If I remove steve.png, everything displays and works properly except for the SKIN URL component. Perhaps it's because I'm using HTTPS on my Dropbox account (do you need http:// or https:// in that URL?).
Is this because MPM2 is expecting the default 16x steve.png and it's getting a 64x steve.png from the Soartex pack I am using? Can this be fixed?
nothingl_, bang on, you MUST RUN version 3347, if you use the latest version of 3517 you will most likely crash.
Only Intel driver versions 32XX/33XX and most recently 39XX (for the newest integrated Intel HD Graphics) work with shaders. This is in the 1st post about 1/2 way down.
Graphics drivers links
If you encounter problem running this mod, try update your graphics driver.Sometimes, latest version may not work well, you may have to install prior version that is known to work.
Intel HD Graphics Drivers
Driver versions *.3412 - *.3621 are not compatible. Game will crash. (*.3907 may crash too.)Use the latest driver (or recent driver since *.3945) or old driver version between *.3304 - *.3347.
As for Trixter313's comment, he is pretty close. Except, that particular Intel shaderpack doesn't work well with older Intel graphics. You'd be better off with Sildur's Basic, MrMeeps, or DeDelnur's CUDA shaders. All linked on the 1st post.
Nope, it's a vanilla profile, no resource pack active and it doesn't matter what shader pack I use.
Hmm, strange, the load seems pretty typical. No abnormal errors, aside from sounds cannot be found (on a default vanilla install, this is weird).
Did you fire up 1.8 once before installing GLSL Shaders?
And, as mentioned, Optifine 1.8 Ultra A6 Preview is not compatible.
I'd be tempted to delete the assets/libraries folders, go into the version folders and delete all 1.8 profiles. The MC Launcher will re-download everything.
Launch 1.8 once first, make sure everything works, and no errors. Then install Shaders again. Then test again.
Getting alot of crashes while using the mod as of late. I just recently updated my mods to 1.7.10 and often it just get s stuck on downloading terrain or it just randomly crashes MC.
Worked fine before I updated. :I
Just updated my Nvdia graphic driver to 344.65 (I'm using a GX 660)
OS is Windows 7
Tried Forge 1230 and 1236, also chained it to liteloader btw.
Using the following mods:
bspkrsCore, ArmorStatusHUD, DirectionHUD, StatusEffectHUD
JourneyMap5.0
LunatriusCore, Schematica
TabbyChat
MacroMod(litemod)
Optifine HD_U_A4
ShaderModCore 2.3.28
Using various SEUS shaderpacks
Used all these mods in combination on 1.72 and before and never had any problems. :/
You'll have to post any crash dumps or errors.
If you don't get any, then go to %appdata%\.minecraft\logs and post fml-client-latest.log to paste.ee and link it here.
That will tell us why you are crashing, and hopefully we can provide a fix.
Sorry to hear about your crash & corrupt files, Karyonix! A battery backup is crucial, good to hear yours is coming, crazy that you've been waiting for 2 weeks!
At least you've recovered quite quickly! Good to hear! And there wasn't more on your machine that was corrupt or damaged...
BTW, all, great bug reports guys. I've seen 2 amazing reports: studententyp, and singularityuniverse. Again, great work guys!
From the sounds of it, multiple resource packs plugged into a .zip file? XD
Which sounds silly, considering you can load multple's into your game at a time, providing they had "missing textures" to allow the other packs to take use of those files instead. ;P
Similiar to like a "Weapons Pack" an "Armor Pack" and "Mobs Pack" that all handle those textures individually, but you can still use Default Minecraft's block textures. But those three crammed into one .zip folder? *shrugs*
Unless of course the "resourcepack".zip was a place holder for the actual resource pack's name. ;P Which in case, I could understand perhaps then why the "steve glitch" may cause the missing legs error for some, and not for others. Something about those packs must be different than something in a pack someone is using and they get the "steve error". May be because Jonny's pack have both Steve and Alex and the packs "Steve Bug" users, only have Steve?
