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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Hah, i was able to fix the world model update error. I found a nice repeater tape to test it, and was able to nail it down eventually.

    I'm using multicore chunk loading, however my custom launcher was applying the wrong processor affinity setting, rendering javaw unicore. Even though the game didn't use more than 30% of one core at any given time, the separate chunk thread wasn't getting time to do its thing. Setting the processor affinity to two cores fixed the problem.
    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from Zeronix123

    Anybody have an idea, should I email optifine?
    Yes, you should email them. They'll most probably handle your request if you explain it nicely. But if you really miss the cape, you could use a custom launcher to fix the typo in your name while they don't answer your issue. I wrote my own launcher to aid my brother in switching from two different command line setups and two different jars, and i've kept using that launcher even after buying an account for myself. I've even included an option to save multiple login credentials and change processor affinity :)

    Just don't ask me for such programs. You'll have to find it yourself ;)
    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Anyone having an issue where the world model randomly fails to update?

    Sometimes i'm either building or digging, and for about 15 seconds an entire chunk refuses to update its model. Blocks update correctly, it's purely a visual problem. I've only had this happen on Optifine U C3 so far.

    → SMP
    → Multicore chunk loading
    → Disabled threaded optimization globally
    → Java 7 11
    → Win7 64

    Edit: It seems forcing a light update with a light fixture fixes it individually when it happens.

    Edit 2: I jumped straight from B6 to C3 so it's something between those.
    Posted in: Minecraft Mods
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    posted a message on [Request] Descent 1 Texture pack(s)
    I just happen to be making one right now.
    Posted in: Resource Packs
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    posted a message on Fixing Lag and Freezing when Joining a MP Server
    This problem is intermittent for me, but i'm so glad someone found a fix!
    Posted in: Java Edition Support
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from lucom
    One could still maintain the correct aspect ratio on any screen.
    Your idea is awesome, however aspect ratio works differently.

    As long as pixels are square, the aspect ratio does not matter for 3D rendering. You can try for yourself, stretching the game to horrible ratios, you'll see it will adapt to each and render perfectly proportional cubic blocks.

    So the only practical use of an aspect ratio option would be if you had a screen with rectangular pixels, which is very unlikely.
    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from GameFreakZack

    Im not sure if this is a bug or i messeded with something but i cant seem to multi-task anymore, like run and hit, or walk and open a door, its stops me and wont let me move until i press forward again.
    Can someone help me cuz im getting tired of trying to kill mobs and dying cuz i cant move fast enough.


    First get this http://www.newdawnsoftware.com/jenkins/view/LWJGL/job/LWJGL/lastSuccessfulBuild/artifact/dist/lwjgl-2.9.0.zip and extract it somewhere.

    Navigate to your Minecraft Appdata. If you don't know how to do this, launch the game, go to Texture Packs and click the button that opens the folder. Then navigate one folder up.

    Go to Bin, and replace the respective lwjgl files with the ones inside "jar" on the file you downloaded.

    Go to Natives and replace all these with the files inside natives/windows from the file you downloaded.
    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from taylorfisdboss

    when i play with optifine, and forge, this very weird glitch occurs. it shows whats underground, kind of like x-ray, but only for certain chunks, it lasts about .05% of a secound, and then it moves to a different chunk. the result is this fast, gliched, chunk-jumping x-ray, that looks like strobe lights! and its not just one at a time, there are probably 4 chunks jumping at a time. it is driveing me crazy, and any help would be very much appriciated. i should also mention that i had no mods installed with forge, just forge universal, and optifine. i also folowed your instructions, and installed forge first, then optifine, i DID NOT delete the mata-imf that comes with forge universal.
    Quote from demonater89

    Please someone i need help when i install like t he ultra or the hd texutre pack optifine chunks dont load i have to play on tiny but on light it works how do i resolve the problem so i can use ultra


    You both, go to your options and set "chunk loading" to "smooth".

    If you dare, go to your graphics driver settings and globally disable "threaded optimization" instead. That should give you a speed boost and stop the flickering.
    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from _ReNeX_

    I'm getting a rather annoying problem. Today i decided to investigate further and collect some information.

    → Whenever all my surroundings are fully loaded and the GC runs, i get 100% cpu usage until another chunk is loaded, all coming from root.gameRenderer.level.updatechunks:



    Through some tests, i have found that setting the option Chunk Loading to Multi-Core is the only workaround, which is a problem since i can't fix the flashing with my driver settings.

    This does not happen on vanilla game. No other mods (this screenshot shows Rei's minimap but i have tested without it), Optifine U D7, Mojang launcher. Tried updating LWJGL; Latest Java, x64. The server is Bukkit and has a view-distance of 6.

    → What's going on?

    Edit: Through some tweaking i was able to remove the flickering, and am getting some pretty impressive speeds with Multi Core Chunk Loading (319 FPS max), and the problem doesn't seem to trigger at all. However, the problem persists and affects the Standard version of Optifine. Will test on Lite.


    I tested on Lite D7, it does not happen. However this is important because on Standard or Ultra (without Multi-Core) it can make systems extremely hot with a lot of unnecessary overhead. I'd say this is a critical bug.

    Please reply, sp614x.
    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    I'm getting a rather annoying problem. Today i decided to investigate further and collect some information.

    → Whenever all my surroundings are fully loaded and the GC runs, i get 100% cpu usage until another chunk is loaded, all coming from root.gameRenderer.level.updatechunks:



    Through some tests, i have found that setting the option Chunk Loading to Multi-Core is the only workaround, which is a problem since i can't fix the flashing with my driver settings.

