Hey! I think I may have a possible thing you can maybe do about the shader compatibility..
First Image displays the bug, (Showing both hands with items)
Second image displays F1 Mode (No HUD, but the shaders hand disappeared.)
The last one shows F1 Mode with chat up. (HUD is displayed, First person body still visible, and the shaders hand is gone.
Maybe you can put the hud in F1 mode, Or you can maybe create an entire new F5 mode for first person.
- don_bruce
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Member for 9 years, 2 months, and 26 days
Last active Tue, Apr, 2 2024 22:29:15
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xXLeTyroneXx posted a message on Realistic First-Person Rendering (A re-invention of First Person View)Posted in: Minecraft Mods -
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Keybounce posted a message on Minecraft Transport Simulator - Realistic transport for Minecraft! (Formerly Minecraft Flight Simulator)Posted in: Minecraft ModsFlown enough to wear out an engine? Do you think I have time to _play_? :-)
... Mod development, two video series for editing, one for filming, plus real life, plus all the time I spend here on the forums ... :-)
This is on my list of things to play with; don't get me wrong. I love the idea of long-distance travel in a survival-compatible world that isn't creative flight, that is easier to get than a RoC jetpack.
("... strap an jet engine designed for a commercial aircraft to your back ...")
Ps. Thank you for keeping 1.7.10 up to date. All of my major mods are stuck there.
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Dumboldoor5 posted a message on Minecraft Transport Simulator - Realistic transport for Minecraft! (Formerly Minecraft Flight Simulator)Posted in: Minecraft Modsi'm so proud of myself, I landed a plane that had just run out of fuel!
But take off wasn't as successful...
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UnknownSpiral posted a message on [1.7.10]Rails of War — Siemens-Schuckertwerke akkulok updatePosted in: WIP Mods
Hello,
naiten,
he could give news,
to reveal necessarily everything as regards the next update,
or of what he plans to make for the next update,
but I would wish at least once a month,
who informs us advanced concerning his(her,its) mod,
of these difficulties or by a month,
that he did not drop the projects and the updates concerning his mod.car I would like to use his(her,its) mod in the next update and the following ones, on my waiter(server) Rp in 1.8 moddées
with several islands, each joined by the railroads of "Row" towards the main city,
with the mod " UniversalCoins " as an economy, with the system of complex job(business), the construction of cities, communities, any facts by the fruit of the work of the players.Still
I am rather of the patient,
but knowing kind(genre) having no many of these news(short stories) concerning his(her,its) progress,
or that he(it) is under development,
but I look forward to seeing taking(bringing) out the next update.
With as mod: the only ones in 1.8 at present.
"SecurityCraft"
"ArchitectureCraft"
"fairylights"
"hopperducts"
"ironchest"
"latticemod"
"MrCrayfishFurniture"
"Paintball"
"colorfularmor"
Cordially Armand Didier.
You totally aren't on drugs… like what are you trying to say and why all the unnecessary pronouns. Naiten very obviously hasn't announced the preferred usage of unconventional pronouns for ones identity. Also your switching lines each statement makes it impossible to read. The random and mostly incorrect alternative words set into the brackets aren't very logical. "With as mod: the only ones in 1.8 at present." Go online and take a nice formal writing class as it seems you are trying and seemingly failing to write formally. -
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RoblockSpark posted a message on [1.7.10]Rails of War — Siemens-Schuckertwerke akkulok updatePosted in: WIP ModsHow dare you! Mr. Naiten is working his bosom off just for our entertainment, and this is what he gets?! Sorry, it's kind of understandable if you don't dig deep, but over the course of the past month there have been sneak peaks of models for the new Narrow Gauge section. (ITS LIKE A WHOLE NEW FLIPPING MOD!!!) But please, in future, see how recent the comments are, not just the front page. Thank you for your cooperation with NaitCorp. NaitCorp. It's like the best thing ever, but with trains.
