate link if you are still getting the 4.3.0 version.
Thanks SO much! Great work! Hd font is working now.
Well replace is inherently all-or-nothing, that's kind of what the word means. Maybe you want alpha blending?
Yea, I know it would just replace the whole sky, I just wish that it would actually fade out like the other blending modes when you specify it too instead of just disappearing or at least having a way of making it do that.
It's not too much of an issue though, I think I'll just stick with the multiply blending mode. Thanks anyway though!
EDIT: I've noticed that with the latest release and 1.7.3 my ctm files aren't overwriting the ctm files of another pack as they are supposed to when more than one resource pack is loaded. It was working fine with 4.3.0 and 1.7.2 but seems to be bugged either with 1.7.3 or 4.3.1.
EDIT2: Ok, it still shows up in my inventory with the correct texture, it's just when it's placed down it's the wrong texture.
It appears there might be a bug with the fonts. I've used Sphax as well to verify it wasn't a specific texture pack. For some reason, all my text has a black border/shadow around it. Any fix?
Do I just still have certain places too bright? I know the lightning is taking over as it was originally purple, and everything turned purple xD Then I changed it back to yellow, and everything is yellow. The game looks quite funky!
You made the lightning column two columns, when it is supposed to be one. Just crop the rightmost column out.
When I try to open up mcpatcher on 1.7.2 my client wont open. It will simply load, then not actually play. I have SPC 1.7.2 beta, Too many items 1.7.2 beta, and x-ray 1.7.2 beta. But hte client wont open. I can use any other game profile, just not one with mcpatcher. please help me.
Mojang seemed to have snuck us a 1.7.4 Minecraft in tonight, tried the Patcher, it works. Although I'm still receiving the renderPass=3 overlays everything on renderPass=1. I think this is something on Mojang's end of things; where they tinkered with Pass1 to make the Stained Glass. I really noticed it with my translucent Obsidian. It was bold underwater.
I also think that pass3 is also overlapping itself!
I hope other folks see what I'm talking about, because this issue has reduced a ton of my work to a smoldering pile of more work. I've mostly used Pass=3 to allow for Random on Random layered effects or Random on CTM effects where I can have say different ores on different stone, or have random slat divisions with my Wood Planks. This gave me an advantage to make Minecraft generate from say 2 sets of 20 textures to over 200 in game, a grand cheat code I say.
I was hoping that you might have found out something about it there Khar?
So what ever happened with the ability to edit texture packs with the game still open? I loved that about MCPatcher. It made texturing so much easier. Now I have to close the game, toss the texture into the pack, load the launcher, load the game, load the world, repeat. Is there some check box I'm missing? If the feature is gone, I'd love to see it return.
So what ever happened with the ability to edit texture packs with the game still open? I loved that about MCPatcher. It made texturing so much easier. Now I have to close the game, toss the texture into the pack, load the launcher, load the game, load the world, repeat. Is there some check box I'm missing? If the feature is gone, I'd love to see it return.
That's now a core vanilla capability. You just have to have the pack in a folder rather than a .zip file. Press F3+t to refresh the textures after you've made a change.
With your v4.3.1 and MC 1.7.3 / 1.7.4 I am experiencing a couple of problems with the way CTM is handled while using multiple resource packs.
Previously in all cases (that I was aware of) CTM loaded from the first pack would over rule any additional packs. However I am now seeing CTM from secondary packs displayed instead of the primary.
Just curious if you are aware of this, if not I can give you more specific details about the effected textures.
Would it be possible to add a feature that would allow certain textures to only be displayed during certain dates? Such as how currently in game the chests turn into presents around Christmas time. This would allow texture pack authors to have seasonal textures built-in, instead of having to create an entirely separate pack for a holiday occasion.
Would it be possible to add a feature that would allow certain textures to only be displayed during certain dates? Such as how currently in game the chests turn into presents around Christmas time. This would allow texture pack authors to have seasonal textures built-in, instead of having to create an entirely separate pack for a holiday occasion.
This is actually a pretty cool idea. Could be a potential function of CTM. If it's not too much trouble for you, Kahr, I second this.
^ That, and the ability to give a texture based on more than one enchantment. As in, a sword with both smite and unbreaking would have its own texture versus having only one of those enchantments. This was mentioned earlier, but you may have missed it. An and operator for detecting enchantments instead of the current functionality of detecting one or the other. This would be awesome for what I have in mind for my pack.
Examples of idea:
- Sword with looting has gilded edges.
- Sword with smite is heavier/thicker for smashing through brittle undead.
- Sword with both smite and looting comes out to be thick/heavy with gilded edges.
I can't seem to get stained glass ctm working properly.. has anyone done that yet?
I'm just putting the glass in seperate folders (glass__block_green, etc..)
Putting all the tiles in, and using a block95.properties file.
Inside that properties file I have the tile allocation, the renderpass id, the metadata, and innerseams turned on.
It works fine for a single stained glass colour, but every colour after that just makes the icon in the toolbar opaque and ugly.
