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[1.7.2] Dynamic Lights - handheld torches, moving lightsources

dynamic lights function tweaks aesthetics 1.6.4 1.7.2

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3036 replies to this topic

#2161

Rein20
    Rein20

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Posted 05 November 2012 - 09:40 AM

I think there is something wrong with this mod. I can't install it. When I install FML then DL and put the dynamiclights.settings in my .minecraft folder and star MCpatcher there is not Dynamic Lights to check which mean that I can't install it. Please help me !
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#2162

NinjaNicoGupa

Posted 06 November 2012 - 04:28 AM

Hello,
I was wondering if there will be a mc-patcher version. Also, instructions for the current version?

#2163

Kel007
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Posted 06 November 2012 - 10:16 AM

View PostRein20, on 05 November 2012 - 09:40 AM, said:

I think there is something wrong with this mod. I can't install it. When I install FML then DL and put the dynamiclights.settings in my .minecraft folder and star MCpatcher there is not Dynamic Lights to check which mean that I can't install it. Please help me !

MCPatcher does not automatically detect what are the mods in the .minecraft folder.
Add mods to the MCPatcher by clicking on the "add" button.
Posted Image

#2164

Magnet_man16

Posted 06 November 2012 - 11:52 AM

--- BEGIN ERROR REPORT 9abfd725 --------
Generated 06/11/12 11:51

- Minecraft Version: 1.4.2
- Operating System: Windows 7 (x86) version 6.1
- Java Version: 1.7.0_09, Oracle Corporation
- Java VM Version: Java HotSpot™ Client VM (mixed mode), Oracle Corporation
- Memory: 358047464 bytes (341 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
- JVM Flags: 2 total; -Xms512m -Xmx1024m
- AABB Pool Size: 56 (3136 bytes; 0 MB) allocated, 56 (3136 bytes; 0 MB) used
- FML: MCP v7.19 FML v4.2.8.424 Minecraft Forge 6.0.1.350 Optifine OptiFine_1.4.2_HD_U_A7 16 mods loaded, 16 mods active
mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_Gibs [mod_Gibs] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_ReiMinimap [mod_ReiMinimap] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_TooManyItems [mod_TooManyItems] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
AS_DL [Dynamic Lights] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
3ditems [3DItems] (3DItems.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Backpack [Backpack] (backpacks.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
EE3 [Equivalent Exchange 3] (Equivalent Exchange 3.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
IC2 [IndustrialCraft 2] (industrialcraft 2.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
quinoptions [QuinOptions] (QuinOptions.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
Railcraft [Railcraft] (Railcraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
mod_RecipeBook [mod_RecipeBook] (Recipe Book.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
StevesCarts [Steve's Carts] (StevesCarts.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
WirelessRedstoneCore [Wireless Redstone] (Wireless Redstone.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available->Available
- LWJGL: 2.4.2
- OpenGL: Mobile Intel® 4 Series Express Chipset Family GL version 2.1.0 - Build 8.15.10.2104, Intel
- Is Modded: Definitely; 'forge,fml'
- Type: Client
- Texture Pack: [1.4.2] R3D CRAFT 64x64 (60%).zip
- Profiler Position: N/A (disabled)
- Vec3 Pool Size: 39 (2184 bytes; 0 MB) allocated, 39 (2184 bytes; 0 MB) used
- World MpServer Entities: 6 total; [axc['magnet_man16'/435, l='MpServer', x=166.50, y=68.24, z=-28.50], pw['Skeleton'/239, l='MpServer', x=145.50, y=12.00, z=-7.50], oo['Sheep'/270, l='MpServer', x=191.50, y=69.00, z=-0.50], oo['Sheep'/271, l='MpServer', x=191.50, y=69.00, z=-2.50], oo['Sheep'/269, l='MpServer', x=186.50, y=68.00, z=-0.50], pl['Creeper'/506, l='MpServer', x=131.50, y=17.00, z=4.50]]
- World MpServer Players: 1 total; [axc['magnet_man16'/435, l='MpServer', x=166.50, y=68.24, z=-28.50]]
- World MpServer Chunk Stats: MultiplayerChunkCache: 35
- Forced Entities: 6 total; [pw['Skeleton'/239, l='MpServer', x=145.50, y=12.00, z=-7.50], pl['Creeper'/506, l='MpServer', x=131.50, y=17.00, z=4.50], axc['magnet_man16'/435, l='MpServer', x=166.50, y=68.24, z=-28.50], oo['Sheep'/270, l='MpServer', x=191.50, y=69.00, z=-0.50], oo['Sheep'/271, l='MpServer', x=191.50, y=69.00, z=-2.50], oo['Sheep'/269, l='MpServer', x=186.50, y=68.00, z=-0.50]]
- Retry Entities: 0 total; []

