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    posted a message on [Launcher] Magic Launcher 1.3.4 (mods, options, profiles, news)

    Forge 1.13.2 is finally out, when can we expect an update for the launcher? Been using it all those years and still remains the best one out there.

    Posted in: Minecraft Tools
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    posted a message on No Cubes Forked and Fixed!
    Quote from vrackfall»


    the problem with water edge is still present. It's one of most complicated to fix.

    Here's an idea: can't it be fixed by rendering the water tiles themselves bigger on the x-z axis so as to fill up the gaps that form?

    About my question, i wasn't referring to how whitelisting which blocks get affected work, i was asking about how the newly formed landscape behaves to the player when it has to walk on it? Do we still have to jump the blocks that were there if the mod was disabled or does the new landscape geometry also affect the way you traverse it (say, like having auto-jump enabled)?

    Also i see you're using shaders, do we get any form of vanilla lighting? In the past i remember it was extremely blocky but it was something.
    Posted in: Minecraft Mods
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    posted a message on No Cubes Forked and Fixed!
    Quote from vrackfall»

    -snep-



    I'm guessing the problem with water blocks appearing glitchy when near the edge of a body of water, next to reshaped terrain is still there? I'm talking about the gap that used to form between the ground and the outer "lip" of the water.


    Question:
    How are you gonna handle the newly formed landscape? Is it gonna be how it was in the past, where you would actually walk on a non-deformed version of the landscape? or are you attempting to modify the bounding boxes for the newly formed landscape too? Also how's the performance drop?

    Posted in: Minecraft Mods
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    posted a message on No Cubes Forked and Fixed!
    Quote from vrackfall»

    -snup-


    Awesome!! Starting to look great! What game version is that?
    Posted in: Minecraft Mods
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    posted a message on No Cubes Forked and Fixed!
    Quote from vrackfall»

    -snap-

    I don't see why anyone would want to steal your code, especially if you get the mod to work and publish it! I don't think i ever read this happening for any other mod developer out there either so in my opinion you have nothing to worry about in this regard. What do you mean by publishing "broken" builds?
    Posted in: Minecraft Mods
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    posted a message on No Cubes Forked and Fixed!
    Quote from vrackfall»

    The fact is until I get a job to pay new stuff for my broken computer (it suffered of many power failure during the last two weeks), I'll not be able to finish the mod.


    So wait, the development has stopped? I mean you've stopped working on it?

    Posted in: Minecraft Mods
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    posted a message on How can i play a global sound on the server?

    I explained this in my first comment, to recap:

    @a is to target all players and

    @p is to target the nearest player.

    Posted in: PC Servers
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    posted a message on How can i play a global sound on the server?

    It's more about where the sound gets generated (emitted from) and who can hear it (the players).


    You can't REALLY play a server-wide sound as you probbably think, like a magic sound that everyone gets to hear wherever they are, believe me, i tried, at best you can play a sound with a very lalrge volume radius, which basically ddictate the reange the sound will be heard from.


    But to resume, you can only "summon" a sound emitter at certain coordinates or entities, only then to make said sound hearable to the nearest player to said sound source, that's what both the @a and @p in my command does. I may have the syntax a bit wrong since i typed that from memory but the main idea is there. You could just hop on your server and test it if it does what you want it to do.

    Posted in: PC Servers
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    posted a message on How can i play a global sound on the server?

    IIRC you could do something like


    /execute @a ~ ~ ~ playsound entity.spider.death @p


    in a command block or similar where: @a is to execute on all players at thier coords the playsound command with entity.spider.death being the sound you want and @p to target the nearest player (again said player).

    Posted in: PC Servers
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    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]
    Quote from FirtillapJack»

    temporal anti aliasing: OFF


    TAA shouldn't be such a resource hog, that's it's main selling point after all, i think it eats up like 2-3 fps at best (if at all) Maybe it's an AMD thing?
    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 FirtillapJack»
    I don't use any resource packs and I allocated 6gb's of ram to minecraft.

    Isn't that a little excessive? I currently use about 50 mods (with most of them being eye-candy stuff like better foliage) and a few x32 resource and sound packs and i have no problem running it all with only 2 gigs allocated at 15 chunks render distance; it never hits the limit either. I remember that allocating too much ram can also negatively impact performance.

    Also check the debug F3 pie chart and see what exactly is eating up the most resources. Have you also tried enabling/disabling different components of SEUS like GI and water caustics?

    Do you use any mods? (other than OF)

    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 FirtillapJack»

    With Amd Ryzen 7 1700X and Rx 580 graphics card, I can only get like 25-30fps with the renewed version. Is this normal?


    For me Renewed runs even better than the old one (i think) so you definitely have a problem there. Did you check your settings? maybe you're running at 2x the resolution or some ludicrous render distance (since i don't see any mods/resource packs in use)
    Posted in: Minecraft Mods
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    posted a message on No Cubes Forked and Fixed!

    Uhm, ok? I am sorry but why so defensive? I wasn't insulting nor attacking you in any way with any of my statements but you just kept going at it harder and harder about how much you hate the new mechanic, and now you're accusing me of flaming (?), what.


    What's your actual problem? You seem to have a personal vendetta with how the minecraft combat works right now. I don't think i've seen someone else so passionate about this issue. I understand that you don't like how it is but as you yourself said "servers with pvp are up past 1.9." - there are enough people that don't consider this change a bad thing (and again, there are plugins to fix this "issue"). Also nobody is forcing you to play on the newer versions if you don't like it. Please re-read our conversation above up until this point and notice that the only one flaming here was you.


    And true, if there is one thing that we can agree on, is that this pointless discussion has dragged far too long considering it's in no way relevant to the mod at hand, so let's just drop it shall we? We're here for the no cubes mod anyway!

    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]

    Try with it off? I remember it causing some problems with some mods, not sure if it was shaders too or not, but i remember it acting funny with some resourcepacks.

    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]

    Do you have natural textures on? You know, the option that rotates some textures randomly so the tiling is less obvious.

    To find out if the culprit is optifine or seus is pretty straightforward, use another shader and see if this still happens.

    Posted in: Minecraft Mods
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