To my knowledge they're still working on MCP 1.7.2, and 1.7.4 will follow once they complete that hurdle. From what I've heard it hasn't been easy due to how much changed under the hood with the 1.7 update.
I am having the weirdest problem, and I cannot figure out what I'm doing wrong.
I've been running vanilla for a while, but I wanted to work on some of my CTM so I grabbed the latest MCPatcher (4.3.1_01). I deleted the 1,7,4 version file and re-installed it with the launcher, just to be sure I had a clean install, and ran MCPatcher. It appeared to have worked, but when I loaded my pack, it looked like this:
The orange blocks actually flash between various shades of orange and yellow.
I closed out Minecraft and reloaded Vanilla, to make sure I hadn't hilariously broken anything, but in vanilla, it looks as it should.
I'm pretty sure I have my folders right, but this is what they look like, in case I've actually buggered something up.
That's within the .minecraft folder, but I have everything I use for Minecraft thrown into a library for easy navigation, so it doesn't show anything relevant above the resourcepacks folder.
No error log, because nothing crashes. It just misbehaves terribly.
STILL!! Curious about a question, asked a little whiler. Did anyone (not just me) expiriences the bug about rendering Forestry mod liquids? It is not only the PureBDcraft Sphax textures bug, without resourcepack, but with MCPatcher liquids still looks derpy...
Does anyone knows, how to fix it?
Hi everyone. I saw the complaints about the fake download links on the main download site for the Windows version. I don't have any direct control over the site, but I've contacted the owner and requested that they be removed. In the meantime the link in the OP points to adfly instead. Also the alternate link is still a direct download from bitbucket. Apologies for any trouble this caused. EDIT: Talked to the owner and the site is fixed now. The text "Download MCPatcher 1.7.4" links directly to the download.
On a different topic, work progresses on the 1.8 snapshots. While maybe not on the level of 1.7, I can already tell this update is going to cause some headaches for modders. When I had just gotten everything working in 14w02, Mojang completely changed the way render passes are handled in 14w03. So it goes. The current plan is to wait and see if 14w04 holds any more surprises before releasing anything.
I have a trouble with CIT.
I'm wanting to make different textures for iron swords with nbt "nbt.display.Name=FireSword1" and "nbt.display.Name=FireSword2"
I've created two properties files for it: FireSword2.properties
When I try patching, and then I do "Test minecraft" it fails. This is the relevant part of the log:
MCPatcher version is 4.3.1_01
OS: Windows 7 6.1 x86
JVM: Oracle Corporation 1.7.0_25 (32 bit)
Classpath: C:\Users\Arthur\Documents\Minecraft stuff\Programs\mcpatcher-4.3.1_01.exe
Fetching https://s3.amazonaws.com/Minecraft.Download/versions/versions.json...
Minecraft version is 1.7.4 (md5 f9ffe7e56b26d459560c48e228cc6ad4)
--bunch of stuff I cut out--
Exception in thread "main" joptsimple.OptionMissingRequiredArgumentException: Option ['userType'] requires an argument
at joptsimple.RequiredArgumentOptionSpec.detectOptionArgument(RequiredArgumentOptionSpec.java:48)
at joptsimple.ArgumentAcceptingOptionSpec.handleOption(ArgumentAcceptingOptionSpec.java:256)
at joptsimple.OptionParser.handleLongOptionToken(OptionParser.java:496)
at joptsimple.OptionParserState$2.handleArgument(OptionParserState.java:56)
at joptsimple.OptionParser.parse(OptionParser.java:433)
at net.minecraft.client.main.Main.main(SourceFile:87)
Minecraft exited with status 1
Not sure what you mean by this. If a pack is converted to 1.6 it will work in 1.7.x and 1.8.x. No converter is required.
Yes, that's what I was trying to say. Sorry for the bad english, I'm brazilian. Hehehe, Thanks! I won't be that worried by now when I continue my texture pack...
PSN:
Can't you read? I said I only play PC Minecraft
Member Details
I just wanted to post a bug report concerning MCPatcher's handling of Stained Glass textures. Here are the stained glass blocks with a vanilla version installed:
The textures are as transparent as the should be.Here, on the other hand, are the exact same blocks in the exact same position on an MCPatcher version of the game:
As you can see, they are no longer transparent. There are one of the worst types of glass blocks: OPAGUE! The texture on some of the glass blocks changed because I am making CTM for them.