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steelblueskies posted a message on Better Records - Download songs from the internet!Posted in: Minecraft Modsbecause i like this mod, and don bruce has been amazingly helpful i am going to leave this little tidbit here (because even if dbrm is written in java and everyone with java is capable of running it, that does not equate to them having a clue how to do so). in windows, run> cmd. in resultant command prompt, go to the directory containing your dbrm.class file. then its a simple "java dbrm" without quotes to actually run it. no you cannot generally get a java class file to run by simply double or single clicking it in windows >.> and yes i know you thought or tried that at some point if this helps you out.
its mainly text mode and you should make note of your minecraft path (not your vanilla minecraft path, the path to your modded mc instance where you have betterecords installed)before starting. i also strongly suggest your mc instance with betterecords be in a relatively short filepath.
spoiler if bruce cares to bugfix a dbrm thing sometime. if not no biggies and ty.
that said it doesn't seem to work if your minecraft instance with betterrecords installed is a long path with spaces as it fails to strip " " " encapsulations for long filepaths and fails without them, at least on a few windows systems. as an example, a multimc pack dev path i tried with "D:\MultiMC\instances\1.7.10 coop dev 1\minecraft" .. if i encapsulate with "'s the program tries to check the path "Tyring to open: "D:\MultiMC\instances\1.7.10 coop dev 1\minecraft"\betterrecords\localLibrary.json" (also typo tyring ==/==trying ). in windows a long path of that sort especially the portion "1.7.10 coop dev 1" as a folder name causes it to fail silently and stop . no biggie as it can be worked around by using a path that is shorter and doesn't have folder names with spaces. this is not a complaint, just an fyi combined with a short bit of information to forestall the sort of user misunderstanding there has been loads of in this thread. -
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Naiten posted a message on [1.7.10]Rails of War — Siemens-Schuckertwerke akkulok updatePosted in: WIP ModsNew tracks will support free building.
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ElectricalAge posted a message on Electrical Age [Physics! Electric circuits & More!] Beta1.11_r51Posted in: Minecraft ModsHello world !
a new mod release is out (1.10 r47) ! Here's a brief list of changes :
- New mod map data saving system (safer, MC decoupled, retrocompatible) - so as usual, DO A BACKUP before running.
- Mod now translatable. (Use command "generatelangfiletemplate <fullFileName>" for generate/complete a lang file).
- New translation : Russian.
- New objects : Digital Wall Clock, Industrial Data Logger.
- Enhancement on some 3D models.
- Minors bugs corrections.
For the next release, our future work will be more oriented on home consumers.
Have fun !
The ElectricalAge team -
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TechMage66 posted a message on [SOLVED] Method for updating a tile entity from its corresponding GUI.Posted in: Modification DevelopmentHello dun_bruce
I think had pretty much the same problem as you with my two mode furnace, switched by a button on my gui.
Here my solution, maybe it's helpfull for you:
First of all i created a costum PacketHandler like this: PacketHandler
Next i wrote a costum packet for setting the mode from my furnace: DoBlockUpdate
Then when the gui putton is pressed it will send the packet to the server: GuiPowerFurnace
And here is my TileEntityPowerFurnaced for completeness: TileEntityPowerFurnace
I hope this might help you, it was working for me
TechMage66
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mergis posted a message on [SOLVED] Method for updating a tile entity from its corresponding GUI.Posted in: Modification Developmentpass the tile entity to the GUI on calling it
add this to class
private TileEntity tileent;
public GUIPointer(TileEntity entity)
{
this.tileent = entity;
}
then you have access to the tileentity and can just use tileent.xCoord ect presuming you already know how to then send update packet to server. Otherwise you now want to look into packet handling client to server.
- To post a comment, please login.
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See now, THAT there is why I code. Not for monies, not for fame, not to pad a resume or something. Just to make something people enjoy. You won't find a Pateron or PayPal anywhere for MTS, and my videos are lucky to break the 10k mark on YouTube.
