I believe Mojang has an automated system to temporarily ban IPs that have multiple failed login attempts consecutively, and as free VPN's are generally used when people log into compromised accounts (there are big lists of usernames and passwords online... a lot are probably invalid though), Mojang has probably gotten many failed login attempts from those IPs, resulting in them being blocked.
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Dec 19, 2017Posted in: Modification Development
Note that you need to make sure that the export to OBJ format is set up properly, sometimes the vertices might be out of range and I think it needs to be in triads not quads, but I'm really not familiar with this. Just search for OBJ format and forge and you should find plenty of info.
Yes, Forge does have native OBJ support, however it's extremely frowned upon and highly not recommended. Honestly, it's best if you just scrap your modeling and redo it all in JSON.. :/ Perhaps something like this will work: http://www.minecraft-smp.de/index.php/toolbox-2-0
Never tried it myself, nor do I know much about vehicles in Forge, but that is a vehicle editor.
Forge might ditch OBJ support sometime though, as it's did come and go once or twice in the past, so that's another reason why I wouldn't recommend it.
Dec 18, 2017Posted in: Modification Development
So I wanted to try messing around with the code and do some stuff for fun, but I can't seem to figure out a way to edit the assets in MCP. I have found there is a folder of them under the temp folder in MCP, but they aren't loaded into the game when I compile and run it through Eclipse.
I'd like to edit the language files to add some custom strings, as well as add in the edition.png file as I've updated MCP from 1.12 to 1.12.2.
Is there a way of importing custom assets as well as editing assets already in the game? Thanks!
Dec 18, 2017Posted in: Java Edition Support
Looking through the code, I believe the reason why this is a problem is because every time Minecraft detects the mouse was updated, it updates the current "GUI", which can either be a menu, or in this case, the game itself. So say your mouse updates 1000 times per second, well that's forcing the game to run a little update function over and over... So yeah, Minecraft just isn't designed well to handle high poll rate mice.
Dec 17, 2017Posted in: Java Edition Support
So the issue is occurring based on the amount I physically move my mouse. I have my DPI set to 1200, but I can change that and the issue completely ignores it. Huge movements in real life (very little movement on screen) impact my FPS just as much as when I had a very high DPI and the cursor itself moved a lot. Switching to on-board memory profiles of my mouse rather than the computer profiles resolves the issue, so it must be something due to Minecraft possibly trying to intercept the mouse inputs and read them prior to the software making changes or something.
Although, it seems that using my nicer mouse, in general, causes Minecraft a lot more lag than my old super cheap one... Perhaps that's due to the 1000Hz refresh rate of my good mouse vs the 100Hz or whatever of the cheap one. I don't know yet.
EDIT: I just lowered my good mouse's poll rate to 125Hz, and the issue is gone. Minecraft obviously doesn't like high polling rates, but I'm not sure why it works sometimes.
Dec 17, 2017PseudoResonance posted a message on How to get 200+ FPS + NO LAG with the best settings for Optifine!Posted in: Java Edition Support
Thats a nice bit of info, but i dont think having 200+ frames would be needed. Basically if you have to many frames the gpu might send out two frames during one cycle which will oft create the problem know as screen tearing. Consider reading the wiki page about screen tearing. Dont know if you people consider Wikipedia reliable, but it says the same stuff just about anywhere else. the also got those references at the bottom...
There are two buffers in OpenGL. The active one and the one being written to. When the scene is being drawn it's writing to the second buffer. when it's done being drawn the buffers are swapped. No two screen updates are available at any point in time for the monitor to physically select. With this render pipeline screen tearing simply does not happen unless the person coding the renderer makes a mistake and writes to the primary buffer. The problem with screen tears appears when the buffer is being written to at the same time that the monitor is copying the buffer. Since in the OpenGL pipeline the primary buffer is never written to, this doesn't occur. I get between 190 and 220 fps and have never had screen tearing on any OpenGL game. I've seen it on DirectX games, because they don't have a duel buffer.
I don't need to read the wiki page on screen tearing, I'm very aware of what it is. I'm a programmer and I deal with 3D on a regular basis.
VSync automatically requires that double buffering doesn't swap while the refresh cycle is being ran, however OpenGL does this automatically (And minecraft does take advantage of this function).
Also, frame stitching is not very apparent in most cases, only inter times of extreme movement, where every frame has a high amount of difference from the last frame. at 60 fps, the frame stitching would have to occur around 8% or the time or more for your eye to even register having seen it.
I'm not just spewing out anything I can think of. There has been research going on for years on this topic. People used to say that the human eye can't see more than 60 fps. This was proven false many years ago, and led to a series of very large investigation of framerates higher than 60.
Screen tearing occurs when there is a discrepancy between the refresh rate and the frame rate, so basically, always. That's what VSync is for. It limits your fps to your refresh rate, which for most people, is 60. However, due to the way frame limiting works, you'll generally end up with something more like 50fps, which results in a poor gameplay experience. That's why disabling VSync and setting your own frame limiter is often a better option. You can set it to 60fps, but that'll basically be the same as VSync. Because of the way graphics cards work, setting your frame limiter to a multiple of 60 is the best option. Then, if you're hitting 120fps the entire time, your computer doesn't have to work to mash frames together to make a fluid experience.
For an example, If you've got 7 friends, but 13 presents to give out to your friends, how are you supposed to do it? You can give each friend 1 present, but now you have 6 extra. You've got to use all of them. You can give out the last 6, but that means one friend gets only one present, and is sad... You can take the presents and cut them up so each friend gets 1.857 presents, but honestly I'd be disappointed to receive only 0.857 of my new present, or even worse, to receive small portions of multiple presents. There's just no way to do it. And that's what your computer has to figure out every time there is a difference between frame rate and refresh rate.
That's why multiples of the refresh rate, such as 120fps, or 240fps are best because they always divide nice and evenly, resulting in minimal screen tearing if at all.
Also, if you set your limiter to 60fps, that means the game only updates 60 times per second. So say you move your mouse, the player won't actually move until it calculates the next frame, resulting in some extra latency. It's minimal, but everything feels slightly slow, kind of like syrup. With a higher frame rate, the game will be able to update faster and result in a smoother experience.
On top of all that, limiting your frame rate will reduce the strain on your computer, resulting in a marginally, negligible increase in lifetime as well as lower power consumption, so your electricity bills will be lower. Every penny counts.
Dec 17, 2017Posted in: Java Edition Support
You are using a modded minecraft and have supplied evidence of the issue while modded so the modded section is correct.
If this is truly a java or lwjgl issue then it would be better to post on a forum for them and not here as this is a minecraft support site not a java or lwjgl forum.
Well I don't know if it's an issue with LWJGL or if it's Minecraft's implementation of it. It's difficult to get a good recording of the issue, and that's just the recording I have. Sorry if it sounded rude, but I've been very frustrated by this issue for a long time now, and nobody seems to have any solution. Just because I provide evidence in a modded game doesn't make it a modded issue. This issue persists no matter how many times I reinstall Minecraft, on any version, with or without any changes made to it, on any version of Java 8 (haven't tested Java 7) on any version of Windows 10 (haven't tested any other OS). Perhaps it's an issue with my computer as my GPU is in need of being replaced under warranty, but no other game is affected, so obviously there is something that can be done software wise. People have suggested setting Java to lowest priority in the task manager so as not to affect the processing of the mouse movements, but my computer is very powerful as you can see in the video, that is not an issue and doesn't affect me, nor does the solution help most people who've reported this unusual problem. If you have any better ideas of how to solve this problem then please go ahead, but you simply asked for java arguments and didn't even follow through with that by responding, and moved the issue to a section that I believe is incorrect, resulting in the potential views of people who have actually had this same issue. Many believe this issue is tied to optifine, but it is not. This issue even occurs on LWJGL 3 in the latest Minecraft snapshots, but in a different way.
EDIT: If it makes you any happier, here's what trying to play the game is like. Try watching around 34 and 45 seconds..
And it's in vanilla 1.12.2 with the same Java arguments as before..
I'll post one of the latest snapshot too just for reference. Sorry for the bad compression, I just realized the settings were messed up and the videos are awful. The snapshot video is still uploading as of posting this, but it's link is there anyways for when it's done. It might take time for YouTube to render it in 1080p60fps though. But in that, the issue is not so much that my mouse movements are erratic, but that any quick mouse movements absolutely tanks my FPS and I drop from 100s down to 0 in an instant. Even mouse movements in the inventory, or in the pause menu.... If you had any doubts about my performance, I show in there that 200 entities isn't a problem and I'm still getting 60+ fps standing still staring at them...
Also, just to add to that, memory usage is all over the place, very quickly fluctuating up and down and the issue still occurs even without any additional Java arguments set.
Dec 17, 2017Posted in: Java Edition Support
Also, please move this back to unmodified support and don't move this to modded support as unmodified gets a lot more attention and it's more likely that someone will notice. Also, THIS IS NOT A MODDED ISSUE. The video may be from modded MC, but this affects every installation of MC on my computer. It's a Java issue, or it's an issue with LWJGL or something at the core of Minecraft, thus it's inappropriate to have this under modded client support.
Dec 16, 2017Posted in: Java Edition Support
Yup, the issue just came back on it's own. Any idea what might cause it? I know this has been an issue for years, but because of it's extreme rarity, nobody has ever found a solution.
Dec 13, 2017Posted in: Java Edition Support
This isn't an issue with Modded Minecraft. While the thread was moved to modded, I think it's very inappropriate. Yes, my example video is modded, but as I stated multiple times, the issue is with Minecraft as a whole, across all versions, modded or not.
Thanks for the help though. :/
Dec 12, 2017Posted in: Java Edition Support
Well the issue seems to have magically disappeared again for the time being, but I doubt it's solved.