I just wanted to post a bug report concerning MCPatcher's handling of Stained Glass textures. Here are the stained glass blocks with a vanilla version installed:
The textures are as transparent as the should be.Here, on the other hand, are the exact same blocks in the exact same position on an MCPatcher version of the game:
As you can see, they are no longer transparent. There are one of the worst types of glass blocks: OPAGUE! The texture on some of the glass blocks changed because I am making CTM for them.
Did you accidentally put the stained glass on render pass 2? (instead of pass 1)
Did you accidentally put the stained glass on render pass 2? (instead of pass 1)
I will look at the CTM setup, but I don't think they were edited.
*several minutes later* Okay, I'm an idiot. You were right, the glass wasn't on render pass 1. I copied the CTM from normal glass so it had the default value of 0. Thanks for helping me.
Any chance of adding an and operator for enchantments? Or is that sort of functionality waiting on MCP to finish up? Sorry for repeating. I'm unsure if you've seen it or not.
Details:
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. An and operator for detecting multiple enchantments at a time 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 unbreaking has reinforced handle and hand guard.
Sword with smite is heavier/thicker for smashing through brittle undead.
Sword with both smite and unbreaking comes out with a thick and heavy blade attached to a reinforced handle/handguard.
Life is a Learning Curve....
Unfortunately, you're stuck on the bottom...amongst the bones of the stupid.
EDIT: Tested it in 1.7.2, not fixed and my automessage on my server looks weird. Staying on 1.7.4. No mods for me then
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Curse PremiumI've been running vanilla for a while, but I wanted to work on some of my CTM so I grabbed the latest MCPatcher (4.3.1_01). I deleted the 1,7,4 version file and re-installed it with the launcher, just to be sure I had a clean install, and ran MCPatcher. It appeared to have worked, but when I loaded my pack, it looked like this:
The orange blocks actually flash between various shades of orange and yellow.
I closed out Minecraft and reloaded Vanilla, to make sure I hadn't hilariously broken anything, but in vanilla, it looks as it should.
I'm pretty sure I have my folders right, but this is what they look like, in case I've actually buggered something up.
That's within the .minecraft folder, but I have everything I use for Minecraft thrown into a library for easy navigation, so it doesn't show anything relevant above the resourcepacks folder.
No error log, because nothing crashes. It just misbehaves terribly.
Yes this solution worked for me.
Skyboxes (and everything else) are officially working again.
Thank you.
Does anyone knows, how to fix it?
Hi everyone. I saw the complaints about the fake download links on the main download site for the Windows version. I don't have any direct control over the site, but I've contacted the owner and requested that they be removed. In the meantime the link in the OP points to adfly instead. Also the alternate link is still a direct download from bitbucket. Apologies for any trouble this caused.EDIT: Talked to the owner and the site is fixed now. The text "Download MCPatcher 1.7.4" links directly to the download.On a different topic, work progresses on the 1.8 snapshots. While maybe not on the level of 1.7, I can already tell this update is going to cause some headaches for modders. When I had just gotten everything working in 14w02, Mojang completely changed the way render passes are handled in 14w03. So it goes. The current plan is to wait and see if 14w04 holds any more surprises before releasing anything.
I'm wanting to make different textures for iron swords with nbt "nbt.display.Name=FireSword1" and "nbt.display.Name=FireSword2"
I've created two properties files for it:
FireSword2.properties
FireSword1.properties
But in game, I see custom texture for only "nbt.display.Name=FireSword1".
What I'm doing wrong?
How do I fix it?
Can't wait to get my ctm random textures back in my world!
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ModeratorMenu bar of MCPatcher in red: Convert Texture Pack
Yes I saw that, but I didn't know when the 1.7.4 updates would be available. Thanks.
Yes, that's what I was trying to say. Sorry for the bad english, I'm brazilian. Hehehe, Thanks! I won't be that worried by now when I continue my texture pack...
Did you accidentally put the stained glass on render pass 2? (instead of pass 1)
Putting the CENDENT back in transcendent!
*several minutes later* Okay, I'm an idiot. You were right, the glass wasn't on render pass 1. I copied the CTM from normal glass so it had the default value of 0. Thanks for helping me.
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Retired StaffDetails:
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. An and operator for detecting multiple enchantments at a time 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: