Nature Overhaul just updated from Version 0.9.0.2 to 0.9.1.
File size of gb.class changed from 7.70 kb to 7.75.
Requesting an update. :smile.gif:
I'll stick with the old Nature Overhaul until this gets updated.
This still makes my minecraft lag, even without using torches. It lags more than when I had this mod in 1.3_01 and the torches weren't lagging as much as it is now.
I am using 1.4
These are the mods I have:
Pokeball
AudioMod
Modloader
Turbo Render Thingy
More Stackables
Planes
Rideable Controlable Wolves V2
Spitfire for Planes Mod
Can you please help? It would be greatly appreciated.
Yes, I've been noticing a lot of lag with this recently too. Who knows what it could be...
But there's another bug with this as well - when you change from a torch to an empty slot, the player torch dosen't go away - it remains in the last position you were in before the swap. My patch for dual wielding + dynamic lights fixes this issue:
int brightnessMain = 0;
int brightnessOff = 0;
int rangeMain = 0;
int rangeOff = 0;
int brightness = 0;
int range = 0;
if (this.inventory.mainInventory[this.inventory.currentItem] != null)
{
int ID = this.inventory.mainInventory[this.inventory.currentItem].itemID;
if (ID != carriedItemID)
{
brightnessMain = PlayerTorchArray.GetItemBrightnessValue(ID);
rangeMain = PlayerTorchArray.GetItemLightRangeValue(ID);
}
if (this.playertorch.isTorchActive())
{
this.playertorch.setTorchPos(this.worldObj, (float)this.posX, (float)this.posY, (float)this.posZ);
}
}
if (this.inventory.mainInventory[this.inventory.offhandItem] != null && ModLoader.getMinecraftInstance().dualWieldingEnabled)
{
int ID = this.inventory.mainInventory[this.inventory.offhandItem].itemID;
if (ID != carriedItemID)
{
brightnessOff = PlayerTorchArray.GetItemBrightnessValue(ID);
rangeOff = PlayerTorchArray.GetItemLightRangeValue(ID);
}
if (this.playertorch.isTorchActive())
{
this.playertorch.setTorchPos(this.worldObj, (float)this.posX, (float)this.posY, (float)this.posZ);
}
}
brightness = brightnessMain > brightnessOff ? brightnessMain : brightnessOff;
range = rangeMain > rangeOff ? rangeMain : rangeOff;
if(brightness > 0)
{
this.playertorch.SetTorchBrightness(brightness);
this.playertorch.SetTorchRange(range);
this.playertorch.setTorchState(this.worldObj, true);
}else
{
this.playertorch.setTorchState(this.worldObj, false);
}
It's because you were checking to make sure the item wasn't null to get into the block where it checks the brightness. Thus if you switch to a null item (empty slot) the code to check never runs.
Yes, I've been noticing a lot of lag with this recently too. Who knows what it could be...
But there's another bug with this as well - when you change from a torch to an empty slot, the player torch dosen't go away - it remains in the last position you were in before the swap. My patch for dual wielding + dynamic lights fixes this issue:
...
It's because you were checking to make sure the item wasn't null to get into the block where it checks the brightness. Thus if you switch to a null item (empty slot) the code to check never runs.
Yes thank you, i didn't know null also applies for empty hands. I have updated the file with a fix for the problem.
I figured out the lag problem's origin, the engine is creating ChunkCache/ev objects excessively, and the getlight function inside that then causes lag.
My fairly inept attempts at fixing the problem by re-merging with cryects Adventurecraft Torch (he has added another performance update) or changing the way light is calculated have yielded catastrophic memory leaks or somehow rendered light invisible. I once had the lag completely gone, however it lit up every block in the radius to max brightness which looked plain stupid.
I figured out the lag problem's origin, the engine is creating ChunkCache/ev objects excessively, and the getlight function inside that then causes lag.
My fairly inept attempts at fixing the problem by re-merging with cryects Adventurecraft Torch (he has added another performance update) or changing the way light is calculated have yielded catastrophic memory leaks or somehow rendered light invisible. I once had the lag completely gone, however it lit up every block in the radius to max brightness which looked plain stupid.
Heureka!