    This does not happen on vanilla game. No other mods (this screenshot shows Rei's minimap but i have tested without it), Optifine U D7, Mojang launcher. Tried updating LWJGL; Latest Java, x64. The server is Bukkit and has a view-distance of 6.

    → What's going on?

    Edit: Through some tweaking i was able to remove the flickering, and am getting some pretty impressive speeds with Multi Core Chunk Loading (319 FPS max), and the problem doesn't seem to trigger at all. However, the problem persists and affects the Standard version of Optifine. Will test on Lite.
    Posted in: Minecraft Mods
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    posted a message on 1.4.4 Updates, Pocket Edition Goodies
    Quote from Stormandreas

    This is getting pretty stupid now. 1.4 is meant to be the full game version, not a development version, but that seems to be what they are making it into now.
    They had 1.4.0 and 1.4.1 pre-release, but needed 1.4.2, ok fine. They released 1.4.2 fully, and now they are STILL updating on that.
    They should really be putting the new stuff in 1.5 snapshots, and not continously updating the full version.
    The use of version numbers is arbitrary and completely up to the developers. Didn't we get to beta 1.9 and then return to 1.0?

    Since these are mainly small bugfixes, there's no need to increase the minor version. They are probably saving the fifth minor for the Mod Api update.
    Posted in: Minecraft News
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    posted a message on Connection lockup
    Is there a mod to disable the lan scanner?
    Posted in: Legacy Support
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    posted a message on Connection lockup
    Whenever i connect to specific multiplayer servers, the game locks up for almost 20 seconds. This usually ends up in a DC and is extremely frustrating. Connecting to a localhost server does not cause issues, and connecting to the numerical ip of the server also triggers this. Before 1.3.1 this did not happen at all, never. Connecting to the server from another location also does not cause it. Using Java6 also makes no difference, except that sound works.

    No mods, and the server does not matter. I've seen people all around the web having this problem, usually mistreated as minecraft.net issues or poor server hardware. Does anyone know what's going on here? Why did it start doing that in 1.3.1?

    Edit: During the lockup, Java uses 0% CPU. The server does not receive a signal until the game is through with the lockup. This started happening at the very snapshot that implemented the o 0 o lan scanning thing.

    Edit: Using the command-line <server:port> switch to skip the serverlist interface, it connects flawlessly, so the problem IS in the interface.
    Posted in: Legacy Support
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    posted a message on Better Ice - Making ice more interesting
    Quote from BC_Programming

    Well I guess we don't have "real ice" in canada, because it sounds like glass when it breaks.

    Of cours it sounds crackly when you break it in a ice cube tray, but that sounds completely different. I'm talking about breaking giant icicles, shattering large sheets of ice that are an inch thick, etcetera. They sound EXACTLY like glass, to the point where I've actually double-checked to make sure that what I broke was not glass (if I wasn't sure of the origin).
    Oh, okay, i can't really complain. We have no natural ice in Brazil.


    Why wouldn't it work? You can climb out of water onto metre-thick ice without too much difficulty, save of course the fact that since there is ice there the water is probably cold as ****. Contrary to what seems to make sense, it's not "slippery" to climb back up, because your hands and clothes will be soaked, so the moment they touch ice the water will usually freeze and give you some grip.
    That's 2x1 for climbing out of water. Updating OP.
    Posted in: Suggestions
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    posted a message on Better Ice - Making ice more interesting
    Thanks for the input. This is helping carve out the idea.

    Quote from bluemagic123

    Most of this seems fair enough, so I'll just reply to what I do have problems with.


    This seems somewhat overpowered. Could you describe what "moderate" damage is, or if each ice shard does individual "moderate" damage? This could potentially be good with more thought.
    Well, having a real bucket of ice thrown at you can kill you. So it would do the same damage as a diamond sword. And if you think about it, it isn't overpowered because it does not stack, you'd have to constantly switch your inventory to effectively fight with ice buckets. Besides the fact it wastes ice shards.

    So basically, ice is combusted, and the heat turns water into ice? Makes no sense; that's not what a furnace does.


    Quote from _ReNeX_
    Originally i was going to suggest Freezers, but adding a whole new utility block for just one thing seemed unlikely. So i didn't.
    So shall i add Freezers to the OP?

    This seems rather overpowered. At least collecting ice shards from normal ice makes you go into the water to collect the shards.
    It would give an actual use to cauldrons. They aren't any better than water sources in the only thing they are used for, which is filling bottles.

    Way too overpowered. This basically removes the main threat of the Nether. If your going to make ice easier to get, don't give it an overpowered use. Either this or the ice shards have to go.
    Yeah, i'll just take that away. Water in the Nether pretty much defeats it, and no matter what we try there isn't a way to make it work. So i'll take it.

    Guess what? Ice already increases the max running speed! It's just slow in the beginning; as you walk more, you get faster. I know because of experience in parkour maps.
    Oh, cool! Didn't know that.

    Do you know that this would break parkour maps? I strongly disapprove of this detail.
    I mean that you couldn't jump out of ice blocks that are intersecting with your feet, as in, water froze while you were walking inside it. This would be useful for mob processing contraptions using pistons to push ice into mob's feet for example.

    I'm not really sure what you're trying to say.
    Ice not enabling the surface jump you can do when you're pushing against a block. So pushing against an ice block to jump out of water wouldn't work, you'd have to push against something else.
    Posted in: Suggestions
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