Pls, help me. With OptiFine 1.12.2 HD U D3 (and earlier versions) - everything works fine. With all pre-versions OptiFine 1.12.2 HD U E1 pre - crash at the appearance of the game menu. Crash report - https://pastebin.com/gML9ddKP
I have not found anything for that topic yet, but maybe I was just not searching thoroughly enough.
Here's the pitch: Whatever I tried, shaders seem to be broken once you add any other mod. Trying to get shaders to work in a modpack at 1.12.2 feels like activating a bomb while trying to deactivate it: No matter how you do it, it blows up in your face.
I tried it all the ways told, shown, conceived and even others. No matter if MultiMC or not, it never works.
Does anybody know anything about that?
Shaders should work with most mods. Some bigger mods or mods using their own custom shaders may have problems.
Using 1.7.10 E3/E7, I have two issues.
First, is when I start the world with Multi-Core chunkloading, the parts of the world flash in and out of existence, until I cycle the settings through "Default" chunkloading back into Multi-Core. Then stuff stays put for as long as client is running.
Another issue is bad texture z-fighting. Especially microblocks and EnderIO conduit decorations (arrows, markings).
The z-fighting can be fixed by disabling Fast Render.
This is consistently reproducible with all versions of Minecraft I've tried, from 1.7.10.
Enable Fast Render -> Sky is flashing when tooltip appears on the screen.
Disable Fast Render -> Sky stays the same color.
For best reproduction effect, point your head above horizon line.
Gonna upload this to the issue tracker too but thought I'd share with y'all, I found a glitch I don't think anyone's reported yet with the latest version of Optifine for 1.12 (Java edition) - If you have your render distance set to above 16 chunks (though anything under 20 seems to rarely work), and then create a new world in creative mode, you can cause these crazy chunk errors to occur if you immediately enter the nether (via constructing a portal, teleportation, or spawning a portal block) - the second you get in to the nether, break your way straight up to above the ceiling bedrock layer and these odd chunk errors will occur.
First I would like to say how thankful I am for OptiFine. I can't even run Minecraft on my PC without it. Now, I know you can already use shaders with OptiFine, but I think the bloom effect (without having to use shaders) would be really cool. Maybe as a video setting?
EDIT: Like how the torch is glowing in this picture:
...
The bloom effect is usually added with shaders.
It could probably be added without shaders (similar to glowing entity outlines), but it would be quite complex.
I'm trying out SEUS Renewed and it says that it is compatible with fast render. I would like to test this but Optifine doesn't let me. Is there a way to force it?
Fast Render is not compatible with shaders.
It disables some functionality which is required by the shaders.
May I ask if it could be possible to use the id="depthsuspend" parameter in an Optifine shaderpack? The reason is to bring back the Void Fog. Also is it possible to convert a Forge shaderpack into an Optifine shaderpack? The brilliant Tamaized has released a Void Fog mod but it only works with Forge which just lags out constantly.
Thankyou for your time and hope to speak soon.
The void fog could be easily added in a shader pack by checking the player Y coordinate.
So, I've figured out how to make ctm texture packs for mods on 1.10.2+, but I am wanting to backport since a lot of players still are running on 1.7.10. I've tried everything I can think of, but still can't get ctm textures to work on modded blocks on 1.7.10, and am needing some help to get over this hurdle.
And finally, is there a way to match exact for enchantments? From what i read, the enchantmentIDs list looks for any of the listed enchantments being present instead of requiring them all and enchantmentLevels counts the levels of all enchantments together, rather than specifying levels for a cerain enchantment.
I played around some with nbt.tag.ench.id=[id] but i could get nowhere with that either.
Any help welcome!
Backslashes "\" will probably not work, resource packs use forward slashes only "/".
OptiFine usually complains in the log file (game output) when there is a problem and shows exactly what is incorrect.
I cannot specify the texture to apply to swords having sharpness 1 and fire aspect 1.
