Hello everyone. I thought I'd give an update to what the future of this mod holds. With the introduction of 1.7 I decided that I was going to do away with this mod. Then I thought, maybe I could revisit this with my new knowledge of GL11 (Library for rendering in Java). So, this mod will be revived in 1.7.2 and is almost ready for early testing. Right now I have a few features working.
Blood particles spawn when you take damage
When those particles hit the ground, there is a 1 in 10 chance it will leave a splatter on the ground
When you take damage, a blood splatter will splash on your screen and slowly fade away
When you take explosion damage, you screen will go grey and slowly come back as well as dust clouds rendering on screen (More on that later)
What I have in mind
Something like the red blur from the past, but much more fluid in transition and pulsing for a heartbeat
Sounds, cause why not
More event based modifiers, the ones like fall damage will stay but maybe some more
Extra rendering. Really going to make low health seem scary, getting really dark
Have events that render base how extreme they render based on amount of damage taken, basically, if you take a lot of damage, you get some really flashy effects as apposed to when you take little damage.
Giving a pain tolerance system to the player. Maybe when you take a lot of damage, you slowly get tougher skin or maybe you can train yourself to be stronger and take less damage. So you start weak, but get stronger. If you are low on hunger, you will take more damage. Make the damage system more REALISTIC (hints the name) This is a big one for me and will take the mod from being a simple client side renderer to something that gives a new thing to look out for. We shall see what I can do to make it more realistic so stay tuned
I was thinking about posting some feedback, and then I saw you just posted. Guess I should offer some feedback now =P
Personally, I really like the concept of this mod. For the current version, there are only two things that could use tweaking. The red aura seems to have issues with some HUDs like Minimaps, although the flickering with them almost makes it nice, but I'd prefer if it could just stay overtop them and make it harder to see them. The other thing that would be nice to see is a way to configure the intensity of the red aura. It is nice to have, but I feel like it may be a bit too much at times when you are low on health, at least if you are doing something like recording.
As for your plans/ideas in the above post, most of them sound really nice. However, if you do add any game changing effects, like a pain tolerance system, I would personally like a simple config option to disable them. Personally, I like to use this mod more as a client side visual mod more than a game changing mod. if you do end up changing a lot in the damage system, maybe even considering separating the client side visual as a standalone and then having the damage overhaul mod separate.
Also, I do have some ideas for what I think would be nice for the visual side of the mod. I think something like it is now with a red glow or aura around the screen when you are damaged should stay, but be more toned down. It would grow in size as you are more damaged though, maybe start around half health as a faint red line. Then whenever you take damage, the side of the scree would pulse depending on the type of damage you take. If it is just damage, it would be a bright red flash kind of pulse. If it is poison damage, it would be green pulse (possibly with a bit of a green glow around the edge of the screen while you are poisoned). If it is wither damage, it would be a black/grey pulse (possible with black shadows around the edge of the screen). And for fire I think it would be interesting to have the side of the screen show flames while on fire, which grow in size when you take damage.
Not sure how practical that all is and how well it would blend together (e.g. poison, wither, or fire with the natural red aura from being damaged), but I think it would look really nice if done right. Maybe you could even replace all those annoying potion effect partial with a glow around the screen instead (e.g. no little wisps blocking vision but instead a purple glow for regen or a reddish glow for strength); although it may be hard to tell them apart but it still may be a better system of identify the potion buff than current without being as obvious to just tell you like most status effect mods.
Anyway, hopefully you found some of this feedback using with what you are planning for the mod. I look forward to seeing what you come up with in the newer version.
I was thinking about posting some feedback, and then I saw you just posted. Guess I should offer some feedback now =P
Personally, I really like the concept of this mod. For the current version, there are only two things that could use tweaking. The red aura seems to have issues with some HUDs like Minimaps, although the flickering with them almost makes it nice, but I'd prefer if it could just stay overtop them and make it harder to see them. The other thing that would be nice to see is a way to configure the intensity of the red aura. It is nice to have, but I feel like it may be a bit too much at times when you are low on health, at least if you are doing something like recording.
