• 1

    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]
    Quote from perfect93ua»

    I'm getting the wrong lighting from the sun, this problem on any shader pack. if you know how to solve this problem plese help me!

    Win10 x64


    Fly out and load any parts of the world that would be casting those shadows. This is an issue with Optifine and how Minecraft culls geometry, there's nothing we, as in shader devs, can do to fix this on our end.
    Posted in: Minecraft Mods
  • 1

    posted a message on Why did Mojang waste so many block IDs when they knew they were going to run out?
    Quote from Daib»

    Here's a dumb question - how is it that they're running out?


    Yeah, I get it, wasted block IDs, but why is there a limit in the first place? Such a limit seems so arbitrary and unnecessary, but shedding some light on why it exists would make me feel differently.


    Because of how they saved the ID's on your storage. Here is the source for all this.

    Chunks are split into 16x16x16 segments. Each segment contains various arrays of byte data about that segment, with each index in the array corresponding to a physical location in the segment (so index 0 might indicate the bottom-most left block, 1 is one block over, etc). We only care about two of these arrays, the "Block" array and the "Add" array. Now the "Block" array contains 4096 bytes (16x16x16=4096=1 byte per block), where the "Add" array contains 2048 bytes (16x16x16=4096/2=2048=1 byte per 2 blocks=4 bits per block).

    Numerical ID's for blocks are expressed as 12 bits, which is where the 4096 block ID limit for modded comes from. The first 8 bits are stored in the "Block" array, and the last 4 bits are stored in the "Add" array. When the game reads a given position in the segment, it reads the first 8 bits from the "Block" array, then reads the last 4 bits from the "Add" array, and shifts the 4 bits over to the left by 8 positions. Then it adds the two values together to get the final, full ID. Now the problem is, in vanilla, the "Add" array is somehow disabled. Mods activate it, but Mojang has yet to. So Mojang is still only using 8 bits to store the ID, which results in the 256 block ID limit the game has currently.

    They could activate the "Add" array, which would raise the block ID limit to 4096 in vanilla, but 4096 is still pretty low: I ran out of block ID's with 280 or so mods in 1.7.10, when I could easily run 300+ mods on my system. So they're coming up with a new way of storing ID's, that keeps this current system in place, but extends off of it such that each individual ID is unique to the segment it's stored in. Under 1.13's system, chunk segments will also store a thing called an "ID palette", which maps textual ID's ("minecraft:stone") to numerical ID's (3). Because the palette is local to the chunk segment, it moves the 4096 block ID limit from the game itself to each individual chunk segment, which coincidentally each chunk segment can store at maximum 4096 unique blocks (16x16x16=4096), so it's impossible for a single chunk segment to run out of ID's. And that's where the whole "infinite ID" thing is coming from, under 1.13 the limit will be however many block instances an array in Java can store, which at minimum is around 2 billion or so, assuming arrays use signed 32-bit integers.
    Posted in: Discussion
  • 1

    posted a message on Anyone know why shaders are causing me low fps?

    Optifine is outright required for a lot of shaders nowadays, because it offers features that the original shaders mod just doesn't include, namely things like deferred programs, the #include preprocessor, new uniforms, temporal buffers, etc.

    Posted in: Mods Discussion
  • 1

    posted a message on Shaders Mod (updated by karyonix)
    Quote from AC_Block»

    First of all.I'm very grateful to you.Thank you for making the Shaders Mod. It's a great Mod

    But most of the Mod versions of MC remain at 1.7.10,such as optifine,fastcraft and so on.Except FORGE still stays at 1614 version,but that's no big deal.

    I hope you can continue to update the version of Shaders Mod in MC1.7.10

    Because the current version of Shaders Mod in MC1.7.10 is no longer compatible with the most basic MOD:OPTIFINE and fastcraft

    I believe there are still a lot of players still playing MC1.7.10.Shaders Mod is a crucial and indispensable MOD for me (for everyone)

    THANK YOU!


    If you need shaders on 1.7.10 and can use Optifine, use the latest version of Optifine for 1.7.10. sp614x backdated a lot of the shader stuffs to all versions as far back as 1.7.10, so every shader should work now.
    Posted in: Minecraft Mods
  • 1

    posted a message on Torches should emit light when being held.
    Quote from Angeltxilon»

    I also see another problem. The addition of dynamic lights, if bad implemented, could do to any shader mod non-compatible and impossible to apply to the game, that is a big and important problem.

    I prefer have dynamic lights still being a client illusion easy to activate or deactivate, and not forced nor obligatory in the game.