For a quick fix id suggest this:
enchantmentID requires all listed enchantments to be present.
enchantmentLevel tallies up all enchantments on the sword and matches to that value.
That would make CIT only barely functional though, using something like:
enchantments:[<ID:LEVEL>,<ID:Level>]
and matching to that exactly would actually make this useful. If a range of IDs or levels would be wanted you could use wildcards.
Combined enchantments (A+B) are currently not supported.
Please create an issue on the tracker so that it can be addressed: https://github.com/sp614x/optifine/issues
There are many resource packs which use CIT.
2
The real problem is that Forge adds the SRG named method func_187508_a() in BakedQuad:
https://github.com/MinecraftForge/MinecraftForge/blob/1.15.x/patches/minecraft/net/minecraft/client/renderer/model/BakedQuad.java.patch#L40
SRG names should only be used for deobfuscated methods.
The func_187508_a() was existing in 1.14.4 mappings, but it doesn't exist in 1.15.2 and is only added by Forge.
I will add it for now with comment to clean it up when the Forge patch is fixed.
1
The 1.14 render engine hasn't been deobfusctated yet so it is hard to say how it works.
Looking at the 1.14 performance and looks it is probably the same as 1.13, but packed in a different way.
3
I have registered the website on yandex webmaster and I have reported that the site is clean
it will probably take some time until the warning is removed
This is the Virus Total report for optifine.net:
https://www.virustotal.com/#/url/18bf8c18f49875d4a41a5170f7748f9bef6056c2d582a2b282c8b469147cc887/detection
0
The OptiFine code is not hacky.
It just does too many things and mods expect everything to be EXACTLY as it is in vanilla, which is not possible.
Conflict with one of the core mods:
- OpenModsCorePlugin (OpenModsLib 0.11.5.jar)
- Inventory Tweaks Coremod (InventoryTweaks 1.64.jar)
- NWRTweak (RedstonePaste 1.7.5.jar)
- MicdoodlePlugin (MicdoodleCore 4.0.1.177.jar)
- EnderCorePlugin (EnderCore 0.5.31.jar)
- ForgelinPlugin (Forgelin 1.7.4.jar)
- CoreMod (Aroma1997Core 2.0.0.0.b155.jar)
- AppleCore (AppleCore 3.1.3.jar)
- CreativePatchingLoader (CreativeCore 1.9.22.jar)
- ItemPatchingLoader (ItemPhysicFull 1.4.12.jar)
- LittlePatchingLoader (LittleTiles 1.5.0-pre97.jar)
- CTMCorePlugin (CTM 0.3.0.15.jar)
- LoadingPlugin (Bloodmoon 1.5.3.jar)
- LoadingPlugin (HardcoreDarkness 2.0.jar)
- RBLoadingPlugin (RealBench 1.3.3.jar)
Shaders should work with most mods. Some bigger mods or mods using their own custom shaders may have problems.
0
The z-fighting can be fixed by disabling Fast Render.
0
Please make an issue on the tracker with more details: https://github.com/sp614x/optifine/issues
0
Quote from mike_ers >>
Fixed in preview D1 for 1.12.2
0
The bloom effect is usually added with shaders.
It could probably be added without shaders (similar to glowing entity outlines), but it would be quite complex.
0
Fast Render is not compatible with shaders.
It disables some functionality which is required by the shaders.
1
The void fog could be easily added in a shader pack by checking the player Y coordinate.
0
Please make issue on the tracker: https://github.com/sp614x/optifine/issues
1
Backslashes "\" will probably not work, resource packs use forward slashes only "/".
OptiFine usually complains in the log file (game output) when there is a problem and shows exactly what is incorrect.
0
Combined enchantments (A+B) are currently not supported.
Please create an issue on the tracker so that it can be addressed: https://github.com/sp614x/optifine/issues
There are many resource packs which use CIT.
0
What are you expecting to change?
0
See https://github.com/sp614x/optifine/issues/1147