Optifine 1.6.4 Download

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Eryn

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Aug 3, 2024, 4:06:09 PM8/3/24
to lreclocartdin

Many Minecraft users normally will be used to having some graphical enhancements in the form of resource packs and shaders. For copyright reasons code from optifine could not be bundled with RLCraft and information about how to install them on CurseForge and Technic launchers has been limited.

Most people playing RLCraft on either CurseForge or Technic launchers might feel installing graphic modifications seem difficult due to lack of instructions or information elsewhere. Possibly experiencing more rage than respawning in a lava pool. Thankfully the reality is that once you know how to do it, installation is actually very simple.

Resource packs aka texture packs change the default minecraft graphics into something special, there are many choices and different people are going to find different packs suitable to their own tastes. The RLCraft founder suggests Chromahills, though the cartoon look might not be for everyone. Clarity is a HD pack that looks for though seeking a HD/realism look. Of course, there are a lot more choices just find what you like and download it.

The idea would be to add button or slider when creating/modifying a modpack to allow or not Optifine. If it is not allowed, CurseForge would detect it in modpack files and prevent the pack from being launched, telling that Optifine breaks the modpack. It would save a lot of time to Pack Makers, and help us a bit with all our optifine related reports.

Hear me well, this is not to limit player's freedom. If Pack makers want to let it enabled, they can. But for those who know that Optifine breaks their pack, that would be a neat feature. At the very least, if you find that it limits freedom of choice, we can at least put a warning message warning for the presence of Optifine. As well, opt-in/opt-out by Pack makers.

This might actually be better approached as a custom mod, which really wouldn't be all that hard to implement. It can just detect if optifine is installed, and when you reach the main menu you'll have to click through an extra checkbox warning you each time you launch the game.

It would be a better approach all around. It's obnoxious enough that most people will know if they have an issue, to remove optifine first (some people don't read, but there's nothing we can do about them), but it doesn't actively block the mod which others may find frustrating or invasive. It's also much easier to detect optifine from the game environment than an external launcher (which would have to check every mods .toml or meta file for this one specific issue every time you navigated to any pack - file name wouldn't be reliable enough)

At the point where the user adds optifine they had to "enable management for this pack" or dropped it in the mods folder. How about either of these actions let the author display a custom message. Similar to the summary of a changelog entry when updating a pack in the launcher. If the game is launched all modifications to the mods folder should be ignored since some mods like to modify it. But if a change happened while the game was not running ( I know you could still drop in the mod while running and then just restart) the user is prompted, similar to how it already is done in mojangs launcher ("This profile has been modified"), where the user has do acknowledge and enable management via a popup before proceeding with he game launch. The author warning message would show up here again.

The "detecting changes" part maybe hard to implement and not the right approach, but I think just a warning/disclaimer from the author could go a long way.

Example: User checks mark "Allow management of this profile". Red text below the option is displayed. "This pack has incompatibilities with Optifine, modB, modC! Do not submit bugreports from modified versions of this pack.". Whereas this text can be freely entered for every uploaded file. By default the this field would be populated with the disclaimer from the previous file (during file upload).

Not ideally, but i am never in favor of limiting players. If they wanna break it, let 'em. People would just export profile and re-import it. Or make a custom profile and just drag all the mods and config folder over to their profile. These people would then still submit a bug report.

I know a web ticket system software that does display brief texts and links on the sidebar when users enter certain keywords on submission. Maybe we could have something similar to that instead. Let us add keywords/tags to a wiki page and if one of the keywords to that page shows up in the users issue description (while typing) it pops up a link to the wiki page containing that key-phrase. If more than x are found then summarize the list and provide a link to "more results" or smt. So I could make a wiki page for my project where I explain issues with optifine and how to proceed (eg: remove optifine, reproduce bug, if not then tough luck) now if I make "optifine" one of the keywords/tags for that wiki (may be a new field in the edit page) it would be indexed a a possible result to show up whenever someone types "optifine" when opening a new issue.
(Not every user mentions optifine in their issue though, so you would add the most common word that occur in their errors that optifine gives in you pack. No harm in being overly aggressive and liberal with these tags since all it does is show a link. The user can ofc still submit the issue)


Sorry for the long reply. That could have been an idea of its own, but it feels kinda duplicate-ish to just open an new idea instead of discussing it here.

