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    posted a message on [WIP] Stellar Mods (Stellar Sky & Stellarium)

    Any mod developers to take my mods? I decided to quit mod development, and looking for people to continue my mods.

    Posted in: WIP Mods
  • 0

    posted a message on Taking mod requests and updates [on HIATUS]
    Quote from Ignacium_»
    Could you make a mod that makes the sun more realistic?
    That is to say when you look directly nothing happens but after a few minutes we develop into a temporary blindness.
    Would be more original if it was a unique blindness, something like saturated mist on our screen

    Sorry for inturrupting, but this one looks like a fitting feature on my mod (Stellar Sky).

    Would you mind if I take this?

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on [WIP] Stellar Mods (Stellar Sky & Stellarium)
    Quote from dragonshardz»

    Hi, I'm having some compatibility problems with StellarAPI/Stellar Sky and the Betweenlands mod. There appears to be a conflict of some kind with the Betweenlands when taking a portal to the latter's dimension. Crashlog here: https://ghostbin.com/paste/d9s3a


    I suspect it's because Betweenlands has a custom skybox - how do I force StellarAPI/Stellar Skies to *not* change the skybox in the Betweenlands? I see that this is possible in the config but the method of doing so doesn't seem to be documented at all.




    Quote from Zeeterman»

    Could you please post a detailed example of what exactly the config file should look like in order to disable Stellar Sky in any particular dimension for 1.12.2? I can not for the life of me figure out what I am doing wrong to disable it. Stellar Sky causes crashing when I enter into dimensions from other mods so I'd like to have it for my overworld still and then disable it running on any extra dimension mods that cause crashing. I know there are wordset settings but I've yet to do it properly it seems. Thank you!




    These should be fixed, it's a critical error on my end =P

    Quote from ttamttam»

    So what is your plan for stellarium gameplay wise? Will it have it's own travel system or will it need to hook into galacticraft/advanced rocketry?



    IDK, but there should be some placeholder at first. Maybe like this: Pointing telescope on Mars could teleport you to Mars.

    Posted in: WIP Mods
  • 0

    posted a message on [REQUEST] Mod to change day/night cycle length

    Sorry for self-promotion, but if you don't want some glitches in celestial movement, you can use my mod:

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on [WIP] Stellar Mods (Stellar Sky & Stellarium)

    So Stellar API is updated, with configurable day length and month length! Please check it out!

    (It's beta version, probably it may not be updated because uploading takes time)

    Posted in: WIP Mods
  • 0

    posted a message on [WIP] Stellar Mods (Stellar Sky & Stellarium)

    Hello, now I'm back and working on Stellar API rewrite - which is going to be more gradual than planned before.

    So on the next version which should be coming in the next week contains:


    • Configurable Day length & Month length on Stellar API
    • Customizable Celestial Packs - You'll be able to add your own nebulae with Stellar Sky on the server side. More to come here! (After 1.13 forge release, IDK when it will be)
    • WorldSets to identify world to apply patches. Just a bit more compatibilities with world mods.
    • Better mod compatibilities, especially with sky rendering mods. (Again, after 1.13)

    Also on Stellar Sky, support for computers without FBO support will be dropped, which should be nonexistent for all players.

    (Stellar Sky necessiates GL2.0 and all drivers with GL2.0 also supports FBOs)

    This should improve performance even more on GPU side, and eliminate CPU-side lag.


    In the near future, there's going to be an option which lets Stellar Sky run without laggy shaders. There are tons of optimization possible here, so things are getting much better!

    Posted in: WIP Mods
  • 0

    posted a message on [WIP] Stellar Mods (Stellar Sky & Stellarium)
    Quote from omermerG»

    how does one configure the mod to get my real life cords?



    Quote from CosmicDan»




    It works! (with Chocapic's shaders). Thanks so much, it looks amazing! Well, everything is really dark on first load (like it's night time) - but switching to a different shader (internal shader) and back again solves that.

    Oh I'm well aware of how bad Optifine is, it's a cancer on the mod community really - closed source and lots of hacky coremods, the developer always blames others for doing things wrong. Fastcraft is also strongly shunned by serious developers and community members for the same reason. But sadly Optifine is a necessary evil for many of us!


    EDIT: Ok, I can see that that darkness is just the minimum light level in Stellar Sky - I forgot about that. It looks good apart from two obvious things:


    1) The sun is always locked to the same position in the viewport, as if it's stuck to the camera. This is the shader's sun, it seems - switching the shader off and on again solves this. So probably not your fault/problem here.

    2) There is a line in the sky to the west when atmosphere interpolation is enabled. See screenshot (ignore the glaring sun, that's chocapic's shader).


    But all in all, these are minor issues and can be worked-around by simply resetting the shader so don't stress :)


    EDIT2: Well, false alarm sorry - the sky lighting is broken when using shaders. It's locked to whatever time of day it was whenever the shader was enabled.


    It seems that you need to enable Render_Other_Skybox. It's in the dimension-specific configurations.
    Posted in: WIP Mods
  • 0

    posted a message on [WIP] Stellar Mods (Stellar Sky & Stellarium)

    Hello. I got into a barrier while working on rewrite of Stellar API. To resolve this issue, I'm going to have some time off from modding. It will take 1 to 3 months, with no guarantee of getting back. I'm sorry for those waiting for stellarium.

    Posted in: WIP Mods
  • 0

    posted a message on [WIP] Stellar Mods (Stellar Sky & Stellarium)
    Quote from CosmicDan»

    Nice to see that this is still being worked on.


    Curious if anybody has had any success with using shaders lately? Trying to use OptiFine on 1.12.1 with Chocapic shaders, I still get GL error spam with StellarSky. I don't want to ruin players ability to use shaders on the server so unfortunately I still have to give StellaySky a pass because of this.


    Surely there is a way to get OptiFine to avoid shading the skybox or something...?



    I think I fixed one of the most irritating issue with shaders - which looked like dragging the screen all over the place.
    The Optifine routine of detecting the sun is a bit... crude, so there should be call to renderglobal - which now can be done when Render_Other_Skybox is enabled.


    So.. Here's the fix. Please check if it works or not! (It should be v0.7.5.1.5, don't download v0.7.5.1.4)
    Don't forget to install Stellar API.

    Posted in: WIP Mods
  • 2

    posted a message on [WIP] Stellar Mods (Stellar Sky & Stellarium)

    Time passed, now working on rewrite of Stellar API. It's going well, so I'm positive about developing Stellarium. I guess it'll be ready in this year!

    And, if you have questions to ask, issues to resolve, bug reports or suggestions - join this discord channel.

    Especially I'd like those with performance concerns!

    Posted in: WIP Mods
  • 0

    posted a message on [WIP] Photoptics, optics in minecraft! (Telescopes, Binoculars, and so on)

    Time passed, and it's still WIP... but I'm sure I'm going to work on this mod soon! It'll be done after the overhaul of Stellar API - this time, it's real.


    More information can be found on the curseforge page.

    Posted in: WIP Mods
  • 0

    posted a message on [WIP] Stellar Mods (Stellar Sky & Stellarium)

    If you have some issues or suggestions on Stellar Sky, get in this discord channel. :)

    Posted in: WIP Mods
  • 0

    posted a message on [WIP] Stellar Mods (Stellar Sky & Stellarium)

    Glad you like it! :)

    I'll be working on Stellarium after overhaul of Stellar API. Rendering & Configuration part (of celestial objects) will be worked first, and exploration part will be the next. It could take time, but I guarantee it to be realistic, incomparable with either Galacticraft or Advanced Rocketry!

    Posted in: WIP Mods
  • 0

    posted a message on [WIP] Stellar Mods (Stellar Sky & Stellarium)

    Updated for MC 1.12.

    1.12
    Needs


    Edit: well forgot to deal with issues here. Please post it again if it is still happening, and you'll be able to get the help. Thanks.

    Edit2: please let me know if this mod is leggy with the default config settings. Thanks!

    Posted in: WIP Mods
  • 0

    posted a message on [WIP] Stellar Mods (Stellar Sky & Stellarium)

    hey, i have a question: is it normal that the sun is setting at 4pm and rising at 1am? here's my config for celestial skies (inside .minecraft>config>stellarsky)


    # Configuration file

    ##########################################################################################################
    # clientconfig
    #--------------------------------------------------------------------------------------------------------#
    # Configurations for client modifications.
    # Most of them are for rendering/view.
    ##########################################################################################################

    clientconfig {
    # Limit of magnitude can be seen on naked eye.
    # If you want to increase FPS, lower the Mag_Limit.
    # (Realistic = 6.5, Default = 6.0)
    # The lower you set it, the fewer stars you will see
    # but the better FPS you will get
    D:Mag_Limit=1.0

