I'm using now the lastest shader mod, with my own HD texture pack. Everything looks awesome, there is just a little problem. Stone and oakwood stairs are waveing in the wind, just like leaves. It's very funny, when big columns and roofs are dancing at every house.
Any solution, or just waiting for updates?
I'm confused, you running the latest alpha 5 as linked above your comment as that no longer has the waving issue?!
I'd just like to report that the water flickering glitch has come back. Using a GTX 970 with the latest Nvidia drivers. The Alpha version 2.4.3 worked fine, 2.4.5 caused the buggy water. Anyone else experiencing this?
The Meaning of Life, the Universe, and Everything.
Join Date:
3/3/2012
Posts:
192
Location:
United Kingdom
Member Details
Thank you for fixing the mc_Entity.x problem!
Now for a suggestion; would it be possible to make a new mc_Entity thingy so that it selects entities by id instead of blocks? It would come in really handy for me.
Duuuuuuuuuuuuuuuuuuuuude you HAVE to do something about the light settings, this happned last version aswell, the gd'n sun shines through the ground! If i ever build or dig underground, I see the sun shine into it. It's the most annoying thing ever. Pls update so the sun doesn't shine through the ground. Ty.
",geneva">Duuuuuuuuuuuuuuuuuuuuude you HAVE to do something about the light settings, this happned last version aswell, the gd'n sun shines through the ground! If i ever build or dig underground, I see the sun shine into it. It's the most annoying thing ever. Pls update so the sun doesn't shine through the ground. Ty.
This is a known issue in 1.8, and is EXTREMELY difficult to fix because of how the graphics engine in MC has been rebuilt.
Karyonix is doing what he can to fix the issue, but to be frank, doing so would be a miracle. He needs to circumvent the 'forced on' Advanced OpenGL in 1.8, and work with the way that chunks are loaded.
MC no longer loads chunks that aren't visible. So, to block light from a source behind you from coming through a block that isn't in your view range (and as such isn't loaded into memory) --- well --- difficult to say the least.
I use an GTX860M, I've always had the water flickering glitch using SEUS, I just updated to 10.2, at first it had that little box glitch in the bottom left corner with the usual four errors, did some poking around on the official SEUS forum post, a user by the name of mibu posted...
Change line 47 in composite.vsh from 'float timePow = 2.0f;' to 'float timePow = 3.0f; Changing it will get rid of the Invalid Program Composite error.
This fixed the problem I had with the glitch down in the bottom corner of the screen, and I now also no longer have the flickering water glitch that a lot of users tend to have. 10.2 fixed that problem. Great work guys.
A quick question that I have yet to find a solid answer for after cruising several forums as well as this thread:
When using Sildur's Vibrant Shaders 1.051/1.053 Ultra I deal with some blocks waving in a manner similar to leaves and water. Torches, stairs, and cobblestone are the most common I deal with. It doesn't happen when using another shader, but persists through every resource pack I have tried.
Has anyone found a solution? I apologize if the answer is readily available and I have overlooked it. Just a current bug we have to live with maybe? Hoping someone here has figured it out.
Attached an image to show what I am referring to. You can see that the screenshot was taken 'mid-wave' on the stairs outlining the fountain.
A quick question that I have yet to find a solid answer for after cruising several forums as well as this thread:
When using Sildur's Vibrant Shaders 1.051/1.053 Ultra I deal with some blocks waving in a manner similar to leaves and water. Torches, stairs, and cobblestone are the most common I deal with. It doesn't happen when using another shader, but persists through every resource pack I have tried.
Has anyone found a solution? I apologize if the answer is readily available and I have overlooked it. Just a current bug we have to live with maybe? Hoping someone here has figured it out.
Attached an image to show what I am referring to. You can see that the screenshot was taken 'mid-wave' on the stairs outlining the fountain.
@karyonix: I do believe this solved the issue! Thank you kindly! It was difficult to get that sense of immersion with a 512x texture pack and Sildur's when half of my textures were waving, revealing the blue 'abyss' below.
I wanna make sure my post on page 476 was seen, considering the reported error isn't in the bugs list for the 1.8 alpha post, and I don't care to read 400 pages of posts to try to find the point at which it was acknowledged by somebody else.
Since my last post, I've realized that no light source, besides the sun, registers on dark oak plank blocks. Stairs and slabs work just fine with light but blocks themselves appear to be in pitch black unless a light source is being held. When they are placed, the light is not hitting the dark oak wooden planks.
Can you let us know which:
Minecraft Version
Forge (if used) Version
Optifine (if used) Version
Shaders Mod Version
Shaderpack Used
Resourcepack Used
The Meaning of Life, the Universe, and Everything.