Kevin Andre Gaup, this actually does limit users if it does not allow the pack to run if it detects optifine. That's not to say this is a terrible idea though, I just think a warning would be better than complete restriction.

I for one of the many who enjoy optifine do not agree with this. If you take the time to see that optifine does not agree with a mod in a modpack or the modpack it's self, it is easy enough to remove it. But there are so many content creators use it and modpack creators will tell you do use it. So my opinion is this has no leg to stand on.

This is an interesting suggestion, thanks for the feedback.

Currently setting dependencies and mods as incompatible is obviously only available for projects available on CurseForge - we would have to look at how to enable this both in the UX/UI and technically. We've set this item for future consideration and will update in the future.

Jason Wilson this is not limiting in any way this is just saving the creators and users time by letting people know optifine is not compatible. further more optifine is a bad thing to run on any modpack as its not really made for modded enviorments but vanilla as a modpack creator i find that 40% of issues can be fixed when i tell a user to remove optifine

OptiFine is a utility mod created by sp614x. It was designed to overhaul Minecraft's lighting and rendering systems to increase their efficiency and visibility. OptiFine is a purely client-side mod and will crash if loaded by a server. As with all mods intended to improve performance, it is possible but rare for it to decrease performance. As a related point, a small number of mods use custom-made rendering systems that may not work alongside OptiFine; Chisel in particular has been known to intermittently have its textures become invisible in OptiFine's presence. OptiFine is not included by default in any FTB mod packs, as its author requires express written permission to redistribute the mod outside of its forum thread or optifine.net. However, because of its general performance improvements, many players recommend using it in most mod packs so long as it does not cause other problems.

OptiFine has been consistently criticized by the Modded Minecraft community for unorthodoxly replacing large swathes of Vanilla code; as a result, a first step for debugging mod crashes is removing the mod if it is present.

Unlike most other mods, OptiFine does not rely on Minecraft Forge. It can be added to a Forge mod pack as any other mod, but it can also be manually installed into an unmodified Minecraft .jar file (and will create its own profile in the vanilla launcher). As a result, OptiFine is almost always one of the first mods to advance to new Minecraft versions (although its initial releases are usually incompatible with subsequent initial Forge releases).

OptiFine adds two new Control hotkeys as well: a "Zoom" key and a "Cinematic Camera" key. The Zoom control (C by default), when held, zooms in the camera significantly, akin to the effect gained by the user of a scoped weapon in a first-person shooter. The Zoom control is very useful for both scouting and Bow aiming. The Cinematic Camera key (not bound by default) causes the camera to actually have inertia. Moving the mouse no longer simply whips the camera around, it causes the camera to smoothly turn in the direction of the movement. Cinematic Camera is automatically used whenever the Zoom control is held, but otherwise its usefulness is somewhat limited.

In Minecraft 1.7.10 and earlier, OptiFine had three separate versions: Lite, Standard, and Ultra. OptiFine Lite contains the fewest features and is designed to be installed directly into Minecraft itself; OptiFine Lite was not compatible with Minecraft Forge. OptiFine Ultra is the most powerful version, but it is also the most likely to have minor issues. In particular, its Multi-Threaded Chunk Loading option has been known to cause chunk borders and large, flat surfaces to flicker. OptiFine Standard had fewer features than Ultra, but had fewer issues with flickering planes. As of Minecraft 1.8 and beyond, OptiFine Ultra is the only version still in development.

Up until 1.1, there existed a bug with OptiFine which would cause world rendering to completely break when traveling a far enough distance away, with effects manifesting as soon as 10,000 blocks. The effects would appear to get more intense continuously when moving far away from the center of the world, as opposed to having cutoffs every 2^integer blocks, due to this rendering bug and taking rotation into account (though if the rotation is kept constant and along one axis discrete jumps become noticeable). The bug existed due to the mod undoing the base game's fix for said bug.

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