As for your plans/ideas in the above post, most of them sound really nice. However, if you do add any game changing effects, like a pain tolerance system, I would personally like a simple config option to disable them. Personally, I like to use this mod more as a client side visual mod more than a game changing mod. if you do end up changing a lot in the damage system, maybe even considering separating the client side visual as a standalone and then having the damage overhaul mod separate.
Also, I do have some ideas for what I think would be nice for the visual side of the mod. I think something like it is now with a red glow or aura around the screen when you are damaged should stay, but be more toned down. It would grow in size as you are more damaged though, maybe start around half health as a faint red line. Then whenever you take damage, the side of the scree would pulse depending on the type of damage you take. If it is just damage, it would be a bright red flash kind of pulse. If it is poison damage, it would be green pulse (possibly with a bit of a green glow around the edge of the screen while you are poisoned). If it is wither damage, it would be a black/grey pulse (possible with black shadows around the edge of the screen). And for fire I think it would be interesting to have the side of the screen show flames while on fire, which grow in size when you take damage.
Not sure how practical that all is and how well it would blend together (e.g. poison, wither, or fire with the natural red aura from being damaged), but I think it would look really nice if done right. Maybe you could even replace all those annoying potion effect partial with a glow around the screen instead (e.g. no little wisps blocking vision but instead a purple glow for regen or a reddish glow for strength); although it may be hard to tell them apart but it still may be a better system of identify the potion buff than current without being as obvious to just tell you like most status effect mods.
Anyway, hopefully you found some of this feedback using with what you are planning for the mod. I look forward to seeing what you come up with in the newer version.
Love the idea for pulsing auras that will be in for sure. I also started something yesterday that I think is really cool. I have an in game options screen that will allow you to enable and disable all aspects of the mod while playing. It'll write those to a config file and that way you don't have to restart your client to change settings. The pain tolerance will to an option as well so if you don't like it, just open the options menu and turn it off. The different colored auras are really cool though. For sure I will make the normal aura lower maybe even configurable in the options menu but the damage event itself will be a kinda flash of a big aura with different colors. If you get more ideas please send them my way. I can only think of so much on my own and having people help me out can make this mod that much better
Lets get the new version out there. Updated the post so now you can grab the new version. Let me know what you think
Wow, that looks really nice from what I can see from the screenshots. Personally not a big fan of the blood splatter effect, or at least I'd prefer the aura type over it, but the visuals look really nice on it. And I love the dust effect; you should try to find more effects like that. One idea would be stuff involving water and splashes (I know some other mods do that already, but still..).
Unfortunately, I seems curse hasn't approved it for download, but I doubt I'll be able to test soon anyway (at least not until tomorrow). Anyway, the mod looks much better now, or at least much more refined that the first version. And the ability to toggle effects ingame sounds amazing; I can't wait to see it. Although for gameplay effects like pain tolerance there probably should be a way to lock them, although enabling in server side config should be enough.
And I'm glad you liked the aura idea. If I can think of any other ideas, besides the vague something with water one above, I'll be sure to let you know. And I'll try to test mod within next few days to give more feedback if I can.
Wow, that looks really nice from what I can see from the screenshots. Personally not a big fan of the blood splatter effect, or at least I'd prefer the aura type over it, but the visuals look really nice on it. And I love the dust effect; you should try to find more effects like that. One idea would be stuff involving water and splashes (I know some other mods do that already, but still..).
Unfortunately, I seems curse hasn't approved it for download, but I doubt I'll be able to test soon anyway (at least not until tomorrow). Anyway, the mod looks much better now, or at least much more refined that the first version. And the ability to toggle effects ingame sounds amazing; I can't wait to see it. Although for gameplay effects like pain tolerance there probably should be a way to lock them, although enabling in server side config should be enough.
And I'm glad you liked the aura idea. If I can think of any other ideas, besides the vague something with water one above, I'll be sure to let you know. And I'll try to test mod within next few days to give more feedback if I can.
