Again, all the plugin is doing is resetting the time to 12500 ticks when it detects that the time has passed 23500 ticks. So it's not really modifying anything. Any other theories as to why the nights end up being bright in that world? As a side note, Continuum isn't the only shader pack that does this so I'm not trying to suggest there's something wrong here, I'm just hoping someone has some idea of why it's doing this so I can hopefully sort it out.
Sorry but other than this I really dont know why its doing it.
How do you download your shaders? Your download links just lead to adfly links which leads to malware sites where the only thing downloadable is sketchy apps....
How do you download your shaders? Your download links just lead to adfly links which leads to malware sites where the only thing downloadable is sketchy apps....
There is a download link on page #18 to the non-pbr Classic version, for the pbr version I would recommend waiting till its fixed as it's quite buggy at the moment
Hi Continuum team, sorry to trouble you, I asked a question a week or two ago, but it got buried by other posts so I was hoping if I repost it could you take a look and let me know please.
[Question]
Using 1.8.9 Pre2 I would like to know if it's possible to increase the brightness of Torches and Held Torches, but without making the light spread a further distance???
At present with Continuum, increasing the Torch and Held Torch light brightness also makes the light radius greater, as a result, increasing the brightness to make torches very bright up close when deep underground or in a totally dark area like they would be IRL, the light radius is huge and spreads to around 40-50 blocks or more. So I'm looking for a way to increase the brightness of the light given off, but that bright light only spreads maybe 8-10 blocks.
Is this possible to achieve with a little tweaking in the configs, or would this require some part of the code to be completely rewritten or some new code added???
Hi Continuum team, sorry to trouble you, I asked a question a week or two ago, but it got buried by other posts so I was hoping if I repost it could you take a look and let me know please.
[Question]
Using 1.8.9 Pre2 I would like to know if it's possible to increase the brightness of Torches and Held Torches, but without making the light spread a further distance???
At present with Continuum, increasing the Torch and Held Torch light brightness also makes the light radius greater, as a result, increasing the brightness to make torches very bright up close when deep underground or in a totally dark area like they would be IRL, the light radius is huge and spreads to around 40-50 blocks or more. So I'm looking for a way to increase the brightness of the light given off, but that bright light only spreads maybe 8-10 blocks.
Is this possible to achieve with a little tweaking in the configs, or would this require some part of the code to be completely rewritten or some new code added???
Thanks, appreciate any help.
Sorry I did actually see this but got sidetracked with all the other questions coming in, I would have to have a look into this as I haven't actually tried to do this but I'm sure it's possible with some minor tweaking. I will get back to you as soon as I can on how to do this
What are some good things to edit to get a better FPS out of this?
Hey MaxCraft, give these a try dude.
Disabling DoF (Depth of Field) increases FPS by around 10-15FPS
Disabling POM Water (Parallax Occlusion Mapping -- AKA 3D Maps) Can increase FPS by quite a bit in areas with a few ponds, streams and especially near an Ocean
Disabling POM Terrain will increase FPS by quite a bit
Reducing Shadow Resolution from 4096 to 2048 or even 1024 will increase FPS but obviously make shadows blocky and blurry
Reducing the GI quality will also increase FPS (I can't say what number to reduce it to as I think it varies depending on the version you're using) Also, I would Not disable GI completely as it's one of the best and unique features of Continuum
All those together will increase FPS by quite a bit but obviously will result in lesser visuals. Also, depending on the version 99% possibly 100% of these features can be easily reduced or disabled in the in-game shader options rather than editing the configs.
It happens as soon as I turn on the shaders. I am able to Use ANY other shader on Ultra/Highest settings getting 50-60fps. This one just bugs out.
I would imagine it's a driver issue
I've got the latest BETA drivera for a AMD Radeon HD 7970 with an Intel i7-3770k and 16GB of RAM.
Is there a fix for this?
Thanks.
Yes we are sorry about this but continuum 1.2 is currently broken for AMD users and its full of bugs, I recommend using continuum 1.2 Non-PBR Classic version that you can find on our Facebook page or on page #18 of this minecraft forums post
I remember this having reflective ice, what happened to it?
