Ah! Something happened when I went to select your texture pack.
Here's the crash report.
---- Minecraft Crash Report ----
// Hi. I'm Minecraft, and I'm a crashaholic.
Time: 8/23/13 1:58 PM
Description: Rendering screen
java.lang.IllegalAccessError: tried to access field bij.a from class com.prupe.mcpatcher.TexturePackChangeHandler
at com.prupe.mcpatcher.TexturePackChangeHandler.beforeChange1(TexturePackChangeHandler.java:130)
at bjt.c(SourceFile:98)
at bjt.a(SourceFile:87)
at ats.a(SourceFile:406)
at bjx.a(SourceFile:155)
at awd.a(SourceFile:173)
at bjw.a(SourceFile:109)
at bfb.b(EntityRenderer.java:1149)
at ats.S(SourceFile:686)
at ats.d(SourceFile:619)
at net.minecraft.client.main.Main.main(SourceFile:101)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at com.prupe.mcpatcher.TexturePackChangeHandler.beforeChange1(TexturePackChangeHandler.java:130)
at bjt.c(SourceFile:98)
at bjt.a(SourceFile:87)
at ats.a(SourceFile:406)
at bjx.a(SourceFile:155)
at awd.a(SourceFile:173)
at bjw.a(SourceFile:109)
-- Screen render details --
Details:
Screen name: bjw
Mouse location: Scaled: (171, 121). Absolute: (343, 236)
Screen size: Scaled: (427, 240). Absolute: (854, 480). Scale factor of 2
Stacktrace:
at bfb.b(EntityRenderer.java:1149)
at ats.S(SourceFile:686)
at ats.d(SourceFile:619)
at net.minecraft.client.main.Main.main(SourceFile:101)
-- System Details --
Details:
Minecraft Version: 1.6.2
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode, sharing), Oracle Corporation
Memory: 36653120 bytes (34 MB) / 122126336 bytes (116 MB) up to 518979584 bytes (494 MB)
JVM Flags: 1 total; -Xmx512M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: IWrUpdater, Config, WrUpdates, ...[com.prupe.mcpatcher.MCPatcherUtils, Config, JsonUtils, ...], [com.prupe.mcpatcher.cc.ColorizeItem, Colorizer, ColorMap, ...], [com.prupe.mcpatcher.cit.CITUtils, OverrideBase, ArmorOverride, ...], [com.prupe.mcpatcher.ctm.CTMUtils, TileOverrideIterator, ITileOverride, ...], [com.prupe.mcpatcher.hd.AAHelper, FontUtils, MipmapHelper, ...], [com.prupe.mcpatcher.mob.MobRandomizer, MobRuleList, MobOverlay, ...], [reifnsk.minimap.ReiMinimap, WaypointEntity, MinimapException, ...]
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
Launched Version: 1.6.2-mcpatcher
LWJGL: 2.9.0
OpenGL: Quadro FX 3500/PCIe/SSE2 GL version 2.1.2, NVIDIA Corporation
Is Modded: Very likely; Jar signature invalidated
Type: Client (map_client.txt)
Resource Pack: Default
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
I figured out my problem. I'm pretty sure this is a bug. When exporting a map, adjusting the slider for ore population any less than default will not yield any ores at all.
I like the small island theme you have going there.
I checked the resources everywhere box and did the export. The map was successfully exported with ores included. It must have something to do with something outside the program environment but I'm not qualified to say what it might be.
Huh, any chance you can upload the world file with the ores in it?
Hi! Not sure if this has been mentioned before, but no ores are exported when I check "Resources Everywhere" and adjust the ore height/occurrence. All I get is stone underground. Am I doing something wrong, or is this a bug?
Probably driver related. Quadros aren't optimized for gaming, and I doubt Aero is helping the work load. You can try dropping the render distance down to Normal, and installing 64-bit Java (if your not already) to give it more overhead room....
But other then that, I'm not sure if other options are available.
Already forgot, my render distance was set to Normal. I have JDK for 64-bit windows, I think the JRE is for 32-bit, however. I'll try to see what I can come up with after installing 64-bit JRE.
My operating system is Windows 7 Ultimate, 64 bit
My video card is a NVIDIA Quadro 3500
I have 4GB of RAM
I am using Optifine Smooth
I have downloaded the latest JDK and JRE
I have updated my video card to the latest drivers specified on the website
Now, observe these lag spikes I get whenever moving in my Minecraft world.
It should be noted that I only get these spikes when moving. My client tells me the game is running smoothly at 30-50FPS (while moving) and 60-90FPS (while stationary), however these lag spikes make the gameplay no smoother than 3 or 4FPS.
Also, this problem only happens when I upgrade to Windows 7. On Windows XP 32-bit, I didn't have the lag spike issue.
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Forgot to mention. The only mods I have installed are SPC, Rei's minimap and Optifine.
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Here's the crash report.
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Huh, any chance you can upload the world file with the ores in it?
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Here it is. No ores show up when I check the box "Resources everywhere" upon export.
https://www.dropbox.com/s/mq16joa4dqc4az2/NewGoodrich.world
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I just installed the 32-bit version of Windows 7 with the same problem.
Which narrows the cause down to XP vs. Windows 7, not just the infrastructure.
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Actually, with Optifine I notice no difference at all. I've tried running without Optifine with no luck. No mods besides Optifine installed.
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I've allocated a full 2GB out of my 4, with no difference.
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I don't get it. On WindowsXP it worked fine. This leads me to believe that the problem is related to the x64 structure of Windows 7.
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Already forgot, my render distance was set to Normal. I have JDK for 64-bit windows, I think the JRE is for 32-bit, however. I'll try to see what I can come up with after installing 64-bit JRE.
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My operating system is Windows 7 Ultimate, 64 bit
My video card is a NVIDIA Quadro 3500
I have 4GB of RAM
I am using Optifine Smooth
I have downloaded the latest JDK and JRE
I have updated my video card to the latest drivers specified on the website
Now, observe these lag spikes I get whenever moving in my Minecraft world.
It should be noted that I only get these spikes when moving. My client tells me the game is running smoothly at 30-50FPS (while moving) and 60-90FPS (while stationary), however these lag spikes make the gameplay no smoother than 3 or 4FPS.
Also, this problem only happens when I upgrade to Windows 7. On Windows XP 32-bit, I didn't have the lag spike issue.
Any ideas on what I can do?
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Doubt it - I just installed the latest display driver.