I raise my glass to the best explaination of MCPatcher's significance in this community that I have seen these many moons. * Alvoria raises his glass of Zinfandel in 13thMurder's honor * Here Here!
matchBlocks yes, matchTiles no. I would strongly recommend getting out of the habit of relying on naming your files block###.properties though. There's no telling when Mojang will remove the last vestiges of numerical IDs.
Yeah I plan on shifting all of the ctm over to name based when I next push an update for my pack. I can't however seem to get ctm to work for modded blocks, which I recall reading you can do. So I am thinking that my file/folder structure for it isn't right,or I am not specifying the right patch in the .properties file. So could I get a sample of how to set it up for am do or if anyone has a pack with some ctm for mods in it could you point me to it?
to be honest.. anyone who uses this over Optifine is doing it wrong..
(and not using optifine at all is definitely silly.. the chunk loading is so much better)
Let's take a look at he pros and cons of using mcpatcher over optifine.
Pros:
More featuers, such as Better Glass and CIT.
Better mod support.
Cons:
No support for putting it in the mods folder. Could be if kahr implemented ITweaker.
Not to mention, not everyone wants to use Optifine. It has it's place to be sure, but there's no obligation for everyone to use Optifine UND ONLY OPTIFINE, people can use what they want. Maybe Optifine is unnecessary for one, or uncooperative for another, whatever their reasons are they're not "silly" or "doing it wrong" if they use MCPatcher instead. Regardless of what you might think, MCPatcher has its place and ain't going anywhere anytime soon, not with how important it is to many resource pack creators, and maybe even adventure map creators due to the Custom Item Textures feature allowing them to add unique-looking items for the purposes of their map.
I'd say another "Pro" is that not only is MCpatcher much, much faster at updating, it also sometimes has snapshot support. Optifine pretty much completely relies on MCP (Mod Coder Pack), and took an extremely long time to get to even 1.7.4. MCpatcher already has 1.7.5 support, Optifine doesn't.
I don't think Optifine is EVER updated to snapshots, either, waiting for stable releases, which means updating is going to take longer, because snapshots give content creators (like modders and resource pack makers) a head start on what changes are being made.
Rollback Post to RevisionRollBack
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
That's much easier said than done. For those who want the gory details, I'll just paste my reply to a PM asking about the same thing:
It's not the use of Javassist that worries me. It's the way MCPatcher does its own deobfuscation and reobfuscation. As I understand it, FML relies on fixed mappings, which means it has all the information it needs for each class as soon as the class loader calls for it. MCPatcher often won't know what to do with, say, abc.class until it sees cba.class, which may not even be loaded yet. It takes multiple passes over the entire jar file to fully resolve these cross-dependencies before patching can begin.
While this problem isn't unsolvable, it's a lot more complicated than I want to deal with. If you run into a situation where you can't resolve a particular class, say in a new snapshot, what do you do? Today I can just grey out that feature in MCPatcher's UI, but when you're in the middle of starting the game, an unceremonious crash is about your only option.
Of course you could sidestep the issue by using fixed mappings. That ties you to one specific version of Minecraft, though, and defeats much of the purpose of MCPatcher's system. You couldn't necessarily use MCP's either, since I often have to name things well before any MCP release. (I already have mappings for several new 1.8 classes for example).
Anyway, I wanted to show this:
It may not look like much, but it's taken me days to get CTM working on rotated logs and pillars again after the last snapshot. What's nice is that there's no more special-case code for these blocks anymore. The models have all the information I need to tell me when the "top" face is actually on the north, etc.
That's much easier said than done. For those who want the gory details, I'll just paste my reply to a PM asking about the same thing:
I wasn't really talking about mcpatcher itself using a version independent ITweaker. I meant that it could create a version dependent jar file that uses ITweaker and ASM transformers. It still takes some work, but it would be better than the other option
Hmm. I thought of an extension to ctm rules and a slightly more advanced random mobs. I dunno if there's already a rule for this, but for all that I've messed with MCPatcher, there doesn't seem to be. Anyways, here's an explanation for each.
Orientation Rule for CTM:
• Normal: Default when not included. Doesn't change any functionality of current CTM rules.
• Horizontal: Flips textures randomly in the horizontal direction.
• Vertical: Flips textures randomly in the vertical direction.