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WELCOME TO THE NEW MINECRAFT TRANSPORT SIMULATOR!
This mod is a continuation of the old Minecraft Flight Simulator. Many things have changed, but the most important thing is that you can now add anything to the mod using the new content pack system! There's an official content pack as the first download link, so make sure to grab that along with the actual mod! If you want more info about the mod, please see the Curse page here. You can even join the Discord channel here. Irregardless of what you do, there are two important things you should know.
The first is how to install content packs. This is done by simply putting a content pack into the mods folder. MTS will look in the mods folder on startup and will automatically parse the pack and put it into the mts folder to load. No muss, no fuss, no moving a bunch of little files. If you did everything correct you should see some new things in the creative inventory!
The second thing is that nearly everything you could hope to know about how the mod operates has been moved to an in-game manual. Please RTFM. It's even an Achievement to make one (in versions of Minecraft that have those, that is)!
Now, with that out of the way, here's what you've been waiting for. New downloads and new pictures!
Old MFS Page
Realistic flight in Minecraft has never really been implemented. Even the elytra doesn't take into account true aerodynamics. Minecraft Flight Simulator aims to change all this, by introducing planes that handle like actual planes! To do this physics and aerodynamics are used, taking into account thrust, drag, lift, prop pitch, and much more. Controls are also tailored to provide a simpler means of controlling planes than the current mouse-yoke standard, which allows you to look around as you fly. You can even customize your planes by giving them different propellers and engines, which affect their flight characteristics.
Discord Chatroom:
https://discord.gg/KaaSUjm
Downloads
Videos
Screenshots
Features
Controls
Rather than explain all the controls here. I'll simply say that you press the P key to activate things in MFS. When you step up to a plane, a little indicator will flash on your HUD. Pressing P will open the plane's GUI, allowing you to add parts and fuel. When seated in a plane, the P key will open the control menu. Look there for a complete and current control scheme.
Along with the keyboard Minecraft Flight Simulator is proud to the be first plane mod that integrates joystick support! Configuring a joystick is done by accessing the in-game config menu (default P key while seated). Any control mapped to a joystick input is used in place of the keyboard control. There are also some controls, such as LookLeft, that are put on the joystick for ease of flight so expect some extra functionality to be present.
Note that if you're having troubles getting joysticks to appear on Linux (or possible a Mac) you might need to run "sudo chmod o+r /dev/input/event*" from a terminal and then restart Minecraft to allow Minecraft access to the input file.
If you find that the joystick isn't behaving quite the way you want you can try editing the DeadZone and JoystickForceFactor options in the config file. The former determines the minimum movement of an axis required for action, and may need to be adjusted higher if you have a worn-out joystick with a lot of slack. The latter determines how much far the control surface will move with respect to the axis position. Higher numbers cause the surface to not move much at first, while lower numbers will cause the surface to be more sensitive.
Crafting and creating
Crafting planes and components is easy! Most things you can just craft in a crafting bench. The exception are propellers which are crafted using the propeller crafting bench. Simply select the propeller type, number of blades, pitch, and diameter in the GUI. Insert the required materials along with some redstone and hit the green button. The bench will then create your new propeller.
If you want to create a custom engine, you'll need to know about engine codes codes. When you use the give command you'll need to input the code as the item's damage value. The first two digits times 100 is the engine's maximum RPM, while the last two digits divided by ten is the fuel consumption per tick. This means that the basic small engine (0.5@2800RPM) has a code of 2805, while the advanced small engine (0.7@3000RPM) has a code of 3007. Remember that the fuel consumption is based on the engine spinning at the maximum RPM; the 0.7@3000RPM engine uses only 0.58 units of fuel per tick at 2500RPM.
Fueling planes:
Planes don't run on air, so you'll need to fuel your plane before taking off. MFS engines use liquid fuel, so stock up on lava buckets. Once you have some, open the GUI and place the bucket in the slot with the gas tank icon. The plane will then consume the fuel and deposit the bucket into the bottom slot. If the bucket doesn't move it means that either the plane is full or the fuel in the bucket won't fit.
