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    posted a message on [1.8.1][Nov 19] Lahwran's mods - WorldeditCUI
    Quote from LaDestitute

    Can someone show me how to properly install the minecraft 1.0 version of the WECUI? There's no instructions either.

    Edit: Okay, I managed to install it without having minecraft crash but I have a problem. Now, none of my worldedit related commands even work, as I get an "invalid command" or something.



    Quote from Franbo

    As far as I can tell the current World Edit CUI that the OP links to (the _303 one) doesn't work. The best result I was able to get was "no effect", although I also had the same situation as yourself where my World Edit commands stopped working completely.



    Quote from Zeproth

    same problem here, i started with a clean boot of MC, got rid of the metta file, added modloader, added singleplayer commands, and it workes perfectly fine untill i attempt to add in the CUI, at wich point single player commands will work but the world edit stops working altogether
    iv been playing without the CUI for now but it would be nice to see what iv actualy got selected


    To all those having problems with _303's update for WECUI... both _303's update and the update of SinglePlayerCommands edit the class: SPCPlugin.class

    If you delete the SPCPlugin.class file that comes with _303's version of WECUI and then install normally it should work fine. It does for me any way. Specifially this solves the issue of all worldedit commands claiming to be invalid.

    If you do not have SinglePlayerCommands or do not play SSP then this will not effect you and the SPCPlugin.class should be left alone.

    EDIT: as for rei's minimap not working... I'm not having any of the problems describe above. And rei did fix one issue with cave mapping (that I wasn't personally experiencing) in the latest version. As to which is better... its a moot point. Zan's is dead... if you don't like rei's make your own... just stop the bloody whining already.
    Posted in: Minecraft Mods
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    posted a message on [1.3.1] GLSL Shaders (DoF, Bump Mapping, Waving Wheat, Dynamic Shadows, and More!)
    Quote from daxnitro

    It's really just not practical. There are games that can generate shadows for one, maybe two light sources at a time, but anything more is out of the question right now. It's not a Minecraft thing or an implementation thing. Shadows are just really demanding. Maybe in 3-5 years.


    Ah... I see. Well I suppose beggers can't be choosers eh? :-D

    Quote from daxnitro

    Alright, the mod's done. Here's the plan. By tomorrow I'll have some sample shaders written up and I'll get a friend or two to test it out. By Wednesday I'll have the patcher put together and I'll upload it here. When I upload it I'm probably just gonna put it in a post here until a few people try it out and confirm that it doesn't blow up (we'll call it the release candidate). Then once I get a little bit of feedback I'll update the main post, tweet, etc. And of course, like everything I say any time ever, this is all still tentative.

    One more thing about the water reflections mod. I suspect that if you install this mod over that one, you might be able to make them work nicely by slightly modifying a shader. If not, don't worry. Making them work together is definitely a priority for me.


    WOOOOOOOOOOOOOOOO. TBH I've never had a chance to use this but when I started looking at HD texture packs back in 1.7.3 (when i started playing) I ran across this and have been dying to try it ever since. I'll have to say good bye to optifine but... lol... with my hardware I really only needed optifine to make loading hd textures less of a pain. Some one should make a mod that does just that... so you don't have to patch minecraft every time. Heh... If I knew java I'd do it myself.

    ... maybe I should use that as a project to teach myself java... hmm...
    Posted in: Minecraft Mods
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    posted a message on [1.3.1] GLSL Shaders (DoF, Bump Mapping, Waving Wheat, Dynamic Shadows, and More!)
    Quote from Unscrewed

    One question though, is it possible to make things stick out a bit with this mod?
    Or just letting things go inside, for example; when you have gold blocks, that those are seperate gold blocks and not blocks just pressed together in 1 big chunk?


    There's a video in the first post back on the first page that shows exactly that. Second one down... the preview image shows exactly what you are talking about.

    And I wanted to add something to what I said above. I'm not even a novice where 3d rendering and such is concerned... I'm a computer tech... I can talk to people about the results they can expect from turning features on and off but only have a rough understanding of how textures and other data comes together to make the finished image.

    That said... what I would *really* like to see is shadows from other light sources. I know you mentioned a 25% frame rate loss from just one light source. But I'm assuming (more like hoping) that's a limitation in the *way* it's being implemented.

    Guess what I'm saying is, eventually, when you have time and feel up to it and the wolf howls and the sun and moon and stars align... might we see dancing shadows from the torches on our castle walls? Or is that simply impossible within the constrains of Minecraft? Not today or tomorrow or next week or this year... but you know... eventually... hypothetically and all that...