I had the smart idea to move the memory hogging HashMap cache from the now-spamming ChunkCache to something more static, World, and it immediatly improved the lag situation a lot.
Ugh... It's not compatible with Miner Helmets or Optimine. Buggery...
Any chance of a merged file with Miner Helmets? Miner Helmets does pretty much the same thing but without the customization and dropped torches don't create light.
Can you tell me a way i can make it so when i hold the torch it doesn't emits light only when i throw it?
because it annoys me when i am exploring caves :tongue.gif:
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This HAS to be an official mod. Walking around with a torch in your hand makes it feel so much more real.
This is so awesome. I can't believe nobody thought of it yet.
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The National Socialist of minecraftforums, since 2010!
Can you tell me a way i can make it so when i hold the torch it doesn't emits light only when i throw it?
because it annoys me when i am exploring caves :tongue.gif:
The mod considers items in hand and on the ground as the same, one cannot shine without the other.
Quote from Elarys »
Hi, I am sorry for many recent questions in the forum, but can someone explain to me (in simple terms) how I can 'merge' this with the new Nature Overhaul 0.9.2?
This mod does look awesome, and I have been looking for something like 'torch in hand' lighting to see where I am walking.
I can merge source code in many languages, but java .class files are new to me. Thanks! :happy.gif:
If it were simple anyone could do it. You have to invest a considerable amount of time to setup your pc properly, then understand how this java stuff works, then get java decompilers etc...
Basically you have to do the "How to do it" Steps 1-5 with the natureoverhaul modded class file, make sure the resulting .java file compiles, then open the dynamic lights modded class file, and add whatever difference there is from a vanilla file to the .java off natureoverhaul.
Ive updated the merged file for natureoverhaul to 0.9.2
Added.
Updated.
They will notice upon opening the zip. Who reads the OP anyway.
I am using 1.4
These are the mods I have:
Pokeball
AudioMod
Modloader
Turbo Render Thingy
More Stackables
Planes
Rideable Controlable Wolves V2
Spitfire for Planes Mod
Can you please help? It would be greatly appreciated.
Visit my YouTube Channel for a variety of videos including Minecraft videos.
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But there's another bug with this as well - when you change from a torch to an empty slot, the player torch dosen't go away - it remains in the last position you were in before the swap. My patch for dual wielding + dynamic lights fixes this issue:
It's because you were checking to make sure the item wasn't null to get into the block where it checks the brightness. Thus if you switch to a null item (empty slot) the code to check never runs.
Lol.
I was going to post that to add that.
About 5 days before you updated.
^^
Yes thank you, i didn't know null also applies for empty hands. I have updated the file with a fix for the problem.
I figured out the lag problem's origin, the engine is creating ChunkCache/ev objects excessively, and the getlight function inside that then causes lag.
My fairly inept attempts at fixing the problem by re-merging with cryects Adventurecraft Torch (he has added another performance update) or changing the way light is calculated have yielded catastrophic memory leaks or somehow rendered light invisible. I once had the lag completely gone, however it lit up every block in the radius to max brightness which looked plain stupid.
Heureka!
I had the smart idea to move the memory hogging HashMap cache from the now-spamming ChunkCache to something more static, World, and it immediatly improved the lag situation a lot.
Re-download :smile.gif:
Any chance of a merged file with Miner Helmets? Miner Helmets does pretty much the same thing but without the customization and dropped torches don't create light.
was sold when it displayed light
:ohmy.gif:
because it annoys me when i am exploring caves :tongue.gif:
This is so awesome. I can't believe nobody thought of it yet.
The National Socialist of minecraftforums, since 2010!
The mod considers items in hand and on the ground as the same, one cannot shine without the other.
If it were simple anyone could do it. You have to invest a considerable amount of time to setup your pc properly, then understand how this java stuff works, then get java decompilers etc...
Read this, it helped me a lot
viewtopic.php?f=1036&t=114039
Basically you have to do the "How to do it" Steps 1-5 with the natureoverhaul modded class file, make sure the resulting .java file compiles, then open the dynamic lights modded class file, and add whatever difference there is from a vanilla file to the .java off natureoverhaul.
Ive updated the merged file for natureoverhaul to 0.9.2
Liar.
Same problem here.
Four new anaglyph modes, plus cross-eyed 3D!
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