Remember no cubes by click_me whose site files went done and left it incompatible with optifine for 1.7.10? Well seek no more this is no cubes 0.8 ported and fixed to 1.7.10 with optifine compatibility. Since optifine backported and supports shaders for 1.7.10 you can use shaders with it. No I am not claiming full credit this isn't a complete re-write just a forked fix so people can actually play this mod.
Credits; click_me, vrackfall(ASM String Fixes), me configurations and auto detection
So what does this add besides the bug fixes?: it adds configurations , white list, auto detection and auto detection black list so it's modpack compatible.
You said 1.7.10 why not 1.12?: a complete re-write is under way by vrackfall who is going to make it use no ASM and be compatible with everything. This means 0.8 and 1.0 render systems will be in there.
Well what happened to the original files: you can either use wayback machine or you can download my mirror.
Note this below is a miror since click_me files went down. I do not claim to own them nor have they been modified in any way
The Meaning of Life, the Universe, and Everything.
Join Date:
10/9/2014
Posts:
45
Member Details
Thanks a lot for porting this! It works pretty flawlessly with Optifine except I noticed that resource pack connected textures and custom colors don't seem to work for any smoothed blocks. Is there any way to correct for it?
Thanks a lot for porting this! It works pretty flawlessly with Optifine except I noticed that resource pack connected textures and custom colors don't seem to work for any smoothed blocks. Is there any way to correct for it?
Provide screenshots I don't know what your talking about. It should just render whatever it's suppose to then make it into polygons. I have no idea what's going on with custom colors not working maybe You should reset your optifine settings and try again.
Provide screenshots I don't know what your talking about. It should just render whatever it's suppose to then make it into polygons. I have no idea what's going on with custom colors not working maybe You should reset your optifine settings and try again.
Sure, connected textures basically allows resource pack creators to to use multiple different texture patterns for the same block when you place several of them next to each other. So you end up with more random, natural looking terrain that the sort of cut and paste look you get normally. No Cubes only seems to disable this for the natural terrain blocks that it smooths. Non-smoothed blocks are unaffected. See screencaps below. Resource pack used here is Misa's realistic texture pack:
No Cubes on. All stone blocks uses same standard texture. Color is normal grey despite desert biome. Chisel blocks are unaffected and use connected texture pattern.
No Cubes off. Several random stone textures used for different blocks. Desert biome gives stone a brownish tint.
Tried resetting Optifine settings to default, but no luck. It isn't really a big deal, but I noticed it, so thought I may as well report it and see. Aesthetics are the point of No Cubes, so seemed relevant. Again, thanks for porting this.
Tried resetting Optifine settings to default, but no luck. It isn't really a big deal, but I noticed it, so thought I may as well report it and see. Aesthetics are the point of No Cubes, so seemed relevant. Again, thanks for porting this.
Still no sign of any custom colors being disabled by no cubes. I will look at the block thing it looks as if it's merging the two textures and not using them.
Bug confirmed I might look at this withing a couple of days and If I can't fix it without re-writing over half the mod then you would just have to wait till vrackfall gets back porting no cubes. If you really despise this you can take stone off the whitelist or disable the no cubes entirely for right now.
I found out it made no difference which order patched the block class whether it be optifine or no cubes. It doesn't matter the order it's patched the output is the same
"You said 1.7.10 why not 1.12?: a complete re-write is under way by vrackfall [/b]who is going to make it use no ASM and be compatible with everything. This means 0.8 and 1.0 render systems will be in there."
Are there any updates on the 1.12.2 No Cubes release? Where should I be looking to find out more?
" You said 1.7.10 why not 1.12?: a complete re-write is under way by vrackfall [/b]who is going to make it use no ASM and be compatible with everything. This means 0.8 and 1.0 render systems will be in there."
Direct quote second paragraph on the forum. He is having difficulty it's a newer concept for newer versions 1.7.10 will suffer though as I don't think he could ever backport the newer concept
The Meaning of Life, the Universe, and Everything.