MFS supports any liquid in a container as a fuel, but you must first set up the config to do so. Here's a list of steps to allow your planes to run on whatever fuel you chose:
Note that fractions are supported, so a liquid with a fuel value of 0.5 will fill the plane's tank half as much as a liquid with a value of 1.0, and one-quarter as much as a liquid with a value of 2.0.
Pre-flight checklist
Before you go flying, there's a few things you should know:
IFR
One of the problems with flying in Minecraft is the inability to see the ground due to short render distances. MFS helps correct this with a variety of flight instruments. Instruments can be added in the plane GUI, and will appear in the HUD and on the plane depending on their placement in the GUI. The HUD itself has four modes, which can be changed by pressing the mod key in combination with the cam lock key.
Multiple flight instruments and gauges are available for planes, each with their own uses.
Attitude Indicator
Perhaps one of the most versatile instruments, the attitude indicator shows the the state of the plane with respect to the ground. The indicator rotates to indicate the current roll, while the inner circle moves up and down to indicate the pitch of the aircraft. Do note that the direction the plane is pointing is not the same as the direction the plane is going. A plane that is pointing up may actually be in a stall and will drop like a rock.
Altimeter
This gauge simply shows how high the plane is. The short pointer counts 100 blocks, while the long pointer counts 10 blocks. The altimeter will read 0 at Y=0 by default, but you can change this behavior to make it read 0 at sea level (Y=64) instead.
Heading Indicator
A simple gauge that tells you where you are heading. Although similar to the real-world counterpart, this gauge is tweaked to deal with Minecraft's odd south-is-positive coordinate system. Yes, you could always use the debug screen, but what's the fun in that?
Airspeed Indicator
This gauge shows how fast the plane is moving in blocks per second. In general, a plane should be flyable in the green zone, though this is subject to the flap settings and weight. The yellow zone is safe, but sudden movements and deployment of flaps is not advised. The red zone should be avoided, as exceeding this speed can result in things breaking. After passing 50 blocks per second, Minecraft is unable to process the plane's forces correctly, leading to undefined behavior. Do note that the flyable speed changes if the speed factor is changed in the config.
Turn Coordinator
This gauge shows the rate at which the plane is turning, plus the rate at which the turn is increasing. This means that it will move when the plane starts rolling, but will even out when the aileron is no longer applied. This allows the pilot to adjust the roll of the plane to make a smooth turn. The bottom part of the gauge indicates the slip in the turn, or how straight the plane is compared to the direction it is traveling. A well-coordinated turn will result in the maximum lift potential and best control.
Turn and Slip Indicator
This indicator is the precursor to the turn coordinator. The difference is that this indicator does not take into account the roll of the aircraft. Preferred by older and more experienced pilots, it can be used to perform the Stark 1-2-3 maneuver if the artificial horizon is lost due to clouds or the failure of the attitude indicator.
Vertical Speed Indicator
This indicator shows how many blocks per second the plane is moving in the Y-direction. A gradual climb is about 0.75, but with flaps and a light payload this can be greater than 1.
Lift Reserve Indicator
A newcomer to the world of aeronautics, the lift reserve indicator shows how much of the aircraft's lift potential is being used. The yellow-green border indicates that the plane is currently flying with an angle of attack of zero, i.e. not generating any lift. As the plane is pitched up, the needle moves towards the red zone. At the yellow-red border the plane is at the critical angle of attack and generating maximum lift. Passing into the red zone will cause the plane to stall, which results in a rapid loss of lift potential. Useful where short runways require quick ascent.
Tachometer
This gauge shows the current RPM of all engines. It also shows the maximum safe speed as indicated by the redline marker. Use this to ensure you aren't over-revving your engines.
Fuel Gauge
Shows fuel level. 'Nuff said.