I don't understand! I've been messing with it for days now and I still can't figure it out
EDIT: Seems to be only happening with specific colours..green, pink, and blue are doing it
However, The icon in the hotbar isn't correct for any stained glass either, it's just a copy of normal glass
Would it be possible to add a feature that would allow certain textures to only be displayed during certain dates? Such as how currently in game the chests turn into presents around Christmas time. This would allow texture pack authors to have seasonal textures built-in, instead of having to create an entirely separate pack for a holiday occasion.
I third this capacity, might be interesting to pull off a pack that molds the seasons with you
Also Khar or anyone, if you happen to know, what is the source of the 3rd renderPass, is it the breaking animation or the particles? Might have a big bug to squish to help us all, apparently it's rendering backwards... showing the stuff farthest away first and layering over with the next farthest. you can see that from the bug posted in the last page... I just wanna see if I can duplicate the bug properly so that the pass can be saved rather than my and anyone elses work being destroyed...
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Mojang seemed to have snuck us a 1.7.4 Minecraft in tonight, tried the Patcher, it works. Although I'm still receiving the renderPass=3 overlays everything on renderPass=1. I think this is something on Mojang's end of things; where they tinkered with Pass1 to make the Stained Glass. I really noticed it with my translucent Obsidian. It was bold underwater.
I also think that pass3 is also overlapping itself!
I hope other folks see what I'm talking about, because this issue has reduced a ton of my work to a smoldering pile of more work. I've mostly used Pass=3 to allow for Random on Random layered effects or Random on CTM effects where I can have say different ores on different stone, or have random slat divisions with my Wood Planks. This gave me an advantage to make Minecraft generate from say 2 sets of 20 textures to over 200 in game, a grand cheat code I say.
I was hoping that you might have found out something about it there Khar?
Thanks SO much! Great work! Hd font is working now.
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Curse PremiumYea, I know it would just replace the whole sky, I just wish that it would actually fade out like the other blending modes when you specify it too instead of just disappearing or at least having a way of making it do that.
It's not too much of an issue though, I think I'll just stick with the multiply blending mode. Thanks anyway though!
EDIT: I've noticed that with the latest release and 1.7.3 my ctm files aren't overwriting the ctm files of another pack as they are supposed to when more than one resource pack is loaded. It was working fine with 4.3.0 and 1.7.2 but seems to be bugged either with 1.7.3 or 4.3.1.
EDIT2: Ok, it still shows up in my inventory with the correct texture, it's just when it's placed down it's the wrong texture.
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Curse PremiumI haven't tested it, so this is just theory, but you could do something like this:
That would theoretically change the first destroy stage to 0.png when its on some stone. Again, haven't tested it.
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It's in the opening post: http://www.minecraftforum.net/topic/1496369-173pre-172-164-and-earlierupdate-127-mcpatcher-hd-fix-431/
the link is for the 4.3.0, it doesn't support the 1.7.3 lol I've tried :/
Edit: nevermind xD was on the "alternate download" link
You made the lightning column two columns, when it is supposed to be one. Just crop the rightmost column out.
Putting the CENDENT back in transcendent!
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Curse PremiumI also think that pass3 is also overlapping itself!
I hope other folks see what I'm talking about, because this issue has reduced a ton of my work to a smoldering pile of more work. I've mostly used Pass=3 to allow for Random on Random layered effects or Random on CTM effects where I can have say different ores on different stone, or have random slat divisions with my Wood Planks. This gave me an advantage to make Minecraft generate from say 2 sets of 20 textures to over 200 in game, a grand cheat code I say.
I was hoping that you might have found out something about it there Khar?
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ModeratorWith your v4.3.1 and MC 1.7.3 / 1.7.4 I am experiencing a couple of problems with the way CTM is handled while using multiple resource packs.
Previously in all cases (that I was aware of) CTM loaded from the first pack would over rule any additional packs. However I am now seeing CTM from secondary packs displayed instead of the primary.
Just curious if you are aware of this, if not I can give you more specific details about the effected textures.
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Retired StaffExamples of idea:
- Sword with smite is heavier/thicker for smashing through brittle undead.
- Sword with both smite and looting comes out to be thick/heavy with gilded edges.
I'm just putting the glass in seperate folders (glass__block_green, etc..)
Putting all the tiles in, and using a block95.properties file.
Inside that properties file I have the tile allocation, the renderpass id, the metadata, and innerseams turned on.
It works fine for a single stained glass colour, but every colour after that just makes the icon in the toolbar opaque and ugly.
I don't understand! I've been messing with it for days now and I still can't figure it out
EDIT: Seems to be only happening with specific colours..green, pink, and blue are doing it
However, The icon in the hotbar isn't correct for any stained glass either, it's just a copy of normal glass
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Curse PremiumI third this capacity, might be interesting to pull off a pack that molds the seasons with you
Also Khar or anyone, if you happen to know, what is the source of the 3rd renderPass, is it the breaking animation or the particles? Might have a big bug to squish to help us all, apparently it's rendering backwards... showing the stuff farthest away first and layering over with the next farthest. you can see that from the bug posted in the last page... I just wanna see if I can duplicate the bug properly so that the pass can be saved rather than my and anyone elses work being destroyed...