Yes I did have reflective ice but unfortunately ice is also linked to stained glass this making them also very reflective, if you get a texture pack that has Specular textures for ice it will look reflective
Yes we are sorry about this but continuum 1.2 is currently broken for AMD users and its full of bugs, I recommend using continuum 1.2 Non-PBR Classic version that you can find on our Facebook page or on page #18 of this minecraft forums post
I find it almost hilarious how this AMD thing is going on since 2013.
Thank you for the answer, that pack indeed works. Was trying the pack because of some testing with POM but, obviously, AMD screws it up, just looking like the picture I uploaded. But love the shader pack, anyway.
Will need probably one of the new Nvidia cards, sigh.
I find it almost hilarious how this AMD thing is going on since 2013.
Thank you for the answer, that pack indeed works. Was trying the pack because of some testing with POM but, obviously, AMD screws it up, just looking like the picture I uploaded. But love the shader pack, anyway.
Will need probably one of the new Nvidia cards, sigh.
Yes unfortunately AMD drivers don't do a good job at supporting older OpenGL formats such as the one used for MC shaders, there are some drivers that are better than others but you would have to hunt around the SEUS forums to find what one. I have seen this with POM not too long ago, I think it can be cause by not having mipmaps turned on, you can find this in the video settings in game under quality I believe and it can be set on any number from 1-4.
What is the parameter the changes the water to make the bottom of the ocean so wavy and not steady?
Sorry I'm not exactly sure what your after cause there is a fair bit to the water, there is the water fog depth that decreases the level of transparency the deeper it gets. There is the water refract that makes blocks under/in water to look wavy/ripple. There is the parallax effect that gives waves their height, better seen from an angle. And last is the water wave displacement that makes the water move up and down and best can be seen when water is up against other blocks. In the shader options menu under water is where you can turn or off said effects
I am working on some effects for a texturepack, it is 16x16 and you only seem to have a texturepack res support of 32-512 do you think you could extend it to 16 as well? Can you possibly get it out within like a month if you do so? Because, I am on the texturepack team of the Greenfield City Server, and I was thinking about adding PBR and normal/spec support to their texturepack. I would really love if you added this option! thanks!
Sorry I'm not exactly sure what your after cause there is a fair bit to the water, there is the water fog depth that decreases the level of transparency the deeper it gets. There is the water refract that makes blocks under/in water to look wavy/ripple. There is the parallax effect that gives waves their height, better seen from an angle. And last is the water wave displacement that makes the water move up and down and best can be seen when water is up against other blocks. In the shader options menu under water is where you can turn or off said effects
"There is the water refract that makes blocks under/in water to look wavy/ripple" This one exactly. And I meant the actual code in the files
Yes unfortunately AMD drivers don't do a good job at supporting older OpenGL formats such as the one used for MC shaders, there are some drivers that are better than others but you would have to hunt around the SEUS forums to find what one. I have seen this with POM not too long ago, I think it can be cause by not having mipmaps turned on, you can find this in the video settings in game under quality I believe and it can be set on any number from 1-4.
Unfortunately I alread have mipmap on, but thank you for everything <3
By the way, as soon as I woke up I tried going on MC trying some stuff up. As soon as it opens, I find what you can see in the pic I uploaded. In some way, it's different from yesterday but didn't change anything AT ALL since said day.
Anyway, the right driver should be the AMD 14.9 but didn't work anyway..
I am working on some effects for a texturepack, it is 16x16 and you only seem to have a texturepack res support of 32-512 do you think you could extend it to 16 as well? Can you possibly get it out within like a month if you do so? Because, I am on the texturepack team of the Greenfield City Server, and I was thinking about adding PBR and normal/spec support to their texturepack. I would really love if you added this option! thanks!
Yes we can add 16x16 to the texturepack res and will be in the next release of the non-PBR Classic version and hopefully in the next PBR version as well
Alright cool, do you think you can give an ETA on when it will be released? Because the map is releasing sometime within the next few months, and we want the texturepack to be 1.9 ready will all the addons. Thank you!
Sorry but other than this I really dont know why its doing it.
These shaders look absolutely beautiful! I can't wait to try them out! Nice work!
How do you download your shaders? Your download links just lead to adfly links which leads to malware sites where the only thing downloadable is sketchy apps....
bum
There is a download link on page #18 to the non-pbr Classic version, for the pbr version I would recommend waiting till its fixed as it's quite buggy at the moment
Hi Continuum team, sorry to trouble you, I asked a question a week or two ago, but it got buried by other posts so I was hoping if I repost it could you take a look and let me know please.
