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    posted a message on Schematica
    Quote from Lunatrius

    When either of you sees this, hop onto: http://webchat.esper...nels=#lunatrius

    When you're there say my name (Lunatrius) so that I'll know that you're around. I'll be probably compiling a few builds to see what exactly went wrong from dev4 to #64. A small amount of code was changed, but that shouldn't be affecting things (at least it doesn't on my end as I can't reproduce it).

    Edit: I'll be most likely away for an hour soon, should be back at about 2PM GMT+0

    I have an exam and i won't be available till 4PM GMT+0 23/4
    I will try to help as soon as i can
    Posted in: Minecraft Mods
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    posted a message on Schematica
    Quote from marubal21

    The previous versions i was using were:[1.7.2]LunatriusCore-universal-1.0.1.4.jar[1.7.2]Schematica-1.6.0.dev4.jarAnd this is what i'd see when i'd load a schematic:
    The moment i use the the next available version:Schematica-1.7.2-1.6.0.64-universal.jarLunatriusCore-1.7.2-1.0.1.5-universal.jarLoading the same schematic i see this:
    Even-tho its just the overlay it looks solid and non transparent making it very hard to use for building. Even after toying around with the config it still remains the same.


    That's the same problem that I have, no colors, when I am free I'll try previous versions of Schematica
    Posted in: Minecraft Mods
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    posted a message on Macro / Keybind Mod
    Hi. i have been trying the auto-crafting, it works great but how do i use it with a crafting bench(crafting table)?
    $${CRAFT("golden_sword",1)}$$ gives no error, but does not work
    $${CRAFT("Block_of_Emerald",1)}$$ gives error no recipe found
    thanks again
    Posted in: Minecraft Mods
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    posted a message on Schematica
    Quote from Lunatrius

    That's what I get for trying to fix bugs at 5 in the morning. Build #70 is up, should fix this issue. Not sure if it fixes Laugher's issue though.

    The Internal Exception: java.lang.RuntimeException: No OpenGL context found in the current thread. seems to have stopped appearing :)
    I've just tried out forge #61, schematica #70, core 1.0.1.5 on the official launcher, without any mods installed beside these and forge and it still happens on both fullscreen mode and windowed mode, minecraft only uses about 300mb of ram, much more free and allocated, java 8 64 bit, windows 8.1 update 1 with media center, i don't think that an error show on the logs for my case.
    [19:35:32 INFO]: System.getProperty('os.name') == 'Windows 8.1'
    [19:35:32 INFO]: System.getProperty('os.version') == '6.3'
    [19:35:32 INFO]: System.getProperty('os.arch') == 'amd64'
    [19:35:32 INFO]: System.getProperty('java.version') == '1.8.0'
    [19:35:32 INFO]: System.getProperty('java.vendor') == 'Oracle Corporation'
    [19:35:32 INFO]: System.getProperty('sun.arch.data.model') == '64'
    Posted in: Minecraft Mods
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    posted a message on Schematica
    Quote from Lunatrius

    I can assure you that it's not the RAM. If it was an issue with RAM you'd most likely crash or not see the outline at all. Also, seeing that you have the issue at 0,0 as well it's not a faulty bounding box. There's one other thing you can try to do. Fly around the schematic and try to keep as little of it on the screen as possible (just enough to see a single/few blocks). Try that for all 8 corners. Oh and are the core and Schematica the only mods installed?

    I can't download the file though (it wants me to download their downloader, you can try http://zippyshare.com/ for a free file host).


    Here's the schematic's file -i am away from my pc at the moment, i've downloaded it using Jdownloader and uploaded it-
    i'll try to do that and check after i get home
    http://www50.zippysh...73367/file.html

    Quote from ISToxik

    I also seem to be getting this weird error after loading schematics into a server, leaving, and then logging back in.

    It won't let me re-join a server and gives me this error:

    Internal Exception: java.lang.RuntimeException: No OpenGL context found in the current thread.

    Dunno how to fix it, but felt I should report it.

    Anyone else have either of these issues?

    I get that error, too , to fix it i login to a single player world and then i am able to login to servers again
    Posted in: Minecraft Mods
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    posted a message on Schematica
    Quote from Lunatrius

    Might be easy to back port it, might be not. Good thing is, not a lot of the rendering code was refactored which may make it easy to backport.
    That just blew my mind. I've never seen anything like that happen. I've downloaded Forge 1060 to check whether it's a forge issue, but my schematics seem to work fine (tried up to 400x400 ones). There's one thing that you can try. If it happens in all your worlds, create a new flat world and "/tp 0 10 0". Then load up the schematics that don't work.