Sounds like a reasonable guess to me there
Well, when I say 'resourcepack.zip' I'm generalizing because everyone could be using a different one.
I updated to the latest Soartex Invictus which includes the 1.8 textures (so both alex.png and steve.png is included). The bug also happened on the previous version as well, which only had steve.png, because it was designed for 1.7.
I use the patcher to include mod textures into the pack, I never thought of creating a separate resourcepack just for the modded textures... Kind of silly of me, but to each their own.
So, I just have 2 resource packs:
Soartex Invictus with mod textures installed
Better Grass and Leaves (for the Better Foliage mod)
So, in the end, I deleted the files from my resource pack, and everything is working properly so far. I'm playing with the Steve skin, changing limbs/head/hair/etc, and working on new skins using the URL. Using mobs for a skin always worked.
The issue itself likely doesn't stem from the resource pack itself. It's more likely an issue that stems from Optifine, and the way that it interacts/loads files from the RP. I'm not willing to give up OF, and I can work around the skin using MPM2 -- so, I'm cool with that!
Any way to get a 'goatee' type hair, instead of full beards ;)? How about a crazy moustache like in the Western Movies, lol!
What are people using for their SKIN URL? I'm not finding a whole lot of info about the requirements of that field..
MPM isn't exactly compatible with other mods that use the Render/PlayerAPI systems anyway. It's like trying to plug two cords into the same outlet.
I'm surprised if there were no other issues resolved when you removed this from your mods folder.
This may also be a cause for the issue so many people seem to be having with parts of their player models disappearing. Skin errors sure, that's an MPM known issue, but disappearing body-parts is something more than that.
Well, PlayerAPI and RenderPlayerAPI were only used by Smart Moving in my install.
I'm pretty careful about mod compatibility and addons.
I'm trying to figure out if it has something to do with Optifine and skins in the resource packs. If I can just remove the skin from the resource pack (or turn it off in Optifine), perhaps it will work properly. Won't be a concern so much, especially if I can handle the skins from within MPM2 using URLs. If I really wanted, I could just take the skin out and post it on my Dropbox and point MPM2 to that..
EDIT: And, yup, deleting <RESOURCEPACK.ZIP\assets\minecraft\textures\entities\steve.png and alex.png> fixed the issue. It's all looking good now. I'm customizing my look and playing with remote skins. The skinurl is hit and miss, isn't it? Doesn't like to pull from Dropbox (I'm noticing this with changelogs and version checks too for mods).
In the Skin URL do you need http:// or https://? Too bad I can't put in a local hdd path or network unc path...
Ok, so, I think I've figured out another key to this puzzle.
I removed Player API, Render Player API, and Smart Moving from my setup. Going to have to get used to moving around again, I keep forgetting to hold jump/crouch while flying! I also keep trying to grab walls and climb them :P!
I was troubleshooting another issue after updating a bunch of my mods (Better Foliage doesn't work with Forge 1036, only 1032) -- so, I didn't have Grass/Dirt/Leaves etc. Huge pain!
The issue with the player model being messed up appears to be related to the texture pack. If I remove it, I display fine. If I put the texture pack back on, it's screwed up again.
I'm using Soartex Invictus 64x 2.0 with a bunch of mods added in (with the Soartex Patcher).
I saw some dev's on 1.8 which is sweet! but also wondering if there is going to be any added support for the Oculus Rift? i've had it some time now, and just would love to have the added realistic shaders for minecraft. I also know several other people have requested it, but if it isn't too much at least for 1.7.10 release or onward Oculus Rift shaders mod would be amazing.
Thanks for everything btw, its really stunning!
A few people have mentioned/requested it in this thread.
Karyonix made mention of it as well, but it's difficult to program when he doesn't have one ;).
If someone wants to donate one to him, we may see support for it come to light.....
I has never done VR. It is interesting. I may buy a VR headset next year or in a few years.
While it is possible for me to be interested enough to make VR mod, it is very unlikely that I have enough time.
I think doing it from modder's side is more complicated.