    ##########################################################################################################
    # atmosphere
    #--------------------------------------------------------------------------------------------------------#
    # Configurations for the atmosphere accuracy.
    ##########################################################################################################

    atmosphere {
    # Level of atmosphere cache texture size. Less level will increase FPS, but the atmosphere will become EXPONENTIALLY defective.
    I:Atmosphere_Cache_Level=9

    # Atmosphere is drawn with fragments
    # Less fragments will increase FPS, but the atmosphere will become more defective.
    I:Atmosphere_Fragment_Number=128

    # Enabling this will interpolate texture for better view, but there could be some trivial issues like 'black line' with this.
    B:Atmosphere_Interpolation=false
    }

    ##########################################################################################################
    # milkyway
    #--------------------------------------------------------------------------------------------------------#
    # Configurations for milky way.
    ##########################################################################################################

    milkyway {
    # Brightness of milky way.
    # For real world it should be much lower than 1.0, but default is set to 1.5 for visual effect.
    D:Milkyway_Brightness=0.5

    # Milky way is drawn with fragments
    # Less fragments will increase FPS, but the milky way will become more defective
    I:Milkyway_Fragments_Number=10
    }

    ##########################################################################################################
    # solarsystem
    #--------------------------------------------------------------------------------------------------------#
    # Configurations for solar system.
    ##########################################################################################################

    solarsystem {
    # Surfaces of Sun & Moon is drawn with fragments
    # Less fragments will increase FPS, but the moon will become more defective
    I:Moon_Fragments_Number=14
    }

    ##########################################################################################################
    # landscape
    #--------------------------------------------------------------------------------------------------------#
    # Configurations for Landscape.
    ##########################################################################################################

    landscape {
    # Number of fragments of landscape in direction of height.Less fragments will increase FPS, but the landscape will become more defective
    I:Landscape_Fragments_Number=14
    }

    ##########################################################################################################
    # display
    #--------------------------------------------------------------------------------------------------------#
    # Configurations for additional display.
    ##########################################################################################################

    display {

    ##########################################################################################################
    # horizontal_coordinate_grid
    #--------------------------------------------------------------------------------------------------------#
    # Configurations for Display of Horizontal Coordinate Grid.
    ##########################################################################################################

    horizontal_coordinate_grid {
    # Set to true to enable display of horizontal coordinate grid.
    B:Display_Enabled=false

    # Alpha(Brightness) of the display.
    D:Display_Alpha=0.05

    # Number of fragments of display grids in direction of height.
    I:Display_Fragments_Number=16

    # Set to true to enable display of horizon.
    B:Display_Horizon_Enabled=true

    # Set to true to enable display of horizontal grid.
    B:Display_Grid_Enabled=true

    # Base color factor, the grid tends to have this color as base.
    D:Display_Base_Color <
    0.25
    0.25
    0.5
    >

    # Color factor for height, the grid tends to have this color when height gets bigger.
    D:Display_Height_Color <
    0.0
    0.0
    1.0
    >

    # Color factor for azimuth(horizontal position), the grid tends to have this color when azimuth gets bigger.
    D:Display_Azimuth_Color <
    0.5
    0.5
    0.0
    >
    }

    ##########################################################################################################
    # equatorial_coordinate_grid
    #--------------------------------------------------------------------------------------------------------#
    # Configurations for Display of Equatorial Coordinate Grid.
    ##########################################################################################################

    equatorial_coordinate_grid {
    # Set to true to enable display of equatorial coordinates.
    B:Display_Enabled=true

    # Alpha(Brightness) of the display.
    D:Display_Alpha=0.05

    # Number of fragments of display grids in horizontal direction.
    I:Display_Fragments_Number=16

    # Set to true to enable display of equator.
    B:Display_Equator_Enabled=true

    # Set to true to enable display of equatorial grid.
    B:Display_Grid_Enabled=true

    # Base color factor, the grid tends to have this color as base.
    D:Display_Base_Color <
    0.5
    0.25
    0.25
    >

    # Color factor for declination, the grid tends to have this color when declination gets bigger.
    D:Display_Declination_Color <
    0.0
    0.5
    0.5
    >

    # Color factor for right ascension, the grid tends to have this color when right ascension gets bigger.
    D:Display_Right_Ascension_Color <
    1.0
    0.0
    0.0
    >
    }

    ##########################################################################################################
    # ecliptic_coordinate_grid
    #--------------------------------------------------------------------------------------------------------#
    # Configurations for Display of ecliptictal Coordinate Grid.
    ##########################################################################################################

    ecliptic_coordinate_grid {
    # Set to true to enable display of ecliptictal coordinates.
    B:Display_Enabled=false

    # Alpha(Brightness) of the display.
    D:Display_Alpha=0.05

    # Number of fragments of display grids in direction of latitude.
    I:Display_Fragments_Number=16

    # Set to true to enable display of ecliptic.
    B:Display_Ecliptic_Enabled=true

    # Set to true to enable display of ecliptictal grid.
    B:Display_Grid_Enabled=true

    # Base color factor, the grid tends to have this color as base.
    D:Display_Base_Color <
    0.5
    0.5
    0.0
    >

    # Color factor for latitude, the grid tends to have this color when latitude gets bigger.
    D:Display_Latitude_Color <
    1.0
    0.0
    0.0
    >

    # Color factor for longitude, the grid tends to have this color when longitude gets bigger.
    D:Display_Longitude_Color <
    0.0
    1.0
    0.0
    >
    }

    }

    ##########################################################################################################
    # optics
    #--------------------------------------------------------------------------------------------------------#
    # Configuration for Optical settings.
    ##########################################################################################################

    optics {
    # Brightness Contrast determines the contrast between bright stars and faint stars. The bigger the value, the less difference between bright stars and faint stars. Real world (minimum) = 1.0. Default = 2.0 for visual effect.
    D:Brightness_Contrast=1.0

    # Degree of the twinkling effect of star.
    # It determines the turbulance of atmosphere, which actually cause the twinkling effect. The greater the value, the more the stars will twinkle. Default is 1.0. To disable set to 0.0
    D:"Twinkling(Turbulance)"=1.0

    # Sprite Scale determines the size of stars and planets. The bigger the value, the fuzzier stars/planets gets. Real world = 1.0. Default = 0.8 for visual effect.
    D:Sprite_Scale=0.8
    }

    }

    ##########################################################################################################
    # serverconfig
    #--------------------------------------------------------------------------------------------------------#
    # Configurations for server modifications.
    ##########################################################################################################

    serverconfig {
    # Enables Server-Side Sky change.
    B:Server_Enabled=true

    # Length of a day, in a tick.
    D:Day_Length=24000.0

    # Length of a year, in a day.
    D:Year_Length=365.0

    # Year offset on world starting time.
    I:Year_Offset=0

    # Day offset on world starting time.
    I:Day_Offset=0

    # Tick offset on world starting time.
    D:Tick_Offset=0.0

    # Axial tilt in degrees. Always 0.0 when Server_Enabled is false.
    D:Axial_Tilt=23.5

    # Precession in degrees per year.
    D:Precession=0.0

    ##########################################################################################################
    # solarsystem
    #--------------------------------------------------------------------------------------------------------#
    # Configurations for solar system.
    ##########################################################################################################

    solarsystem {
    # Size of moon. (Default size is 1.0)
    # Note that the default size is 4 times bigger than realistic size.
    D:Moon_Size=0.25

    # Brightness of moon. (Default brightness is 1.0)
    D:Moon_Brightness=1.0
    }

    ##########################################################################################################
    # dimension
    #--------------------------------------------------------------------------------------------------------#
    # Configurations for Dimension Settings.
    ##########################################################################################################

    dimension {
    # Dimensions which will get applied the stellar sky settings.
    S:Applied_Dimensions <
    Overworld
    The End
    >

    ##########################################################################################################
    # overworld
    #--------------------------------------------------------------------------------------------------------#
    # Configurations for this dimension.
    ##########################################################################################################

    overworld {
    # Determine whether or not patch provider. Cannot adjust longitude and latitude when this is false.
    B:Patch_Provider=true

    # Sky renderer type for this dimension.
    # There are 'Overworld Sky', 'End Sky' type by default.
    S:Sky_Renderer_Type=Overworld Sky

    # Latitude on this world, in Degrees.
    D:Latitude=60.0

    # Longitude on this world, in Degrees. (East is +)
    D:Longitude=25.0

    # Determine whether or not hide objects under horizon.
    B:Hide_Objects_Under_Horizon=true

    # Scale Height of the atmosphere relative to the radius.
    # This determines the thickness of the atmosphere.
    D:Atmosphere_Scale_Height=0.00125

