Does it make sense to also separate shaders by other criteria (entity id, entity texture, particle ID?).
Spider eyes and enderman eyes will then be general (not hard coded anymore), new mobs also configurable, armor glint program?
Render leash with own program? Glowing enchanting table? Own programs for particles?
This is EXACTLY what I was talking about earlier. This stuff would go great for resource packs... but with shaderpacks it's bad enough when they have lighting/bloom applied to something like glowstone even though it might be a different color than the resource pack is using... any features like that could do with some way to sample that from textures or even set from resource packs directly.
Even with basic post-processing stuff like the vanilla shaders would be great. Apply phosphor to nether portal/enderman particles. Apply blur to enderman. Apply cel-shading shader to enchanting particles. Apply entity outline (from 1.9) to items on the ground to increase their visibility (well, LIKE it... but not through walls). Apply sobel to endermite.
Possibly you could add more events later on. As I've stated already, mobs spawning... but then you could also do underwater and stepping into a nether portal. You could also do staring at an enderman (imagine if the enderman is blurred when you AREN'T looking at it... and then EVERYTHING ELSE besides the enderman is blurred when you look at it). Shaders when you have low health or hunger... or when you're on fire (custom fire overlay instead of the same hardcoded derivation from the fire texture?). Custom shaders for ANY potion effect. Shader (like pencil/desaturate) on everything but entities when you open any sort of GUI (like a focus type thing) rather than a partial black overlay.
And that's JUST with post-processing shaders, it'd be even more useful with GLSL shaders... Reflective items/armor (or anything iron, really)? Acid-trip-deformation enderman? Rendered fire/smoke? Custom death animations (imagine mobs melting from fire/lava, breaking into shards or temporary ragdoll)? Maybe even moving the chest lid up 1/16th of a block so it doesn't intersect with the body?
Related, 1.9 does seem to have the framework for post-process shaders applied to individual entities (it's how the spectral arrow/'glow' effect works). That's probably why the SSS menu was removed, because they don't have any stacking capable yet.
I've messed around with making it work with other shaders (specifically, wobble) but I could only get black/white... because it has no texture by default and I have no idea how to make it render the textures of the entity it applies to.
Not related, something I remembered while writing this (because the screen effects stuff) is blinky, a Quake mod that improves FOV. Using a panini projection, it lowers distortion and allows wider FOV:
Seems like something that could be easy to add and fits in with Optifine's style (well, the getting-rid-of-fog side, not better performance side). I know Minecraft's distortion (specifically things stretching near the edge of the screen) bothers me even at 90 (but lower FOV feels like looking through binoculars). Although a large part of Minecraft's issue I think is that only one dimension of the FOV changes.
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It's not just that it's late to update… But it still has some glaring issues that haven't been fixed!
I'm not even talking about bugs like double-dropping; I mean major functionality problems.
For instance: gibs still push players. Not only is this obnoxious in gameplay but it causes miscommunications between client and server.
If instead the gibs could be pushed by but not push players and other mobs( like passive mobs in recent versions of the game) then the gameplay experience would be so much better!
As someone who values the experience of a game more than anything, I cannot enjoy it properly without this mod.
However… With the serious issues and lack of updates… I cannot bring myself to use it, either!
I know of many changes which could be done to the mod to improve it but I fear they will be ignored and this mod will stay forever one version behind, stagnant.
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Then use Optifine.
Inventory Tweaks is a terrible mod. (In what it does, not how well.)
That's my opinion.
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There is a bizarre glitch which causes mobs to drop twice as many body parts as they should, as if two of that mob were killed in the same place at the same time.
(This was while using Forge 6.6.0.497, FYI.)
Also, please correct the ability for gibs to affect players. The code can be sourced from passive mob behavior.
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Most people don't seem to get this. Ultra contains all of the features of Smooth and all the others. It's just a matter of configuring the options. Experiment and see what helps your graphics card in particular. Learn how your Minecraft in particular runs.
I actually just experimented and discovered that disabling Custom Colors, Smooth Biomes and Swamp colors will fix the problem. Enabling any one of these features causes extremely slow chunk render loading and, ultimately, a NoSuchMethodError.
I will test this in 1.4.6 and come back and edit this post.
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I'm officially giving up on this mod, despite its usefulness. It has officially become to large of a pain in the ass to be worth it. So many mods now require Forge than all those that are incompatible with it get left behind.
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For the love of Notch: please fix the armature issues!
I can't bring myself to use this mod like this, and I need it!
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And yet, from the first post: "These all work with modloader now! Also includes modloader_terrain version as well."
I am also experiencing the same problem and resulting confusion... I'm definitely not giving up Modloader for this; it's supporting MAtmos.
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A little request though... Could you please post a developmental version until you have everything finished?
I miss this pack soooooo much! (And playing back through Ökami recently wasn't helping. :tongue.gif:)