java.lang.NoSuchMethodError: ayy.renderAllSortedRenderers(ID)I
at ayt.a(EntityRenderer.java:1645)
at ayt.b(EntityRenderer.java:1122)
at net.minecraft.client.Minecraft.J(Minecraft.java:884)
at net.minecraft.client.Minecraft.run(Minecraft.java:779)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 8cd1eb16 ----------

Black screen. Followed installation.
Magnet_Man16 A well known LABEL :P

#2165

Rein20
    Rein20

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Posted 06 November 2012 - 05:26 PM

View PostKel007, on 06 November 2012 - 10:16 AM, said:

MCPatcher does not automatically detect what are the mods in the .minecraft folder.
Add mods to the MCPatcher by clicking on the "add" button.
So how to intstall DL ?
Posted Image

#2166

MilesRedria

Posted 06 November 2012 - 08:27 PM

Thank you so much for the Forge version of this.  I've been trying it in combination with Magic Launcher, and it works like a charm.

This mod really makes the game that much better.

#2167

inpixies
  • Location: Mexico
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Posted 09 November 2012 - 04:04 AM

Why is this happening in SMP after using a teleport command (something that TP me from "town" to "wild" [long distance?]] and vice versa. TP in "town" doesn't cause this issue). It used to worked just fine in 1.2.5 or so.

Spoiler: Ground

Spoiler: Hand

If I can provide a log or something to help solve this problem, I'm more than glad to help. Posted Image

I'm too lazy and tested only with MagicLauncher, we need more test with different installation methods.
Posted Image

#2168

clavdivs

Posted 09 November 2012 - 05:00 AM

First off, I wanted to give AtomicStryker a hand for an awesome mod, adding some functionality that the core game should really have.

Secondly, I wanted to mention for the benefit of anyone else following the thread (or future google searches) that I managed to get Dynamic Lights working via MultiMC. What I did was put the contents of the 'compiled...' folder (not the folder itself) into a separate zip file, and installed that as a jar mod using MultiMC's mod interface. It crashed when loading a world at first, but I changed the mod order, placed Dynamic Lights above OptiFine and below Forge, clicked "rebuild jar", and it worked.

One hiccup I ran into: Apparently dynamiclights.properties needs to be in the default Minecraft folder, not the folder for the instance you're running. It would be nice if the mod author could change that, but it's hardly a major problem. Just something you'll need to know about if you keep your MC install anywhere else.

#2169

six6igma
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Posted 09 November 2012 - 07:01 AM

I'm using MC 1.4.2 and Forge v6.0.1.349 with Dynamic Lights 1.4.2 (I have several other "mod folder" mods installed such as Metallurgy, IndustrialCraft2, Equivalent Exchange3, TwilightForest, MoCreatures, ExtraBiomes, Factorization, Mystcraft, Thermal Expansion, Millenaire, and others).

I have Dynamic Lights installed and it appears to be working fine. I am clearly getting light from holding a torch in my hand. However, I added
// Iron Helmet
306:12:25
to my "dynamiclights.settings" but I do not get light from it when wearing the helmet. I do get light from the helmet if I hold it in my hand.