These are the default arguments the Twitch launcher (used in the video) uses (other than Xmx, I set it to 8GB as that seemed pretty good for having 130 mods and stuff. Also removed the directory, but it just points to my game directory.):
-Xmx8192m -Xms256m -XX:PermSize=256m -Dminecraft.applet.TargetDirectory="DIRECTORY" -Dfml.ignorePatchDiscrepancies=true -Dfml.ignoreInvalidMinecraftCertificates=true -Duser.language=en -Duser.country=US
And the arguments I use on the standard launcher:
-Xmx8G -Xms1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
The 8GB of RAM there was because I was using a huge resource pack. Perhaps the Xms value should be removed or something?
Dec 12, 2017Posted in: Java Edition Support
Minecraft causes an update to the currently displayed menu/game every time it detects the cursor updated, so if you use a high poll rate mouse, it causes a lot of updates, each time forcing a function to be run. This lags the game significantly, so I'd recommend using a lower poll rate on Minecraft.
EDIT: I've figured out that this issue occurs any time my mouse cursor is moving rapidly when over Minecraft, which includes playing the game, the inventory or the pause menu. As soon as the cursor is not over Minecraft (such as on a separate monitor, or the task bar or title bar) the fps is stable and high. Upon trying a different mouse, the issue is gone. So the issue is with the Logitech Gaming software. If anyone else has a similar issue, I recommend experimenting with any mouse drivers.
The issue seems to be my 1000Hz poll rate. Halving that to 500Hz mostly fixed the issue, but I still noticed some lag, so I dropped it to 333Hz, and the issue is gone altogether.
Maybe a month ago, my mouse started going crazy in Minecraft. It was only in Minecraft, and occurred whether I was using mods, or using a completely brand new installation of Minecraft. Yesterday I completely wiped my hard drive and reinstalled Windows and Minecraft, it was fine for a day, but today the issue started occurring again.
Here's some videos of the issue occurring across versions and modded and vanilla.
17w50a (Latest Snapshot at Time of Posting)
1.10.2 Modded (Project Ozone Lite)
As you can see at the end of the modded video, I'm smoothly moving my mouse side to side, however it periodically does little jumps. Especially around 20 seconds, the effect is very noticeable. I am definitely moving my mouse smoothly, and at the end, I open the chat box to show that the cursor does move smoothly.
This issue occurs on all installations of Minecraft, whether they are vanilla or not.
Initially, I was able to solve the issue by getting my own installation of Java, 8u151 and using that instead of the outdated version included, and this worked for a month or so, but the issue started occurring, so I reinstalled Windows, and it was fine, but the problem came back. I am using 8u152 after reinstalling Windows. This issue is completely isolated to Minecraft, and affects both the current and old versions as well as the new Snapshot that uses the latest LWJGL. However, in the snapshots, rather than jerky camera movements, I get extreme, unplayable lag when moving, down to 0fps, but the fps returns when standing still.
Any idea what may be causing this issue? I can't seem to solve it. It will be fixed for some time, maybe a month, maybe 10 minutes, then it comes back again.
Sorry this might be a bit confusing, it's late..
Feb 10, 2017PseudoResonance posted a message on Sound Physics (realistic sound reverberation, occlusion, and attenuation)Posted in: Minecraft Mods
Yeah I just don't really know much about the Minecraft sound system and how it works. Couldn't figure out why the game wasn't calling my methods to set the last sound data.
Feb 8, 2017PseudoResonance posted a message on Sound Physics (realistic sound reverberation, occlusion, and attenuation)Posted in: Minecraft Mods
Either way, it's not like I can release it to anyone else, it's not mine to share, it's Sonic Ether's. I managed to get the decompiled code working as it normally would (which in the case of 1.11.2, is not at all..) so it's at the same place the compiled code is at (when decompiling, something will often not decompile properly and will result in the code being broken until you sort out the issues by hand). However, I haven't messed with transformers and I don't exactly know how to work them or their purpose or anything... I just know that the plugin must overwrite Minecraft's default code and hijack several methods as well as adding some fields in order to take over the sound system and play sounds itself. It seems to do all this successfully, but the sound system crashes upon loading and you get no sound at all now thanks to the below error...
java.lang.VerifyError: (class: paulscode/sound/SoundSystem, method: newSource signature: (ZLjava/lang/String;Ljava/net/URL;Ljava/lang/String;ZFFFIF)V) Register 7 contains wrong type [13:47:18] [Sound Library Loader/INFO]: [STDERR]: at net.minecraft.client.audio.SoundManager$1.run(SoundManager.java:142) [13:47:18] [Sound Library Loader/INFO]: [STDERR]: at java.lang.Thread.run(Thread.java:745)
Also, why'd you make a new account just to say "I'm almost positive it isn't.?
EDIT: Turns out I just needed to reinitialize the injection variable each time, which I had forgotten to redo... However, now it plays a single sound, the click of trying to hit a button, then due to the variables lastSoundName and lastSoundCategory not being set, the thread stops and you don't hear any more sounds ever again...
Feb 6, 2017PseudoResonance posted a message on Sound Physics (realistic sound reverberation, occlusion, and attenuation)Posted in: Minecraft Mods
I tried decompiling the 1.11 version and building it on 1.11.2, but I was given zero errors and it seems to be functioning perfectly normally, yet it doesn't work. The mod's a bit too complex for me to figure out what's going on looking at it.
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