I don't know how powerful graphics card is needed to render 2 costly pictures at 60 FPS or more.
Less than that is probably nauseating.
Using 2 graphics cards is also difficult.
Performance is bad when you move around.
Chunk update may cause slow performance.
When you stand still, frame rate is acceptable.
Sun position is always calculated. It does not matter it is in view or not.
Chunks that are out of view are not rendered. They don't have shadow.
This means there is sunlight in cave again until this is fixed.
We will need to add some new code to render the missing shadow. Maybe later.
Hmm, so, because only what is infront of you in chunk loaded/rendered ... that means more frequent chunk loading in smaller batches.
I can see how this makes sense...
How true is the multi-core functionality that they added (Mojang did add this, correct)? Else, I suppose you would need one heck of a CPU. For those missing what I'm getting at: It wouldn't matter how many cores you have, it's how fast each one of those cores are...
EDIT: And, yeah, I remember all of the sunlight in caves bugs we had... Ugh... I'm sure you'll find a way around it, though! Brilliant minds man ... wha!
There is a preview for Optifine available, incomplete, custom colors is 90% complete and it is missing AA/AF and has a water lag bug (just turn off water particles for now).
Not sure if it would benefit performance, or make things easier/harder for you!
This is 1.8 development build screenshot.
I don't know why there are strange strips on some blocks.
The development build cannot run on normal game client, so don't ask for early access.
It needs some more work to convert it to a form that can be installed on user's machine.
Progress so far is amazing, Karyonix! Keep up the amazing work :D!
How is performance so far, compared to 1.7.10? 53 FPS looks pretty good, but it is very incomplete yet, and I understand will be extremely difficult to say how much (if any) gain there will be.
Normal and specular maps aren't even in the equation yet.. They have a fairly large impact on performance, but it can be disabled, so works either way I suppose ;).
Can you still calculate the sun's angle & vector even if it is not in your view (for shadows)? Isn't that what 1.8 did? Something about only loading chunks/rendering what is directly in-front of you?
I don't want to dig too much, and take away from your work. Just curious about some of the obstacles you are overcoming with the latest update, considering what Mojang/MS were touting about performance increases ;).
I have the proper Intel HD Graphics card in my alien ware to run this shader pack and it just crashes any help?
You can buy an AlienWare computer that only has the integrated Intel HD Graphics onboard?! No discrete graphics card?!
As mentioned by joshnoodle, update your video drivers to Intel's 39XX (if you run 34XX-38XX you will crash hard!).
Just go to intel.com -> Support -> Drivers -> Browse for Drivers.
Then Graphics -> Intel 2nd/3rd/4th Generation -> Windows 7/8/8.1 -> 32bit or 64bit.
You'll have to figure out which CPU you have, then figure out which generation it is, and finding out if you are 32bit/64bit is pretty easy :).
If you have more Q's, you can come back here, and we can help further. Please go to START -> RUN, type in DXDIAG, and hit OK. List here what your Processor & Operating System are from the first page. If you could also list what is there for Name/Chip Type under Display 1/2 that would be very useful as well.
See the 1st forum post, about 2/3 of the way down.
Graphics drivers links If you encounter problem running this mod, try update your graphics driver. Sometimes, latest version may not work well, you may have to install prior version that is known to work.
Intel HD Graphics Drivers Driver versions *.3412 - *.3621, are not compatible. Game will crash. Use the latest driver v15.33.29.3945 (10.18.10.3945) or driver version between *.3304 - *.3347.
NVIDIA GeForce Drivers Recommended version is 335.23 or newer
AMD Catalyst Drivers ShadersMod v2.3.26+ can be used with AMD Catalyst 14.9.Older versions of ShadersMod crashes on 14.9 but can be used with 14.4 or 13.12.
Most Intel graphics drivers are not compatible and cause a Java Error. MC will just crash and quit.
Any of the drivers ending in 32XX or 33XX, and the 39XX drivers are OK. The latest *should* be OK.
0
I am having issues with the SKIN URL as well, and including the steve.png in the resource pack ends up turning out very badly!
