I don't usually comment on stuff like this, but I can't STAND it when people filming themselves showing off something cool CAN'T. STAND. STILL!!
Oh my fething goodness! My blood pressure was rising the longer I watched the video, and I finally had to stop it prematurely. From reading the comments above, I'm glad I did, and I'm glad to find out I'm not alone in my frustration.
When you're filming something, aren't you doing it for the pleasure of your VIEWERS? If your viewers can't SEE what it is you're trying to show off because the fething camera is bouncing around the entire fething time...WTF is the point of the video? Every time it started to look like I would finally get a good look at one of the "birds", the dude jumped/spun around like a fething idiot. /facepalm
Sorry for the rant. Bleh @ RumbleCrumble!!!
0
But the no glow is definitely a no go! What's going on?
0
Also, would it be possible to allow (again, via config?) for certain mobs to be tameable?
I find myself wondering why more things aren't settable via config file(s)....
Thanks for a wonderful mod, and look forward to any changes you make in future!
0
Can anyone tell me why bears aren't tameable?
Thank you.
0
My system is not great, but it's quad core, 8 GB RAM and I've got an nVidia 660 GTX so...I've just played on 1.6.4/1.7.2 with some mods like ATG. Absolutely no problems. Beautiful terrain generation.
IMHO Mojang needs to take a serious look at their generation code and try to streamline it before this goes live. The results, while impressive, are simply unplayable in a lot of cases!
0
Sildur's Vibrant Pre7.1 just crashed it too. Heh.
Don't know if any of this info actually helps you lol, but just trying to be informative!
0
It appears to be the shader mod (ShadersModCore-v2.3.12-mc1.7.2-f1040) I've got going. When I disable only it (keeping Optifine going) everything works. I just noticed I'm using 1121 forge. Herm.
Will experiment. BRB.
EDIT: Yeah, same thing. I grabbed 1040 forge, and with the shader + psychedelic running I get the same crash. Are you sure the hs_err_pidXXXX.log doesn't help? It seems to be pointing out some of your functions that may have been involved.
E.g.:
ivorius.psychedelicraft.ivToolkit.IvShaderInstance.setUniformIntsOfType(Ljava/lang/String;I[I)Z+52
ivorius.psychedelicraft.ivToolkit.IvShaderInstance.setUniformInts(Ljava/lang/String;[I)Z+5
ivorius.psychedelicraft.client.rendering.shaders.ShaderMain.setFogEnabled(Z)V+19
ivorius.psychedelicraft.client.rendering.shaders.DrugShaderHelper.setFogEnabled(Z)V+28
ivorius.psychedelicraft.PSCoreHandlerClient.psycheGLEnable(Livorius/psychedelicraftcoreUtils/events/GLSwitchEvent;)V+60
Again, it works with just Optifine installed. The shaderpack mod is what's conflicting with your mod.
Trying a different shader...
0
I'm up to 27, last one to add Psychidelic and then I get actually 99.9% into the game and right before it displays anything it crashes back to launcher.
This is from the dev console.
This is the err log mentioned at the end of the dev console.
Let me know if you need anything else.
0
And since I know people who would appreciate the drugs mod...that too.
Speaking of which, I'm running optifine and had no problems. I toked a joint and then quaffed 6 or 7 glasses of wine. BIG mistake. The effects were rofl, but man...it took FOREVER for them to wear off. I was kind've hoping I missed the Sober Pill you put in the mod, because I sure couldn't find one.
Which brings me to ask: any chance you COULD add a craftable item to the game which would at least reduce your intoxication/drugged level by 1? I would think it should be expensive to make, but yeah. Definitely need something. EDIT: I tried LOTS OF coffee, but...heh. More rofl but no less high. Seriously man, the movement effects when drunk/high and/or jittery are an awesome touch.
And finally, I've found a couple of your replies concerning putting your mods' items in a Creative Tab but I'm not understanding the limitation(s) I guess. Could you explain to me the reasoning? I'm sure you understand how ridiculously convenient it is after loading a new mod to hit 'i', page over to wherever your tab is located, and see what all new items it adds. All without having to go on some obscure wiki/forum thread and hunt for a list of items that may/may-not have been updated recently.
Anyway, fantastic work man. I quaff a few beers in your general direction!
0
Thank you very much for looking into implementing this. That would be great, and we really appreciate it. Since we're still using 1.6.4 I have to ask: any chance this change will be back ported?
On another semi-related note, is there a config option (I didn't see one) for aggro range? It would be really nice to be able to customize each mob's aggro range. I realize the potential for server stress, but it would be super nice to be able to fiddle with the radius'.
0
When I spawned some of your mobs next to BetterDungeons' mobs, they completely ignored each other. Even ones that were hostile to each other were neutral towards your mobs.
I guess I'm posting here to ask if you know either why, or of another mod that would allow us to spawn mobs on teams where each team was hostile to the others.
Thank you in advance for your time, and for your awesome mod!
0
I have to wonder though why you went straight from 1.5.x to 1.7.x with no 1.6.x versions in between? Just curious!
0
EDIT: I'm an idiot. Asking a question that was in the completely wrong thread. Sorry about that.
0
Having worked on a 40k x 40k map using one byte of DEM data per block, I have to say that the difference in height between the plains and mountains is...meh. It works, but it's less than desirable. The 40k x 40k represented around 1500 miles x 1500 miles, or around 1:60 scale...in the HORIZONTAL. The 256 blocks of height was representing sea level up to ~8k meter mountains, or ~1:30.
When I originally started the map I was shooting for 80k x 80k (~1:30), and the fact that the horizontal was stretched out 2x made the vertical SEEM more appropriate. It actually looked BETTER that way. Which makes sense, the two scales being about the same. I ended up going with 40k for practical reasons: my rig took 4x longer to export each section at 80k. Heh.
But anyway, still less than impressive in actuality. It was cool, standing on the plains looking way up at the mountain tops, but could have been better.
Take that concept and extrapolate with me for a minute though...what if the vertical was 512? 1024? The vertical height differences would be way more spectacular but...is there a point where having TOO much vertical detail is BAD? Is there a sweet spot? And what about render distances? If we had a 1:1 vertical, the mountains would be 8000 blocks above the plains. Can we honestly render 8000 blocks away in realtime yet? Not even close!
So I guess that's what I *meant* to ask. Do we really NEED all that space? Just because we can have it doesn't mean it'll be fun!
Or practical.
0
0
I mean, if we constrained the limits to something even roughly approximating earth it would makes things crazy easier. Wouldn't it? And still provide virtually infinite more room.