Fuel Flow Gauge
This gauge shows the fuel consumption rate of the aircraft. More of a nice-to-know thing than an essential component. Fuel consumption is in buckets per minute, with a bucket representing the default lava fuel value of 1000.
Engine Temperature Gauge
This gauge shows the temperature of each engine. The needle should always be kept in the green for maximum engine life. An engine with a low temperature in the yellow zone needs to be warmed up prior to flight to prevent engine damage, while an engine with a temperature past the red mark will be damaged by overheating.
Other notes:
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NOTICE: ALL DEVELOPMENT IS ON HOLD, AND UPDATES ARE ON HIATUS, UNTIL A SECOND (OR THIRD) CODER JOINS THE MFS TEAM. I HAVE LIMITED TIME AND WILL NOT SPEND IT ON MFS UNLESS OTHER PEOPLE WISH TO DO SO AS WELL. I ALSO CANNOT INDEFINITELY MAINTAIN UPDATES, AND WANT A FUTURE FOR MFS.
That being said, I have been hard at work coding many things for MTS. Yes, I said MTS. As in Minecraft Transport Simulator. Over 80% of the code has been re-worked, and MTS is close to being release-able, but due to new time constraints and burnout I am unable to finish what I have started. What did I start? Check the screenies.
[SCREENIES REMOVED AS FEATURES SHOWN DID NOT MAKE IT INTO DEVELOPMENT]
If you are interested in seeing this mod continue, or contributing to it, please message me on Discord, as I do not check this forum often. However, please do not come to me unless you want to help. Offers are all well and good, but I'm tired of people saying that they want to help but then doing nothing. That's worse than just not offering....
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NOTICE:
I am no longer updating this mod. The source code is publicly available on Curse, so feel free to change/port/update as you see fit.
Have you ever wanted to build an evil lair, but found that even the best villain can't control Minecraft weather? Perhaps you're an industrious fellow looking for a way to farm zombie pigmen. Or maybe you're just an ordinary builder that's tired of your house being burned down? Well then, a lightning rod is just what you need!
Unlike their GregTech cousins, Don's lightning rods actually prevent lightning strikes by re-directing strikes in their coverage zone to the rod. The effective range of the rod can be increased by mounting it on iron bars, effectively making large lightning-free zones.
Usage:
Actually using a lightning rod is a bit more complex. Lighting is a fickle being, and capturing it requires a well-constructed rod and tower.
Construction rules:
Lightning needs a quick path to the ground. The best way to do this is stick your lightning rod on top of a tower. You can put your lighting rod on any opaque block. The higher the tower, the greater the rod's range will be. The protection area of a rod is a conic shape with the tip of the cone centered at the bottom of the rod. Iron is more conductive than air or wood, and is necessary to allow power to flow from a lightning rod to a bank block. Taller towers also make a powered lighting bank more effective. Any gaps in the tower will cause the effective coverage to end at that y-level. If you plan to put a lighting rod on top of a building, make sure to have a continuous section of opaque blocks under it.
Lightning bank usage:
Lighting banks collect the energy from lightning that hits the rod at the top of a tower. Each strike provides 5000RF of energy. The lightning bank itself has an internal buffer of 15000RF (both values are configurable). Lightning is a powerful force and will easily overload a lightning bank with a full buffer, so make sure to drain the bank after a strike. Energy can be drained from the sides of the bank. Make note that the bank block acts as a ground node, so any lighting strikes at or below its y-level won't be redirected to the tower.
Along with collecting energy, lightning banks have the ability to charge lightning rods to increase the chance of a lightning strike. Providing energy to the bottom of the bank will cause it to charge the lightning rod. This charge slowly builds up, and will eventually lead to a lightning strike. The time this takes depends on the height of the tower, with taller towers being quicker to strike. Note that a natural lighting strike during the charging period will cause the rod to discharge, starting the cycle over.
