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    posted a message on [1.7.10]Rails of War — Siemens-Schuckertwerke akkulok update
    Quote from TheEpicTrainBoy

    The new locomotive is a Russian Class O 0-8-0 (0-4-0 in Russian) steam locomotive, built from the era of the Russian empire to about the late 1920's. It was tremendously useful in any application, and it was in a sense the predecessor to the class E 0-10-0 (0-5-0), the most numerous class of locomotive ever built. The class O is my favorite Russian steam locomotive.

    Because Naiten is Russian, I believe he will be doing the most essential Russian rolling stock before he moves onto other countries (which is fine by me because I believe the class E 0-10-0 (0-5-0) will be coming along sometime soon).

    I have to ask, sorry if I sound like a newbie. I know and love trains, but for the life of me, I have been unable to deduce what the 0-8-0 or 0-10-0 stands for. Can anyone enlighten me? I thought it had something to do with the wheel configuration and which ones were powered, but I can't make it add up.

    On a different note, does anyone know if there are any plans some day for automation of the trains? I plan to use this on my single player game, and want to be able to run it like a full scale model train set, you know, like having stuff moving around all the time, even though there isn't anyone to drive them. All it would need is a way to auto-fill the coal, and some way to start and stop them. Then you could set them up and let em run. Maybe running over an activator type rail would blow the whistle automatically, like near crossings. Just a thought.
    Posted in: WIP Mods
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    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]
    Quote from euphoria4949

    Being mean........ LOL. Stop lying then kid, we ain't idiots we know BS when we smell it! So come one please tell everyone how you managed to do something no one else in the world can???

    maybe he should benchmark with Unigine_Heaven or something similar and post the report.
    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 euphoria4949

    You have to enable POM in the SEUS config files, the guide to it is in my signature. But I warn you, you said you have no performance to spare, and POM can reduce fps by up to 20fps.

    Yeah, so I would probably have to decide between SEUS and POM, sorry, SEUS wins - I'll just have to turn off the puddles. no great loss. Thanks for all your help. Learned something useful this week.
    Posted in: Minecraft Mods
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    posted a message on [Jul.08] Rei's Minimap v3.4_01
    Quote from MrJoshua1968

    Hello,

    My daughters and I share a PC but all play on the same server. We have our own PC login and Minecraft accounts.

    All 3 of us see all of the waypoints any of us create.

    Is there any way to fix this? I dont see anything in the settings, but Im hoping I missed it.

    I would recommend setting up multiple launcher profiles. Make 1 the way you want it, then copy it 2 times and rename each with user's name and have it save to a different directory. Each login profile will have their own mods, their own settings, and their own waypoints. No need for Magic Launcher, or batch files. the functionality you want is right there already.
    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 euphoria4949

    1. Have a texture pack with proper maps, doesn't hit performance. Unless you go from a x64 pack to a x128 pack, then yes it will.
    2. Yes, for the puddles and wet ground to look as it should, these maps are 100% required. Without them as you have already seen, the effect is terrible. The water just lays perfectly flat and hovers slightly above the blocks it's on, which makes it look like a mirror and just weird.

    I have a pack with the POM suffix, looking inside it I see those maps. How do you go from that to the 2nd image you posted before? How do you get the tessellation or whatever that is?
    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]
    While that does look gorgeous, I have 2 questions:

    1) does it take any extra processing to accomplish this?

    2) is that what is required to have the puddles look right?

    Newer driver had 0 impact on my FPS, so I'm still hovering barely above stutter right now, 20-25fps - I can't afford any more drain.
    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]
    The resource pack I am using is Ovo's Rustic Redemption, my favorite pack. I have the (maybe old) link in my signature.

    Bump Mapping. What is that? Do you know a good tutorial to learn about it, specifically as it relates to this in minecraft resource packs?
    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]
    Update: I didn't even realize I had the invisible rain/snow problem until I went to snowy biome. That is now fixed, and the water/puddles now works too.

    Is there a way to make it less reflective? it feels like I'm walking on a big sheet of semi-transparent chrome. Which is odd, since you can see the clouds better in the ground, than directly in the sky (due to the fog).

    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]
    First, Thanks for the prompt and complete response. I can't imagine how frustrating it is for you to read the same 5 questions dozens of times per day, and for you to take the time to do that, just so you can catch the odd question like mine that isn't one of those 5, is commendable. Thank you Very much for your persistence and willingness to help.

    Here's how it progressed:

    I tried adding the wet ground/puddles modification: didn't notice any change. What are they supposed to look like?

    That change resulted in lines in the sky so I fixed them with other info in your signature.

    I thought about adding the waving tall grass, but once I saw the full code, decided to wait for a later day to attempt that.

    I reduced the sunlight brightness to 0.60f and it looks much better. Just enough to take the edge off. Thanks

    Will wait for the underground going to black bug fix.

    I disabled waving trees - not sure if I like it or if I will turn it back on. Don't know enough about this code to find the waving severity myself.

    Recorded a quick video to show the waving snow, and different colored snow effect. You can see the color change at the beginning and end:



    Overall: Very pleased. Thank you again.
    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]
    First of all, I have to say, this shader pack is AMAZING!!! Unbelievable realism! Love it!