[Question]
Using 1.8.9 Pre2 I would like to know if it's possible to increase the brightness of Torches and Held Torches, but without making the light spread a further distance???
At present with Continuum, increasing the Torch and Held Torch light brightness also makes the light radius greater, as a result, increasing the brightness to make torches very bright up close when deep underground or in a totally dark area like they would be IRL, the light radius is huge and spreads to around 40-50 blocks or more. So I'm looking for a way to increase the brightness of the light given off, but that bright light only spreads maybe 8-10 blocks.
Is this possible to achieve with a little tweaking in the configs, or would this require some part of the code to be completely rewritten or some new code added???
Thanks, appreciate any help.
Sorry I did actually see this but got sidetracked with all the other questions coming in, I would have to have a look into this as I haven't actually tried to do this but I'm sure it's possible with some minor tweaking. I will get back to you as soon as I can on how to do this
What are some good things to edit to get a better FPS out of this?
Hey MaxCraft, give these a try dude.
All those together will increase FPS by quite a bit but obviously will result in lesser visuals. Also, depending on the version 99% possibly 100% of these features can be easily reduced or disabled in the in-game shader options rather than editing the configs.
Anyway, hope this helps
I remember this having reflective ice, what happened to it?
Does someon know anything about this?
It happens as soon as I turn on the shaders. I am able to Use ANY other shader on Ultra/Highest settings getting 50-60fps. This one just bugs out.
I would imagine it's a driver issue
I've got the latest BETA drivera for a AMD Radeon HD 7970 with an Intel i7-3770k and 16GB of RAM.
Is there a fix for this?
Thanks.
Yes we are sorry about this but continuum 1.2 is currently broken for AMD users and its full of bugs, I recommend using continuum 1.2 Non-PBR Classic version that you can find on our Facebook page or on page #18 of this minecraft forums post
Yes I did have reflective ice but unfortunately ice is also linked to stained glass this making them also very reflective, if you get a texture pack that has Specular textures for ice it will look reflective
I find it almost hilarious how this AMD thing is going on since 2013.
Thank you for the answer, that pack indeed works. Was trying the pack because of some testing with POM but, obviously, AMD screws it up, just looking like the picture I uploaded. But love the shader pack, anyway.
Will need probably one of the new Nvidia cards, sigh.
Oh. one last thing.
What is the parameter the changes the water to make the bottom of the ocean so wavy and not steady?
Yes unfortunately AMD drivers don't do a good job at supporting older OpenGL formats such as the one used for MC shaders, there are some drivers that are better than others but you would have to hunt around the SEUS forums to find what one. I have seen this with POM not too long ago, I think it can be cause by not having mipmaps turned on, you can find this in the video settings in game under quality I believe and it can be set on any number from 1-4.
Sorry I'm not exactly sure what your after cause there is a fair bit to the water, there is the water fog depth that decreases the level of transparency the deeper it gets. There is the water refract that makes blocks under/in water to look wavy/ripple. There is the parallax effect that gives waves their height, better seen from an angle. And last is the water wave displacement that makes the water move up and down and best can be seen when water is up against other blocks. In the shader options menu under water is where you can turn or off said effects
I am working on some effects for a texturepack, it is 16x16 and you only seem to have a texturepack res support of 32-512 do you think you could extend it to 16 as well? Can you possibly get it out within like a month if you do so? Because, I am on the texturepack team of the Greenfield City Server, and I was thinking about adding PBR and normal/spec support to their texturepack. I would really love if you added this option! thanks!
"There is the water refract that makes blocks under/in water to look wavy/ripple" This one exactly. And I meant the actual code in the files
Unfortunately I alread have mipmap on, but thank you for everything <3
By the way, as soon as I woke up I tried going on MC trying some stuff up. As soon as it opens, I find what you can see in the pic I uploaded. In some way, it's different from yesterday but didn't change anything AT ALL since said day.
Anyway, the right driver should be the AMD 14.9 but didn't work anyway..
Thank you anyway, your efforts are appreciated
Yes we can add 16x16 to the texturepack res and will be in the next release of the non-PBR Classic version and hopefully in the next PBR version as well
Alright cool, do you think you can give an ETA on when it will be released? Because the map is releasing sometime within the next few months, and we want the texturepack to be 1.9 ready will all the addons. Thank you!