Join Date:
3/20/2012
Posts:
1,544
Member Details
This may help people using the newer AMD drivers with lots of graphics issues
ULPS quite literally stands for Ultra-Low Power State. Think of it as a stand-by state for your graphics card(s). The idea is that when your displays are ordered into stand-by mode by the OS, the graphics card does the same and powers down everything that may be necessary to actually put a picture on the screen (presumably in conjunction with lowering its clocks). It also appears to affect secondary cards in Crossfire setups, turning them "off" when they're not in use.
Ideally it shouldn't have any effect at all when that's not happening, but various reports exist which say that disabling it has a positive effect. If you don't use stand-by features (like myself) than there's no harm at all in disabling it. No harm disabling it otherwise, either - just be aware that the card could be drawing 10w+ (depending on model, clock speeds, voltages, etc) over what it needs to when your system is on but the screens are in stand-by. Crossfire systems will draw that much more per extra card, even with the screens active. http://www.amd.com/us/products/technologies/gcn/Pages/gcn-architecture.aspx
Or the link to the updated version of that mod, Better Foliage
I'm confused, you running the latest alpha 5 as linked above your comment as that no longer has the waving issue?!
Now for a suggestion; would it be possible to make a new mc_Entity thingy so that it selects entities by id instead of blocks? It would come in really handy for me.
Jelly World (Ver. 5.1) - Bendy Ground (Ver. 1.1) - The Wave (Ver. 1.0)
(after he has finished making the base mod of course, not the alpha version but the released version.)
This is a known issue in 1.8, and is EXTREMELY difficult to fix because of how the graphics engine in MC has been rebuilt.
Karyonix is doing what he can to fix the issue, but to be frank, doing so would be a miracle. He needs to circumvent the 'forced on' Advanced OpenGL in 1.8, and work with the way that chunks are loaded.
MC no longer loads chunks that aren't visible. So, to block light from a source behind you from coming through a block that isn't in your view range (and as such isn't loaded into memory) --- well --- difficult to say the least.
it was with the last version, so i'm sure it will
nGTX860M, I've always had the water flickering glitch using SEUS, I just updated to 10.2, at first it had that little box glitch in the bottom left corner with the usual four errors, did some poking around on the official SEUS forum post, a user by the name of mibu posted...This fixed the problem I had with the glitch down in the bottom corner of the screen, and I now also no longer have the flickering water glitch that a lot of users tend to have. 10.2 fixed that problem. Great work guys.
When using Sildur's Vibrant Shaders 1.051/1.053 Ultra I deal with some blocks waving in a manner similar to leaves and water. Torches, stairs, and cobblestone are the most common I deal with. It doesn't happen when using another shader, but persists through every resource pack I have tried.
Has anyone found a solution? I apologize if the answer is readily available and I have overlooked it. Just a current bug we have to live with maybe? Hoping someone here has figured it out.
Attached an image to show what I am referring to. You can see that the screenshot was taken 'mid-wave' on the stairs outlining the fountain.
Have you tried version 2.4.5 alpha ?
You're using the SEUS 10.2 preview found here?
Can you let us know which:
Minecraft Version
Forge (if used) Version
Optifine (if used) Version
Shaders Mod Version
Shaderpack Used
Resourcepack Used
iMac Retina i7- 2013+2015 MacBook Air 13 i5 - 2014 Retina MacBook 15 i7 - all run Mac OS X El Capitan main, but have W10 BootCamp |
Try redownloading it from here: http://sonicether.com/shaders/download/v10.2Preview1Ultra/ and making sure its selected in the mod. I can confirm it fixes the glitch with my ASUS 970.
--My PC --SEUS 10.1 Fixes --SEUS Water Fix --SEUS 10.2 Preview --MultiMC 1.8 Shaders Fix (Not needed if using Forge)
ULPS quite literally stands for Ultra-Low Power State. Think of it as a stand-by state for your graphics card(s). The idea is that when your displays are ordered into stand-by mode by the OS, the graphics card does the same and powers down everything that may be necessary to actually put a picture on the screen (presumably in conjunction with lowering its clocks). It also appears to affect secondary cards in Crossfire setups, turning them "off" when they're not in use.
Ideally it shouldn't have any effect at all when that's not happening, but various reports exist which say that disabling it has a positive effect. If you don't use stand-by features (like myself) than there's no harm at all in disabling it. No harm disabling it otherwise, either - just be aware that the card could be drawing 10w+ (depending on model, clock speeds, voltages, etc) over what it needs to when your system is on but the screens are in stand-by. Crossfire systems will draw that much more per extra card, even with the screens active.
http://www.amd.com/us/products/technologies/gcn/Pages/gcn-architecture.aspx
From
http://forums.guru3d.com/showthread.php?t=395496
Search for
EnableULPS
in your registry. Set it to 0. Restart.
2 Confirmed users who have this working on PXAI devices.
Also confirmed via UnifL 14.12 test set.
Also here is a utility to turn it On/Off . I just copied the Batch commands from the page and made my on Batch file . I didn't use the Autoit exe file
http://www.overclock.net/t/1088266/ulps-gui-config-utility-enable-disable#