    The reason why I asked you about the corners was a possible faulty bounding box. Though, both the blocks and overlay are rendered at the same time, so I'm kinda clueless why exactly this happens.

    Also, it may happen that I'll merge the current overlay with the textures so there's no more z-fighting and way better performance. But for that I'll have to get a few other things working first (been working on some config related code recently, similar to what bspkrs added).

    I've just tried the super flat world with the above cords and got the same problem, i have to be at a certain distance and facing a certain direction to see the colors, i have lots of free ram and my fps is high..
    here's one of my schematics (created using schematica)
    http://speedy.sh/fDN8k/MyWholeBuilding.schematic
    Posted in: Minecraft Mods
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    posted a message on Macro / Keybind Mod
    Quote from Mart3323

    Yes, Do();Loop() to loop infinitely

    i thought there was a variable that checks if you're standing on ground or not but that doesn't seem to be the case D=
    so i'm not sure how you want to do this.., if it just checks every 1.2 seconds, then what if it registers one position 5 blocks into the fall and the other in 21

    the distance recorded by script will be 16, which isn't fatal, though the actual distance is 21
    and it will probably even check too fast for that, if it's once every 1.2 seconds


    I don't quite understand how this would be able to get you a warning before it's too late, sorry

    but yes, for loops check out Do();Until(); Do();While(), Do();Loop, and Break
    mkb.bplaced.net/wiki

    Thanks for the info :)
    I've improved the formula and tried to improve it, here's what i've ended with, good night :Sheep: :Sheep: :Sheep:

    log(script started)
    Do()
    Do()
    %#yi% = %YPOS%
    wait(3t)
    %#yf% = %YPOS%
    %#yt% = %#yi% - %#yf%
    if (%#yt% > 3)
    %#yi% = -1
    endif
    echo(yt equals %#yt% , yi equals %#yi%, yf equals %#yf%, current y equals %YPOS%) //this is for debugging
    if(%#yi%!=-1)
    break
    endif
    loop()
    log(first loop done) //this is for debugging
    %#yi% = %YPOS% + %#yt%
    wait(24t)
    %#yf% = %YPOS%
    %#yt% = %#yf% - %#yi%
    if( (%#yt%*1.5) - 1.5 > = %HEALTH%-3 )
    echo(This fall will kill you!)
    log(yt equals %#yt% , yi equals %#yi%, yf equals %#yf%, current y equals %YPOS%) //this is for debugging
    endif
    loop()
    log(script finished)
    Posted in: Minecraft Mods
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    posted a message on Macro / Keybind Mod
    Quote from Mart3323

    The working directory for this mod has changed. look at liteconfig/common/macros or something like that

    Thanks :D it works now!
    but can i use some kind of an infinite loop (maybe use health < 100000 as a condition or player name (%PLAYER%) = player name(%PLAYER%)? ) to keep it checking and not make me press the button to check every fall? like, click it once and let it keep running
    i think a big loop that holds the whole script and inside it a child loop that constantly checks the y position of a player and if it has changed 3 blocks and keeps changing activate the below code and add the fallen distance before executing the below code to #y
    can i achieve something like this using the Macro/Keybind mod? i can write it using JAVA but i am not sure about what to do for the script
    #y = %YPOS%
    wait(24t)
    #dist = %YPOS% - #y
    
    if( #dist - 3 >= %HEALTH%)
    echo(This fall will kill you!)
    endif
    Posted in: Minecraft Mods
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    posted a message on Macro / Keybind Mod
    Quote from kiarules

    Macros can't use floats, but 1.2 seconds = 6/5 seconds = 24 ticks. So replace WAIT(1.2) with WAIT(24t).

    thanks for the reply :)
    i changed it, but the whole import is not working for some reason, as i tried log and echo in the first line and it did not display and that proves that there's something wrong either with the directory \AppData\Roaming\.minecraft\mods\macros\fall.txt OR with the assigned import $${$$<fall.txt>}$$
    maybe i need semicolons? i've seen some scripts that use it in the end of every line
    Posted in: Minecraft Mods
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    posted a message on Macro / Keybind Mod
    Quote from Gorlem

    Okay...
    The script should be something like this, I have not tested it.
    #y = YPOS
    // I'm not sure if it accepts floats...
    wait(1.2)
    #dist = YPOS - #y
    
    if( #dist - 3 >= HEALTH)
    echo(This fall will kill you!)
    endif



    Thanks for your help, i named the txt file fall.txt and placed it in .minecraft/mods/macros/fall.txt
    then assigned $${$$<fall.txt>}$$ to =
    and nothing happens when i press it, is something wrong with how i import the macro, or is it that i have to use some kind of loop to keep the code checking? i tried falling a high distance and then running it and nothing happens, i tried adding echo(testing) to the first line and it did not print, tried even echo(<testing>), i bet it's something with the import
    Posted in: Minecraft Mods
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    posted a message on Macro / Keybind Mod
    Quote from Gorlem

    What are you trying to do exactly?

    Print on the screen when the player falls an enough distance to die, i used a stopwatch to see how long does it take for me to hit the ground and got approximately 1.2 seconds
    the idea is get current y position, wait 1.2 seconds, get next y position, if it is enough to kill the player print in chat
    Posted in: Minecraft Mods
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    posted a message on Macro / Keybind Mod
    Awesome mod :)
    question: i think this wont work, can you please correct it for me?
    Attempt 1:
    if ( %YPOS% - || WAIT(<1.20>) || %YPOS% >= 20);
    echo (This fall/drop will kill you!);

    Attempt2:
    if ( %YPOS% - || WAIT(<1.20>) || %YPOS% -3 >= %HEALTH%);
    echo (This fall/drop will kill you!);
    Posted in: Minecraft Mods
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    posted a message on Schematica
    Quote from Lunatrius
    That's a new one. Which Minecraft version is this? Do you have any other mods installed? It seems rather odd that this is happening. Either BOTH or NONE shouldn't disappear (blocks, blue/purpler/red overlay). Does it happen even if you're looking at the schematic from outside the schematic area (not being inside the purple outline). Also, try keeping the corners of the schematic in the field of view, see if any of them have odd behavior (from what I've seen I'd say that that bottom corner must be in the field of view for the overlay to render).So, sort of an "xray" for the blue/purple/red outlines? I can look into that.
    Minecraft 1.7.2 with forge 10.12.1.1060, no other mods installed, here's another video where i will use a smaller schematic alongside the bigger one ,
    http://we.tl/g0NGVENjI7 even if all of the corners are seen i can't see the colors, if i am far away i can see the schematic but not the overlay ( my render distance is at max and i play on fancy ), i have to be facing a certain direction at certain spots to be able to see the overlays, i don't have to be inside the schematic to see the overlays as demonstrated in the videopc specs: 3rd gen I7, NVIDIA GTX 660M with the latest drivers, windows 8.1 update 1 with media center, 64 bit java version 8I've tried using (very) small schematic and i didn't have a problem, with medium and large schematics i get this problem, here's a screenshot of a MUCH smaller schematic that i also face the problem withit says i can't use this image extension for this community,
    here's the image url http://imgur.com/0VFXoSi
    as you can see i can see 7 out of 8 corners in this image and no overlay is visible
    And yea, sort of an xray ( at least for the overlay ( the colors ) )
    Posted in: Minecraft Mods
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    posted a message on Schematica
    Awesome mod :) Works great
    but i had one problem with it which is that i have to face a certain direction for it to display the red/blue/orange/purple colors that indicates what i should do, i see the projected blocks without the those colors and that made it very hard for me to know if i did the schematic correctly.
    I only have schematica and the core installed (as well as the latest version of forge)It's a large schematic, :( here's a video (i couldn't figure out how to upload it to the forum): http://we.tl/ZuFF2mjNEm
    Here's a suggestion: imagine that i want to place my schematic underground, and there's hidden wiring, i will not be able to see the projected blocks till i remove every block facing it, example:
    schematic:
    :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass:
    :soil: :soil: :soil: :soil: :soil: :soil: :soil: :soil:
    :soil: :soil: :soil: :soil: :soil: :soil: :soil: :soil:
    :chestfront: :chestfront: :DBlock: :--+: :Furnace: :Glass: :DORE: :DORE:
    :soil: :soil: :soil: :soil: :soil: :soil: :soil: :soil:
    and here's what i will see when i try to place it
    :grass: :grass: :grass: :grass: :grass: :grass: :grass: :grass:
    that's it, everything that is not directly seen by the eye is hidden, maybe add an option to let us see the color (red) when there're blocks misplaced(should be changed) and cannot be seen.
    Another suggestion is to add a percentage in the schematic movement page - that indicates how complete is building the schematic
    thanks again for all of your hard work! :RFlower:
    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Feature Request:Multiple optifine configs/profiles with each magic launcher profile, server side forced settings
    Example: i have 2 profiles one that requires more ram and the other requires less ram, in the same time i want to let the one that requires more ram have fast video settings and the other one have fancy, i request that the config for optifine changes automatically when i switch between each profile instead of having to change the video settings each time i switch the profile in magic launcher.
    Also, some servers want force the users to stop using the zoom and/or void fog options in optifine and having the ability to do that from the server side would be very welcomed.
    Posted in: Minecraft Mods
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