    The other reason for my post, is I have a few config questions, hopefully you can answer for me. Before I get into it though, I want to say that none of what I have questions on are glitches, so far as I can tell.

    I went to euphoria4949's signature and read through that, and went back about 3 pages, and didn't see anywhere these items were listed, so hopefully I haven't duplicated something that has been said a million times.

    System: Windows 7 x64, Core i7-3770K 3.50GHz, GeForce GTX 650 Ti Boost, 16GB RAM, SSD (anything else needed, let me know) Downloading latest driver released yesterday as I type this. Have: v. 335.23 - downloading 340.52. Minecraft 1.7.2, Optifine HD_U_D3, Texture Pack Ovo's Rustic Redemption x64, SEUS 10.1 Ultra shader, 20-29FPS.

    First, I have questions about Lighting:

    1) Brightness. It seems to me that the overall lighting brightness is much higher than default, and the brightness slider in Minecraft has no effect.




    I am assuming this is intentional, but would be happy if the brightness was able to be reduced by like 10%

    2) Related to previous item, is the issue of brightness lag. I don't know what else to call it. The effect I am talking about is when you go from a really dark place to a really light place, your screen is awash with light, which then fades to a more manageable level, just like our eyes do. The problem is with the reverse. If you go from a light place, to a dark place, there is a glow underground, if you can see a distance, that is very out of place.




    I don't know if this is a glitch, or if it is something that can be configured slightly - the effect fades after a short time underground, so eventually is not an issue anymore.

    3) Related to Item 2, after spending a short period of time in total darkness, say underground and about 20 seconds, the little bit I can see of my surroundings goes completely black. I can still see my hud, crosshairs, items, and all that, but the 3D view is black. This can be easily reversed simply by placing a torch, but holding a torch is not enough. If I place a torch, then remove it, it works just fine again for about 20 seconds, then black again, even if holding a torch.

    Second: Questions about waving plants:

    1) Can waving trees be turned off or have the waving reduced? Sometimes the waving is so severe that the sides of the textures move significantly from the tops/other sides and cause odd looking gaps. What would be really cool, is if they could be configured to only wave when it rains or something like that.




    2) Tall grass doesn't wave (it does in other shaders, so I assume it just hasn't been coded here yet)

    3) Waving grass in snow, the snow waves too




    4) In the dark, grass/flowers in snow has a different colored snow to the surrounding non-waving snow:




    And Finally, I wanted to finish up with a few cool shots from my setup, and how amazing this shader makes my game.

    The resolution on the shadows is unreal - it will even show the Chainmail armor around my body separately so you can really tell it is there. Amazing!



    Love the reflections of the sun in the water





    Fog in rain is awesome!



    Posted in: Minecraft Mods
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    posted a message on [1.7.10]Rails of War — Siemens-Schuckertwerke akkulok update
    Quote from Naiten

    Before:
    After:

    These look Amazing BTW! What's the total turn radius now?

    Just a thought - Any combination of tracks desired could be built by utilizing Just: (See sketch)
    - the Y in the upper Left
    - the Y on the lower left and it's counterpart lower middle
    - the strait track top middle (Black)
    - A (not shown here) curved track just like the curve in the Y's (left and right) (Red and Green)
    - and 1 piece you haven't mentioned or displayed:
    - A curved piece that could connect 2 of the curved angles you have built to each other to make 90 degrees (Blue)
    - or Possibly a piece that continues the curve to 45 degrees instead, with a 45 degree angle strait piece (would be sweet)



    With these few pieces, the complex piece in the middle, and the 2 N pieces on the far right could be built as desired, without the need for too many extra recipes/models
    Posted in: WIP Mods
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    posted a message on [1.7.10]Rails of War — Siemens-Schuckertwerke akkulok update
    Quote from Naiten

    How many times should it be said that this mod is not only about russian trains?

    N3V/Auran is a Train Simulator game producer: http://www.auran.com/
    Posted in: WIP Mods
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    posted a message on [1.7.10]Rails of War — Siemens-Schuckertwerke akkulok update
    Quote from Gamingclone
    MCP has been updated, how else would the Iron chest mod be available for 1.7.2 then?


    Iron Chest mod has moved to a "Version Independent" Build. So far as I can tell, it means it changes so little of the original game, and depends on so little, that the author doesn't need to do anything to update the mod. New version comes out? Test: Works - declare it compatible with 1.7.2 - I don't think they need to use MCP.
    Posted in: WIP Mods
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    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)
    I hope this is the right place to post this:I am experiencing a minor graphical glitch with Optifine, specifically relating to the underside of the surface of the water. It doesn't render. This means that you can't tell how close to the surface you are when you are under water, and may drown if you are further than you thought.Is anyone else experiencing this issue?





    Posted in: Minecraft Mods
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    posted a message on [1.7.10]Rails of War — Siemens-Schuckertwerke akkulok update
    Quote from Naiten

    I've got highest marks for three exams, and good for the last one.


    EXCELENT!!! We all knew you could do it!

    Quote from Naiten

    No, it's not switching.


    Allow me to quote myself: "EXCELENT!!!" I love the wide gauge ones. Even if I don't have anything rolling on it, it's awesome for decoration too.
    Posted in: WIP Mods
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