Have I done something wrong?
Now the whole world stands on the brink, staring down into bloody hell. All those liberals and intellectuals and smooth talkers - and all of a sudden, nobody can think of anything to say.

#2170

AtomicStryker
  • Location: Teutonia!!
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Posted 09 November 2012 - 12:52 PM

If it works in your hand but not on your head its probably a DL bug. I think i fixed an issue with armor not shining a while back, are you sure your version is the current one?

For that matter, which distribution are you using

#2171

six6igma
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Posted 09 November 2012 - 07:51 PM

View PostAtomicStryker, on 09 November 2012 - 12:52 PM, said:

If it works in your hand but not on your head its probably a DL bug. I think i fixed an issue with armor not shining a while back, are you sure your version is the current one?

For that matter, which distribution are you using

I'm running MC 1.4.2 and Forge v6.0.1.349 with Dynamic Lights 1.4.2. I downloaded the version that is currently linked to the SugarSync account at http://www.atomicstr...amiclights.html (it downloads a file named "Dynamic Lights 1.4.2"). I do not use MC Patcher. I prefer to install my mods manually (I'm a Minecraft veteran dating back to pre-Chickens and I've found MC Patcher to be more trouble than it's worth).

I thought perhaps the Iron Helmet wasn't lighting up my area while wearing it because of one of the mods I have installed (I have many "mod folder" mods installed). So I created a fresh install of MC 1.4.2 and installed only Forge v6.0.1.349, Dynamic Lights 1.4.2, and NEI. Same issue occurred. Torch in hand lights up fine. Iron Helmet in hand lights up fine. Iron Helmet on head does not light up.

Just a final note in case it means something -- I haven't used Optifine for any install with Dynamic Lights.

EDIT (good news!): I decided to give this mod another try only this time with Optifine installed. I started from scratch again. Fresh install of MC 1.4.2. Installed Forge v6.0.1.349, Dynamic Lights 1.4.2, and OptiFine_1.4.2_HD_U_B5 (in that order). Iron Helmet is now lighting up surrounding area while wearing it. I proceeded to install all the "mod folder" mods that I had in the previous install (Forestry, IndustrialCraft2, Millenaire, Equivalent Exchange3, MoCreatures, ExtraBiomes, and on and on), and still the Iron Helmet while on my head is lighting up the surrounding area!

I'm playing MC since pre-chickens and I always wondered why there has never been a mining helmet. Thanks to this mod I FINALLY have one!! Thank you!

Edited by six6igma, 09 November 2012 - 10:13 PM.

Now the whole world stands on the brink, staring down into bloody hell. All those liberals and intellectuals and smooth talkers - and all of a sudden, nobody can think of anything to say.

#2172

Rein20
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Posted 09 November 2012 - 11:38 PM

Please help me. I can't install the mod. Please tell what I have to do to install it ! How do I patch with MCpatcher ?
Posted Image

#2173

AtomicStryker
  • Location: Teutonia!!
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Posted 10 November 2012 - 12:42 AM

@Rein20 there is instructions in the first post. There is a ton of videos on the subject on youtube.

@six i'm happy i don't need to fix anything for you. Oh, and for you.

#2174

zatoichi

Posted 11 November 2012 - 12:43 AM

think I found a bug/glitch with the mcpatcher version of dynamic lights in 1.4.2 having to do with changing sunlight values updating properly, not sure if this is from mc or dl. I had a 2 block mineshaft going straight down to bedrock from the surface with 2 blocks of glass covering the entrance. a tree grew over this from the side, where the leaves were blocking the sun from fully penetrating below. once I cut this down, around levels 15-45 stayed dark even when there was no obstructions overhead besides the glass. the way I got that section to update was just to hold up a torch somewhere in the area (didn't even have to place it, so only graphic light?), then the actual light value went back to 15.

edit: after some more messing around with this it looks like just a minecraft bug, that has to do with light levels updating while you are not in range, does not happen when obstructions are placed/removed manually.

