Great job DB!
..Where are the roses?
- pianoboy8
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Member for 11 years, 3 months, and 11 days
Last active Tue, May, 10 2022 00:18:05
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Jan 17, 2014pianoboy8 posted a message on Snapshot 14w03a Ready for Testing!Posted in: NewsQuote from pianoboy8
*Bump*
I don't understand how to do those parts, aka the feet/hands.
Also, I want to have on my left leg at the left side a sword in a sheath, but i don't know how to make it if there is a way to have a 3d on a 3d plane, help?
Okay, I think I figured out how legs/arms work, thanks to the old format. The bottom 16x12 part of each arm/leg is the 4 sides of said arm/leg. The top 8x4 part of each arm/leg is the bottom/top of said arm/leg. The left 4x4 is for the top, and the right 4x4 is for the bottom (foot/hand). Hope this helps people!
Still cannot figure out how to make the 3d on the 3d plane for making a sword in a sheath, that I would still need help with. I don't know how to make the sides of the sheath (It's a leather-like band holding the bottom of the sword. The sword itself is a hat, yet I don't know how to make the sword not look like a *floating* strand of pixels from looking from the front of the skin). -
Jan 17, 2014pianoboy8 posted a message on Snapshot 14w03a Ready for Testing!Posted in: News
*Bump*
I don't understand how to do those parts, aka the feet/hands.
Also, I want to have on my left leg at the left side a sword in a sheath, but i don't know how to make it if there is a way to have a 3d on a 3d plane, help? -
Jan 16, 2014pianoboy8 posted a message on Snapshot 14w03a Ready for Testing!Question, in the format, where is the end points of the arm and legs?Posted in: News
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Jul 29, 2012pianoboy8 posted a message on 1.3 Pre-Release is Ready Now!I hope the Hr Err Pid and Login Client Error has been fixed in 1.3. I AM STUCK IN 1.5/1.7.3 BETA! FIX YOUR GAME NOTCH OR YOU JEB!Posted in: News
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I've been playing through older versions of Minecraft recently, and I wanted to install Optifine in 1.0 through the official launcher. I tried following your steps in installation (rename .jar and .json to 1.0 Opti, change id to 1.0 Opti, copy paste .zip files into .jar file, delete META-INF), and while the launcher does recognize the jar file and it does run up, Optifine's nowhere to be seen. None of the custom settings are available (or the zoom feature), and I still get frame issues. I was using OptiFine_1.0.0_HD_MT_D3 if this helps.
-Piano
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Here's a question you probably haven't experienced yet.
I'm currently using xbox360ce to hookup both of my joycon controllers into one xbox360 virtual controller (with abxy set to the nintendo order).
I'm trying to use the joypad mod with the joycons, but it is not connecting at all. I'm not sure how to make it register the 360ce virtual controller, as the usual instructions for xbox360ce is to "c/p the xinput1_3.dll, x360ce.exe, and x360ce.ini with whatever folder has the mc executable", only my folder directory is different than the executable (while being in a mess of google drive stuff).
It seems to mainly work when put in the same folder of the directory's .dll files, and I tried to use your lib x64 folder, but that didn't work.
Also as a side note, I normally use the x32 version (which works) over the x64 version (which normally doesn't work), but this time since it said x64 I tried using the x64 version. But neither version works. With the x64 version, it only lists xinput devices to no avail. With the x32 version, it lists multiple usb receivers, my wired keyboard (occurs twice), and two wireless gamepads (which might be the joycons separate but I'm trying to use the combined joycon xbox version I talked about above).
Maybe you could help me here? -Piano
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Please make a Mother 3 emulation (english fan translation) in MC.
That would be amazing.
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I gather you weren't around when we had updates on around a monthly basis (any version before 1.3).
I'm glad that we're having some smaller updates now, the whole 'large update every update' thing was getting a little strenuous with all the new content. Slowing down a bit is always great.
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Oh hey there's a thread of this here.
Well, you have mine, "Piano".
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Oh cool, a new preview.
I'm not sure if this bug was fixed or not (anybody who could confirm the status of this if they experienced it in A0 please tell me), but I was thinking something about one of the bigger changes of 1.9.
@sp614x, I'm not totally sure if you did tamper with this or not (as I haven't seen it in changelogs nor real mentions of it in the thread exc. specifics vs. general), but will you try and modify the new particle/entity mechanic for less strain, mainly for the intention of very extensive or custom servers/maps? This isn't a per say demand or request, but more of a question.
If this was already answered and I didn't see it, sorry then.
Anyways, good luck with the mod :3
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welp tested out 1.9 optifine preview, crashed when lobbying between two server lobbies on hypixel (SH -> BSG) (edit: also general swapping as well overtime)::
---- Minecraft Crash Report ----
// I'm sorry, Dave.
