• 0

    posted a message on Looking for builders for a Military Base style map FOR A MOD PROJECT!
    Quote from Flenix»

    Delete the 1.7.10 folder inside your /mods folder and try again (It'll reinstall by itself). If that doesn't work take a screenshot of the mods folder please :)

    Deleting the folder fixed it :)

    I wish there was a better version handling system for mods though, I had to move every other version to a backup folder as well before it worked.
    Posted in: Maps Discussion
  • 0

    posted a message on Looking for builders for a Military Base style map FOR A MOD PROJECT!

    I did check, and didn't see anything obvious. Thing is, the pack was downloaded, and I was told to unzip and put in the mods folder "as is". This was directed mainly towards Flenix, as I'm assuming he's the one who assembled the pack.

    Also, I didn't do it intentionally, probably an internet thing. I'm fully aware about double posting in 99% of forums, I'm not a kid lol. I get a decent bit of packet loss due to how I acquire internet. Odd though, I refreshed the page several times and didn't see the double post until you quoted it...

    Posted in: Maps Discussion
  • 0

    posted a message on Looking for builders for a Military Base style map FOR A MOD PROJECT!

    Having trouble getting the modpack running. Downloaded a fresh install of 1.7.10, and installed Forge #1558. I know forge is working fine as Optifine loads up perfectly.


    This is the error I get:



    Posted in: Maps Discussion
  • 0

    posted a message on Creating a 1.10 pack not working

    1. Use Notepad++, as mentioned. This is much easier to read and designed specifically for what you are trying to do.

    2. Make sure explorer isn't hiding file extensions (.txt). Follow everything that has already been mentioned by Alvoria.

    3. File structure should look like this: "%appdata%/.minecraft/resourcepacks/YourPackHere/pack.mcmeta". Notice there's no ".txt" after mcmeta.


    Use this code. Just copy/paste into notepad(++), then edit and save as "pack.mcmeta":

    {
      "pack": {
        "pack_format": 2,
        "description": "Type whatever here."
      }
    }
    
    // Don't copy this line. For "pack_format", if resource pack is for Minecraft 1.8.9 or lower, use a value of "1". For 1.9 or above, use a value of "2". This value may change for future versions.


    If you continue to have problems, use the pack.mcmeta that works (but has whatever description you don't want).


    1. Open the copy of stolen mcmeta from YOUR PACK (from %appdata%/.minecraft/resourcepacks/YourPackHere"), using notepad++ (right click the file > open with... > browse > C:\Program Files (x86)\Notepad++\notepad++.exe > [enter]).

    2. Change the description in notepad++, and make sure the "pack_format" is 2.

    3. Click file>save (not save as, just good ol' save). Doing this should keep whatever formatting the working mcmeta has, and should save it to your pack.

    Posted in: Resource Pack Help
  • 0

    posted a message on Looking for builders for a Military Base style map FOR A MOD PROJECT!

    May I ask how big these bases/structures will be? I've had an itch lately to do some themed building, and this might satisfy it, but if the buildings need to be similar to vanilla village buildings, then I'm not sure if I'd want to or not.


    Username: Tripartist1

    Age: 22
    How long have you been building? Have been playing since late 2011, and recently building larger projects.
    Any examples of modern style buildings? Modern house I did out of boredom one day. See spoiler.
    Do you know how to install Forge with mods? Of course. Forge is easy compared to what we had to do in 2011/12 ;)



    Posted in: Maps Discussion
  • 0

    posted a message on The All-Inclusive UPDATED Guide to Texturing

    Could someone please point me in the direction of replicating the better grass and leaves/better foliage, using only a resource pack? I know it's possible, as conquest has it, but snooping around in it, I don't quite understand how it works (and I'd rather not just replace all the textures, I like to know why things do what they do). Thank you everyone.

    Posted in: Resource Pack Discussion
  • 0

    posted a message on Texture Artists' Union

    EDIT: This has been resolved. Had to edit the variants to not include flipped and rotated.