    It'd depend on how it was implemented. Optifine pretty much injects its own dynamic light directly into the light map when a block face is being rendered, which means it automatically, without any work on our, the shader dev's side, just works. My shader pack hasn't had dynamic lighting ever, but if I enable Optifine's, it just works. Optifine's solution is incredibly elegant from the shader dev side of the fence.


    All that'd need to happen is dynamic lighting simply gets injected into the light map prior to rendering. If that happens, nothing needs to change with shaders.

    Posted in: Suggestions
  • 1

    posted a message on [WIP - 1.7.10] [Open Beta!] [Thaumcraft 4.2 Addon] Thaumic Machina - Expanding Thaumcraft in a mechanical and theoretical light.
    Quote from Jackiecrazy»

    Seconded. If it's dead, I know of a few people who will probably be interested in continuing it.


    Quote from KryptonCaptain»

    I know this mod is looking kinda dead, but crashes need to be reported nonetheless.

    -Disregard that, crash was because of an invalid wand type on my hotbar-

    If you're not going to be continuing work on it, could you potentially consider putting the source up on git? That way, it won't fully die as a WIP mod.






    Forgive me for not responding earlier, but I may indeed put the source up on Github or something. Keep in mind that recent versions of Thaumcraft have probably changed so much that my existing code flat out won't work in the new versions. I know for a fact the rendering changes I made to wands won't work, since wands no longer use an item renderer, pretty sure that Azanor would have changed a lot of the internals, especially with the move to just a 1-variable vis system in TC6.
    Posted in: WIP Mods
  • 2

    posted a message on A solution (albeit difficult) to solve Minecraft's feature problem.
    Quote from jdc997»

    Here are a few things I could see in Minecraft 2:
    • Being built in Unity and released on Steam with Workshop compatibility, making modding easier and more integrated Why Unity? Why a easy-to-use but fairly bad (unless you rewrite parts of it, especially the renderer) engine? Why not a custom engine that Mojang writes, or at least another engine which is better than Unity?
    • Making lighting aesthetic, improving performance and allowing it to look better. Mob spawning would be moved to another method that didn't depend on light. This would also make sunlight aesthetic, and since it would have no effect on gameplay, it would remove the main hurdle to cubic chunks First, what do you mean by "aesthetic"? Do you mean doing light on the GPU instead using standard lighting techniques like shadow mapping? Second, this wouldn't improve performance if you do mean moving to lighting being done on the GPU and using shadow maps. This would heavily gate the game and require everyone to have somewhat decent GPUs. Especially if things like torches are turned into shadow-casting lights; it'd kill even a high-end rig to have the amount of torches that you usually see in builds be shadow-casting lights. And you kind of need them to be, else a torch on one side of a wall would light up the other side. Third, what's wrong with the current lighting system? It could use with an upgrade and a rewrite, but overall it's still good. It still allows for hundreds of light sources to be rendered cheaply, granted without proper shadowing, but still. Fourth, what about mob spawning during the night? Crops requiring light to grow? Daylight sensors? In a deferred renderer you cannot ask "what is the light intensity here" because lighting is calculated right at the end of the rendering operation (hence the name being deferred), and I'm pretty sure Unity uses a deferred renderer for high-quality lighting (it supports forward, but unless Mojang were to write a way to "weld" all blocks in a chunk into a single object whenever the chunk updates or whatever, forward rendering would have to compute lighting for dozens of blocks, adding up quite a bit.
    • Cubic chunks, obviously
    • More structures that are more worthwhile to explore, including unique loot
    • A more complex crafting system that makes you feel more accomplished and adds more customization, akin to Tinker's Construct First, you're asking to remove one of the most iconic features from the game, and you're calling it Minecraft 2? What is wrong with you?! I kid, but my point still stands. Second, the existing crafting system is complex in itself, since the recipes are complex but make sense.
    • Loads more decoration items and blocks
    • Paint You mean being able to paint blocks different colours? It can be added to the game right now, no need for a sequel.
    • A much more interesting underground, where the depths to which you can go are somewhat limited to the overall progression (you can go deeper if you want, but it gets harder and harder the deeper you get). Loot and ores get better the deeper you are
    • More tiers, but not just generic "You need me just so that you can get the next best tier." Each tier would have its own unique ability
    • An upgrade system, so you can make lower tiers competent late game First, enchantments kind of do this. Unbreaking and Efficiency can turn a stone pick into a speedy gonzales stone pick. Cannot upgrade the mining level, but you can upgrade the durability and speed. Second, I don't like this. If I can just upgrade a stone pick to be equal to a diamond pick, why should I bother about getting a diamond pick? You could say the diamond pick can be used to mine something required to upgrade tools, but a that goes against your above point of "you need me to get the next tier", and b that's wasteful of a genuinely better tool. If you were to add an upgrades system (not that I'm for it), it should not just be able to turn one tier into another. It should turn one tier into 50% of another. An upgraded stone pick 50% of the difference between itself and an iron pick in terms of speed added onto the speed.
    • An improved combat system, with more customizability in how you fight, as well as a higher variety of weapon types (it doesn't need to go overboard like Terraria (overpowered yo-yos?! really?!) but certainly the game would benefit from having more than "one weapon fits all") Ever since 1.9, one weapon doesn't fit all, though. Swords are the superior weapon, but they're not the best for every scenario. Going up against someone with a shield? Take an axe to get some damage through the shield. Got a lot of people with swords? Take a bow.
    • And so much more!