That's whats great about the settings menu. You can enable and disable all parts you don't like. All commands that deal with damage like the system I'm about to make will come from the server, so disabling them on the client side won't do anything unless you're in single player. So if you're on a server than it won't disable it unless the server disables it in the config file. I do think the aura effect should be there soon as well. Right now I'm writing the math to get a smooth transition instead of obvious texture switches. You'll see something like that soon. I do plan to expand the dust idea to other things as well. Such as switching from low light to high light making it look like your eyes adjust. If you have more ideas let me know. I will do something with water for sure just not sure yet
Would it be any trouble to do a 1.6.4 versions as most if not all the best mods are still in 1.6.4. Thank you.
While this would be nice, there are large differences between the two versions and I would rather not waste time trying to make them both work. Going back would just mean I would have to update and rewrite half the mod again so I'm going to stay with this version. Sorry if that is an issue but it's just easier and other mods will be updated soon
While this would be nice, there are large differences between the two versions and I would rather not waste time trying to make them both work. Going back would just mean I would have to update and rewrite half the mod again so I'm going to stay with this version. Sorry if that is an issue but it's just easier and other mods will be updated soon
I understand completely as it would be a waste of time and effort. Thank you for your reply though.
Could you downgrade to 1.6.4?
It looks really nice, but I have a lot of mods and most of them aren't for 1.7 so please.
He said no to someone else Too big of a hassle.
When you say "sound" do you mean low health sound? If so, can the sound be changed easily? Another question... is there a way to change when the red starts to appear? as in if i want it to appear when i'm at a lesser health than the default health set can i do that?
When you say "sound" do you mean low health sound? If so, can the sound be changed easily? Another question... is there a way to change when the red starts to appear? as in if i want it to appear when i'm at a lesser health than the default health set can i do that?
Thanks for pointing out that I already answered that.
As for the sounds, that will be toggleable. I'm talking like heart beats when your health is low kind of thing. As for variable buffer for effects. Maybe. I am currently working on an Android app and that is taking a large amount of my time as well as studying at my university. I will be throwing out little updates though, mainly when more mods move up. For now, its a small break from the Minecraft scene while I do some work on personal projects and my education. Sorry I know that has nothing to do with your question but I'm also letting everyone else know
I believe this is what MyrdilCraft means. When you get hit by something (e.g. Creeper) it doesn't show any red borders. Instead it shows the screen shown above which slowly fades out. Otherwise great job with the mod, I have to admit.
Personally, I really like the concept of this mod. For the current version, there are only two things that could use tweaking. The red aura seems to have issues with some HUDs like Minimaps, although the flickering with them almost makes it nice, but I'd prefer if it could just stay overtop them and make it harder to see them. The other thing that would be nice to see is a way to configure the intensity of the red aura. It is nice to have, but I feel like it may be a bit too much at times when you are low on health, at least if you are doing something like recording.
As for your plans/ideas in the above post, most of them sound really nice. However, if you do add any game changing effects, like a pain tolerance system, I would personally like a simple config option to disable them. Personally, I like to use this mod more as a client side visual mod more than a game changing mod. if you do end up changing a lot in the damage system, maybe even considering separating the client side visual as a standalone and then having the damage overhaul mod separate.
Also, I do have some ideas for what I think would be nice for the visual side of the mod. I think something like it is now with a red glow or aura around the screen when you are damaged should stay, but be more toned down. It would grow in size as you are more damaged though, maybe start around half health as a faint red line. Then whenever you take damage, the side of the scree would pulse depending on the type of damage you take. If it is just damage, it would be a bright red flash kind of pulse. If it is poison damage, it would be green pulse (possibly with a bit of a green glow around the edge of the screen while you are poisoned). If it is wither damage, it would be a black/grey pulse (possible with black shadows around the edge of the screen). And for fire I think it would be interesting to have the side of the screen show flames while on fire, which grow in size when you take damage.
Not sure how practical that all is and how well it would blend together (e.g. poison, wither, or fire with the natural red aura from being damaged), but I think it would look really nice if done right. Maybe you could even replace all those annoying potion effect partial with a glow around the screen instead (e.g. no little wisps blocking vision but instead a purple glow for regen or a reddish glow for strength); although it may be hard to tell them apart but it still may be a better system of identify the potion buff than current without being as obvious to just tell you like most status effect mods.
