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    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]
    I wish it was easier to find texture packs adjusted for v10 RC5. I tried to use tools to generate one for default textures... Well that clearly didn't work right, although it did work.
    Posted in: Minecraft Mods
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    posted a message on 12w39a is out!
    Thanks Black_Drath. If there's anything else you find, add it to your list. A comprehensive list of everything which needs to be looked at should surely help them.
    Posted in: Future Updates
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    posted a message on 12w39a is out!
    The Mob AI in relation to Cobblestone Walls is still not fixed. This is what happens in villages at night:



    They did not add Cobblestone Walls to the AI code, so it defaults to thinking it's a normal block. As such, mobs will try to path over it. In the case of Villagers, this is deadly because they never go inside since, according to their AI, they are pathing correctly when instead they are humping a wall all night. I REALLY hope this doesn't make it into 1.4. I'll add this to the Issues/Weekly page again, but I think they stopped watching that...
    Posted in: Future Updates
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    posted a message on [1.3.1] GLSL Shaders (DoF, Bump Mapping, Waving Wheat, Dynamic Shadows, and More!)
    Quote from Jaitsu

    Would it be theoretically possible to inject the shaders, find the modified class files and then package them as a precompiled mod so I could use them with Magic Launcher?


    People have done that before - but it's a hassle when there's bug fix updates. This isn't even updated to 1.3.2 yet.
    Posted in: Minecraft Mods
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    posted a message on [1.3.1] GLSL Shaders (DoF, Bump Mapping, Waving Wheat, Dynamic Shadows, and More!)
    Quote from MineMaster261

    question: do shader mods work with optifine and mod items?

    and please update these mods to 1.3.1!


    This mod 'REQUIRES' Optifine, as noted in the OP. Furthermore, the installer works by actually going through your .jar file and manually inserting the code, so it should be compatible as long as the parts of code it's looking for aren't removed or modified unrecognizably.
    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    I'd assume adding features is out of the question at the moment - top priority is getting this functional with the latest public release so as to not leave the majority of users out of luck.
    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from TrueMarksmens

    It has been ONLY three days. Have respect.. Optifine will be a bad mod if updated quickly. There was probably the biggest update ever.. Just wait! Please! I need it to, but Don't scream UPDATE at him. :C


    Well technically, wasn't 1.3.1 out on Sunday or Monday? Although MCP needed to update from then, and by the time all that was done the full public launch was upon them. I don't know.
    Posted in: Minecraft Mods
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    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]
    Quote from Snotz

    $1 = parameter 1 of the method found.
    $2 = parameter 2.

    You have to replace those yourself. For instance:
    renderWorld.insertBefore("Shaders.beginRender(" + EntityRenderer_mc +", $1, $2);");

    This line means to add:

    Shaders.beginRender(mc, par1, par2);

    to the beginning of the renderWorld method inside the EntityRender class. If you look at the EntityRender.java file from MCP, the method for renderWorld is:

    public void renderWorld(float par1, long par2)

    $1 is the float par1, $2 is the long par2. If you look at the EntityRender fields, you can tell from this:

    private Minecraft mc;

    mc is the same as EntityRender_mc (just using logic).

    Example code after you edit EntityRender.java:

    public void renderWorld(float par1, long par2)
    {
    Shaders.beginRender(mc, par1, par2);
    mc.field_71424_I.startSection("lightTex");


    Well, I got that part. The replace commands are confusing me. I'm comparing the replace commands to the end result in a modified 1.2.5 jar, and it's adding data I don't see it adding. This replace:

    m.replace("{ if ($2 == 0) { Shaders.beginTerrain(); $_ = $proceed($$); Shaders.endTerrain(); } else if ($2 == 1) { Shaders.beginWater(); $_ = $proceed($$); Shaders.endWater(); } else { $_ = $proceed($$); } }");

    Ends up as this in 1.2.5 modified jar:

    double d1 = par1; i1 = 0; acq localacq1 = entityliving; localObject2 = renderglobal; int i3 = 0; if (i1 == 0) { Shaders.beginTerrain(); i3 = ((l)localObject2).a(localacq1, i1, d1); Shaders.endTerrain(); } else if (i1 == 1) { Shaders.beginWater(); i3 = ((l)localObject2).a(localacq1, i1, d1); Shaders.endWater(); } else { i3 = ((l)localObject2).a(localacq1, i1, d1); }

    I get the parts where it's the same code as before. What I'm not getting are the extra parameters it's adding, such as d1 and such. No idea where that's coming. It's making it confusing to figure out what I'd put in the decompiled code - I don't want MCP killing me.