• Rotate: Rotates textures by 90 degrees randomly. Also can be paired with Horizontal or Vertical.
• Random: Flips and Rotates the texture randomly.
Advanced Random Mobs:
• Bodypart Specifications:
â—‹ Allows you to create a folder for a mob containing textures for the bodyparts you'd like to switch out. Subfolders for each head, body, arms, and legs. If the feature is used, then the game looks for textures within these folders and applies them randomly to mobs. Only looks for the folders that exist.
â–£Example 1: So, if you only want to change the shirt and pants of a zombie, giving 10 textures to each, you don't have to create 100 different textures specifically for each combination.
â–£Example 2: If you want certain chunks of a skeleton to be missing, such as parts of it's skull or a missing rib here and there, you specify torso and head folders with the textures you wish to mix and match.
I can understand if and why the advanced Random Mobs stuff might be a bit much though. Just thought I'd share the thoughts, though. Keep up the great work, man.
Let's take a look at he pros and cons of using mcpatcher over optifine.
Pros:
More featuers, such as Better Glass and CIT.
Better mod support.
Cons:
No support for putting it in the mods folder.
No fps increase, which isn't required for me.
No ingame menu for changing mcpatcher settings.
Most of the cons are inconsequential.
1) Can Optifine change the texture of an item based simply on NBT data? Nope. ("Custom Item Texutres" feature) (Ex.: Naming an Emerald & calling it "Ruby" changes it into the Ruby texture, but if the Emerald isn't named, it stays the normal Emerald texture.)
2) Is Optifine working on the weekly snapshots? Nope. (MCPatcher might not work on ALL snapshots, but it does work on MOST of them. Optifine doesn't work on any snapshots.)
3) Does Optifine have a Texture Pack converter? Nope.
The only thing Optifine is good for is for reducing lag. MCPatcher isn't deisgned to do that, nor does MCPatcher decrease your fps.
Optifine sucks as being a Texture/Resource Pack tool.
to be honest.. anyone who uses this over Optifine is doing it wrong..
(and not using optifine at all is definitely silly.. the chunk loading is so much better)
No it's not. It's silly if you use Optifine over MCPatcher.(unless maybe you're going to play in normal vanilla Survival without a texture pack, then you MIGHT, but not really, have a point)
& who really cares about the chunk loading? My computer runs Minecraft just fine. I don't use Optifine, because the only thing Optifine is good at, is reducing lag, & I don't have any lag on my computer. If anything, Optifine decreases my fps.
If you look on the Optifine page, it says: Information for Texture Pack Authors (based on MCPatcher's description)
...read it again carefully. (BASED ON MCPATCHER'S DESCRIPTION)!
So yeah if anything, Optifine is copying Kahr's MCPatcher code. All the texture pack features that Optifine has, also goes into the \{Resource Pack's Name}\assets\minecraft\mcpatcher folder, just like for MCPatcher.
The only people who should use Optifine, are people who have really bad & ancient computers(which I don't have). If people can run Minecraft without Optifine & get 20-60 fps, should use MCPatcher or just plain Vanilla, but no Optifine. You don't really need any fps that are higher than 60.
Optifine sucks at their statement of:
"Doubling the FPS is common."
I, as a texture/resource pack artist, hate Optifine, because it lacks the same quality features as MCPatcher.(Optifine might have the same features, but it's not the same as MCPatcher, if not worse).
I, as a normal player, hate Optifine, because it sucks as increasing fps & reducing lag. (It decreases fps & creates lag).
You're right. MCPatcher is better for resource packs in almost every way.
But don't denounce Optifine because it doesn't help YOU.
Optifine is a fine mod; it increases FPS on not only "Ancient Machines," but on computers that are not able to run the game perfectly. You are treating it like its only purpose is for resource packs; it isn't. Its main purpose is to increase FPS, smoother chunk loading etc.
The best thing would be to have Optifine and MCPatcher fully compatible...oh well.
Anyone know if mcpatcher.net is legit as a support site for this mod? I almost went through with downloading the version, but the executable had a randomized name on it, and that's a potentially bad sign.
Also, thank you mod makers! I wouldn't be able to get Chroma Hills working with Forge if it weren't for your help.
Anyone know if mcpatcher.net is legit as a support site for this mod? I almost went through with downloading the version, but the executable had a randomized name on it, and that's a potentially bad sign.
Also, thank you mod makers! I wouldn't be able to get Chroma Hills working with Forge if it weren't for your help.
As far as I know the only official sites for MCPatcher are this thread and the Bitbucket repository.
As a general rule, only download mods and resource packs from the forum or other reputable sites like Curse or Planet Minecraft. Even though packages from 3rd party sites may not always be harmful, by only downloading from user-controlled sites like these you're sure to be getting up to date versions and that your downloads will contribute to the content creators.
Connected Textures doesn't seem to be working. The randomized block textures are, but not the actual connecting of textures is not (glass and so forth).
Rollback Post to RevisionRollBack
I used to fight for the glory of the Aldmeri Dominion.
Just skip to 45 secs to get to the clock and avoid the intro, etc.
Just thought I'd have a tinker with my GS clock item and see if I could make a proper town hall clock with it, by animating one of the paintings. Well the process was partly successful in that it animates ok and is certainly large and imposing and shows the possibilities. However, I couldn't make it keep time accurately and the time displayed starts at 12 noon mid-day (the first frame of my 180 frame animation) whenever it's first placed...and presumably starts at that time whenever a world is started. So for practical time keeping purposes it is currently useless, but I thought it had some curiosity value.
As it is, the only method I could think of for attempting to keep the time was to have each frame of animation (totaling 180 frames) flick by every 133.3333... ticks (Minecraft time). 24,000 ticks currently make up a Minecraft day/night cycle if I'm correct, so I arrive at 133.33.. ticks by dividing 24,000 by 180. In MCPatcher I set the duration of each frame to 133 and then make up the shortfall that occurs during the cycle by adding 60 ticks on the last frame, but this doesn't work (probably my stupid maths), it just continually loses time and the 60 ticks worth of correction doesn't seem to work. Admittedly I haven't continued to try different approaches because I'm not sure if animation time is exactly the same as Minecraft game time.
Coupled with the fact that it's impossible to choose which painting gets plonked down, means that you can't even accurately place the clock each day at precisely 12.00 noon! My timing method is very crude and my maths is undoubtedly way out, but without being able to link the start of an MCPatcher animation to a precise moment in game time, it's probably always going to be a non-starter as an acurate time piece.
I realize I really should make a new clock with a more accommodating number of frames for 'tick' time, but the effort would be wasted if animated paintings or animations in general can't be governed by a precise start time.
If anyone could suggest a current MCPatcher, non-mod way, of making the timing (related to game time) work on an animated painting, I would be very grateful. To be more specific, is there currently a way to have animations precisely linked with the time of day in Minecraft?
kahr, forgive me for not understanding the complexity of these things, but could a command be added into animation .property files that allows for when the first frame of an animation starts in an MC day/night cycle? Perhaps it already exists, but I'm not aware of this. Would this help govern an animated painting clock, or am I barking up the wrong clock tower?
You're right. MCPatcher is better for resource packs in almost every way.
But don't denounce Optifine because it doesn't help YOU.
Optifine is a fine mod; it increases FPS on not only "Ancient Machines," but on computers that are not able to run the game perfectly. You are treating it like its only purpose is for resource packs; it isn't. Its main purpose is to increase FPS, smoother chunk loading etc.
The best thing would be to have Optifine and MCPatcher fully compatible...oh well.
You are right, I am getting denouncing it because of personal opinion. It is a good mod, but I personally don't like it. But you are right, I'll stop.
One of my mc patch enabled packs is causing me to crash on a server when I use mc patch. No idea why. Can you take a look at this error log and try to shed some light on the subject?
---- Minecraft Crash Report ----
// Uh... Did I do that?
Time: 3/17/14 12:05 AM
Description: Unexpected error
java.lang.NullPointerException: Unexpected error
at bml.k(SourceFile:2413)
at bml.b(SourceFile:196)
at bmn.a(SourceFile:163)
at bmz.a(SourceFile:1282)
at bms.a(SourceFile:958)
at bms.b(SourceFile:814)
at azl.ah(SourceFile:784)
at azl.f(SourceFile:711)
at net.minecraft.client.main.Main.main(SourceFile:148)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at bml.k(SourceFile:2413)
at bml.b(SourceFile:196)
at bmn.a(SourceFile:163)
at bmz.a(SourceFile:1282)
at bms.a(SourceFile:958)
-- System Details --
Details:
Minecraft Version: 1.7.5
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_09, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 157033856 bytes (149 MB) / 235274240 bytes (224 MB) up to 518979584 bytes (494 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
Launched Version: 1.7.5-mcpatcher
LWJGL: 2.9.1
OpenGL: AMD Radeon HD 7570M GL version 4.2.11411 Compatibility Profile Context, ATI Technologies Inc.
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Very likely; Jar signature invalidated
Type: Client (map_client.txt)
Resource Packs: [Riverwood (Beta v0.5).zip]
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: On (16)
You're right. MCPatcher is better for resource packs in almost every way. But don't denounce Optifine because it doesn't help YOU. Optifine is a fine mod; it increases FPS on not only "Ancient Machines," but on computers that are not able to run the game perfectly. You are treating it like its only purpose is for resource packs; it isn't. Its main purpose is to increase FPS, smoother chunk loading etc. The best thing would be to have Optifine and MCPatcher fully compatible...oh well.
It is compatible. It bothers me when people say so otherwise. One simply needs to use the LITE version of Optifine and either patch a jar with optifine or patch a vanilla jar with optifine as an extra mod; I forget which.
Just skip to 45 secs to get to the clock and avoid the intro, etc.
Just thought I'd have a tinker with my GS clock item and see if I could make a proper town hall clock with it, by animating one of the paintings. Well the process was partly successful in that it animates ok and is certainly large and imposing and shows the possibilities. However, I couldn't make it keep time accurately and the time displayed starts at 12 noon mid-day (the first frame of my 180 frame animation) whenever it's first placed...and presumably starts at that time whenever a world is started. So for practical time keeping purposes it is currently useless, but I thought it had some curiosity value.
As it is, the only method I could think of for attempting to keep the time was to have each frame of animation (totaling 180 frames) flick by every 133.3333... ticks (Minecraft time). 24,000 ticks currently make up a Minecraft day/night cycle if I'm correct, so I arrive at 133.33.. ticks by dividing 24,000 by 180. In MCPatcher I set the duration of each frame to 133 and then make up the shortfall that occurs during the cycle by adding 60 ticks on the last frame, but this doesn't work (probably my stupid maths), it just continually loses time and the 60 ticks worth of correction doesn't seem to work. Admittedly I haven't continued to try different approaches because I'm not sure if animation time is exactly the same as Minecraft game time.
Coupled with the fact that it's impossible to choose which painting gets plonked down, means that you can't even accurately place the clock each day at precisely 12.00 noon! My timing method is very crude and my maths is undoubtedly way out, but without being able to link the start of an MCPatcher animation to a precise moment in game time, it's probably always going to be a non-starter as an acurate time piece.
I realize I really should make a new clock with a more accommodating number of frames for 'tick' time, but the effort would be wasted if animated paintings or animations in general can't be governed by a precise start time.
If anyone could suggest a current MCPatcher, non-mod way, of making the timing (related to game time) work on an animated painting, I would be very grateful. To be more specific, is there currently a way to have animations precisely linked with the time of day in Minecraft?
kahr, forgive me for not understanding the complexity of these things, but could a command be added into animation .property files that allows for when the first frame of an animation starts in an MC day/night cycle? Perhaps it already exists, but I'm not aware of this. Would this help govern an animated painting clock, or am I barking up the wrong clock tower?
Certainly, a feature which could specify at what times a particular frame should last would be useful. Or maybe connected item frame items...
It is compatible. It bothers me when people say so otherwise. One simply needs to use the LITE version of Optifine and either patch a jar with optifine or patch a vanilla jar with optifine as an extra mod; I forget which.
Certainly, a feature which could specify at what times a particular frame should last would be useful. Or maybe connected item frame items...
I thought that both Optifine lite and mcpatcher modified the same classes in 1.7+, thereby making both hopelessly incompatible. Actually, it says on the Optifine page that Optifine light is not compatible with modloader or forge.
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ModeratorYeah I plan on shifting all of the ctm over to name based when I next push an update for my pack. I can't however seem to get ctm to work for modded blocks, which I recall reading you can do. So I am thinking that my file/folder structure for it isn't right,or I am not specifying the right patch in the .properties file. So could I get a sample of how to set it up for am do or if anyone has a pack with some ctm for mods in it could you point me to it?
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Curse PremiumLet's take a look at he pros and cons of using mcpatcher over optifine.
Pros:
- More featuers, such as Better Glass and CIT.
- Better mod support.
Cons:- No support for putting it in the mods folder. Could be if kahr implemented ITweaker.
- No fps increase, which isn't required for me.
- No ingame menu for changing mcpatcher settings.
Most of the cons are inconsequential.Mods I work on and maintain:
TabbyChat | Mine Little Pony
My Blog
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Retired StaffI'd say another "Pro" is that not only is MCpatcher much, much faster at updating, it also sometimes has snapshot support. Optifine pretty much completely relies on MCP (Mod Coder Pack), and took an extremely long time to get to even 1.7.4. MCpatcher already has 1.7.5 support, Optifine doesn't.
I don't think Optifine is EVER updated to snapshots, either, waiting for stable releases, which means updating is going to take longer, because snapshots give content creators (like modders and resource pack makers) a head start on what changes are being made.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
That's much easier said than done. For those who want the gory details, I'll just paste my reply to a PM asking about the same thing:
Anyway, I wanted to show this:
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Curse PremiumI wasn't really talking about mcpatcher itself using a version independent ITweaker. I meant that it could create a version dependent jar file that uses ITweaker and ASM transformers. It still takes some work, but it would be better than the other option
Mods I work on and maintain:
TabbyChat | Mine Little Pony
My Blog
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Retired StaffOrientation Rule for CTM:
Advanced Random Mobs:
I can understand if and why the advanced Random Mobs stuff might be a bit much though. Just thought I'd share the thoughts, though. Keep up the great work, man.
Putting the CENDENT back in transcendent!
1) Can Optifine change the texture of an item based simply on NBT data? Nope. ("Custom Item Texutres" feature) (Ex.: Naming an Emerald & calling it "Ruby" changes it into the Ruby texture, but if the Emerald isn't named, it stays the normal Emerald texture.)
2) Is Optifine working on the weekly snapshots? Nope. (MCPatcher might not work on ALL snapshots, but it does work on MOST of them. Optifine doesn't work on any snapshots.)
3) Does Optifine have a Texture Pack converter? Nope.
The only thing Optifine is good for is for reducing lag. MCPatcher isn't deisgned to do that, nor does MCPatcher decrease your fps.
Optifine sucks as being a Texture/Resource Pack tool.
No it's not. It's silly if you use Optifine over MCPatcher.(unless maybe you're going to play in normal vanilla Survival without a texture pack, then you MIGHT, but not really, have a point)
& who really cares about the chunk loading? My computer runs Minecraft just fine. I don't use Optifine, because the only thing Optifine is good at, is reducing lag, & I don't have any lag on my computer. If anything, Optifine decreases my fps.
If you look on the Optifine page, it says:
Information for Texture Pack Authors (based on MCPatcher's description)
...read it again carefully. (BASED ON MCPATCHER'S DESCRIPTION)!
So yeah if anything, Optifine is copying Kahr's MCPatcher code. All the texture pack features that Optifine has, also goes into the \{Resource Pack's Name}\assets\minecraft\mcpatcher folder, just like for MCPatcher.
The only people who should use Optifine, are people who have really bad & ancient computers(which I don't have). If people can run Minecraft without Optifine & get 20-60 fps, should use MCPatcher or just plain Vanilla, but no Optifine. You don't really need any fps that are higher than 60.
Optifine sucks at their statement of:
"Doubling the FPS is common."
I, as a texture/resource pack artist, hate Optifine, because it lacks the same quality features as MCPatcher.(Optifine might have the same features, but it's not the same as MCPatcher, if not worse).
I, as a normal player, hate Optifine, because it sucks as increasing fps & reducing lag. (It decreases fps & creates lag).
What other mods do the same things as MCPatcher does & are better than it?
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Curse PremiumYou're right. MCPatcher is better for resource packs in almost every way.
But don't denounce Optifine because it doesn't help YOU.
Optifine is a fine mod; it increases FPS on not only "Ancient Machines," but on computers that are not able to run the game perfectly. You are treating it like its only purpose is for resource packs; it isn't. Its main purpose is to increase FPS, smoother chunk loading etc.
The best thing would be to have Optifine and MCPatcher fully compatible...oh well.
@All: Please stay on topic.
Also, thank you mod makers! I wouldn't be able to get Chroma Hills working with Forge if it weren't for your help.
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ModeratorAs a general rule, only download mods and resource packs from the forum or other reputable sites like Curse or Planet Minecraft. Even though packages from 3rd party sites may not always be harmful, by only downloading from user-controlled sites like these you're sure to be getting up to date versions and that your downloads will contribute to the content creators.
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Curse PremiumJust skip to 45 secs to get to the clock and avoid the intro, etc.
Just thought I'd have a tinker with my GS clock item and see if I could make a proper town hall clock with it, by animating one of the paintings. Well the process was partly successful in that it animates ok and is certainly large and imposing and shows the possibilities. However, I couldn't make it keep time accurately and the time displayed starts at 12 noon mid-day (the first frame of my 180 frame animation) whenever it's first placed...and presumably starts at that time whenever a world is started. So for practical time keeping purposes it is currently useless, but I thought it had some curiosity value.
As it is, the only method I could think of for attempting to keep the time was to have each frame of animation (totaling 180 frames) flick by every 133.3333... ticks (Minecraft time). 24,000 ticks currently make up a Minecraft day/night cycle if I'm correct, so I arrive at 133.33.. ticks by dividing 24,000 by 180. In MCPatcher I set the duration of each frame to 133 and then make up the shortfall that occurs during the cycle by adding 60 ticks on the last frame, but this doesn't work (probably my stupid maths), it just continually loses time and the 60 ticks worth of correction doesn't seem to work. Admittedly I haven't continued to try different approaches because I'm not sure if animation time is exactly the same as Minecraft game time.
Coupled with the fact that it's impossible to choose which painting gets plonked down, means that you can't even accurately place the clock each day at precisely 12.00 noon! My timing method is very crude and my maths is undoubtedly way out, but without being able to link the start of an MCPatcher animation to a precise moment in game time, it's probably always going to be a non-starter as an acurate time piece.
I realize I really should make a new clock with a more accommodating number of frames for 'tick' time, but the effort would be wasted if animated paintings or animations in general can't be governed by a precise start time.
If anyone could suggest a current MCPatcher, non-mod way, of making the timing (related to game time) work on an animated painting, I would be very grateful. To be more specific, is there currently a way to have animations precisely linked with the time of day in Minecraft?
kahr, forgive me for not understanding the complexity of these things, but could a command be added into animation .property files that allows for when the first frame of an animation starts in an MC day/night cycle? Perhaps it already exists, but I'm not aware of this. Would this help govern an animated painting clock, or am I barking up the wrong clock tower?
You are right, I am getting denouncing it because of personal opinion. It is a good mod, but I personally don't like it. But you are right, I'll stop.
All right, I'll drop it.
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Retired Staff---- Minecraft Crash Report ----
// Uh... Did I do that?
Time: 3/17/14 12:05 AM
Description: Unexpected error
java.lang.NullPointerException: Unexpected error
at bml.k(SourceFile:2413)
at bml.b(SourceFile:196)
at bmn.a(SourceFile:163)
at bmz.a(SourceFile:1282)
at bms.a(SourceFile:958)
at bms.b(SourceFile:814)
at azl.ah(SourceFile:784)
at azl.f(SourceFile:711)
at net.minecraft.client.main.Main.main(SourceFile:148)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at bml.k(SourceFile:2413)
at bml.b(SourceFile:196)
at bmn.a(SourceFile:163)
at bmz.a(SourceFile:1282)
at bms.a(SourceFile:958)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [bkl['steelfeathers'/5309435, l='MpServer', x=-12541.65, y=64.62, z=-3260.22]]
Chunk stats: MultiplayerChunkCache: 324, 324
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (-11328,70,-2540), Chunk: (at 0,4,4 in -708,-159; contains blocks -11328,0,-2544 to -11313,255,-2529), Region: (-23,-5; contains chunks -736,-160 to -705,-129, blocks -11776,0,-2560 to -11265,255,-2049)
Level time: 756968382 game time, 758143654 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Forced entities: 28 total; [bkl['steelfeathers'/5309435, l='MpServer', x=-12541.65, y=64.62, z=-3260.22], xm['Witch'/5334974, l='MpServer', x=-12597.50, y=15.00, z=-3229.50], ww['Creeper'/5332155, l='MpServer', x=-12524.50, y=48.00, z=-3332.50], xm['Witch'/5334975, l='MpServer', x=-12601.50, y=15.00, z=-3225.50], ww['Creeper'/5333679, l='MpServer', x=-12610.88, y=15.00, z=-3244.28], ww['Creeper'/5333678, l='MpServer', x=-12615.50, y=15.00, z=-3241.50], xk['Spider'/5334693, l='MpServer', x=-12572.50, y=18.00, z=-3270.50], vf['Saxon'/5309436, l='MpServer', x=-12474.22, y=63.00, z=-3326.72], xj['Slime'/5309437, l='MpServer', x=-12474.69, y=28.00, z=-3294.69], xk['Spider'/5328870, l='MpServer', x=-12527.50, y=44.00, z=-3217.50], xi['Skeleton'/5332204, l='MpServer', x=-12582.63, y=20.00, z=-3259.56], xi['Skeleton'/5332205, l='MpServer', x=-12581.50, y=17.26, z=-3258.50], xi['Skeleton'/5328285, l='MpServer', x=-12580.50, y=19.00, z=-3283.50], ww['Creeper'/5333680, l='MpServer', x=-12616.50, y=15.00, z=-3244.50], ww['Creeper'/5331440, l='MpServer', x=-12612.59, y=15.00, z=-3321.00], wj['entity.MinecartChest.name'/5309535, l='MpServer', x=-12570.25, y=18.36, z=-3274.88], xk['Spider'/5326915, l='MpServer', x=-12492.50, y=45.00, z=-3215.50], ww['Creeper'/5333912, l='MpServer', x=-12466.03, y=50.00, z=-3232.53], wx['Enderman'/5333913, l='MpServer', x=-12486.53, y=14.00, z=-3261.50], wj['entity.MinecartChest.name'/5309557, l='MpServer', x=-12464.94, y=29.36, z=-3191.50], wj['entity.MinecartChest.name'/5309558, l='MpServer', x=-12610.50, y=21.52, z=-3284.50], wj['entity.MinecartChest.name'/5309695, l='MpServer', x=-12598.50, y=15.52, z=-3197.88], xi['Skeleton'/5334977, l='MpServer', x=-12597.50, y=15.00, z=-3231.50], vm['Sheep'/5309563, l='MpServer', x=-12612.03, y=67.00, z=-3229.03], xi['Skeleton'/5334976, l='MpServer', x=-12597.50, y=15.00, z=-3234.50], vm['Sheep'/5309562, l='MpServer', x=-12588.72, y=64.00, z=-3186.84], vb['Bat'/5330557, l='MpServer', x=-12570.25, y=11.00, z=-3237.25], ww['Creeper'/5333658, l='MpServer', x=-12534.50, y=25.00, z=-3322.50]]
Retry entities: 0 total; []
Server brand: CraftBukkit
Server type: Non-integrated multiplayer server
Stacktrace:
at bkg.a(SourceFile:289)
at azl.b(SourceFile:1947)
at azl.f(SourceFile:725)
at net.minecraft.client.main.Main.main(SourceFile:148)
-- System Details --
Details:
Minecraft Version: 1.7.5
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_09, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 157033856 bytes (149 MB) / 235274240 bytes (224 MB) up to 518979584 bytes (494 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
Launched Version: 1.7.5-mcpatcher
LWJGL: 2.9.1
OpenGL: AMD Radeon HD 7570M GL version 4.2.11411 Compatibility Profile Context, ATI Technologies Inc.
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Very likely; Jar signature invalidated
Type: Client (map_client.txt)
Resource Packs: [Riverwood (Beta v0.5).zip]
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: On (16)
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Curse PremiumIt is compatible. It bothers me when people say so otherwise. One simply needs to use the LITE version of Optifine and either patch a jar with optifine or patch a vanilla jar with optifine as an extra mod; I forget which.
Certainly, a feature which could specify at what times a particular frame should last would be useful. Or maybe connected item frame items...
I thought that both Optifine lite and mcpatcher modified the same classes in 1.7+, thereby making both hopelessly incompatible.Actually, it says on the Optifine page that Optifine light is not compatible with modloader or forge.Putting the CENDENT back in transcendent!