Relax! I'm just curious. I want to know if I should wait another day or 2 for it, or if I should just get one of the current builds. Stop being so cranky :l
I tried launching the game with optifine, loaded from forge (1.9-forge1.9-12.16.0.1796-1.9) and it crashed, sorry for spam, but here's the crash report:
---- Minecraft Crash Report ----
WARNING: coremods are present:
Contact their authors BEFORE contacting forge
// Don't be sad. I'll do better next time, I promise!
Time: 22/03/16 3:30 PM
Description: Initializing game
java.lang.NoSuchMethodError: net.minecraft.client.renderer.block.model.FaceBakery.makeBakedQuad(Lorg/lwjgl/util/vector/Vector3f;Lorg/lwjgl/util/vector/Vector3f;Lnet/minecraft/client/renderer/block/model/BlockPartFace;Lnet/minecraft/client/renderer/texture/TextureAtlasSprite;Lnet/minecraft/util/EnumFacing;Lnet/minecraftforge/common/model/ITransformation;Lnet/minecraft/client/renderer/block/model/BlockPartRotation;ZZ)Lnet/minecraft/client/renderer/block/model/BakedQuad;
at net.minecraft.client.renderer.block.model.ModelBakery.makeBakedQuad(ModelBakery.java:685)
at net.minecraftforge.client.model.ModelLoader.access$600(ModelLoader.java:97)
at net.minecraftforge.client.model.ModelLoader$VanillaModelWrapper.bakeNormal(ModelLoader.java:547)
at net.minecraftforge.client.model.ModelLoader$VanillaModelWrapper.bake(ModelLoader.java:518)
at net.minecraftforge.client.model.ModelLoader.func_177570_a(ModelLoader.java:144)
at net.minecraft.client.renderer.block.model.ModelManager.func_110549_a(ModelManager.java:28)
at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110542_a(SimpleReloadableResourceManager.java:120)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:494)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:346)
at net.minecraft.client.main.Main.main(SourceFile:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at net.minecraft.client.renderer.block.model.ModelBakery.makeBakedQuad(ModelBakery.java:685)
at net.minecraftforge.client.model.ModelLoader.access$600(ModelLoader.java:97)
at net.minecraftforge.client.model.ModelLoader$VanillaModelWrapper.bakeNormal(ModelLoader.java:547)
at net.minecraftforge.client.model.ModelLoader$VanillaModelWrapper.bake(ModelLoader.java:518)
at net.minecraftforge.client.model.ModelLoader.func_177570_a(ModelLoader.java:144)
at net.minecraft.client.renderer.block.model.ModelManager.func_110549_a(ModelManager.java:28)
at net.minecraft.client.resources.SimpleReloadableResourceManager.func_110542_a(SimpleReloadableResourceManager.java:120)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:494)
-- Initialization --
Details:
Stacktrace:
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:346)
at net.minecraft.client.main.Main.main(SourceFile:124)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.9
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: 146670152 bytes (139 MB) / 303316992 bytes (289 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP 9.23 Powered by Forge 12.16.0.1796 Optifine OptiFine_1.9_HD_U_A3_pre 3 mods loaded, 3 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCH mcp{9.19} [Minecraft Coder Pack] (minecraft.jar)
UCH FML{8.0.99.99} [Forge Mod Loader] (forge-1.9-12.16.0.1796-1.9.jar)
UCH Forge{12.16.0.1796} [Minecraft Forge] (forge-1.9-12.16.0.1796-1.9.jar)
Loaded coremods (and transformers):
GL info: ' Vendor: 'NVIDIA Corporation' Version: '4.5.0 NVIDIA 347.25' Renderer: 'GeForce GTX 750 Ti/PCIe/SSE2'
Launched Version: 1.9-forge1.9-12.16.0.1796-1.9
LWJGL: 2.9.4
OpenGL: GeForce GTX 750 Ti/PCIe/SSE2 GL version 4.5.0 NVIDIA 347.25, NVIDIA Corporation
GL Caps: Using GL 1.3 multitexturing.
Using GL 1.3 texture combiners.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Shaders are available because OpenGL 2.1 is supported.
VBOs are available because OpenGL 1.5 is supported.
- Fixed sounds playing on pause screens
- Added a new stance (Quadrupedal Pegasus) that plays wing flapping sounds whilst
That last one was a suggestion by huricaaan. It was a feature the mod used to have that we decided to reimplement.
Presence Footsteps should switch to the pegasus stance when it detects that MineLP is installed and that the player is a pegasus. If it doesn't though, you can select it from the F9 menu as usual.
Good to see this still up and running. Quick question, does Daggs still work on the MAtmos mod?
Looking into the latest change logs it seems M$ was dicking around. Also too bad that because of that older versions aren't available anymore.... thinking of certain mod compatibility (which aren't apply to me, though)
Edit: Don't understand why A0 is working with MMC and A1 and A2 are not. Has it something to do with:
?
Microsoft has nothing to do with Minecraft PC development, that's all Mojang.
I do use smooth lighting sir, and here is proof that they still exist (rarely): Before placing down torch: http://imgur.com/0S4Ltv9After I break the torch: http://imgur.com/6ILlpjp . So, still a minor issue that can be resolved by a complete rewrite of the lighting engine while also adding the possibility of more lighting features like colored lighting or maybe even dynamic lighting (As an option).
As I've stated before, Searge and company should redo the lighting engine for future possibility's and (if still there), fix the black lighting glitches once and for all!
edgy
What do you care if people here are asking questions about when the mod is updated?
I do not love it when people ask such questions, but do not need to come to them aggressively.
This same situation has been happening for years. Every update sp614x always edits the first post letting people know the status of the mod which lots of people tend to overlook. Aggressiveness is expected when people don't read the first post and break forum rules by asking when this mod will update.
2
Go to optifine.net/downloads to get the 1.9 build.
1
Well... https://gyazo.com/bd402d07721f34e246cc48003b38e5af
0
Yep, the full version has those features @Kalmondo.
1
Thing is though it looks short on my screen xD
0
Look a few posts up ^, also use either pastebin or use spoilers next time.
0
This is from page 179 of this thread. http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1274487-matmos-environmental-sound-atmosphere-simulator?comment=3675
0
Good to see this still up and running. Quick question, does Daggs still work on the MAtmos mod?
0
You're still on A0 pre sir lol
1
Microsoft has nothing to do with Minecraft PC development, that's all Mojang.
0
For the past 1-2 years yeah lol
0
Already? You are something else.
0
We're with you to give you moral support :v
0
I do use smooth lighting sir, and here is proof that they still exist (rarely): Before placing down torch: http://imgur.com/0S4Ltv9 After I break the torch: http://imgur.com/6ILlpjp . So, still a minor issue that can be resolved by a complete rewrite of the lighting engine while also adding the possibility of more lighting features like colored lighting or maybe even dynamic lighting (As an option).
0
As I've stated before, Searge and company should redo the lighting engine for future possibility's and (if still there), fix the black lighting glitches once and for all!
2
This same situation has been happening for years. Every update sp614x always edits the first post letting people know the status of the mod which lots of people tend to overlook. Aggressiveness is expected when people don't read the first post and break forum rules by asking when this mod will update.