Quote from 6ENiGMA9Hi guys, I'm new here! I'm running Minecraft 1.7.5 with OptiFine 1.7.5 HD U D1 and GLSL Shaders Mod 1.7.5. No Modloader, no magic launcher and so on... Also, I'm running SEUS Shaders 10.1 Ultra DOF, which I modified as in euphoria4949's signature guide to enable Parallax (btw, thanks for it!). It did work glitchy for a texture pack I accidentaly deleted, but now, any other texture pack I use does not have it. I think something else must be broken or I don't know, Is any chance to modify a texture to make myself the preps for parallax? Thanks in advance! PS: Thank you Sonic Ether for this awesome work! And other guys too...
Hi 6ENiGMA9, glad you found my guide helpful When you say that POM no longer works, what do you mean exactly, that there is no Parallax effect or there is but it's glitchy???
Quote from RaumHaving a few issues that I've seen other folks have, but can't seem to find any solution to it - The search is failing, and outside of going through all 1100 pages of this thread, I don't see any other way of getting the fix. The shaders work WONDERFULLY - The world is beautiful.Looks AMAZING!... Until it gets dark. The amount of ... glow? That the torches and glowstone put off is insane.The nether is pretty much blinding, as are any mobs that glow (blazes, skeles on fire, etc) As I said ... I've seen teh question asked, but going through multiple pages afterwards I haven't been able to find any answer to fix this, and I'd rather not start editing random numbers in the files when I have no idea what the issue actually is. Thanks!
When you install mods that add new items/block that are not designed to be compatible with Shaders, the Shader Core doesn't know how to react light and shadows with them, that's why some of your new light items like the lanterns are glowing intensely.
The mod that implements the new items needs to make there mod compatible with Shaders.
Quote from NovamaI'm currently running 10.1 ultra motion blur with a radeon hd 7770 (recently updated) on minecraft 1.7.4 with custom map. I use optifine and shaders for the 1.7.4 version Problem: I do not see rain or clouds in most cases. Instead I see a fog of sorts If I switch to the 10.1 preview 2 - i see the rain and puddles. Its too dark to tell if this resolves the cloud issue. I grabbed my copy of 10.1 ultra a month ago about. Is there a setting I can change or an update I can get?
Please see my "Bug Fixes and Improvements Guide" in my signature below, you will find it had a guide to fix the invisible rain as well as add puddles, and much more.
Quote from hi9580When I use any of the packs this happens.
Please use the forum search bar to search a thread before posting in future, as your question has been asked and answered hundreds and hundreds and hundreds of times already, 5 times on last page alone, thank you.
Here you go:
CRASH ON START UP AND/OR BLACK SCREEN WITH SMALL BOXES IN THE BOTTOM CORNER FIX
LAPTOP USERS ONLY!
You need to open your Nvidia or AMD Control Panel and set the "Preferred Graphics Processor" to Nvidia or AMD, NOT: Auto or Intel. Do this "Globally", not just for Minecraft.
If you do "Not" have either an Nvidia or AMD Control Panel then please read the guide below for: PC USERS ONLY.
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If you do "Not" have either an Nvidia or AMD Control Panel then please read the guide below for: PC USERS ONLY.
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PC USERS ONLY!
The descriptions and instructions for this mod, that you were supposed to read "Before" installing them, very clearly say:
If you are "Not" using Intel HD and "Do" have a proper dedicated Nvidia or AMD graphics card but you still get the black screen or crashing, then please skip the next paragraph.
Intel HD: Intel graphics are not designed for modern gaming because it is "Not" a Graphics Card, it's an iGPU. This means it's a small part of your Processor/CPU that "ACTS" like a very low powered Graphics Card.
Intel HD is very weak, it's designed to give you enough graphical power to watch a movie, YouTube video or play a basic game, not for running extremely complex and demanding graphical mods.
For people "Not" using Intel HD:
1# - Your PC's graphics card is not powerful enough or is too old. The mods description clearly says you need a "Modern and very powerful graphics card!"
2# - Your graphics card driver is out of date. Update it to the latest version from your manufactures website.
3# - The wrong or an out dated version of the GLSL Shader Core mod is installed.
4# - You have mod installed or a setting that is causing an incompatibility.