    I need some help with my repeating stone. I have 64 textures that all match up (and when tiled to 8x8, all 4 8x8 sides and the 8x8 top/bottom are tiled as well, so it should be seamless), and my properties file looks like this:

    block01.properties

    source=/ctm/stone/1.png
    method=repeat
    matchBlocks=1
    tiles=1-64
    width=8
    height=8
    
    I started the first image with the filename as "1" instead of "0", as it was easier to export from PS that way, and this change is reflected in here.



    for some reason though, I'm getting tiling in game




    I know that it should be seamless because I split a whole, tileable (checked for tileability via the offset tool) image into 64 smaller images:




    But for some reason, I'm still getting tiling... Any ideas guys?

    Posted in: Resource Pack Discussion
  • 0

    posted a message on CTM: An outdated guide
    Quote from markacashion»

    Isn't there one in the optifine files?



    You're correct, there are the default glass textures included with optifine, modified to have ctm.


    EDIT: This has been resolved. Had to edit the variants to not include flipped and rotated.


    Since this thread actually has some activity right now, I need some help with my repeating stone. I have 64 textures that all match up (and when tiled to 8x8, all 4 8x8 sides and the 8x8 top/bottom are tiled as well, so it should be seamless), and my properties file looks like this:

    block01.properties

    source=/ctm/stone/1.png
    method=repeat
    matchBlocks=1
    tiles=1-64
    width=8
    height=8
    
    I started the first image with the filename as "1" instead of "0", as it was easier to export from PS that way, and this change is reflected in the properties.


    for some reason though, I'm getting tiling in game





    I know that it should be seamless because I split a whole, tileable (checked for tileability via the offset tool) image into 64 smaller images:




    But for some reason, I'm still getting tiling... Any ideas guys?

    Posted in: Resource Pack Discussion
  • 1

    posted a message on Continuum Shaderpack
    Quote from Strum355»

    Most shaders these days do rain reflections automatically without the use of textures. For continuums pbr red is roughness/gloss, green is metal, blue is emissive.
    Most other shaders use red for intensity, green is unkown to me haha, and blue for metalness i believe. My v2 uses only red :P


    Well your help has been greatly appreciated. My textures should look a lot better now :D
    Posted in: Minecraft Mods
  • 0

    posted a message on Continuum Shaderpack
    Quote from Strum355»

    Green is rain spec for SEUS but not for Continuum


    So then really, PBR textures should be shaderpack specific? When releasing my texture, would it be best to offer the extra maps as a separate zip, and have a different zip for each shader supported?

    Does continuum not have rain spec then?
    Posted in: Minecraft Mods
  • 0

    posted a message on Continuum Shaderpack
    Quote from Gregosteros»


    Maybe this video helps: *snip*


    The shader mod itself only loads normal maps: <texture name>_n.png (NOT _es_n)

    and specular maps: <texture name>_s.png (their color channels are now used for PBR)

    ...



    That video did help quite a bit, but does that mean that the green ISN'T used for rain spec, like @Strum355 said it was? If not, how do you specifically change the specular for rain?

    Posted in: Minecraft Mods
  • 1

    posted a message on Continuum Shaderpack

    Both versions. I've been using non PBR, as Ive found with the settings I can use, I don't really get that much difference with PBR, so I've been making the textures for non. BUT, if the PBR version supports more map types, or something advantageous, I'd prefer to make them for that.


    Does it have to be "...es_n"? I've been using just "..._n" and they seem to work. Any idea what the difference is between the two suffixes?


    And THANK YOU! I have been practically killing myself trying to figure that out. Now I can make stone wet in the rain, but just barely shimmer in the sun, finally. Any idea what the red channel is for? I've seen it's used quite a bit in the more mainstream packs (chroma for example). Which devs, sues or continuum? (I might just contact the guy doing the pulchra pack tbh)

    Posted in: Minecraft Mods
  • 1

    posted a message on Continuum Shaderpack

    An update from me, I finally got the framerates I was looking for. Running with nice sharp shadows, 1.5x render res, and most effects enabled at a very solid 30 fps. This shader is so gorgeous.

    I have a question for some shader savvy people now. I'm making a resource pack specifically for continuum, and I need to know what maps this pack supports, in what file formats. Currently I have normal and specular maps for my ores, and they look great, but I need to know how to make certain surfaces ONLY use the specular map while it's raining (like how the grass looks with "specular on every texture pack" is on). I ccan make speculars, but they are always on, making the grass sparkle when its dry...


    So:

    1. What maps does continuum support (normal, spec, height, dudv, ao, etc)

    2. With those maps, what file types can be loaded by continuum/optifine? Is it png only? Can I use tga?

    3. What are the name extensions for each supported map (specular_s, normal_n, etc.) or does it not matter?

    4. How do I make state based mapping (not sure what it's called, but only using certain maps under certain conditions)?

    5. Is embedded mapping supported? If so, what maps can be embedded into what maps?



    TIA



    A little preview at my almost completed ores:


    Posted in: Minecraft Mods
  • 0

    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from sp614x»

    Just tested OptiFine B5 for 1.9.4 + Forge #1954, AA and AF are working fine.
    You can test to enable only AF, it works similar to AA without changing the display mode.
    To remove the lines between blocks you can also go in the graphics driver control panel and set all settings to "Application controlled". If there is a general performance/quality slider, set it to "Performance".

    Seeing that you're online, If you're not too busy, I'm still having the AA issue. AF works fine, as does the FXAA in the shader settings. Vanilla all the way other than Forge (tried multiple versions) and Optifine. There's a log I posted a few comments back if you could take a look at it please? Right now I'm just rendering at 2560x1440 and downscaling, with 4x FXAA, but it's still not as clean as I'd like it to be (16x AA was great, and I miss it :( ).

    If you can't figure this out, is there a way to get optifine to render higher than 1440? I tried changing the resolution in optionsof, but the game only renders at the default resolution if I do that. I'm trying to do 5464x3072 and downscale to get similar effects to SSAA.

    In the mean time I can test OF on 1.10...
    Posted in: Minecraft Mods
  • 0

    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from ccar795»

    Okay so you have 1.9.4 and 1.7.2 in different directory's? If so thats good, I was thinking you were using two different versions of minecraft in the same directory which would cause issues. After taking a harder look at your crash report, I saw you also have better foliage installed also which is only for 1.9.0 not 1.9.4 as seen from his curseforge page. That's why you're crashing from what it seems.


    I just tried again with nothing at all loaded except for optifine. Nothing at all in the mods folder other than OptiFine_1.9.4_HD_U_B5.jar. Same issue. Looked at the log and found that optifine is still trying to load better foliage (not from anything I have, must be something internal to optifine...)



    Heres the log this time:


    2016-06-10 17:42:11,023 WARN Unable to instantiate org.fusesource.jansi.WindowsAnsiOutputStream
    2016-06-10 17:42:11,026 WARN Unable to instantiate org.fusesource.jansi.WindowsAnsiOutputStream
    [17:42:11] [main/INFO] [LaunchWrapper]: Loading tweak class name net.minecraftforge.fml.common.launcher.FMLTweaker
    [17:42:11] [main/INFO] [LaunchWrapper]: Using primary tweak class name net.minecraftforge.fml.common.launcher.FMLTweaker
    [17:42:11] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.common.launcher.FMLTweaker
    [17:42:11] [main/INFO] [FML]: Forge Mod Loader version 12.17.0.1957 for Minecraft 1.9.4 loading
    [17:42:11] [main/INFO] [FML]: Java is Java HotSpot(TM) 64-Bit Server VM, version 1.8.0_25, running on Windows 7:amd64:6.1, installed at C:\Program Files (x86)\Minecraft\runtime\jre-x64\1.8.0_25
    [17:42:11] [main/INFO] [FML]: Loading tweaker optifine.OptiFineForgeTweaker from OptiFine_1.9.4_HD_U_B5.jar
    [17:42:11] [main/INFO] [LaunchWrapper]: Loading tweak class name net.minecraftforge.fml.common.launcher.FMLInjectionAndSortingTweaker
    [17:42:11] [main/INFO] [LaunchWrapper]: Loading tweak class name optifine.OptiFineForgeTweaker
    [17:42:11] [main/INFO] [LaunchWrapper]: Loading tweak class name net.minecraftforge.fml.common.launcher.FMLDeobfTweaker
    [17:42:11] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.common.launcher.FMLInjectionAndSortingTweaker
    [17:42:11] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.common.launcher.FMLInjectionAndSortingTweaker
    [17:42:11] [main/INFO] [LaunchWrapper]: Calling tweak class optifine.OptiFineForgeTweaker
    [17:42:11] [main/INFO] [STDOUT]: [optifine.OptiFineForgeTweaker:dbg:56]: OptiFineForgeTweaker: acceptOptions
    [17:42:11] [main/INFO] [STDOUT]: [optifine.OptiFineForgeTweaker:dbg:56]: OptiFineForgeTweaker: injectIntoClassLoader
    [17:42:11] [main/INFO] [STDOUT]: [optifine.OptiFineClassTransformer:dbg:266]: OptiFine ClassTransformer
    [17:42:11] [main/INFO] [STDOUT]: [optifine.OptiFineClassTransformer:dbg:266]: OptiFine URL: file:/C:/Users/Austen/AppData/Roaming/.minecraft/mods/OptiFine_1.9.4_HD_U_B5.jar
    [17:42:11] [main/INFO] [STDOUT]: [optifine.OptiFineClassTransformer:dbg:266]: OptiFine ZIP file: C:\Users\Austen\AppData\Roaming\.minecraft\mods\OptiFine_1.9.4_HD_U_B5.jar
    [17:42:11] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.relauncher.CoreModManager$FMLPluginWrapper
    [17:42:12] [main/INFO] [FML]: Found valid fingerprint for Minecraft Forge. Certificate fingerprint e3c3d50c7c986df74c645c0ac54639741c90a557
    [17:42:12] [main/INFO] [FML]: Found valid fingerprint for Minecraft. Certificate fingerprint cd99959656f753dc28d863b46769f7f8fbaefcfc
    [17:42:12] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.relauncher.CoreModManager$FMLPluginWrapper
    [17:42:12] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.common.launcher.FMLDeobfTweaker
    [17:42:13] [main/INFO] [LaunchWrapper]: Loading tweak class name net.minecraftforge.fml.common.launcher.TerminalTweaker
    [17:42:13] [main/INFO] [LaunchWrapper]: Calling tweak class net.minecraftforge.fml.common.launcher.TerminalTweaker
    [17:42:13] [main/INFO] [STDOUT]: [optifine.OptiFineForgeTweaker:dbg:56]: OptiFineForgeTweaker: getLaunchArguments
    [17:42:13] [main/INFO] [LaunchWrapper]: Launching wrapped minecraft {net.minecraft.client.main.Main}
    2016-06-10 17:42:13,951 WARN Unable to instantiate org.fusesource.jansi.WindowsAnsiOutputStream
    2016-06-10 17:42:13,991 WARN Unable to instantiate org.fusesource.jansi.WindowsAnsiOutputStream
    2016-06-10 17:42:13,993 WARN Unable to instantiate org.fusesource.jansi.WindowsAnsiOutputStream
    [17:42:14] [main/INFO] [STDOUT]: [net.minecraft.client.main.Main:main:56]: Completely ignored arguments: [--nativeLauncherVersion, 301]
    [17:42:14] [Client thread/INFO]: Setting user: xxxxxxxx
    [OptiFine] (Reflector) Class not present: mods.betterfoliage.client.BetterFoliageClient
    [17:42:18] [Client thread/INFO]: LWJGL Version: 2.9.4
    [OptiFine]
    [OptiFine] OptiFine_1.9.4_HD_U_B5
    [OptiFine] Build: 20160602-162611
    [OptiFine] OS: Windows 7 (amd64) version 6.1
    [OptiFine] Java: 1.8.0_25, Oracle Corporation
    [OptiFine] VM: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    [OptiFine] LWJGL: 2.9.4
    [OptiFine] OpenGL: AMD Radeon (TM) R9 380 Series, version 4.5.13440 Compatibility Profile Context 16.200.1025.0, ATI Technologies Inc.
    [OptiFine] OpenGL Version: 4.0
    [OptiFine] OpenGL Fancy fog: Not available (GL_NV_fog_distance)
    [OptiFine] Maximum texture size: 16384x16384
    [OptiFine] FSAA Samples: 16
    [OptiFine] Checking for new version
    [OptiFine] [WARN] Error setting FSAA: 16x
    [17:42:19] [Client thread/INFO] [STDERR]: [Config:checkDisplaySettings:2172]: org.lwjgl.LWJGLException: Failed to find ARB pixel format 1 0

