i found a bug that if you check 'grass fix' while patching, and you enter the game, and you will see that all sides of grass tiles are rendered in grey. I can be sure that it is not caused by texture packs because even with the default texture this problem continues
i hope you could fix this bug, thanks!
it's not a bug, you probably installed modloader AFTER patching, instead of BEFORE
I hadn't seen this posted in the last couple of pages so I decided to go ahead and post this bug I found. The bottoms of tools in game seem to come out a bit distorted. Is this normal, and is it happening to anyone else?
I hadn't seen this posted in the last couple of pages so I decided to go ahead and post this bug I found. The bottoms of tools in game seem to come out a bit distorted. Is this normal, and is it happening to anyone else?
EDIT:
That issue was reported and fixed already. Use the newest patcher release.
To solve this problem, the following procedure worked for me (Windows 7 Professional 64Bit):
1. Click Start -> Control Panel.
2. Open "Programs and Features"
3. In the list, look for "Java", right click on it and choose Deinstallation.
4. Open up WINDOWS INTERNET EXPLORER (64 BIT) The reason why I have capitalized this step is because if you use any other browser (IE32Bit, Firefox, etc.) it won't download the 64-Bit version of Java in the next step, and running the 32-Bit Version of Java on a 64-Bit Computer is probably what was causing the issue in the first place
5. Go to www.java.com
6. On the red bar at the top, click on "Downloads"
7. It should say "64-bit Java for Windows - Internet Explorer" in the first line. If it does not, your browser isn't running on 64Bit.
8. Download the Java installer and run it.
(optional) I have increased my java heap size after the installation, might not be necessary but I did it anyway and if your still having trouble following the steps above, I recommend you do this as well:
1. Click Start -> Control Panel.
2. Open "Java"
3. Click on the "Java" tab at the top.
4. Click "View"
5. Double click the blank line under "Runtime Parameters" and enter
-Xincgc -Xmx2048M
The last value is how much memory you want to allocate to java. If you don't have that much RAM you need to enter a smaller number.
6. Click OK
(optional) After all of this I have reinstalled Minecraft, the McPatcher AND my Texture Pack just to be absolutely sure that everything has been run on 64Bit. Might not be necessary again but that's what I did and my white boxes are gone, hopefully forever :tongue.gif:
Thanks to Kahr who made me realize I was running Java 32-Bit on a 64-Bit machine... stupid Firefox not downloading the right version *grumble*
It shouldn't matter what version of Java you are running. The only reason it would matter is if you wanted to allocate 2GB of ram which in itself doesn't really affect the issue. It's a rendering error that has yet to be tracked down.
P.S. - I just loaded with 32-bit and it didn't show the issue but I will need a load a mod that actually adds extra items. What mod are you running that gives a white box issue.
P.S.S. - I setup a new batch file that uses the 32-bit Java instead of the 64-bit one. I got my first Out of Memory error although it was in a thread rather than the whole program and it just kinda crashed. This was at 1536M. Oddly when I reset it to 1024M the issue cleared.
HOW TO ALLOCATE MORE MEMORY TO MINECRAFT (CAKE MODE) (WINDOWS 7 & VISTA)
===============================================
Step 1
Create a new text file anywhere on your PC (Right-Click > New > Text Document) and name it whatever you'd like.
Step 2
Open the text file and paste the following:
@ECHO OFF
java -Xmx6144M -Xms6144M -jar "LOCATION OF YOUR MINECRAFT.EXE"
For example, the second line in mine reads:
java -Xmx6144M -Xms6144M -jar "C:\Users\ZOMGBIE\Desktop\Minecraft.exe"
*NOTE* The 6114M is the total amount of RAM that I have allocated for my own Minecraft. Depending on how much RAM your computer has, you may need to lower this value (512M, 1024M, 2048M).
Step 3
After you have pasted in the above two lines, save the file and then RENAME it to end in .bat as opposed to .txt
Step 4
Double-click the renamed file (whatever.bat), which should launch Minecraft.exe. Load up your world/server, press F3 to confirm your "Used memory" and "Allocated memory" max values have changed.
===============================================
This may solve problems for users experiencing the 'white boxes' or extra particles on higher resolution texture packs (e.g. LB Photo Realism).
I had this same problem. Uninstall java then reinstall it. If using Windows 64bit make sure to download java using the internet explorer 64bit version. This is safe and will not affect your saves.