    I can go into more detail, if you want, as I've been thinking about this for a while, but if I do, I might as well make my own suggestions. Anyway, most if not all of these are things that wouldn't fit into the simplicity of current Minecraft, but would be perfectly fine in a sequel.


    The thing is, aside from the first two points (moving to Unity / another engine and updating the lighting system to use a more traditional approach to lighting), you don't need a sequel to the game to add these in. These all can just be added as an update. Even cubic chunks can, since chunks are actually cubic, just they're treated as vertical slices of the world (far as I know, might be wrong).

    "But if it was another game, then nobody would complain!"

    Would they? Would they not complain? Don't forgot the idea of a sequel is to grab the attention of those who enjoyed the previous title. GTA V is geared towards fans of the GTA series, same with all the Fast and Furious movies, same with Call of Duty, same with Battlefield, same with new seasons of TV shows, same with Harry Potter, same with anything else.

    Would someone who was coming from the original Minecraft come across this alternative and think "oh, that looks good, I might buy that!". Furthermore, would they spend money on a game that is essentially the same, with more content? There is nothing that warrants having to buy a sequel. There is no story that has to be continued (since the "story" is so open-ended you literally are just dropped back in where you left off), there isn't a technical hurdle to jump over (since things like lighting and cubic chunks can just be done through updates, without the player haven't to purchase another title), content can be added freely with no issue so this isn't a reason for a sequel, the game doesn't have a limited lifetime like other triple-A titles (games like Call of Duty or GTA V have a certain dead-line where the publisher steps in, says "that's enough" and they move on to another project or a sequel and no longer work actively on the old one(s), maybe patching some major bugs, if that even; GTA V is somewhat of an exception, since the DLC is still making money); there aren't any reasons why Mojang would make a sequel. This is the main reason why I don't agree with the "Minecraft needs a sequel!" opinion. No, it really doesn't. Virtually everything aside from major rewrite can be done through updates to the original game, and no existing players would buy this new game.

    And the idea that a sequel would stop complaints, and remove the need for mods; let me ask you, why do you think this? When working in an arts industry (games are a form of art, or rather they're an amalgam of forms of art), there is no such thing as 0 complaints. You will always get at LEAST 1 complaint, at LEAST. The very perception that someone has of your work is subjective, and opinionated. Look above. I gave feedback on multiple things you'd like to see in the sequel, and disagreed with them. That's proof there'll be complaints regardless.

    And mods, they're the result of complaints. If someone doesn't like something, they will modify it until they like it. I don't like how shallow Minecraft's progression is, so I go out and find mods to expand it. A sequel won't kill modding, because modding is the result of complaints, and complaints will always occur.
    Posted in: Suggestions
  • 1

    posted a message on Modding Programs

    You know, there are some people in the world who are smart and others that are not so smart. I speak for everyone who falls in the same category as me when I say that.... Why is there not a program that can do the coding of java for you when it comes to making mods? I mean I use mcreator when I want to make mods because I for one can't understand what the heck all the coding phrases(or whatever you call them) even mean! My dream has always been to be a video game designer and of course it takes a lot of coding knowledge to even do that! I have went to college for a year on developing that skill, but I dropped out the next year because after all that time of learning how to code, I understood absolutely none of it! Have to ask, which specific course did you take? A beginners course, or a more advanced course? Beginners courses go through all the concepts needed to program at all, where advanced courses skip over them because it's assumed that you know it all, otherwise why would you be there. I've been told to learn java, but how can I when I dropped out from college cause I understood nothing about coding? To actually answer your question, which I'm sure was rhetorical, there's hundreds of both textual and video tutorials online, as well as online courses that teach you Java. From absolute basics like simply installing the JDK (part of Java which takes your written source code and turns it into an actual program that can be ran), to advanced things like writing your own game.