Join Date:
10/9/2014
Posts:
45
Member Details
Hey themodpackmaker,
Had a question about the config. Is it possible to whitelist specific block Id metadata or variants? A lot of mods group multiple blocks under the same block Id name, which currently forces you to either whitelist the whole group or none at all.
For example, Et Futurum lists both Granite and Smooth Granite under the same Block Id name etfuturum:stone
Since Smooth Granite is crafted and not part of world gen, but regular Granite is, it would be useful to be able to only list regular Granite in the config.
If it does work, not sure what format would be. I think for 1.8 and beyond it would go something like this: etfuturum:stone:(variant=granite). I think 1.7.10 handles this differently though, since it did not work. Maybe something like etfuturum:stone:1 or 1519:1? Didn't seem to work.
By the way, did you guys have any luck with the Optifine CTM issue? Just curious.
Had a question about the config. Is it possible to whitelist specific block Id metadata or variants? A lot of mods group multiple blocks under the same block Id name, which currently forces you to either whitelist the whole group or none at all.
For example, Et Futurum lists both Granite and Smooth Granite under the same Block Id name etfuturum:stone
Since Smooth Granite is crafted and not part of world gen, but regular Granite is, it would be useful to be able to only list regular Granite in the config.
If it does work, not sure what format would be. I think for 1.8 and beyond it would go something like this: etfuturum:stone:(variant=granite). I think 1.7.10 handles this differently though, since it did not work. Maybe something like etfuturum:stone:1 or 1519:1? Didn't seem to work.
By the way, did you guys have any luck with the Optifine CTM issue? Just curious.
Thanks!
No I don't believe so currently. When EvilNotchCore Updates and is a stable release then yes. I think metadata should be depreciated and use string meta rather then numeric or just separate objects entirely(unoptimized). If they used arraylists rather then static arrays there would be no limit on block ids or ids at all.
Not sure about what you are saying otherwise the string ids have always been in the same formatting including in the latest version you would know that if you had even used the /give command because, they force you to use non numeric ids.
Optifine works with this fork proof is that it works with shaders that was the point of the fork. If it's not working for you optifine itself is the issue update to latest 1.7.10
As for 1.0 and 0.8 compatible together another dev is working on it but slowly
vreckfall is working on no cubes reloaded he got some progress but, needs to fix lighting/texture issues then he might start working on finishing it up.
It will be for every Minecraft versions from 1.8 to 1.13+, so 1.8, 1.8.9, 1.10, 1.10.2, 1.11, 1.11.2, 1.12, 1.12.2, 1.13+.
And maybe a complicated backport to 1.7.2 and 1.7.10. Yup, this isn't a joke or a prank.
And I'll only release the mod when it will be finished and tested, sorry.
This rewrite takes time, but if you want a quick idea of the problem I need to fix on it:
So if a good modder could offer to help me, it would be over so if a good modder could propose to help me, it would be finished much more quickly. So for now, I'm working on the 1.11.2 version, because it's more easy.
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 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)
Remember no cubes by click_me whose site files went done and left it incompatible with optifine for 1.7.10? Well seek no more this is no cubes 0.8 ported and fixed to 1.7.10 with optifine compatibility. Since optifine backported and supports shaders for 1.7.10 you can use shaders with it. No I am not claiming full credit this isn't a complete re-write just a forked fix so people can actually play this mod.
Credits; click_me, vrackfall(ASM String Fixes), me configurations and auto detection
So what does this add besides the bug fixes?: it adds configurations , white list, auto detection and auto detection black list so it's modpack compatible.
You said 1.7.10 why not 1.12?: a complete re-write is under way by vrackfall who is going to make it use no ASM and be compatible with everything. This means 0.8 and 1.0 render systems will be in there.
Well what happened to the original files: you can either use wayback machine or you can download my mirror.