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NOTICE:
Due to significant changes in RoW this mod is no longer compatible nor preferred. Please download the latest version of RoW to get such features built-in with better compatibility. I'm still leaving the project site up just in case someone wants to try to cobble together an old build, but I don't recommend it.
Installation:
All the basic stuff of mods applies here. Back-up your world, crashes may occur, I'll help you debug something if you provide a report, yadda yadda. What's most important is the version of ROW you are using. If your're using RoW-1.7.10-15.01.18-0 you'll need to use a version prior to 7. Newer versions are based on my branch of ROW and are incompatible with older branches. If you have a different version you might be okay, or you might break your world. Removing ROWAM will restore your world, should it break this way.
ROWAM Blocks:
Signal Block:
The signal block is the heart of the ROWAM. This block allows you to control the throttle of any locomotive through its GUI.
Some notes:
Pointer Block:
If the signal block is the heart of the ROWAM, the pointer block is the brain. Again, all options are set using its GUI.
Station Block:
The station block allows for the creation of stops along your rail route. It stops trains, applies brakes, loads entities, schedules departures, and will even blow a train's whistle when it arrives or departs. If holding a loco, it will output a redstone signal through a comparator. Like the previous blocks, all settings are in the GUI. The buttons on the top of the GUI switch between loco and freight settings, with the loco settings dealing with station events, and the freight settings dealing with entity loading and unloading.
Loco settings:
Freight settings:
Note that entities must match the entity selector and be near the loading point of a cart during departure to be loaded. This can be a bit of a problem if your animals or villagers tend to crowd around each other.
Tank Block:
The tank block puts your tank carts to use for you, allowing them to hold liquids. Placing a tank block next to any forge-compatible tank block will transfer the tank's fluid into nearby tank cars. Right-clicking the tank block will toggle it from drain to fill mode. If provided with a redstone signal, the tank block will stop working. Additionally, any tank block that's currently filling or draining a tank cart will output a redstone signal. To make sure you don't put lava in your water tank cart and end up hauling obsidian, the tank block assigns the id of the liquid to an empty tank cart before use. If an empty tank cart is being filled for the first time it will have its color set to reflect its contents (or grey if the color of the liquid is not defined). Changing a tank cart's color with a dye will not affect the liquid loading capabilities. Currently, only water, lava, oil, and fuel are recognized colored liquids; other colors can be added to the code if desired.
Fueling Block:
The fueling block allows you to keep your trains running during long hauls by refueling any nearby locomotives and tenders. It pulls coal from an adjacent chest, and outputs a redstone signal while it's fueling. It will only fuel a locomotive to its max fuel value, after which it stops outputting redstone. Because of this it can be used in conjunction with a signal block and station block to create automatic refueling points on your railway.
Freight Block:
Formerly used as the bogie block, the freight block is used exclusively with my version of ROW to allow you to automatically load and unload cargo from the Cher's tub to any chest-based tile entity. This, coupled with a few fueling stations, will finally allow you to automate your mining railway.
Detector Block:
The detector block is appropriately named, as it outputs a redstone signal when a locomotive or cart is nearby. While it doesn't do anything spectacular, you can combine this function with pointer blocks to switch carts or with other mods to create a locomotive detection network.
Chunkloading:
ROWAM has the unique ability to chunkload all ROW stock and ROWAM blocks. This is used to ensure proper operation of automatic railways and signals. All stock is only loaded in its own chunk to help keep the server load down.
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Slime blocks for 1.7.10! (and non-sticky slime blocks for 1.8)
10,000 Cycles, and counting...
Downloads:
Forward in Slime (1.8): http://www.curse.com/mc-mods/minecraft/232264-back-in-slime-slime-blocks-for-1-7/2246149
Usage:
Back in Slime
Back in Slime's slime blocks work nearly identically to the ones in 1.8. They negate fall damage, and make you bounce if you land on them. They also work as piston glue, pulling any attached blocks with them when pushed.