    EDIT: Oh and I also concur that if implementing ether of these features will take much time then I would rather have the one that's fastest to implement... or if both of them will take a while then a release with existing features now and new features later would be preferable...

    not trying to rush you... just you know... I'm chomping at the bit to get my hands on this (its a compliment... really) and don't want to unknowing vote for an additional month of waiting :-P
    Posted in: Minecraft Mods
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    posted a message on [1.3.1] GLSL Shaders (DoF, Bump Mapping, Waving Wheat, Dynamic Shadows, and More!)
    I use fire heavily in my current project. I have close to 1000 torches and hundreds of disguised nethrack stone braziers. Fire like in the video would make my project look incredible. So yeh... i want fire... eventually.

    BUT.

    If I'm perfectly honest... shadows will have the largest effect on the largest number of people. Not every one (mainly people who aren't me) builds with fire... especially when they are doing modern cities. However... shadows would be every where by default. Even in a forest, as mentioned above... or in those same cities... modern or medieval. So yeh. Shadows would be worth more to more people.

    I vote shadows.
    Posted in: Minecraft Mods
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    posted a message on LB Photo Realism, 1.6 convert 7/16/2013. RPG Realism 1.3.1 updated 10/12/2012
    Quote from Estelyen

    The feature is called "Mipmapping" and it's not a problem with this texture pack, it's just that Mipmapping hasn't been integrated into Minecraft. I doubt it ever will be unless Mojang changes their mind about the native HD Texture Pack support, because on lower resolution texture packs, Mipmapping is not really needed. Also, Minecraft is still in Beta stage, which means that not all the features have been added yet, so maybe it will be integrated at a later time, who knows... :tongue.gif:

    Until then, I highly recommend Optifine, a mod which really improves the look and feel of Minecraft. The only problem is that, being a really powerful mod, Optifine always takes quite some time to be updated to the latest version, especially after a huge feature patch like 1.8. So just be patient until it is updated and give it a try, it'll be worth it.


    Actually i just finished some more testing and you are right. Its OptiFine's mipmapping feature that fixes it.

    But I would argue that even the default textures badly need it... after taking a good solid look at it.

    Screenshots:


    MC 1.7.3, Default Textures, OptiFine 1.7.3 with max mipmapping


    MC 1.8.1, Default Textures, *no mods or patches at all*


    Any way... Guess for now I'll continue on with MC 1.7.1 till the new OptiFine comes out. Disregard my earlier inquiry.
    Posted in: Resource Packs
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    posted a message on LB Photo Realism, 1.6 convert 7/16/2013. RPG Realism 1.3.1 updated 10/12/2012
    Quote from nayon

    Far objects look really busy and disturbing to the eyes. I don't remember the computer graphics term for it, but there should be a way to make them less unappealing by fiddling around with OpenGL. Is there a mod or something for that?


    Actually this is why I came here to post. I've been using LB RPG Realism 0.8.2 with MC 1.7.3 and OptiFine. Worked great.

    Just updated to MC 1.8.1 and LB RPG Realism 0.9.0 and now I'm having this problem. Its not easy to describe so Here come the screenshots.

    MC 1.7.3, LB RPG Realism 0.8.2, OptiFine 1.7.3
    (works fine)


    MC 1.8.1, LB RPG Realism 0.9.0, MCPatcher 2.1.1
    (Note the difference between the close water and the distant water. Also the stone walls in the distance and the grass as well)

    It's a lot more noticeable on the "busy" stones like cobble stone.

    MC 1.7.3, LB RPG Realism 0.8.2, OptiFine 1.7.3
    (works fine)


    MC 1.8.1, LB RPG Realism 0.9.0, MCPatcher 2.1.1
    (See how the cobblestone in the foreground is fine but that in the distance (near the crosshairs) looks awful.)


    MC 1.8.1, LB Photo Realism 6.6.2, MCPatcher 2.1.1
    (same thing here)


    MC 1.8.1, Default MineCraft Textures, MCPatcher 2.1.1
    (but, oddly, not here...)


    I've tried with no mods as well (well no mods but MCPatcher). Same result.

    It also doesn't seem to happen with the default textures. Any ideas what might be causing it?

    EDIT: forgot to mention... in all cases I'm using the x256 textures except in the case of the default textures
    Posted in: Resource Packs
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