    It might be better to continue this conversation in an external chat. Maybe I'm just hoping to gain some more coding knowledge from this.
    Posted in: Minecraft Mods
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    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]
    Cleared due to thinking.
    Posted in: Minecraft Mods
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    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]
    I tried to simply change the list in the .java source and recompile it, but MCP's client.srg file is beating me up. It has name dependencies in other files, which overcomplicates the process. It's become harder than simply replacing the code myself - which is annoying considering you'd think directing an installer would be easier than doing the installers work.
    Posted in: Minecraft Mods
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    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]
    Quote from Snotz

    Too be honest, Dax is working on 1.3.1 and said he will be releasing it in a day or two. You might be better off just waiting :)

    A few hints. You only need to read the Hooks.java and not the .class files and understand how replacing methods works.

    $_ = $proceed($$);

    This is the same as the method being replaced.


    And I suddenly realize I've been working off Hooks.class this whole time. The .java still lists like $1 $2. Do I have to replace those? Will MCP take care of that for me when it recompiles?
    Posted in: Minecraft Mods
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    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]
    Ya, I'm starting to understand the code. I have barely looked at Java, so it's taking me a little bit to get the syntax down in my head. I did come to the conclusion those other Hook files are just to say "This part is already installed, do not reinstall." I think I just need to start pinpointing changes and I should be able to do it.
    Posted in: Minecraft Mods
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    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]
    Quote from Snotz

    @Stefan-r87: I used MCP 7.0 to decompile 1.3.1. Reading dax's Hook.java, I edited each of the 6 classes and added the Shaders.java into the 1.3.1 src folder and recompiled. Reobfuscating gave me 7 .class files and I modded the minecraft.jar with them and added the shaders folder to the jar as well... and it worked.


    I know a further explanation would be a bit difficult and not exactly worth someone's time, but I've gotten to the point of reading the Hook.java. I'm proficient in some other coding languages, although I haven't dealt with obfuscation much. Could you at all point out what I should be looking for to modify? Like, what am I looking for in there? And what about those Hook$#.java files? Sorry if explaing the such is a hassle, you do not have to go that deep if you do not want.

    Edit: I'm starting to get it. I found the MCP-named files in comparison. I get that the top is listing each file/command as it is named when obfuscated. Now the problem is how I'm supposed to modify the classes... I actually haven't messed with like, engine-esque code. More modder-level code. Never had access to source.
    Posted in: Minecraft Mods
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    posted a message on Custom mob spawners?
    http://www.reddit.com/r/Minecraft/comments/vowmr/i_feel_like_frankenstein_12w26a_spawners/c56euot

    This guy's comment helped me with making a Charged Creeper spawner. I suggest using his guide. This will be fun. :)
    Posted in: Recent Updates and Snapshots
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    posted a message on Custom mob spawners?
    Quote from Splodger1

    I am sure that there will be some sort of GUI mod out later on in 1.3.


    Dinnerbone said there wasn't time to add such a thing. A GUI would probably be in 1.4 or later.

    Quote from FieryMimiga

    Wait do you have to hard code them to change the spawners or use WorldEdit or another type of mod thing? How could you code them then? I wanna test it.


    Not many mods update to the snapshots, so WorldEdit is out of the question. I tried MCEdit, but that only has presets. I'd assume you'd need to make your own schematics or something for MCEdit if that's what people use, but... ya... Frustrating.
    Posted in: Recent Updates and Snapshots
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