View PostKel007, on 06 November 2012 - 10:16 AM, said:

MCPatcher does not automatically detect what are the mods in the .minecraft folder.
Add mods to the MCPatcher by clicking on the "add" button.

View PostRein20, on 06 November 2012 - 05:26 PM, said:

So how to intstall DL ?

yes mcpatcher does automatically detect the mod if you install it properly in .\minecraft\mcpatcher-mods, this is where it is supposed to go if using the mcpatcher version. just put dynamiclights.jar in there and the next time you load mcp it will add and enable it for you, then you have to patch it in.
overzealous moderators incapable of thinking for themselves are more of a danger to any forum than anyone trying to abuse it.

#2175

AtomicStryker
  • Location: Teutonia!!
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Posted 11 November 2012 - 12:49 AM

Announcing: The AWESOME update


1.0.0
- rewritten from scratch to be a FML Coremod for Minecraft 1.4.2, requires Forge
- boosted efficiency A LOT, I'm positive it cannot be done any better now :3
- Dynamic Lights is now modular! See readme!
- configuration files for Dynamic Light modules can now be found at /config/
- global toggle Button can now be configured via Controls Menu


For those of you that don't know what FML Coremod means...
DRAG AND DROP INSTALL, FOOLS



I'll just put the readme here. Marvel at it's glory.

Spoiler:



And you know the best part about this update?
Its already available. Just re-download off the 1.4.2 Forge link :3

#2176

Slidedrum
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Posted 11 November 2012 - 06:03 AM

it was working great, but now it does not like making a sound for a charged creeper.
Spoiler:

Posted Image
if you would not mind doing me a favor and pressing that little + button? thanks!

#2177

zatoichi

Posted 11 November 2012 - 06:56 AM

View PostAtomicStryker, on 11 November 2012 - 12:49 AM, said:

1.0.0
- rewritten from scratch to be a FML Coremod for Minecraft 1.4.2, requires Forge
- boosted efficiency A LOT, I'm positive it cannot be done any better now :3
- Dynamic Lights is now modular! See readme!
- configuration files for Dynamic Light modules can now be found at /config/
- global toggle Button can now be configured via Controls Menu

wait wait wait, you sneaky snake you, forgot to mention one of the coolest new features of all... dynamic lights now emit real light even when handheld/moving? I guess this would be true for armor/mob/player sources then as well, and without an absurd performance drop too. tried running around in the dark with a torch in hand, did not get any lag whatsoever, with light meter pinned at 14. fps is indeed much better, must have gained 10-20 fps when switching to lit items, that now light the area instantly when it might have taken a second or so.

you sir, must be some sort of god among men. hire this man/god.
overzealous moderators incapable of thinking for themselves are more of a danger to any forum than anyone trying to abuse it.

#2178

AtomicStryker
  • Location: Teutonia!!
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Posted 11 November 2012 - 10:53 AM

1.0.1
- fixed NPE Crash with CreeperLight

Sugarsync has a fit ... so use the DropBox link

#2179

_R2D2_
    _R2D2_

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Posted 11 November 2012 - 10:56 AM

Has the new version too the bug with the tallgrass, snow and other stuff that the handheld torch light wont go trough them?
EDIT: Tried the new version, game crashed
Spoiler:


#2180

AtomicStryker
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Posted 11 November 2012 - 11:15 AM

View Post_R2D2_, on 11 November 2012 - 10:56 AM, said:

Has the new version too the bug with the tallgrass, snow and other stuff that the handheld torch light wont go trough them?

The rewrite calls a full ("vanilla") Light Update, so it should work in 100% of cases. Thanks for reporting, i deliver!

1.0.2
- fixed NPE Crash with Multithreading (Optifine)