Remember folks some of us will have to rewrite the CTM property files to make the packs functional with the new test version of MCPatcher. As Kahr said, the old blockID's have been changed from numeric to a word based method. Also Metadata has been phased out for Block States. There will still be some meticulous changes I believe in the full functionality of the patcher... I don't know yet, I'm not Kahr or his representitive, just a pack maker who understands the trials and tribulations Mojang has set forth in the metamorphosis of Minecraft
Basic CIT functionality. Item replacements and enchantments appear to work, but have not been extensively tested.
CTM now tries to auto-convert block:metadata to property=value format. This should be a great help to artists updating their packs to 1.8, but there are limitations. See below for details.
On the patcher Options tab, you can set Connected Textures logging to Config to force the game to dump all block properties and their possible values on startup. This is a lot of output, so copy it to a text file for easier reference.
Reimplement CTM connect=tile.
Reimplement CTM linked=true.
Better CTM support for special cases like rotated logs, etc.
Custom wolf collar, armor, sheep, map colors.
Current features backported to Minecraft 1.5.2. This needs testing with BTW in particular.
Patcher now remembers its window size and position.
Many bug fixes.
NOT working yet (partial TODO list):
Better Grass (side grass texture).
Better Glass (extra render passes).
CTM for fluid blocks.
Custom font colors.
The block:metadata conversion attempts to interpret old numerical metadata values as block state properties. When you have a block:metadata rule with no properties specified, MCPatcher makes its best guess at a proper 1.8 equivalent. Check the output log for messages like
minecraft:mcpatcher/ctm/granite/base.properties: expanded minecraft:stone:2 to variant=smooth_granite
This means you should use (in your properties file)
The conversion is not perfect, however, and may require manual tweaking, especially for multipart blocks like beds and double plants.
Here are the default rabbit egg spawn colors for color.properties:
The 1.8 update is still a struggle to work with, hence the slow progress. Understanding the code better hasn't really raised my opinion of it much. I still find it brittle and stubbornly resistant to every attempt to swap out textures dynamically, which is the heart of CTM and CIT. All for the sake of the frankly dubious optimization of baking custom model data into int arrays. Which is likely undone by having to allocate a new object for every replacement texture of every face of every model.
Many thanks for working on a conversion tool for the new naming system, kahr. I was dreading having to go through everything. Mind you...haven't tested it yet, but your work in that direction is very much appreciated.
So if I'm correct about the naming new naming system, changing the [code] matchBlocks=47 [/code] in the bookshelf properties will now be changed to code] matchBlocks=minecraft:bookshelf [code/] and glass panes will be matchBlocks=minecraft:glass_pane [/code]?[/code]
Kahr I'm still very glad that Better Glass is still on the table! I had almost lost all hope of it actually being implemented. Did the MCP help you in any way?
Still after work tomorrow I'm downloading this and making use of everything... Hopefully I can figure out how to prepare my doors for the possibility of Better Glass.
I also want to let you know once I have finished Chromatose, I plan on restarting my epic Complete & Total Mayhem pack. Using the epic functionality of MCPatcher to see about benchmarking some computers XD
I'm wondering if it will ever be possible to implement mob textures that change depending on what nametag they have on. (Sort of like display names and CIT)
This has been requested so many times in this thread that it would be madness to think that implementing it hasn't occurred to Kahr. Seriously, this is probably the #1 most requested feature currently. Be patient and give him time to work out the update to 1.8. Hopefully after perfecting the update he'll feel like adding new features.
Hi! I'm having a lot of fun messing around with the 1.8 preview, so I thought I'd let you know of a few interesting issues I bumped into! I'm not sure all of these are necessarily caused by the patcher, but I figured the more information the better.
Firstly, I noticed that I started experiencing a lot of lag after patching. It was very similar to server lag, except I was in singleplayer. I'd break a block, and it would drop its items, and I could walk over the spot where it had been, except the block would still be there! It would often take several seconds for the block to disappear, and sometimes I'd get to see through the world for a few seconds where it used to be before the textures behind it updated.
Secondly, and way more interestingly, I discovered a weird world generation glitch. I've been playing 1.8 a lot since it came out and did not experience this glitch until after I installed MCPatcher, but I think this may have been a coincidence. However, I'll put it here just in case! I was exploring my recently-generated world, and came across this chunk that didn't seem to have loaded properly.
Once I entered the area past the funky generation (where my character is currently standing), I couldn't move, as if I was stuck in a block. So I logged out and back in, only to discover that the terrain had regenerated! Here's a picture of the exact same spot after I logged in:
So anyways, those are pretty much the only bugs I've experienced so far since I started using the 1.8 preview. Thanks so much for putting so much work in this, it's wonderful!!
I'm also seeing delays after breaking blocks (SSP). For example (just ran this test several times from a save), when harvesting two rows of pumpkins about 48 blocks each, I'll see 4-6 separate groups of a few lingering blocks, versus not a single one in vanilla. No obvious difference between patcher previews 1 and 2.