    # Total Height of the atmosphere relative to the radius.
    # This determines the accuracy of the atmosphere, relative to the scale height.
    D:Atmosphere_Total_Height=0.025

    # Height on horizon in the Atmosphere, in Scale Height unit.
    D:Atmosphere_Height_Offset=0.2

    # Increase scale of height in the atmosphere, with Default 1.0.
    D:Atmosphere_Height_Increase_Scale=1.0

    # Extinction Factor for RVB(or RGB) of the atmosphere,affects both sky rendering and extinction of stellar objects.
    D:Sky_Extinction_Factors <
    0.1
    0.2
    0.3
    >

    # Determine whether or not apply the atmospheric refraction.
    B:Allow_Atmospheric_Refraction=true

    # Relative amount of sunlight on the dimension.
    # Setting this to 0.0 will make the world very dark.
    D:SunLight_Multiplier=1.0

    # Relative strength of sky dispersion on the dimension.
    # The effect is similar with sunlight multiplier on client, but usually don't affect the server, e.g. do not spawn mobs.
    D:Sky_Dispersion_Rate=1.0

    # Relative strength of light pollution on the dimension.
    # Only affects the sky color and visibility of stars/milky way.
    D:Light_Pollution_Rate=1.0

    # Minimum brightness of skylight which (only) affects the rendering.
    D:Minimum_Sky_Render_Brightness=0.2

    # Whether landscape rendering on this world is enabled.
    B:Landscape_Enabled=false
    }

    ##########################################################################################################
    # the end
    #--------------------------------------------------------------------------------------------------------#
    # Configurations for this dimension.
    ##########################################################################################################

    "the end" {
    # Determine whether or not patch provider. Cannot adjust longitude and latitude when this is false.
    B:Patch_Provider=true

    # Sky renderer type for this dimension.
    # There are 'Overworld Sky', 'End Sky' type by default.
    S:Sky_Renderer_Type=End Sky

    # Latitude on this world, in Degrees.
    D:Latitude=-52.5

    # Longitude on this world, in Degrees. (East is +)
    D:Longitude=180.0

    # Determine whether or not hide objects under horizon.
    B:Hide_Objects_Under_Horizon=false

    # Scale Height of the atmosphere relative to the radius.
    # This determines the thickness of the atmosphere.
    D:Atmosphere_Scale_Height=0.00125

    # Total Height of the atmosphere relative to the radius.
    # This determines the accuracy of the atmosphere, relative to the scale height.
    D:Atmosphere_Total_Height=0.025

    # Height on horizon in the Atmosphere, in Scale Height unit.
    D:Atmosphere_Height_Offset=0.2

    # Increase scale of height in the atmosphere, with Default 1.0.
    D:Atmosphere_Height_Increase_Scale=1.0

    # Extinction Factor for RVB(or RGB) of the atmosphere,affects both sky rendering and extinction of stellar objects.
    D:Sky_Extinction_Factors <
    0.0
    0.0
    0.0
    >

    # Determine whether or not apply the atmospheric refraction.
    B:Allow_Atmospheric_Refraction=false

    # Relative amount of sunlight on the dimension.
    # Setting this to 0.0 will make the world very dark.
    D:SunLight_Multiplier=1.0

    # Relative strength of sky dispersion on the dimension.
    # The effect is similar with sunlight multiplier on client, but usually don't affect the server, e.g. do not spawn mobs.
    D:Sky_Dispersion_Rate=0.0

    # Relative strength of light pollution on the dimension.
    # Only affects the sky color and visibility of stars/milky way.
    D:Light_Pollution_Rate=1.0

    # Minimum brightness of skylight which (only) affects the rendering.
    D:Minimum_Sky_Render_Brightness=0.3

    # Whether landscape rendering on this world is enabled.
    B:Landscape_Enabled=false
    }

    }

    }

    some important things are that i set my latitude to 60 and my longitude to 25, axis tilt 23.5, 24000 tick days and 365.0 day years.


    it feels wrong because it seems like its supposed to be winter since it sets at 4pm, but the night isn't very long since it rises again at 1am...


    Seems really strange, will fix that.
    Posted in: WIP Mods
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