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Jared Sharpe

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About Jared Sharpe

  • Birthday 06/27/1987

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  1. Seems that there is just no way to run this with the 128x texture pack. Using the 32x texture pack seems to make it bearable and holds at around 3-4 GB.
  2. So, the same setup minus Hexxit using minecraft 1.6.2 Only used 1.8 GB of RAM. With this and other tests i think that the issue is with Hexxit. This or the newer update has managed to fix minecraft and the Java related memory issues. In which case i can not wait for the 1.6 Technic platform updates... If anyone else is not having the same issues with the same set up let me know, i have already attempted x64, x32 and SDK JRE versions of Java. **Edit** I am also using "Increase Perm Gen Size" and 11G in the Hexxit Launcher
  3. Sadly you were right, removing the texture pack solved my issues and reduced the Ram usage by 10GB. However i feel like I am missing something as i have done this in the past without issues. The texture pack for minecraft from Sphax 128x128 plus the added textures for Hexxit from the Pure BDCraft is only 89MB, which in the past i have used texture packs well over this nearly 200MB in size and 256x256 in resolution. I might try next using this same set up on Tekkit Lite and see what i get.
  4. So im running hexxit plus a sphax 128x texture pack, optifine ultra D3, plus the GLSL mod by karyonix and im experiencing very large memory pulls, upwards of 13-14GB in private bytes. My issue is i have only 12GB to spare and 2 GB of dedicated GPU memory so im cutting it way too close. In regards to where i am now i used to be able to play Tekkit Lite with the same set up with a GTX 460 with no issues. In addition the launcher takes in excess of 10 minutes to get to the Minecraft menu screen. Im wondering if anyone else is having these issues with hexxit. Even when i run optifine i still have issues with long "mojang" loading screen times.
  5. If you get errors like this you can search in the config files for settings in each mod such as "autoAssign=0" or "autoAssign=false". Set them to "1" and "true" respectively. I believe you can also set forge.cfg "B:enableGlobalConfig=true" and then add the lines "B:autoAssign=true" and "B:autoAssign=1" right below it and this will apply to all mods. (I THINK) Some mods simply do not have that option either, so you will have to change some ID's Manually BEWARE, changing item id's for mods on an existing map can break things. Suggest to start on a fresh map.
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