    [17:42:19] [Client thread/INFO] [STDERR]: [Config:checkDisplaySettings:2172]: at org.lwjgl.opengl.WindowsPeerInfo.nChoosePixelFormat(Native Method)
    [17:42:19] [Client thread/INFO] [STDERR]: [Config:checkDisplaySettings:2172]: at org.lwjgl.opengl.WindowsPeerInfo.choosePixelFormat(WindowsPeerInfo.java:52)
    [17:42:19] [Client thread/INFO] [STDERR]: [Config:checkDisplaySettings:2172]: at org.lwjgl.opengl.WindowsDisplay.createWindow(WindowsDisplay.java:247)
    [17:42:19] [Client thread/INFO] [STDERR]: [Config:checkDisplaySettings:2172]: at org.lwjgl.opengl.Display.createWindow(Display.java:306)
    [17:42:19] [Client thread/INFO] [STDERR]: [Config:checkDisplaySettings:2172]: at org.lwjgl.opengl.Display.create(Display.java:848)
    [17:42:19] [Client thread/INFO] [STDERR]: [Config:checkDisplaySettings:2172]: at org.lwjgl.opengl.Display.create(Display.java:757)
    [17:42:19] [Client thread/INFO] [STDERR]: [Config:checkDisplaySettings:2172]: at Config.checkDisplaySettings(Config.java:2164)
    [17:42:19] [Client thread/INFO] [STDERR]: [Config:checkDisplaySettings:2172]: at Config.initDisplay(Config.java:198)
    [17:42:19] [Client thread/INFO] [STDERR]: [Config:checkDisplaySettings:2172]: at net.minecraft.client.renderer.OpenGlHelper.func_77474_a(OpenGlHelper.java:114)
    [17:42:19] [Client thread/INFO] [STDERR]: [Config:checkDisplaySettings:2172]: at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:429)
    [17:42:19] [Client thread/INFO] [STDERR]: [Config:checkDisplaySettings:2172]: at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:349)
    [17:42:19] [Client thread/INFO] [STDERR]: [Config:checkDisplaySettings:2172]: at net.minecraft.client.main.Main.main(SourceFile:124)
    [17:42:19] [Client thread/INFO] [STDERR]: [Config:checkDisplaySettings:2172]: at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    [17:42:19] [Client thread/INFO] [STDERR]: [Config:checkDisplaySettings:2172]: at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
    [17:42:19] [Client thread/INFO] [STDERR]: [Config:checkDisplaySettings:2172]: at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    [17:42:19] [Client thread/INFO] [STDERR]: [Config:checkDisplaySettings:2172]: at java.lang.reflect.Method.invoke(Method.java:483)
    [17:42:19] [Client thread/INFO] [STDERR]: [Config:checkDisplaySettings:2172]: at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
    [17:42:19] [Client thread/INFO] [STDERR]: [Config:checkDisplaySettings:2172]: at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
    [Shaders] ShadersMod version: 2.4.12
    [Shaders] OpenGL Version: 4.5.13440 Compatibility Profile Context 16.200.1025.0
    [Shaders] Vendor: ATI Technologies Inc.
    [Shaders] Renderer: AMD Radeon (TM) R9 380 Series
    [Shaders] Capabilities: 2.0 2.1 3.0 3.2 4.0
    [Shaders] GL_MAX_DRAW_BUFFERS: 8
    [Shaders] GL_MAX_COLOR_ATTACHMENTS_EXT: 8
    [Shaders] GL_MAX_TEXTURE_IMAGE_UNITS: 32
    [Shaders] Load ShadersMod configuration.
    [Shaders] Shaders can not be loaded, Antialiasing is enabled: 16x
    [Shaders] No shaderpack loaded.
    [17:42:20] [Client thread/INFO] [FML]: Forge Mod Loader has detected optifine OptiFine_1.9.4_HD_U_B5, enabling compatibility features
    [17:42:20] [Client thread/INFO] [STDOUT]: [net.minecraftforge.fml.client.SplashProgress:start:200]: ---- Minecraft Crash Report ----