Well apparantly it DOES matter, because my white boxes are gone since I installed Java 64 Bit. It turns out that Minecraft got a big performance boost by it as well, because I couldn't use the 256x Version of the Texture Pack before, my FPS just went down the drain... And the 128x Version was only playable with Minecrafts graphic settings reduced. Now however I can use the 256x Version with maximum graphic settings just as smoothly :laugh.gif:
And I'm not using ANY other mods besides MacPatcher and the texture pack, neither before installing 64 Bit nor afterwards, so I don't think it was related to mods :tongue.gif:
I can't reproduce the white boxes on 32-bit java even with mods. I am able to reproduce another issue though and that's the reported Out of Memory error you get from java. This does appear to be a rendering issue based on the log that gets spit out by the console.
If it makes any difference I use MyCraft to wrap around Minecraft but it's only to manage the logs. It doesn't affect the tests. The only difference on my commands vs what others may use to load Minecraft is that I launch using java.exe rather than javaw.exe. This allows Minecraft to throw errors into the console box that likes to stick around behind Minecraft when you do that.
Here is the command used:
"%programfiles(x86)%\Java\jre6\bin\java.exe" -Xincgc -verbose:gc -Xms1024m -Xmx1536m -jar Minecraft.exe
I got a bunch of these in the console after a few minutes.
########## GL ERROR ##########
@ Post render
1285: Out of memory
It repeated alot. The game then halted with the typical out of memory error. This was on an x64 texture pack.
Changing the -Xms and -Xmx options to 1200m each relieved the issue. The trick appears to be to set both to the same on 32-bit version of Java.
On the x256 texture pack with both -Xms and -Xmx set to 1536m (the higest that 32-bit Java will handle) the game still crashed early with black screen and an Out of Memory error spit out to the console.
java.lang.OutOfMemoryError
Exception in thread "Minecraft main thread" java.lang.OutOfMemoryError
at sun.misc.Unsafe.allocateMemory(Native Method)
at java.nio.DirectByteBuffer.<init>(Unknown Source)
at java.nio.ByteBuffer.allocateDirect(Unknown Source)
at gc.c(SourceFile:72)
at jf.setTileSize(SourceFile)
at net.minecraft.client.Minecraft.a(SourceFile:303)
at net.minecraft.client.Minecraft.run(SourceFile:683)
at java.lang.Thread.run(Unknown Source)
The white box issue is extremely likely related as it appears to be an issue with it allocating memory for texture use. Can the op look into this? The issue is non-reproducable on 64-bit Java so it is an issue with using it under 32-bit Java. In this state the game is virtually unplayable in 32-bit mode.
FYI - I just retested with Minecraft.exe too.
Commandline Used: "%programfiles(x86)%\Java\jre6\bin\java.exe" -Xincgc -verbose:gc -Xms1536m -Xmx1536m
-jar MineCraft.exe
Instant Crash:
Exception in thread "Thread-13" java.lang.OutOfMemoryError
at sun.misc.Unsafe.allocateMemory(Native Method)
at java.nio.DirectByteBuffer.<init>(Unknown Source)
at java.nio.ByteBuffer.allocateDirect(Unknown Source)
at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
at paulscode.sound.libraries.ChannelLWJGLOpenAL.<init>(SourceFile:245)
at paulscode.sound.libraries.LibraryLWJGLOpenAL.createChannel(SourceFile
:299)
at paulscode.sound.Library.init(SourceFile:253)
at paulscode.sound.libraries.LibraryLWJGLOpenAL.init(SourceFile:217)
at paulscode.sound.SoundSystem.CommandNewLibrary(SourceFile:1489)
at paulscode.sound.SoundSystem.CommandQueue(SourceFile:2362)
at paulscode.sound.CommandThread.run(SourceFile:121)
During post update:
Finally... Reproduce the white box issue.
Used:
Vanilla Minecraft.exe
LB Photo Realism x256 pack
The issue is reproducable on 32-bit Java only. It has something to do with the GL memory allocation.
Here is a console log so that the op can see what's occurs. It's marked as a spoiler to reduce page noise. The first pre-render error is right before the game menu appears. The rest happen ingame. It issue occurs because the textures required to render certain items never got loaded at game startup. I have the verbose garbage collection being output but I removed it to remove log noise.
C:\Users\shinji\Desktop>"C:\Program Files (x86)\Java\jre6\bin\java.exe" -Xincgc -verbose:gc -Xms1200 -Xmx1200m -jar MineCraft.exe
16 achievements
148 recipes
MCPatcherUtils initialized. Directory C:\Users\shinji\AppData\Roaming\.minecraft
WARNING: Found unknown Windows version: Windows 7
Attempting to use default windows plug-in.
Loading: net.java.games.input.DirectAndRawInputEnvironmentPlugin
########## GL ERROR ##########
@ Pre render
1285: Out of memory
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
########## GL ERROR ##########
@ Pre render
1281: Invalid value
The issue now is that the problem isn't consistenly reproducable. I'll try to tinker with the values some more and see if I can get it to show up without crashes more consistently. Note that higher memory allocation values caused the game to crash with Out of Memory errors.
The issue is reproducable on 32-bit Java only. It has something to do with the GL memory allocation.
Thanks, this is very helpful. I finally reproduced it. For me the magic number was -Xmx1408m (as I expected, the -Xms value didn't matter). Terrain and items were whited out but other textures were loaded. Higher than that and the game crashed. Lowering it to 768 fixed the problem. "Use texture cache" (MCPatcher Options tab) didn't matter either way, surprisingly.
For those having this problem, does setting the Java heap size to 768 fix it? Keep in mind that the setting will only affect the Test Minecraft button. Larger heap sizes are not necessarily better because of the 2GB limit in 32-bit processes. Textures are mapped outside of the Java heap space, so the amount available for textures is actually 2GB minus Java heap size.
Edit: some quick status updates unrelated to the above:
I've fixed the "double item in 3rd person" bug a few people reported. That will be in the next update.
Some users have said that the Add (+) button on the main patcher window does not work at all for them. This is a pretty serious bug since it makes using mods much more difficult. It seems to happen only on certain (older?) versions of MacOS X, so I can't reproduce it at all. I'd like to fix this for the next update, so please send me any information you can.
Thanks, this is very helpful. I finally reproduced it. For me the magic number was -Xmx1408m (as I expected, the -Xms value didn't matter). Terrain and items were whited out but other textures were loaded. Higher than that and the game crashed. Lowering it to 768 fixed the problem. "Use texture cache" (MCPatcher Options tab) didn't matter either way, surprisingly.
For those having this problem, does setting the Java heap size to 768 fix it? Keep in mind that the setting will only affect the Test Minecraft button. Larger heap sizes are not necessarily better because of the 2GB limit in 32-bit processes. Textures are mapped outside of the Java heap space, so the amount available for textures is actually 2GB minus Java heap size.
Edit: some quick status updates unrelated to the above:
I've fixed the "double item in 3rd person" bug a few people reported. That will be in the next update.
Some users have said that the Add (+) button on the main patcher window does not work at all for them. This is a pretty serious bug since it makes using mods much more difficult. It seems to happen only on certain (older?) versions of MacOS X, so I can't reproduce it at all. I'd like to fix this for the next update, so please send me any information you can.
Yeah, I've checked with other OSX 1.5.8 users and they have the same problem. Seeing as the instructional video you posted in the main post of the thread on how to use the patcher to install mods on a mac is using OSX 1.6.X the problem must be in the older version of OSX.
Other than that I really don't know what else I could tell you about it, I've done a few posts about in one or two pages back but if you want me to try things out on my computer just tell me and give clear instructions on what to do but keep in mind that I'm not that technical.
it's not a bug, you probably installed modloader AFTER patching, instead of BEFORE
read the post right above yours
EDIT:
That issue was reported and fixed already. Use the newest patcher release.
It shouldn't matter what version of Java you are running. The only reason it would matter is if you wanted to allocate 2GB of ram which in itself doesn't really affect the issue. It's a rendering error that has yet to be tracked down.
P.S. - I just loaded with 32-bit and it didn't show the issue but I will need a load a mod that actually adds extra items. What mod are you running that gives a white box issue.
P.S.S. - I setup a new batch file that uses the 32-bit Java instead of the 64-bit one. I got my first Out of Memory error although it was in a thread rather than the whole program and it just kinda crashed. This was at 1536M. Oddly when I reset it to 1024M the issue cleared.
It works...
thanks!
===============================================
Step 1
Create a new text file anywhere on your PC (Right-Click > New > Text Document) and name it whatever you'd like.
Step 2
Open the text file and paste the following:
For example, the second line in mine reads:
java -Xmx6144M -Xms6144M -jar "C:\Users\ZOMGBIE\Desktop\Minecraft.exe"
*NOTE* The 6114M is the total amount of RAM that I have allocated for my own Minecraft. Depending on how much RAM your computer has, you may need to lower this value (512M, 1024M, 2048M).
Step 3
After you have pasted in the above two lines, save the file and then RENAME it to end in .bat as opposed to .txt
Step 4
Double-click the renamed file (whatever.bat), which should launch Minecraft.exe. Load up your world/server, press F3 to confirm your "Used memory" and "Allocated memory" max values have changed.
===============================================
This may solve problems for users experiencing the 'white boxes' or extra particles on higher resolution texture packs (e.g. LB Photo Realism).
Hope this helps someone!
Thank you sir it worked.
I can't reproduce the white boxes on 32-bit java even with mods. I am able to reproduce another issue though and that's the reported Out of Memory error you get from java. This does appear to be a rendering issue based on the log that gets spit out by the console.