Note this below is a miror since click_me files went down. I do not claim to own them nor have they been modified in any way
https://www.mediafire.com/folder/nnrauiwn29rdb/Origins
More screenshots at
http://imgur.com/a/7qgCo
Screenshots Used with the Seasons Mod , Optifine Shaders , Beter Foilage and Dynamic Surroundings
Download
http://www.mediafire.com/file/mj5lkjap8pqyf4a/[1.7.10]NoCubes1.3.2-Fixed.jar
Thanks a lot for porting this! It works pretty flawlessly with Optifine except I noticed that resource pack connected textures and custom colors don't seem to work for any smoothed blocks. Is there any way to correct for it?
Provide screenshots I don't know what your talking about. It should just render whatever it's suppose to then make it into polygons. I have no idea what's going on with custom colors not working maybe You should reset your optifine settings and try again.
Sure, connected textures basically allows resource pack creators to to use multiple different texture patterns for the same block when you place several of them next to each other. So you end up with more random, natural looking terrain that the sort of cut and paste look you get normally. No Cubes only seems to disable this for the natural terrain blocks that it smooths. Non-smoothed blocks are unaffected. See screencaps below. Resource pack used here is Misa's realistic texture pack:
No Cubes on. All stone blocks uses same standard texture. Color is normal grey despite desert biome. Chisel blocks are unaffected and use connected texture pattern.
No Cubes off. Several random stone textures used for different blocks. Desert biome gives stone a brownish tint.
Tried resetting Optifine settings to default, but no luck. It isn't really a big deal, but I noticed it, so thought I may as well report it and see. Aesthetics are the point of No Cubes, so seemed relevant. Again, thanks for porting this.
Still no sign of any custom colors being disabled by no cubes. I will look at the block thing it looks as if it's merging the two textures and not using them.
Bug confirmed I might look at this withing a couple of days and If I can't fix it without re-writing over half the mod then you would just have to wait till vrackfall gets back porting no cubes. If you really despise this you can take stone off the whitelist or disable the no cubes entirely for right now.
I found out it made no difference which order patched the block class whether it be optifine or no cubes. It doesn't matter the order it's patched the output is the same
Awesome, either way, thanks for taking a look at it!
Actually my pc will get sent to the shop and won't have it back for 2-3 weeks so I will talk to the other dev about it?
No problem, thanks.
he is starting to take a look at it but, isn't too thrilled.
Did you read?
Are there any updates on the 1.12.2 No Cubes release? Where should I be looking to find out more?
Direct quote second paragraph on the forum. He is having difficulty it's a newer concept for newer versions 1.7.10 will suffer though as I don't think he could ever backport the newer concept
So no 1.11 then? Just so I can know to not get my hopes up
Win 10x64
MC 1.13
Nvidia GTX 960
no 1.12.2 and maybe a 1.7.10 backport
Hey themodpackmaker,
Had a question about the config. Is it possible to whitelist specific block Id metadata or variants? A lot of mods group multiple blocks under the same block Id name, which currently forces you to either whitelist the whole group or none at all.
For example, Et Futurum lists both Granite and Smooth Granite under the same Block Id name etfuturum:stone
Since Smooth Granite is crafted and not part of world gen, but regular Granite is, it would be useful to be able to only list regular Granite in the config.
If it does work, not sure what format would be. I think for 1.8 and beyond it would go something like this: etfuturum:stone:(variant=granite). I think 1.7.10 handles this differently though, since it did not work. Maybe something like etfuturum:stone:1 or 1519:1? Didn't seem to work.
By the way, did you guys have any luck with the Optifine CTM issue? Just curious.
Thanks!
No I don't believe so currently. When EvilNotchCore Updates and is a stable release then yes. I think metadata should be depreciated and use string meta rather then numeric or just separate objects entirely(unoptimized). If they used arraylists rather then static arrays there would be no limit on block ids or ids at all.
Not sure about what you are saying otherwise the string ids have always been in the same formatting including in the latest version you would know that if you had even used the /give command because, they force you to use non numeric ids.
Optifine works with this fork proof is that it works with shaders that was the point of the fork. If it's not working for you optifine itself is the issue update to latest 1.7.10
As for 1.0 and 0.8 compatible together another dev is working on it but slowly
vreckfall is working on no cubes reloaded he got some progress but, needs to fix lighting/texture issues then he might start working on finishing it up.
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)