    WARNING: coremods are present:
    Contact their authors BEFORE contacting forge

    // I feel sad now :(

    Time: 6/10/16 5:42 PM
    Description: Loading screen debug info

    This is just a prompt for computer specs to be printed. THIS IS NOT A ERROR

    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- System Details --
    Details:
    Minecraft Version: 1.9.4
    Operating System: Windows 7 (amd64) version 6.1
    Java Version: 1.8.0_25, Oracle Corporation
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 166568200 bytes (158 MB) / 304295936 bytes (290 MB) up to 4281597952 bytes (4083 MB)
    JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx4G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    FML:
    Loaded coremods (and transformers):
    GL info: ' Vendor: 'ATI Technologies Inc.' Version: '4.5.13440 Compatibility Profile Context 16.200.1025.0' Renderer: 'AMD Radeon (TM) R9 380 Series'
    [17:42:20] [Client thread/INFO] [FML]: MinecraftForge v12.17.0.1957 Initialized
    [17:42:20] [Client thread/INFO] [FML]: Replaced 232 ore recipes
    [17:42:20] [Client thread/INFO] [FML]: Found 0 mods from the command line. Injecting into mod discoverer
    [17:42:20] [Client thread/INFO] [FML]: Searching C:\Users\Austen\AppData\Roaming\.minecraft\mods for mods
    [OptiFine] java.net.UnknownHostException: optifine.net
    [17:42:21] [Client thread/INFO] [FML]: Forge Mod Loader has identified 3 mods to load
    [17:42:22] [Client thread/INFO] [FML]: Attempting connection with missing mods [mcp, FML, Forge] at CLIENT
    [17:42:22] [Client thread/INFO] [FML]: Attempting connection with missing mods [mcp, FML, Forge] at SERVER
    [17:42:22] [Client thread/INFO]: Reloading ResourceManager: Default, FMLFileResourcePack:Forge Mod Loader, FMLFileResourcePack:Minecraft Forge, Secret WIP
    [17:42:22] [Client thread/INFO] [FML]: Processing ObjectHolder annotations
    [17:42:22] [Client thread/INFO] [FML]: Found 418 ObjectHolder annotations
    [17:42:22] [Client thread/INFO] [FML]: Identifying ItemStackHolder annotations
    [17:42:22] [Client thread/INFO] [FML]: Found 0 ItemStackHolder annotations
    [17:42:22] [Client thread/INFO] [FML]: Configured a dormant chunk cache size of 0
    [17:42:22] [Client thread/INFO] [FML]: Applying holder lookups
    [17:42:22] [Client thread/INFO] [FML]: Holder lookups applied
    [17:42:22] [Forge Version Check/INFO] [ForgeVersionCheck]: [Forge] Starting version check at http://files.minecraftforge.net/maven/net/minecraftforge/forge/promotions_slim.json
    [17:42:22] [Client thread/INFO] [FML]: Injecting itemstacks
    [17:42:22] [Client thread/INFO] [FML]: Itemstack injection complete
    [OptiFine] *** Reloading textures ***
    [OptiFine] Resource packs: Secret WIP
    [17:42:24] [Sound Library Loader/INFO]: Starting up SoundSystem...
    [17:42:24] [Thread-8/INFO]: Initializing LWJGL OpenAL
    [17:42:24] [Thread-8/INFO]: (The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org)
    [17:42:25] [Thread-8/INFO]: OpenAL initialized.
    [17:42:25] [Sound Library Loader/INFO]: Sound engine started
    [OptiFine] Mipmap levels: 4
    [OptiFine] Multitexture: true
    [OptiFine] BetterGrass: Parsing default configuration optifine/bettergrass.properties
    [17:42:31] [Client thread/INFO]: Created: 16x16 textures-atlas




    Same thing happens. I click play, forge screen opens (but it's black like the screenshot I posted), launcher loads a bit more stuff, then nothing. I googled "org.lwjgl.LWJGLException: Failed to find ARB pixel format 1 0" and found that a few other people were having issues with another game from 2012, they had to disable the games AA to get it to run. The users were AMD/ATI users as well, like me. This seems like theres something with OpenGL, AA, and AMD cards that pops up every once and a while, so I'm not to sure where to go from here. I updated my drivers last night as well, to make sure that wasn't it either.


    Anyone else have any ideas???

    Posted in: Minecraft Mods
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