If it makes any difference I use MyCraft to wrap around Minecraft but it's only to manage the logs. It doesn't affect the tests. The only difference on my commands vs what others may use to load Minecraft is that I launch using java.exe rather than javaw.exe. This allows Minecraft to throw errors into the console box that likes to stick around behind Minecraft when you do that.
Here is the command used:
"%programfiles(x86)%\Java\jre6\bin\java.exe" -Xincgc -verbose:gc -Xms1024m -Xmx1536m -jar Minecraft.exe
I got a bunch of these in the console after a few minutes.
It repeated alot. The game then halted with the typical out of memory error. This was on an x64 texture pack.
Changing the -Xms and -Xmx options to 1200m each relieved the issue. The trick appears to be to set both to the same on 32-bit version of Java.
On the x256 texture pack with both -Xms and -Xmx set to 1536m (the higest that 32-bit Java will handle) the game still crashed early with black screen and an Out of Memory error spit out to the console.
java.lang.OutOfMemoryError Exception in thread "Minecraft main thread" java.lang.OutOfMemoryError at sun.misc.Unsafe.allocateMemory(Native Method) at java.nio.DirectByteBuffer.<init>(Unknown Source) at java.nio.ByteBuffer.allocateDirect(Unknown Source) at gc.c(SourceFile:72) at jf.setTileSize(SourceFile) at net.minecraft.client.Minecraft.a(SourceFile:303) at net.minecraft.client.Minecraft.run(SourceFile:683) at java.lang.Thread.run(Unknown Source)The white box issue is extremely likely related as it appears to be an issue with it allocating memory for texture use. Can the op look into this? The issue is non-reproducable on 64-bit Java so it is an issue with using it under 32-bit Java. In this state the game is virtually unplayable in 32-bit mode.
FYI - I just retested with Minecraft.exe too.
Commandline Used: "%programfiles(x86)%\Java\jre6\bin\java.exe" -Xincgc -verbose:gc -Xms1536m -Xmx1536m
-jar MineCraft.exe
Instant Crash:
Exception in thread "Thread-13" java.lang.OutOfMemoryError at sun.misc.Unsafe.allocateMemory(Native Method) at java.nio.DirectByteBuffer.<init>(Unknown Source) at java.nio.ByteBuffer.allocateDirect(Unknown Source) at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60) at paulscode.sound.libraries.ChannelLWJGLOpenAL.<init>(SourceFile:245) at paulscode.sound.libraries.LibraryLWJGLOpenAL.createChannel(SourceFile :299) at paulscode.sound.Library.init(SourceFile:253) at paulscode.sound.libraries.LibraryLWJGLOpenAL.init(SourceFile:217) at paulscode.sound.SoundSystem.CommandNewLibrary(SourceFile:1489) at paulscode.sound.SoundSystem.CommandQueue(SourceFile:2362) at paulscode.sound.CommandThread.run(SourceFile:121)During post update:
Finally... Reproduce the white box issue.
Used:
Vanilla Minecraft.exe
LB Photo Realism x256 pack
Command Line: "%programfiles(x86)%\Java\jre6\bin\java.exe" -Xincgc -verbose:gc -Xms1200 -Xmx1200m -jar MineCraft.exe
Mods installed: MCPatcher only.
The issue is reproducable on 32-bit Java only. It has something to do with the GL memory allocation.
Here is a console log so that the op can see what's occurs. It's marked as a spoiler to reduce page noise. The first pre-render error is right before the game menu appears. The rest happen ingame. It issue occurs because the textures required to render certain items never got loaded at game startup. I have the verbose garbage collection being output but I removed it to remove log noise.
The issue now is that the problem isn't consistenly reproducable. I'll try to tinker with the values some more and see if I can get it to show up without crashes more consistently. Note that higher memory allocation values caused the game to crash with Out of Memory errors.
Your welcome.
Thanks, this is very helpful. I finally reproduced it. For me the magic number was -Xmx1408m (as I expected, the -Xms value didn't matter). Terrain and items were whited out but other textures were loaded. Higher than that and the game crashed. Lowering it to 768 fixed the problem. "Use texture cache" (MCPatcher Options tab) didn't matter either way, surprisingly.
For those having this problem, does setting the Java heap size to 768 fix it? Keep in mind that the setting will only affect the Test Minecraft button. Larger heap sizes are not necessarily better because of the 2GB limit in 32-bit processes. Textures are mapped outside of the Java heap space, so the amount available for textures is actually 2GB minus Java heap size.
Edit: some quick status updates unrelated to the above:
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Yay! Glad my information helped. :happy.gif:
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