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    posted a message on No Cubes Forked and Fixed!

    No 1.9 doesn't work it's hit somebody 1 time wait 3 seconds hit them again doesn't matter how skilled you are if you have worse weapon or armor you will die. Very stupid system. They did have a cooldown in 1.8 that was perfect it limited to about 10 clicks per second or something like that but, would glitch if you had auto clicker and would do 40 clicks a second with the damage of 20 at least on dedicated server.


    In what game does 10 sword swings per second sound like a realistic combat system? That's exactly what i mean by being happy for this change as it is keeping the 12 y/o away from pvp unless they actually get good at it. Also armor and gear is as important as ever, so i'm not really sure what you mean by that.

    Removing the spamclick means that no longer the one that lands the first hit automatically wins (as it was in the past), now you have to actually consider your timing and distance to your opponent so as not to leave yurself open for a counterattack. I remember this being especially problematic with the old system for people that had a bad internet connection, as they couldn't respond fast enough to an attack and usually get themselves killed instantly.

    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 Eproxus»

    Having troubles creating normal maps using this shader pack. Normals don't seem to point in the "right" direction. If a normal map is used that has the standard direction of up, the normals point the wrong way in-game.


    I've attached the normal map I used as a test. As you can see in the screenshot, the lighting makes it look inwards instead of outwards, and moreover not all sides are lighted correctly. On the box to the the right, the lighting on the left side should come from above, not from beneath.


    Are normal maps wrongly rotated on some sides of blocks? I'm using Forge 1.12.2-14.23.2.2624 and OptiFine 1.12.2_HD_U_D1_pre together with SEUS Renewed 1.0.0


    I'm curious, if you rotate the normal map accordingly to the (already present?) offset does it fix the problem?
    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 know this was to someone else - but I was having the same issue (loaded shaders and everything was solid colors with a bunch of errors). I am also new to how shaders work. How do I tell if my graphics card can support this? The "internal" shaders work fine when I use those.

    Idk if this helps tell you what I have (on the bottom of the shader screen). If you need more info, please let me know!

    Thanks for the help.


    Internal sahders are the built-in default shaders and they don't add/change pretty much anything, -it's almost like using no shaders at all- so the fact that they do work is no surprise: you aren't technically using any when on that setting. Also regarding your picture: it says right there, "Intel Graphics" which means you also don't use/have a dedicated GPU either.

    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 Felina_Lain»
    -snip

    I also have this problem, and in certain conditions it happens with player heads too.
    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]

    You (probably) don't have a dedicated GPU, no dedicated GPU, no fancy shaders, you may need to get a better computer for 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]
    Quote from CheckMateSMS»

    I am not very good with shaders and cant seem to fix the problem everything is solid colors that look really bad.


    Check your own screenshot, it has a flood of errors, you are most likely using integrated graphics. You can't use SEUS (or most shaders) with those.
    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from Sweet_Brew»


    While that does help a lot I still don't get the same performance of playing it in 720p.
    In 720p I get around 60FPS with Sildurs shaders and something like SEUS I get like 40-50.

    With 4K downscaling I get like 40FPS with Sildurs and 25 with SEUS.
    Even playing it in a downscaled 1080p is more laggy than a regular 720p.

    I mean it helps, but the whole options profile thing would be a bit more handy I think.
    Thanks for the suggestion anyways though. :3


    I doubt that will ever get implemented, that's why i suggested you try this.
    Posted in: Minecraft Mods
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    posted a message on No Cubes Forked and Fixed!


    I very much prefer < 1.9 no combat system. Maybe if there was a server plugin to disable cooldown and a clientside mod to revert the animations I would play


    To be honest i kinda miss the old combat mechanic too in a way, but if this means less autistic 12 y/o spamming left click everywhere in MP then i'm cool with it, minecraft's combat could use a little more finesse and variety though, i heard that they are working on that for the future versions. Also if you really want that old atrocity back there are indeed plugins that bring it back.
    Posted in: Minecraft Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    Quote from Sweet_Brew»

    Hey, I have an idea for an addition for Optifine.
    I really hope you like the idea and go through with it because it'd be very handy for me and a few others. X3

    So, I'm one of the lucky ducks to have a 4K screen, however my GPU isn't intended for games, so if I want to run shaders smoothly I usually set the resolution to 720p, because it still looks fine.

    But... See, when I switch between shaders and regular 4K play I need to rescale the UI and change the mouse sensitivity to do that, which is annoying.
    Do you think you could make setting profiles that we can make, save and switch between?

    This would help a lot and seems to me like it'd be simple enough to make.


    Play in 4k at all times, downsample when using shaders using the Render Quality option in the shaders menu.
    Posted in: Minecraft Mods
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    posted a message on No Cubes Forked and Fixed!

    I only see a reason for 1.10.2,1.8.9,1.7 and latest the other versions are relatively unused and 1.13 will be great


    I very much prefer 1.11.2 and my friends tend to agree with me on this too, as most of the mods that we use are updated at least up to this version.

    It seems that in the world of minecraft modding, there is always a "sweet spot" version to which most of the mods out there are updated to, usually about 2-3 versions below the latest one.

    Also there's nothing wrong with him wanting it to be available on every version he can get it to run on, considering that he manages to get it to work on at least one of them, recompiling it for the other versions shouldn't be such a big problem (i think)

    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'm guessing there's no easy way to convert to this system? or to get SEUS to act like before when dealing with such textures?

    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]

    Awesome info! Thanks for explaining it! So that is why my (old) packs have strange reflections in this version of SEUS compared to the old one? I'm talking mirror-like pixels with certain texture surfaces.

    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 OpenClose»

    I'll have to try it as well. I assume you are already using some sort of PBR pack?

    I'm using R3D and S&K Photorealism and the PBR/POM packs for them. I basically have a folder where I mix and match the textures I want, and use them to make the extra textures I need for BoP. Since I was going to edit PBR maps, I wanted to know which channels were associated with what property. So I'll have to give it a try and see if I notice anything.

    What do you mean by PBR pack? A pack with Parallax and Bumpmapping? If so then yes, i have a custom one patched together by me, based off of faithful 32 since that is what i currently use.
    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 OpenClose»

    I'm looking around through your code. I was looking for what channels in the specular map are associated with what physical characteristics. I found this bit here in gbuffers_textured.fsh:


    So it looks like the order is Smoothness, Metallic, Emissive, which I assume were meant to be applied to Red, Green, and Blue in the specular map. But it is coded as Blue, Green, Blue. Is this an error or am I just interpreting it wrong?



    Interesting find, have you discovered if it changes anything in game? i changed it to the red channel in my file but i can't see any difference so far.

    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]

    Why do player models, heads and flags look like they are always in the dark ? Like they have a shadow in front of them ? Or am I the only one experiencing this..?

    Posted in: Minecraft Mods
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