    If I could, I would make a program for all the people who have a hard time understanding Java or coding period, that would do it for them and does it the the way that mojang coded minecraft! Who here thinks that there should be such a program?


    First and foremost, I am a little on both sides of this. I would like to see more ways for people who aren't familiar with programming to create mods, whether it be instead being able to use a much simpler language like JavaScript, Python, Lua, etc, writing a JSON file, or whatever, but I don't want to see programs that make the process so easy anyone can do it.

    So, why don't I like programs that make it so easy anyone can do it? To clarify, I mean programs exactly like MCreator where it's "press button, type in information, get mod". The main reason why is because it's simply too limited, and the time you spend within a program like MCreator is just thrown out the window when you move on to writing mods in a proper language, or a language at all in this case. A program like MCreator tends to hide a lot of the specifics that you really need to know when it comes to modding, such that it isn't worth it to touch them at all. I'll get into limitations in a bit, but simply, it doesn't teach you what you need to know to, say, make a more advanced block like a chest or furnace, past that you can do that. You don't learn what a tile entity is, how tile entities work, the difference between placing data straight inside a Block class and placing data within a tile entity class (and saving that data to and loading that data from that tile entity's NBT compound), you don't learn what a container is and what it does in relation to interfaces, you don't learn how to use events, you don't learn how to properly create Block and Item classes, and the list goes on. The program practically just starts, says "here's what you can do, give me some basic information, here you go; it's done".

    Now yes, I do understand MCreator gives you the ability to add code for certain things; the problem is the code is simply just dropped in, so it's practically worthless in terms of teaching you things. If a program instead, say, allowed you to write simple scripts to create mods, it'd be much better. See, having an entire mod in code is different to having certain parts of a mod in code. Most of the stuff you learn is not taught by dropping in code that the program inserts at a certain location, it's writing code that interfaces neatly with existing code, and what specific things you can use and how to use them. If you were to write an entire mod in code, even if it were a simple script, you would be able to learn certain things like what a container is, what a tile entity is, how they work, how to properly store data, how to load and save data on world load/save so things don't reset, how to use events, etc. But, you don't have to learn them, on top of learning more complex concepts about Java, like proper syntax, class and object hierarchy, static versus non-static, public versus private versus protected, reflection, polymorphism (having one class extend another allows you to reference all variables, methods and internal classes belonging to the "parent" class, as well as cast the "child" class to the "parent" class), type casting, null values, etc, because the program could abstract some of this away (null values would probably be something it should keep for Minecraft modding, since Mojang doesn't particularly like checking if things are null).

    Also, you have to understand that not everything is able to be done by a program, which is the reason why MCreator allows you to enter code. The rule that programs like this follow, is a feature has to be simple and straight-forward enough, and require very, very basic information from the user, to be generated by the program. Adding a simple block or item that just exists and looks pretty, maybe an ore or a simple tool, can be done because it requires just information from the user. What is the name, what is the ID (behind-the-scenes name), what is the hardness value, what is the resistance, what is the durability, what type of tool (pick, shovel, axe, hoe, sword, shears), what is the mining level (wood, gold, stone, iron, diamond), what is the texture, etc. Something like a chest or a simple "put fuel in, put item in, smelt item, get result" furnace can also be done, since it's relatively similar in principle. However, something like an energy system, followed by a generator, cables, a battery and a machine to use that (even a simple furnace that uses energy to smelt items) can't be done since the actual system itself isn't that simple. You can think of how this should work in gameplay, but there's tons of ways to actually write it. A simple put fuel in, energy goes to battery, energy goes to machine from battery system can be done in a couple ways. The cables themselves could act as storage buffers, and a cable will look at each of its 6 neighbours and find ones with lower energy, add 1 to that and subtract 1 from its own, while giving energy to machines and taking energy from sources. Or, the sources could use cables as a "rope", and the source will "walk" along the cable and find valid destinations for energy, and when it finds one, deposit some amount of energy. Or, you could have storage buffers looking for sources to take energy from. Or you could build a complex system where the first thing you place down acts as a "controller" and builds a virtual map of the network, storing the location of sources and storage buffers, taking energy from sources and dumping it into buffers. Or you could even just have a wireless system where the player has to shift-right-click on machines with some item and it's added to a network, and energy is just beamed around similarly to the wired controller system. In a simple 1-variable energy system, there's what, 4 different ways of doing it? And that's just energy, imagine a magic system, a storage system like what you see in Applied Energistics 2, etc.
    --------------------------------------------------------------------
    Quickly on the game design, is it the design aspect you're interested in or just producing a game outright? Games aren't all code, you have tons of other things too. Modelling, texturing, animation, visual FX & particles, level and environment design, story writing, storyboarding (rough animation), concept art, audio design, audio FX, gameplay design & concepts, graphical programmer (write code that generates the graphics), gameplay programmer (write code for the basic gameplay mechanics), AI programmer (write code for AI and NPCs), animation programmer (write code that ties the animations to user input and gameplay mechanics), and more. You might find something you're interested in, like you might suck at programming gameplay mechanics (close to what mod development is, though mod development is a mix of everything), but you might like working on textures, or animations, or writing the story of the game.
    Posted in: Discussion
  • 1

    posted a message on Why is everyone so afraid of a Minecraft 2?
    Quote from Geneo»