The only true additions in this mod are slime pistons. While Minecraft's pistons don't know the difference between dirt and slime, slime pistons are specially coded to work with slime blocks. Just put a regular piston into the crafting grid to change it out. Note that there's a slight loss in finesse that comes with slime pistons, so if you're looking to use them for precisely timed or one-tick redstone circuits, you might get erratic behavior.
Forward in Slime
Forward in Slime's smooth slime blocks have the same bouncy properties of regular slime blocks, only they've been covered in sand to remove their adhesive properties. This means that they work like regular blocks when pushed or pulled by pistons.
Crafting:
Back in Slime
Go see the Minecraft Wiki.
But seriously, slime blocks are crafted exactly the same as in 1.8. Just put them in a crafting grid like you would coal.
Also like 1.8, you can convert your slime blocks back into slimeballs. The only new recipes are for the slime pistons. Just put a regular piston into the crafting grid to turn it into a slime piston
You can even do the reverse; turn a slime piston into a regular one.
Forward in Slime
Adding sand to a slime block will allow you to remove it's sticky properties. Unlike Back in Slime, this change is irreversible.
Modpack Terms
Feel free to use this mod in your modpack. My only requirements are that you :
1) Do not claim this mod as your own, and
2) Provide appropriate credit where credit is due. Listing the mod as being in the pack, without linking to the page, or mentioning the author is a no-no.
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See the OP for details on that.
Do you have a large diameter propeller on a small engine? That's not going to work. Small engines need a diameter of 80 or less.
There is no GUI in the Alpha. You add parts by right-clicking the plane, but if you want to fuel it you're out of luck. There is no fuel system in the Alpha.
This might be a better question to put on the mod help page rather than mine.... There's quite a few regulars who can explain the process better than me.
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This is a new system. The RoW system was too inflexible and restrictive for me to do what I wanted with it. It was also coded in a such a way as to prevent some features that I felt were lacking. I actually have the track rendering and placement 100% done. It's just the entity physics and track following that are lacking now.
1
The default things you get from the creative inventory are a bit lacking. Try a propeller with a higher pitch.
Flaps are used to generate more lift at the cost of speed. You go slower, but can climb faster.
15
NOTICE:
Due to the fact that all the current bugs are nothing I can fix (double-hand bugs with Shaders and body errors with Animation), and the fact that this mod was supposed to be a one-off mod, I am formally discontinuing support. The code is open-source, however, so anyone who wants to continue the project is free to do so. I don't expect someone to do so (dreamers are a dime a dozen), but if someone happens to do just that let me know and I'll lock this thread and re-direct all people to the new thread.
This mod does one thing and one thing only: renders your body while in first-person view.
Not much else to say about that...
What can be said about Realistic First-Person Rendering (RFPR) is that it's right here, right now, and won't crash on you. RFPR does not use coremods or reflection, as it only consists of a single class file. It uses the default rendering system in Minecraft, which makes it 100% compatible with mods like Optifine, Mo' Bends (thanks GoblinBob!), and Better Animations. The single class file makes updating a breeze, so I'm able to bring it to you in a slew of versions. Like all my mods, 1.7.10 will be supported forever.
Pressing F1 will cycle you through the various mode. You can change the properties of these modes in the config file, and even delete and add new modes. By default, 5 modes are enabled. They are:
Beware that shaders breaks mode 1, so if you end up with two hands (or three) that's shaders getting in the way. I will not fix shaders-based bugs! They stem from a failure to use the event system in rendering calls and are beyond my power to fix.
Also note that some items, like maps, will use default to a mode with 2D arms instead of 3D arms when held. This is because these items only work when rendered with 2D arms. By default, maps, compasses, and clocks cause this switch. There's a spot in the config file for you to add other items (or delete one of the aforementioned ones) should you wish.
Take a look at what you get with your download, and then give it a whirl. You'll be surprised at what you've been missing!
Screenshots:
Downloads: