• 0

    posted a message on Lite Account Switcher

    Ingame account switcher for LiteLoader


    Do you get annoyed that your Minecraft takes too long to start up when you just want to switch to your alt account? Well this mod is for you! There are mods out there for Forge but I didn't see any updated LiteLoader ones, so I took Its_its's outdated AltManager and pretty much revamped it.


    How to Use

    From the main menu, multiplayer menu, or ingame you can use the key binding to open up the account manager. The key binding to open up the account manager can be changed in Options > Controls; it's set to P by default. Obviously, the list will be blank when you first use it. At this point, I would recommend choosing your secret key first, so click on the [?] next to the text box to see information about what it is, also quoted below:

    Your key is the "password" that is used to encrypt your login credentials. Think of it as an extra layer of security so that someone who finds the files on your computer won't be able to immediately steal your accounts. When you add a new account to the user list, the current key you have entered will be used as the password for that account. Logging into any accounts afterwards will require their respective keys.



    It is recommended that you use a custom key, since the login credentials are stored in your liteconfig/common/ folder (the password is encrypted using the key), it's remotely possible that a virus steals your information. The text box will save your key for as long as you have Minecraft still open; if you re-launch Minecraft, you will need to enter your key again to switch to different accounts.



    Just like the multiplayer server list menu, you can move entries up and down and move them all the way up or all the way down if you hold down shift while clicking on the arrows. Double-click on the entry, click on the login buttons, or click on the right-pointing triangle to use the account.


    You'll need to reconnect in order to have the name change take effect if you change while ingame.


    If you want to be sure that I'm not stealing your account information, the source code is available here, or you can decompile the mod, whatever, I don't care. For more detailed information on usage, installation, changelogs and such, see the above link as well.

    Download

    For Minecraft version 1.10.2

    [v1.1.1] MediaFire | Github | Direct Download from Github

    Posted in: Minecraft Mods
  • 1

    posted a message on Shaders Mod (updated by karyonix)
    Quote from karyonix»

    If it changes OpenGL state, it may interfere with shaders.
    Try shaders without other mods (with a new world). If it works, try adding other mods. If it stops working, you will know there is a conflict.

    Well damn, why didn't I think of that? When I tried the fresh install of Minecraft I just went and threw all the mods in too, didn't even think about holding off on the mods.

    Going through, I started with Forge and shaders, which is awesome and works. Chained LiteLoader to Forge, still works. Just my luck, the first mod I decided to try, Optifine, broke the shaders. So I took out Optifine and put in all my other mods, and now shaders work again O_o

    I updated Optifine to 1.7.2 HD D3, but they're still giving the black screens. Is there a certain setting in Optifine I could change to... not screw up OpenGL state? Or should I be taking that to Optifine thread? Thanks very much for the advice though!

    Edit: I restored Optifine to all the default settings and shaders are working again, I guess I'll just fool around with the settings until I find which one breaks shaders :P
    Posted in: Minecraft Mods
  • 0

    posted a message on Shaders Mod (updated by karyonix)
    Quote from JonnyBrando»

    If you are using the official Minecraft launcher, I don't believe that nVidia sees the handoff from Minecraft.exe to Javaw.exe.

    I would add Java.exe / Javaw.exe / Minecraft.exe to the nVidia Program list, and force them all to use the nVidia Adapter as the primary display source.

    The fml-client-latest.log (%appdata%\.minecraft\logs) used to list an Optifine section right up at the beginning of the log. Maybe a page or two down. If it's there it will tell you which adapter is in use.

    Your log looks clean, there is no way that Intel would load that cleanly with SEUS Shaders.

    You might try updating Forge/FML to a newer version. You are running 1032 when ShadersModCore was built on 1040. There are also newer versions of GLSL Shaders (which require up to Forge 1160/1161 -- the latest).

    There are also some severe compatibility issues with ProjectRed making the screen go dark if you don't have the correct version of PR or GLSL Shaders.


    Hmm... so here's what I have done now. I added both Java and Minecraft to the program list, Javaw already being there. That didn't fix anything, and I'm fairly certain it is already using the NVIDIA adapter because when I first installed the shaders mod, I had to manually force it to use the NVIDIA adapter else it would show the "Invalid program final" or something error. None of those errors have occurred since I added javaw.exe to the program list, but I'm keeping Java and Minecraft on the list anyway.

    I tried looking through the fml-client-latest.log but didn't find any info; are there keywords I should be searching for?

    I also updated Forge to 1121 which apparently is the recommended version for 1.7.2, which I want to stay at for the mods I'm using. I installed LiteLoader as well for the mods that I want loaded. SEUS v10.0 and v10.1 still display black screens.

    As for ProjectRed, I have absolutely no idea what that is :P but if it's having to do with versions, it shouldn't be the problem.

    The thing that trips me up is that the certain "better" shaders worked, then after a relaunch of Minecraft (after I removed and replaced a mod) just all turned to black screens. I made no changes at all to anything related to shaders. My mod that I updated doesn't seem like it would be something that interferes with the shaders, since all it does is display a few words on the top left corner. I don't understand why the shaders worked one day and didn't the next.

    Quote from Death_Dealer»

    theres a small picture of a red " ! " with a circle around it copy and paste the text you want to use inside of it.

    this?

    ^ I put a spoiler right here below the quote and it shows up in the "Reply" editor, but I can't see it in the preview, must be why I thought it didn't work... Edit: well now I can't see it in the post again >.> Edit again: I can see it after I refresh... well then.
    Posted in: Minecraft Mods
  • 0

    posted a message on Shaders Mod (updated by karyonix)
    Not sure what information you're looking for there, but

    Posted in: Minecraft Mods
  • 0

    posted a message on Shaders Mod (updated by karyonix)
    Quote from joshnoodle»

    Did you set it for java or javaw? It should be the latter. Also you could set it globally temporarily just to check.

    Yep, it's set to javaw.exe, and I also tried global but it still gave the black screen with v10.0 and v10.1. Not sure if this is important, but I forgot to mention that there are no errors displayed in-game, it just says the "Shaders initialized."

    There don't seem to be any errors from the development console either, this is what is outputted when I switch to SEUS v10.1 Standard.

    [01:16:45 INFO]: Client> [Shaders] Loaded shaderpack.
    [01:16:45 INFO]: Client> UNINIT
    [01:16:45 INFO]: Client> [Shaders] OpenGL 2.0 = Y 2.1 = Y 3.0 = Y 3.2 = Y
    [01:16:45 INFO]: Client> [Shaders] GL_MAX_DRAW_BUFFERS = 8
    [01:16:45 INFO]: Client> [Shaders] GL_MAX_COLOR_ATTACHMENTS_EXT = 8
    [01:16:45 INFO]: Client> [Shaders] GL_MAX_TEXTURE_IMAGE_UNITS = 32
    [01:16:45 INFO]: Client> Program gbuffers_basic loaded
    [01:16:45 INFO]: Client> Program gbuffers_textured loaded
    [01:16:45 INFO]: Client> Program gbuffers_textured_lit loaded
    [01:16:45 INFO]: Client> Program gbuffers_skybasic loaded
    [01:16:45 INFO]: Client> Program gbuffers_skytextured loaded
    [01:16:45 INFO]: Client> Program gbuffers_terrain loaded
    [01:16:45 INFO]: Client> Program gbuffers_water loaded
    [01:16:45 INFO]: Client> Program gbuffers_entities loaded
    [01:16:45 INFO]: Client> Program gbuffers_hand loaded
    [01:16:45 INFO]: Client> Program gbuffers_weather loaded
    [01:16:45 INFO]: Client> Shadow map resolution: 1024
    [01:16:45 INFO]: Client> Shadow map distance: 180.0f
    [01:16:45 INFO]: Client> Shadow map interval size: 4.0f
    [01:16:45 INFO]: Client> Hardware shadow filtering enabled.
    [01:16:45 INFO]: Client> gcolor format: RGB16
    [01:16:45 INFO]: Client> gdepth format: RGB8
    [01:16:45 INFO]: Client> gnormal format: RGB16
    [01:16:45 INFO]: Client> composite format: RGB8
    [01:16:45 INFO]: Client> Eye brightness halflife: 10.0f
    [01:16:45 INFO]: Client> Center depth halflife: 2.0f
    [01:16:45 INFO]: Client> Wetness halflife: 100.0f
    [01:16:45 INFO]: Client> Dryness halflife: 40.0f
    [01:16:45 INFO]: Client> Sun path rotation: -40.0f
    [01:16:45 INFO]: Client> AO Level: 0.5f
    [01:16:45 INFO]: Client> Noise texture enabled
    [01:16:45 INFO]: Client> Noise texture resolution: 64
    [01:16:45 INFO]: Client> Program composite loaded
    [01:16:46 INFO]: Client> gcolor mipmap enabled for /shaders/composite1.fsh
    [01:16:46 INFO]: Client> composite mipmap enabled for /shaders/composite1.fsh
    [01:16:46 INFO]: Client> Program composite1 loaded
    [01:16:46 INFO]: Client> gnormal mipmap enabled for /shaders/composite2.fsh
    [01:16:46 INFO]: Client> Program composite2 loaded
    [01:16:46 INFO]: Client> Program final loaded
    [01:16:46 INFO]: Client> Program shadow loaded
    [01:16:46 INFO]: Client> Framebuffer created.
    [01:16:46 INFO]: Client> Shadow framebuffer created.
    [01:16:46 INFO]: Client> Reset model renderers
    [01:16:46 INFO]: Client> Reset world renderers
    [01:16:46 INFO]: Client> [01:16:46] [Client thread/INFO] [TabbyChat]: [CHAT] Shaders initialized.


    (Sorry about not using spoilers, but I can't seem to get them to work? :S)
    Posted in: Minecraft Mods
  • 0

    posted a message on Shaders Mod (updated by karyonix)
    Quote from joshnoodle»

    Have you forced your GPU instead of the integrated graphics? It might be switching between the two to save power.

    I believe I have, I always run on high performance, and I have "High-performance NVIDIA processor" selected for Java under the NVIDIA Control Panel. Is there something else I'm missing?
    Posted in: Minecraft Mods
  • 0

    posted a message on Shaders Mod (updated by karyonix)
    Sorry for being another one of those people who need help :P but I really can't seem to figure this out...

    I have: Forge Mod Loader 1032, LiteLoader_04, OptiFine-1.7.2_HD_U_D1, ShadersModCore-v2.3.12-mc1.7.2-f1040, as well as some other random mods which shouldn't interfere too much... I think. My OS is Windows 8.1 (ew) with NVIDIA GeForce 820M graphics card.

    The first day I installed the shaders mod with some shader packs, I was able to get some shaders working, of which I especially liked "Sildurs Vibrant shaders 1.03 Intel." I removed some of the shaderpacks that weren't working. Next day when I launched Minecraft again, most of the "better" ones had somehow broken. I could still use Naelogo's Cel Shader (that one seems to work no matter what) and the SEUS v08 ones worked as well, but Sildurs Vibrant Shaders just turned into black textures with some strange flashing textures as well:



    I tried different versions of the shaders mod, different shaderpacks, but all ones with nice water reflections either came up as completely black screens or like the picture above. I also tried a completely clean install of Minecraft but to no avail.

    So I left shaders alone for a while, only using SEUS v08 Lite once in a while and sometimes clicking on the others just to check if they magically decided to work again, but they didn't. Then yesterday I tried again, tossing all of the SEUS v10 RC3 through 7 as well as SEUS 10.0 Standard and SEUS 10.1 Standard into the shaderpacks folder and went through them one by one, and found that SEUS 10.1 Standard worked, along with most of the others (and looks absolutey amazing), though the Sildur's Vibrant Shaders never did work again. I left even the non-working shaderpacks in, hoping to not screw up anything again, but then I added a new feature to my derpy little litemod so had to take out the old version of my mod, put in the new, and relaunch Minecraft. Aaaaand now shaders don't work again. SEUS v10 RC versions still work (don't look very good though), but v10.0 and v10.1 have both turned back into black screens.

    I really have no idea what I did wrong and can't for my life figure out why certain shaders work for one day and then break for a week... help? :wacko:
    Posted in: Minecraft Mods
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