Also, may I ask why it's tagged as 1.7.10? I'm kind of now following minecraft and modding scene recently, but isn't it kind of outdated already? Just curious.
Yeah, similar idea was brought up in the previous thread, it could be nice for sure, or though it'd need to be a bit more clever then that, like sampling only the brightest part of pixels.
Other ideas was to have a config file in which you could allocate colors to blocks by their id's, and now I can think of ui solution - if you place a block that have no color data but a light level, colored lights could bring up a window with rgb sliders for you to set it ingame. Another idea is to save that config file inside resource packs somewhere in case you have green lava or something like that. But it will require colored lights to be working on client side only as people will have different resource packs all the time. Which I see no problems with - dynamic light works just like that - that data is simply not sent to the server.
Thought for now it's just something to consider to leave a possibility for future implementation, there isn't even a single working build out in the public yet.
I'm pretty sure everyone in this thread at this moment would be interested in testing, granted it's not very popular yet. Testing is always an adventure of itself, and a hunt for bugs, preferably hilarious ones.
So as soon as there is something to test you can just announce it here, you'll get a feedback from different hardware and software if nothing else.
I don't see any advantage to colored light other than some minor aesthetic benefits. Also, it has not been shown to work without poor performance. Not that it isn't a good idea, but it's nothing short of inferior to cubic chunks
Why won't you just try it yourself? For me and many others it actually performs on level and in some cases even better than it. Unfortunately it's no longer updated by it's author :c But it's kind of picked up, maybe.
Cubic chunks is a good idea, I don't dispute that. But at this point I can't see minecraft without the warm red glow of lava filled depths and a purple one from the portals.
I also have fastcraft, which speeds up some algorithms and they work well together.
It would be better to address the incompatibility rather than freeze your mod in a time capsule.
It's beta... Would you rather see CptSpaceToaster update his mod in current state not only to each version of Mincraft but also Forge or continue on development?
I must say, I'm not a specialist in geometry, but isn't it just an abstract model made for some specific needs that have nothing to do with actual geometry and can not really be visualized.
I guess it would be kind of interesting to do just for the sake of doing it, but what's the benefit of it for the gameplay? And more to the point, will it even be playable?
Well, eventually M3L will implement the Forge API, allowing Forge mods to be ported to M3L rather easily (possibly just using a tool to change the object references). As of this moment M3L is basically a wrapper for Tall Worlds.
But what about the mods that push the boundaries of Forge API? The ones that are the whole reason M3L was created. Wouldn't they be impossible to port that way? Basically making the whole exercise give the same results as it was in the first place which renders it to be a pointless waste of time.
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Just as I said, no public builds yet ^^'
Also, may I ask why it's tagged as 1.7.10? I'm kind of now following minecraft and modding scene recently, but isn't it kind of outdated already? Just curious.
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Yeah, similar idea was brought up in the previous thread, it could be nice for sure, or though it'd need to be a bit more clever then that, like sampling only the brightest part of pixels.
Other ideas was to have a config file in which you could allocate colors to blocks by their id's, and now I can think of ui solution - if you place a block that have no color data but a light level, colored lights could bring up a window with rgb sliders for you to set it ingame. Another idea is to save that config file inside resource packs somewhere in case you have green lava or something like that. But it will require colored lights to be working on client side only as people will have different resource packs all the time. Which I see no problems with - dynamic light works just like that - that data is simply not sent to the server.
Thought for now it's just something to consider to leave a possibility for future implementation, there isn't even a single working build out in the public yet.
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You don't need to apologize for anything, you don't owe a thing to anyone here.
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I'm pretty sure everyone in this thread at this moment would be interested in testing, granted it's not very popular yet. Testing is always an adventure of itself, and a hunt for bugs, preferably hilarious ones.
So as soon as there is something to test you can just announce it here, you'll get a feedback from different hardware and software if nothing else.
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I must be a psychic, didn't check forums for a very long time, and first time I did I caught this on the first day ^^
Glad to see the work continue.
P.S. I've been experimenting with 1x1 texture pack like this myself, looks kind of nice and smooth (I know there are no textures btw)
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Why won't you just try it yourself? For me and many others it actually performs on level and in some cases even better than it. Unfortunately it's no longer updated by it's author :c But it's kind of picked up, maybe.
Cubic chunks is a good idea, I don't dispute that. But at this point I can't see minecraft without the warm red glow of lava filled depths and a purple one from the portals.
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Colored light may be somewhere close. Too bad they won't do that either even though there (kind of) is a working prototype.
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I'd say I'm sad, but honestly minecraft can roll to all hell. Do what feels good!
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There is a reason, they'd have to work.
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It is a planed feature with a low priority (as soon as everything else is done).
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It's beta... Would you rather see CptSpaceToaster update his mod in current state not only to each version of Mincraft but also Forge or continue on development?
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I must say, I'm not a specialist in geometry, but isn't it just an abstract model made for some specific needs that have nothing to do with actual geometry and can not really be visualized.
I guess it would be kind of interesting to do just for the sake of doing it, but what's the benefit of it for the gameplay? And more to the point, will it even be playable?
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If you say so, I'll just have to trust you on this one.
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But what about the mods that push the boundaries of Forge API? The ones that are the whole reason M3L was created. Wouldn't they be impossible to port that way? Basically making the whole exercise give the same results as it was in the first place which renders it to be a pointless waste of time.
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So basically to not make it incompatible with some mods, you've made it incompatible with all mods? Does not seem logical to me.