    Done right, most people won't need any mods, or just a few.

    Can I just ask, what gives you this impression?

    As someone who prefers modded over vanilla when it comes to Minecraft (I find the base game lacking in content), I'd actually object to just adding what I want to the game, because what I want is not what you want, it's not what a random player wants, it's what I want.

    Mods exist as a customisation outlet for players to tailor their game to their own needs and desires. I like lots and lots of mods that have a lot of variation in content, from tech mods that model simple machines and energy forms (Thermal Expansion, EnderIO, IndustrialCraft to an extent, RFTools (the machines aspect of it, not everything else)), to tech mods that model complex machines and energy systems (Mekanism, where to build a functional base with all the machines, you need to create a huge system that has a large footprint, things like electrolysing water to create hydrogen and oxygen, then electrolysing that hydrogen again to get heavy water to make deuterium needed for the reactor, and RotaryCraft/ReactorCraft with its rotational speed/torque two-variable energy format, reactors that are modeled as closely as possible to their real-life counterparts, even with having to either bury waste under ground to contain the radiation (which is an actual thing that spreads and kills plant life and gives entities debuffs) or submerge them under water to let the water contain the radiation), to magic mods that are magic in its purist form (Ars Magicka), to magic mods that offer a mix of magic and tech in a steampunk-esque way (Thaumcraft, Embers), to magic mods that offer a unique theme (Botania, Psi), to magic mods that even experiment with blood magic (Blood Magic, obviously). But, that's not to say that anyone else would. Sure, the fact that "kitchen sink" mod packs exist (which have hundreds of different mods, most you'll never use in a single world) show that a lot of people like variation, but a lot != everyone.

    This is partly why Minecraft was so successful. It could be whatever you wanted it to be. It could be a simple building/survival game you play casually, it could be a super complex game with hundreds of mods where you're free to do whatever, it could be a game where all the recipes are intertwined, so if you want item A from mod B, you need to get items C, D, E, F and G from mods H, I, J, K and L respectively, using each mods' systems to make them. It could be a super complex survival game where you have to scavenge for flint to make flint tools that break in a couple uses, make a mud furnace to turn wood into charcoal (let the wood burn without access to oxygen, since the flame uses the oxygen relatively quickly), etc, like TerraFirmaCraft.

    I think what you mean by this statement is "because it's a clean slate, players can suggest what they want Mojang to implement, so there's barely no need for mods" or something to that extent. The problem is, as I said, what I want conflicts with what you want, which conflicts with what another person wants. And ultimately, it conflicts with what the developer, Mojang, wants. This is why there will always be modding, because people naturally want to tailor their games to their own needs and desires, but since the developer caters to themselves first, then the majority later, what you want never makes it into the base game exactly the way you want it. If at all.
    Posted in: Discussion
  • 1

    posted a message on How do I can get a confirmation letter for my mod.?
    Quote from odienk»

    So I make my own mcpe mod, and try to sell it on amazon, because its use some of minecraft art asset, amazon ask me to provide "confirmation letter from the intellectual property rights holder with a formal signature or a copy of the applicable license agreement.".


    I have tried to send them the EULA and explain that It is allowed based on minecraft commercial terms, but it seems they still ask for "confirmation letter from the intellectual property rights holder with a formal signature or a copy of the applicable license agreement."


    any idea to solved this issue ..?


    Thanks for the help


    First and foremost, why are you trying to sell a mod? On Amazon of all places? How would one even install the mod when they've bought it on Amazon? Selling mods is a no-no regardless, I'm just confused on why you're choosing to use Amazon.

    Anyways, I'm fairly certain the EULA actually forbids authors of derivative works from commercially selling their works unless explicit permission is given. In other words, to do what you're doing requires permission from Mojang. EULA's in general though are rarely straight-cut, so if you're wondering why mod authors can put their mods behind AdFly links and such, that's an exception that Mojang themselves has made outside of the EULA.
    Posted in: Discussion
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