I'm guessing the problem with water blocks appearing glitchy when near the edge of a body of water, next to reshaped terrain is still there? I'm talking about the gap that used to form between the ground and the outer "lip" of the water.
Question:
How are you gonna handle the newly formed landscape? Is it gonna be how it was in the past, where you would actually walk on a non-deformed version of the landscape? or are you attempting to modify the bounding boxes for the newly formed landscape too? Also how's the performance drop?
the problem with water edge is still present. It's one of most complicated to fix.
Here's an idea: can't it be fixed by rendering the water tiles themselves bigger on the x-z axis so as to fill up the gaps that form?
About my question, i wasn't referring to how whitelisting which blocks get affected work, i was asking about how the newly formed landscape behaves to the player when it has to walk on it? Do we still have to jump the blocks that were there if the mod was disabled or does the new landscape geometry also affect the way you traverse it (say, like having auto-jump enabled)?
Also i see you're using shaders, do we get any form of vanilla lighting? In the past i remember it was extremely blocky but it was something.
About the bug with the models of the fluids (air, water, lava, fluids from other mods). The only way it must be to reshape the side of this model that touch a block of the No Cubes blocks list as this part become too like the one of the No Cubes block. It will be complicated to do cause the textures of the faces of these fluids blocks are dynamic.
About the relation between the landscape and the player, when the Bounding Box of the blocks of the No Cubes list will be the same as it model (so not cubic), and when the player will not have to jump two blocks, the auto-jump of the game will surely make the player able to not have to touch the jump button for jumping.
About the shaders and Optifine, we didn't see notable lag when the game starts, during world loading or with or without shader. It will be surely laggy and glitchy with a graphic card worst than the ones of the Nvidia 500 series. And the bugs of the color, the lighting, the shadow and the normal is still present for now with the shader.
About ASM, since the mod isn't using ASM like it was in Minecraft / Forge 1.7.2 / 1.7.10, this new mod (No Cubes Reloaded), is compatible with every mods you can think. The only think you'll have to do is to specify wich blocks you need to enable or disable with the mod.
change the model not the actual server data please unless you plan on asming every class nessary to set the bounding box of it with your method from the default
This mod is client side only for now, but when I'll have to change the bounding box, it will become universal side (so client and server required). The only class that I'll need to edit I think is the Block.class, so I'll just add a lot of if(...) {...} else {...} of this method to make sure that only the bounding box of required blocks will be altered (remember that if you disable a block form the No Cubes list, it special bounding box will also be disabled).
no you need to edit all mods classes that don't call super as well as all vanilla classes it's suppose to be visual only right now on the initial release worry about this first
What about making the mod open-source (for example on github)? Other people could help you and could help fixing bugs and other stuff Actually there is no benefit (IMO) in keeping the mod closed source! I'd also like to help coding a bit BTW remember there are mods whih don't use the default block.class like Decocraft (2).
What about making the mod open-source (for example on github)? Other people could help you and could help fixing bugs and other stuff Actually there is no benefit (IMO) in keeping the mod closed source! I'd also like to help coding a bit BTW remember there are mods whih don't use the default block.class like Decocraft (2).
all mods deved by me are open source the source is in the jar
Well thanks anyways. I enjoy using the 1.7.10 version that has been uploaded and I intend to use it as one of the base mods in a TerrafirmaCraft modpack that I am working on, with permissions of course, reason being because I want to rewrite TFC in a completely different fashion never actually done before, I have a question though; when a solid block is placed on top of a flat layer of blocks it renders as if it is part of the flat layer but is evidently still a solid block, this is problematic if only one or two of such block are placed, your blacklist doesn't affect any blocks either, I blacklisted TFC Decorations mudbricks and blocks such as Seaweed and they still render as broken
blacklist the seeweed render they must not have returned this block is oblique could be a minor error but, doubtful
What is on the to do list for no cubes at the moment? Also these modders (AlgorithmX2 & CreativeMD) may or may not help out with no cubes but it couldn't hurt to ask
For No Cubes Reloaded, there is nothing new than two weeks ago (I still didn't solve the problem, I really need some help to fix all the issues that are caused most from CTM and Optifine, and also to make ASM work in 1.12.2 for the blocks bounding box). What I did yesterday was only to make no Cubes 0.8 for 1.7.10 accessible to public again.
I'm gonna go ahead and suggest this 1 last time. Considering this mod is open source and incomplete, I highly suggest posting it on the Modification Development forum or the WIP Mods forum. It should help find help. This is something I assume themodpackmaker would have to do, especially since vrackfall has stopped existing.
I'm guessing the problem with water blocks appearing glitchy when near the edge of a body of water, next to reshaped terrain is still there? I'm talking about the gap that used to form between the ground and the outer "lip" of the water.
Question:
How are you gonna handle the newly formed landscape? Is it gonna be how it was in the past, where you would actually walk on a non-deformed version of the landscape? or are you attempting to modify the bounding boxes for the newly formed landscape too? Also how's the performance drop?
Here's an idea: can't it be fixed by rendering the water tiles themselves bigger on the x-z axis so as to fill up the gaps that form?
About my question, i wasn't referring to how whitelisting which blocks get affected work, i was asking about how the newly formed landscape behaves to the player when it has to walk on it? Do we still have to jump the blocks that were there if the mod was disabled or does the new landscape geometry also affect the way you traverse it (say, like having auto-jump enabled)?
Also i see you're using shaders, do we get any form of vanilla lighting? In the past i remember it was extremely blocky but it was something.
change the model not the actual server data please unless you plan on asming every class nessary to set the bounding box of it with your method from the default
no you need to edit all mods classes that don't call super as well as all vanilla classes it's suppose to be visual only right now on the initial release worry about this first
What about making the mod open-source (for example on github)? Other people could help you and could help fixing bugs and other stuff Actually there is no benefit (IMO) in keeping the mod closed source! I'd also like to help coding a bit BTW remember there are mods whih don't use the default block.class like Decocraft (2).
all mods deved by me are open source the source is in the jar
Is this mod up on github? I would like to try and help.
Will No Cubes Reloaded support 1.7.10?
you fixed water? WHAT!!??
oh i was a screenshot with fixed water
blacklist the seeweed render they must not have returned this block is oblique could be a minor error but, doubtful
What is on the to do list for no cubes at the moment? Also these modders (AlgorithmX2 & CreativeMD) may or may not help out with no cubes but it couldn't hurt to ask
What are these last fixes?
Ok.
Could you release a broken version of the Mod, where these bugs/glitches aren't fixed yet?
I know, that you wrote that you aren't going to do this...
But you wrote that you have been waiting 2 Months and didn't get any help to solve these problems.
So... That would be incredible awesome...
Maybe for Minecraft 1.12.2?
Hey vrackfall. Maybe you should make a post in the Modification Development forum or the WIP Mods forum. It could help in finding help.
rest in peice no cubes mod
Ok...
Try to find a way
Oh... Okay...
I'm gonna go ahead and suggest this 1 last time. Considering this mod is open source and incomplete, I highly suggest posting it on the Modification Development forum or the WIP Mods forum. It should help find help. This is something I assume themodpackmaker would have to do, especially since vrackfall has stopped existing.
What No Cubes could be.