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1291730-more-player-models-2-adds-a-character-creation?comment=2108
If I remove steve.png, everything displays and works properly except for the SKIN URL component. Perhaps it's because I'm using HTTPS on my Dropbox account (do you need http:// or https:// in that URL?).
Is this because MPM2 is expecting the default 16x steve.png and it's getting a 64x steve.png from the Soartex pack I am using? Can this be fixed?
0
nothingl_, bang on, you MUST RUN version 3347, if you use the latest version of 3517 you will most likely crash.
Only Intel driver versions 32XX/33XX and most recently 39XX (for the newest integrated Intel HD Graphics) work with shaders. This is in the 1st post about 1/2 way down.
As for Trixter313's comment, he is pretty close. Except, that particular Intel shaderpack doesn't work well with older Intel graphics. You'd be better off with Sildur's Basic, MrMeeps, or DeDelnur's CUDA shaders. All linked on the 1st post.
0
Hmm, strange, the load seems pretty typical. No abnormal errors, aside from sounds cannot be found (on a default vanilla install, this is weird).
Did you fire up 1.8 once before installing GLSL Shaders?
And, as mentioned, Optifine 1.8 Ultra A6 Preview is not compatible.
I'd be tempted to delete the assets/libraries folders, go into the version folders and delete all 1.8 profiles. The MC Launcher will re-download everything.
Launch 1.8 once first, make sure everything works, and no errors. Then install Shaders again. Then test again.
0
You'll have to post any crash dumps or errors.
If you don't get any, then go to %appdata%\.minecraft\logs and post fml-client-latest.log to paste.ee and link it here.
That will tell us why you are crashing, and hopefully we can provide a fix.
Sorry to hear about your crash & corrupt files, Karyonix! A battery backup is crucial, good to hear yours is coming, crazy that you've been waiting for 2 weeks!
At least you've recovered quite quickly! Good to hear! And there wasn't more on your machine that was corrupt or damaged...
BTW, all, great bug reports guys. I've seen 2 amazing reports: studententyp, and singularityuniverse. Again, great work guys!
0
0
Well, when I say 'resourcepack.zip' I'm generalizing because everyone could be using a different one.
I updated to the latest Soartex Invictus which includes the 1.8 textures (so both alex.png and steve.png is included). The bug also happened on the previous version as well, which only had steve.png, because it was designed for 1.7.
I use the patcher to include mod textures into the pack, I never thought of creating a separate resourcepack just for the modded textures... Kind of silly of me, but to each their own.
So, I just have 2 resource packs:
Soartex Invictus with mod textures installed
Better Grass and Leaves (for the Better Foliage mod)
So, in the end, I deleted the files from my resource pack, and everything is working properly so far. I'm playing with the Steve skin, changing limbs/head/hair/etc, and working on new skins using the URL. Using mobs for a skin always worked.
The issue itself likely doesn't stem from the resource pack itself. It's more likely an issue that stems from Optifine, and the way that it interacts/loads files from the RP. I'm not willing to give up OF, and I can work around the skin using MPM2 -- so, I'm cool with that!
Any way to get a 'goatee' type hair, instead of full beards ;)? How about a crazy moustache like in the Western Movies, lol!
What are people using for their SKIN URL? I'm not finding a whole lot of info about the requirements of that field..
0
Well, it could be a varying number of resource packs...
I am specifically talking about Soartex Invictus and Fanboy (mentioned about 5 posts up).
0
Well, PlayerAPI and RenderPlayerAPI were only used by Smart Moving in my install.
I'm pretty careful about mod compatibility and addons.
I'm trying to figure out if it has something to do with Optifine and skins in the resource packs. If I can just remove the skin from the resource pack (or turn it off in Optifine), perhaps it will work properly. Won't be a concern so much, especially if I can handle the skins from within MPM2 using URLs. If I really wanted, I could just take the skin out and post it on my Dropbox and point MPM2 to that..