Time: 3/14/16 5:23 AM
Description: Batching chunks
java.lang.NullPointerException: Batching chunks
at bqb.a(SourceFile:172)
at bqb.a(SourceFile:72)
at bqb.run(SourceFile:42)
at java.lang.Thread.run(Thread.java:745)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at bku.a(WorldClient.java:453)
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [bmt['NonPolar'/1110174, l='MpServer', x=8.50, y=65.00, z=8.50]]
Chunk stats: MultiplayerChunkCache: 0, 0
Level seed: 0
Level generator: ID 01 - flat, ver 0. Features enabled: false
Level generator options:
Level spawn location: World: (-2563,55,744), Chunk: (at 13,3,8 in -161,46; contains blocks -2576,0,736 to -2561,255,751), Region: (-6,1; contains chunks -192,32 to -161,63, blocks -3072,0,512 to -2561,255,1023)
Level time: 0 game time, 0 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Forced entities: 1 total; [bmt['NonPolar'/1110174, l='MpServer', x=8.50, y=65.00, z=8.50]]
Retry entities: 0 total; []
Server brand: BungeeCord (Hypixel) <- vanilla
Server type: Non-integrated multiplayer server
Stacktrace:
at bku.a(WorldClient.java:453)
at bcf.b(SourceFile:2515)
at bqb.run(SourceFile:48)
at java.lang.Thread.run(Thread.java:745)
-- System Details --
Details:
Minecraft Version: 1.9
Operating System: Windows XP (x86) version 5.1
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 911788736 bytes (869 MB) / 1060372480 bytes (1011 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 8 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -Xms1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -XX:-DisableExplicitGC -XX:+AggressiveOpts
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
Launched Version: 1.9-OptiFine_HD_U_A0_pre
LWJGL: 2.9.4
OpenGL: ~~ERROR~~ RuntimeException: No OpenGL context found in the current thread.
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.
Using VBOs: Yes
Is Modded: Very likely; Jar signature invalidated
Type: Client (map_client.txt)
Resource Packs:
Current Language: English (US)
Profiler Position: N/A (disabled)
CPU: 2x Intel(R) Pentium(R) D CPU 2.80GHz
OptiFine Version: OptiFine_1.9_HD_U_A0_pre
Render Distance Chunks: 3
Mipmaps: 0
Anisotropic Filtering: 1
Antialiasing: 0
Multitexture: false
Shaders: null
OpenGlVersion: 4.5.0 NVIDIA 347.52
OpenGlRenderer: GeForce GT 630/PCIe/SSE2
OpenGlVendor: NVIDIA Corporation
CpuCount: 2
0
The bug that I am experiencing is a client-loading bug. It happens every so often, mainly when loading chunks, and what happens is that the whole MC freezes for a random interval of time, from 1 second to 6 seconds, to even 10 in some cases.
When these freezes happen, the MC console sends the message:
"Warning: Clientside Chunk Ticking took XXXX ms"
Bug info here:
https://bugs.mojang.com/browse/MC-44801
This issue HAS been fixed in 1.8/1.8.1, but it still lingers in 1.7.10/1.7.2.
I was wondering if you can possibly fix this bug with optifine 1.7.10 so players have an option in case 1.8 causes bad gameplay from hardware troubles (w/without optifine).
Thank you for reading, -Piano
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Firework particles are known to give fps troubles to some hardware setups, and firework particles are one of the few particles that are kept when going under 'Minimal' settings.
Since there's no way presently to disable it, having a feature to toggle the firework particles in Optifine would help immensely.
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Every time a firework is used, the particle effect causes a major lagspike of 1-2 fps for the length of the appearance of the particles in proximity of them being loaded in (without directly looking at them). Now, if you cannot fix the actual frame bug, could you add an option to disable firework particles under 'animations' then? I also don't believe that setting the particles to minimal removes the particles/spike, nor do I want to keep it on minimal sorely for the fireworks.
Also, the memory usage still goes up to 100% progressively after around an hour or two of gameplay (memory spikes happen when any small fps spike occurs, usually by 5% on a 1G allocation). Kind of weird/annoying thing is that if the memory does go to 100% (which doesn't give an 'out of memory error', just a huge lag spike every time it hits the 100% [since it drops down a few percentages after the spike, then starts to climb again]), I can just go and close MC and reopen it with the same launcher, and it goes down to 25% max again, even though there was minimal-no resting time for memory.
Thanks again for all your hard work, -Piano
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I've got an.... interesting.... crash report...
Ahh, Wynncraft..
Anyways, that appears to be a 'bad video card driver' error.
You probably had a bad run-in with a MC loadup, if this constantly happens, you may need to update your driver.
23 Edits for failed quote ;-;0
Waiting for an answer that may not even come isn't the best option we have right now, and it doesn't appear that they are really trying to keep compatibility with older devices.
Edit: New post involving an answer. I take that statement back. Still with the idea of having the fixes to the problems at hand sent to Mojang (If even possible, pre-packaged).
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Now, I have discovered one of the major FPS troublesome factors in 1.8, that your current alpha build (A2) does not fix.
Firework explosion particles.
I have a screenshot on my test on the particles attached (#1).
I also have noticed two other fps drops when in 1.8 with A2.
First, on rare occasions a huge fps drop occurs for ~10-30ms, which is only a more jarring in the stability than a huge gameplay issue (#2).
Second, in certain locations (I had my test on the hypixel server) the average fps drops about 50% constantly until you move to a different location (#3).
Hope this helps!
-Piano
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