Feel free to post on the SEUS thread if you want more info about whether your graphics card (Nvidia or AMD/ATI) is compatible.
There are some very basic and low-end Shaders available on Minecraft.net forum that might work with old or low powered cards and Intel HD.
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"You need a modern and very powerful Graphics Card to run a shader." "Intel HD Graphics are "Not" compatible with SEUS."
If you are "Not" using Intel HD and "Do" have a proper dedicated Nvidia or AMD graphics card but you still get the black screen or crashing, then please skip the next paragraph.
Intel HD: Intel graphics are not designed for modern gaming because it is "Not" a Graphics Card, it's an iGPU. This means it's a small part of your Processor/CPU that "ACTS" like a very low powered Graphics Card.
Intel HD is very weak, it's designed to give you enough graphical power to watch a movie, YouTube video or play a basic game, not for running extremely complex and demanding graphical mods.
For people "Not" using Intel HD:
1# - Your PC's graphics card is not powerful enough or is too old. The mods description clearly says you need a "Modern and very powerful graphics card!"
2# - Your graphics card driver is out of date. Update it to the latest version from your manufactures website.
3# - The wrong or an out dated version of the GLSL Shader Core mod is installed.
4# - You have mod installed or a setting that is causing an incompatibility.
Feel free to post on the SEUS thread if you want more info about whether your graphics card (Nvidia or AMD/ATI) is compatible.
There are some very basic and low-end Shaders available on Minecraft.net forum that might work with old or low powered cards and Intel HD.
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MAC USERS ONLY!:
If you had read the mods description you would have seen that it clearly says: "The author of SEUS Shader-pack has no access to a Mac, so is unable to provide Mac support at this time."
Quote from theWBBAbladerSonicEther, When I go to download the Shader Pack and when I get redirected to adfoc it does not work. When It redirects me I'm in a loading screen where nothing happens. May I have a direct download link?
Some of the DL links are down due to server issues. No ETA on them being fixed.
Quote from octarine-noiseI absolutely love the shader, it gives very stunning results. There are however two minor gripes I have with it. First, modded leaf blocks are not recognized as such, and they will not wave in the wind. Is this part of the shader, or the GLSL mod? What would be needed to make it recognize them as leaves? Second, only blocks within a certain range of the player cast shadows, but this range is smaller than the rendering range. So you can have landmarks with a very long cast shadow (like mountains or redwood trees), and their shadow seems to miraculously dissolve as you move away, but the landmark is still very much visible, and should be casting shadows. The effect is a little jarring. I know the shadow map resolution is tweakable in the GLSL mod settings, but is there any way to influence the size of the area it covers?
Leaves:
You need to find the Block ID for the leaves you want to add, then open "gbuffers_terrain.vsh" with Notepad++ (Not standard Notepad), then starting on line 208 you will see a section for Leaves, add the following code to the list and simply add the block ID to the end.
|| mc_Entity.x ==
Shadows:
Shadows can be very taxing on a PC so the instance was reduced to allow for better FPS.
To increase the shadow draw distance open "composite.fsh", locate line 39, and increase the number.
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Version 1.1.6 (MC 1.8) released:
Just some minor bugfixes this time. I could have released this weeks ago, but I always thought I would have the time to add some more "meat" to the release... sorry. Please bear with me.
@JonnyBrando: thanks again for your textures, this release includes them.
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No, it just doesn't work
Joking aside, I did some testing with Chromaticraft, and leaves were working just fine for me. Colored grass, however, was not, even without BetterFoliage.
I'm not sure I'm the one at fault here, as there have been graphical glitches with Reika's mods before (not only with my mod).
I won't give up just yet, though. Can you give me your mod list? That would help me to be able to reproduce your issue.
This is pretty good. The vector-based ones beat my weak-ass attempts at resizing hands down. Can I use them in an official fix?
There's a whole lot of "File not found" errors. I'm guessing something is not quite right with your resource pack.
If I understand correctly, it's not a blocking problem for you? You can start the game eventually and there are no graphical glitches?
I don't understand what you mean. Invisible to what mods? Where do you want to add these blocks?
If I'm not mistaken, these are specific rotations of the vanilla Log blocks. Do you maybe want to disable round logs for horizontal logs, but not vertical ones?
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It works (more or less) for me, at least there's no crash and most features look OK. From the crash report it looks like you are running out of video memory. Try to reduce the draw distance to have less stuff on the screen, and see if it still crashes.
On the other hand, leaves do not work with Default 3D. It's because of the way the author set up the models (no hierarchy with a common ancestor, like in vanilla).
Not really. Better Foliage is more or less in maintenance mode right now. That doesn't mean it's "finished" though - if I have a flash of inspiration or someone suggests a feature I like, I'll do it happily.
Unfortunately, I can't even keep up with the bugfixes right now - I barely have any time for modding lately. Busy time IRL. Sorry.
As for stalactites and stuff, there has been some discussion about them before. Because of technical (i.e. performance) reasons, they don't really fit well with a visual-only mod like BF, this should really be part of the world.
Fortunately for you, WhiskeyTangoFox comes to the rescue! Check out his mod, CaveBiomes, which has exactly what you seek and more.
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I've started investigating this problem from my end, and luckily it was quite trivial. The problem is a typo in Olympia code. I created an issue with the details: https://github.com/DasUmlaut/Olympia/issues/22
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@MisterQuiggly:
I checked this out with no luck. Versions were BF 1.1.5, Optifine U D3 and Forge 1450. No rendering issues at all, everything looked fine.
However I keep getting the dreaded "OpenGL error code 8" problem that happens to some nVidia users, which makes it very hard to do anything
Can you post your full mod list? Also, what kind of GPU are you on?
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@Elmazz:
The most obvious solution that comes to mind is to make logs "connect" to doors, i.e. not round the corners facing the door block. And that's still not enough, since there are lots of mods that add doors... maybe another configurable blocklist? We'll see.
@CaerMaster:
I don't have any good ideas how to make different chamfer radii play nicely together. I can't really do very extensive checks on the surroundings, as that would be very expensive in terms of speed - round logs are already hard on the hardware as it is. Only simple rules are feasible which depend only on the 26 neighbors of a block.
Elbow logs are most likely not coming, and I've pretty much given up on making round logs render correctly with neighboring fluid blocks.
Being able to chamfer log blocks on a case-by-case basis is unfortunately not possible at all. For that to work I would have to add blocks, items and/or some extra block information to the world. That would in turn break the client-only-ness (yeah, that's a word now) of the mod, and I don't want that.
@jochuan:
I didn't know Mo Creatures had logs. Sure. I'll add them.
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Matching set of bugfix releases
Version 1.0.13 (MC 1.7):
Version 1.1.5 (MC 1.8):
This release should fix the crash described by @TomEVoll.
The saturation threshold is a new config option that you will most likely not have to touch ever. For more information, check my closing comment in this issue.
Things will continue to happen slowly in the near future. I'm very busy IRL. I'll try to put in more work as my time permits.
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Released version 1.0.12:
Fixed the problem reported by @chrisk123999 (...hopefully), and definitely fixed Chromaticraft incompatibility reported by @DevonX1.
Sorry for the slow going, I'm very busy lately.
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@DevonX1: this really confuses me, as there is a NullPointerException happening right after I made a null-check... Could you show me your fml-client-latest.log file (right after a crash)? That has a lot of additional low-level log messages that don't show up in your console, and would really help me in tracking down the problem.
Use Pastebin or Gist, it's a bit too big for a forum post. If the file is still too big, just a section from a couple hundred lines before the crash, and all the way to the end, will suffice.
@chrisk123999: whoops, that's a derp on my part. Will fix soon.
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Version 1.0.11 released:
Ported the fixes introduced in 1.1.4, the crashes should not happen anymore.
Added another asked-for feature from BG&L: grass hanging down from the sides of blocks. Pretty straightforward. Defaults to off.
Most features also have a new config option added: Distance Limit. This is the maximum distance in blocks from the player that the feature will show up. Defaults to 1000 (i.e. always).
I'm not yet sure how to do this properly because of the way Minecraft renders the terrain. Chunks are re-drawn only when there is a block update, or intermittently when the player is near. This means you can get pretty close to an area and BF features will still not show up - until the game suddenly "notices" you are in range and it all pops in place.
It still might be useful for people with slower computers - just be prepared for the occasional glitch if you set the value too low.