Anyway, hopefully you found some of this feedback using with what you are planning for the mod. I look forward to seeing what you come up with in the newer version.
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
Love the idea for pulsing auras that will be in for sure. I also started something yesterday that I think is really cool. I have an in game options screen that will allow you to enable and disable all aspects of the mod while playing. It'll write those to a config file and that way you don't have to restart your client to change settings. The pain tolerance will to an option as well so if you don't like it, just open the options menu and turn it off. The different colored auras are really cool though. For sure I will make the normal aura lower maybe even configurable in the options menu but the damage event itself will be a kinda flash of a big aura with different colors. If you get more ideas please send them my way. I can only think of so much on my own and having people help me out can make this mod that much better
Wow, that looks really nice from what I can see from the screenshots. Personally not a big fan of the blood splatter effect, or at least I'd prefer the aura type over it, but the visuals look really nice on it. And I love the dust effect; you should try to find more effects like that. One idea would be stuff involving water and splashes (I know some other mods do that already, but still..).
Unfortunately, I seems curse hasn't approved it for download, but I doubt I'll be able to test soon anyway (at least not until tomorrow). Anyway, the mod looks much better now, or at least much more refined that the first version. And the ability to toggle effects ingame sounds amazing; I can't wait to see it. Although for gameplay effects like pain tolerance there probably should be a way to lock them, although enabling in server side config should be enough.
And I'm glad you liked the aura idea. If I can think of any other ideas, besides the vague something with water one above, I'll be sure to let you know. And I'll try to test mod within next few days to give more feedback if I can.
Mod Packs- Untamed Chaos (1.7.10), Moonlit Siege (1.7.10), Ascension (1.6.4)
Youtube- Minecraft Channel, Let's Plays (Ascension Hardcore, Proton), Mod Spotlights
Seems like curse hadn't approved it yet. Added a direct download until that's fixed. Sorry about that
That's whats great about the settings menu. You can enable and disable all parts you don't like. All commands that deal with damage like the system I'm about to make will come from the server, so disabling them on the client side won't do anything unless you're in single player. So if you're on a server than it won't disable it unless the server disables it in the config file. I do think the aura effect should be there soon as well. Right now I'm writing the math to get a smooth transition instead of obvious texture switches. You'll see something like that soon. I do plan to expand the dust idea to other things as well. Such as switching from low light to high light making it look like your eyes adjust. If you have more ideas let me know. I will do something with water for sure just not sure yet
While this would be nice, there are large differences between the two versions and I would rather not waste time trying to make them both work. Going back would just mean I would have to update and rewrite half the mod again so I'm going to stay with this version. Sorry if that is an issue but it's just easier and other mods will be updated soon
I understand completely as it would be a waste of time and effort. Thank you for your reply though.
It looks really nice, but I have a lot of mods and most of them aren't for 1.7 so please.
He said no to someone else Too big of a hassle.
When you say "sound" do you mean low health sound? If so, can the sound be changed easily? Another question... is there a way to change when the red starts to appear? as in if i want it to appear when i'm at a lesser health than the default health set can i do that?
Thanks for pointing out that I already answered that.
As for the sounds, that will be toggleable. I'm talking like heart beats when your health is low kind of thing. As for variable buffer for effects. Maybe. I am currently working on an Android app and that is taking a large amount of my time as well as studying at my university. I will be throwing out little updates though, mainly when more mods move up. For now, its a small break from the Minecraft scene while I do some work on personal projects and my education. Sorry I know that has nothing to do with your question but I'm also letting everyone else know
Glad you like it
Can you provide more information or screenshots please
I believe this is what MyrdilCraft means. When you get hit by something (e.g. Creeper) it doesn't show any red borders. Instead it shows the screen shown above which slowly fades out. Otherwise great job with the mod, I have to admit.
The new version will be on curse, version 1.2 the issue was my bad forgot to change the assets folder when I built it. Sorry about that guys
http://minecraft.curseforge.com/mc-mods/realistic-pain/files/3-realistic-pain-1-2/
Fixed file