EDIT: And, yup, deleting <RESOURCEPACK.ZIP\assets\minecraft\textures\entities\steve.png and alex.png> fixed the issue. It's all looking good now. I'm customizing my look and playing with remote skins. The skinurl is hit and miss, isn't it? Doesn't like to pull from Dropbox (I'm noticing this with changelogs and version checks too for mods).
In the Skin URL do you need http:// or https://? Too bad I can't put in a local hdd path or network unc path...
0
Look at the very top of this page m8. Karyonix's last update was on the prior page, but I quoted it above asking him some technical q's.
0
Ok, so, I think I've figured out another key to this puzzle.
I removed Player API, Render Player API, and Smart Moving from my setup. Going to have to get used to moving around again, I keep forgetting to hold jump/crouch while flying! I also keep trying to grab walls and climb them :P!
I was troubleshooting another issue after updating a bunch of my mods (Better Foliage doesn't work with Forge 1036, only 1032) -- so, I didn't have Grass/Dirt/Leaves etc. Huge pain!
The issue with the player model being messed up appears to be related to the texture pack. If I remove it, I display fine. If I put the texture pack back on, it's screwed up again.
I'm using Soartex Invictus 64x 2.0 with a bunch of mods added in (with the Soartex Patcher).
0
A few people have mentioned/requested it in this thread.
Karyonix made mention of it as well, but it's difficult to program when he doesn't have one ;).
If someone wants to donate one to him, we may see support for it come to light.....
EDIT: Found it!
0
Hmm, so, because only what is infront of you in chunk loaded/rendered ... that means more frequent chunk loading in smaller batches.
I can see how this makes sense...
How true is the multi-core functionality that they added (Mojang did add this, correct)? Else, I suppose you would need one heck of a CPU. For those missing what I'm getting at: It wouldn't matter how many cores you have, it's how fast each one of those cores are...
EDIT: And, yeah, I remember all of the sunlight in caves bugs we had... Ugh... I'm sure you'll find a way around it, though! Brilliant minds man ... wha!
There is a preview for Optifine available, incomplete, custom colors is 90% complete and it is missing AA/AF and has a water lag bug (just turn off water particles for now).
Not sure if it would benefit performance, or make things easier/harder for you!
Keep up the great work, Karyonix! Thank you!
1
Progress so far is amazing, Karyonix! Keep up the amazing work :D!
How is performance so far, compared to 1.7.10? 53 FPS looks pretty good, but it is very incomplete yet, and I understand will be extremely difficult to say how much (if any) gain there will be.
Normal and specular maps aren't even in the equation yet.. They have a fairly large impact on performance, but it can be disabled, so works either way I suppose ;).
Can you still calculate the sun's angle & vector even if it is not in your view (for shadows)? Isn't that what 1.8 did? Something about only loading chunks/rendering what is directly in-front of you?
I don't want to dig too much, and take away from your work. Just curious about some of the obstacles you are overcoming with the latest update, considering what Mojang/MS were touting about performance increases ;).
0
You can buy an AlienWare computer that only has the integrated Intel HD Graphics onboard?! No discrete graphics card?!
As mentioned by joshnoodle, update your video drivers to Intel's 39XX (if you run 34XX-38XX you will crash hard!).
Just go to intel.com -> Support -> Drivers -> Browse for Drivers.
Then Graphics -> Intel 2nd/3rd/4th Generation -> Windows 7/8/8.1 -> 32bit or 64bit.
You'll have to figure out which CPU you have, then figure out which generation it is, and finding out if you are 32bit/64bit is pretty easy :).
If you have more Q's, you can come back here, and we can help further. Please go to START -> RUN, type in DXDIAG, and hit OK. List here what your Processor & Operating System are from the first page. If you could also list what is there for Name/Chip Type under Display 1/2 that would be very useful as well.
0
See the 1st forum post, about 2/3 of the way down.
Most Intel graphics drivers are not compatible and cause a Java Error. MC will just crash and quit.
Any of the drivers ending in 32XX or 33XX, and the 39XX drivers are OK. The latest *should* be OK.