darkshadow44 / cptsmoddinglight Goto Github PK
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License: Do What The F*ck You Want To Public License
This project forked from cptspacetoaster/cptsmoddinglight
License: Do What The F*ck You Want To Public License
It ends abruptly while not being supposed to.
A friend of mine has become very interested in this mod, but isn't a fan of the 'Disco Nether', as he calls it.
I would love to see him give it a go, but claims that is a dealbreaker.
Having a config option to simply disable it would solve this issue.
Tested with just iChunUtil and Light Overhaul, any surface (Minus water and ice. Transparent, maybe?) exposed to sunlight will be invisible.
You can see through the ground in to caves, which can be lit by most light sources, but they aren't colored correctly.
If you dig down to these caves, any area that sunlight spreads to will be invisible, with interesting harsh borders where the smooth lighting would fade in to darkness.
Placing Blue Glowstone makes the area around it invisible:
Other colors don't have the same issue, but the light they emit isn't colored:
Because I noticed it's hard to tell, here's the same area without the red light, so you can see that it does emit some kind of light:
Interestingly, certain colors are brighter, even when lacking their intended coloration:
Something else you might have noticed is that the shading is re-enabled on your hand, which I don't recall being the case.
Hi! I'm currently developing my own version of ELN, with edits, new blocks, balance changes etc.
Is it known why eln's block's textures don't show up correctly? I myself, don't really know how to code,
more of just ctrl+c & edit. I was hoping i could make the different types of lights (incandescent, fluorescent, led) slightly different colors, like they are in real life. Also, i want to make the HPS (high pressure sodium) streetlamps, you know, the yellow, orange-ish ones. Is there something like
setLightColor() or something like that in the colored light mod, that i can use to set it in the lamps config? Also, you don't have to if you can't/don't want to do it, but if you know what is wrong, can you please try and fix compatibility with eln. Thank you in advance!
Water will be lit properly if it receives a block update (Usually, it requires a direct one), but otherwise will usually start unlit, with odd patches (Most commonly near an overhang or other terrain) where it's lit correctly:
Small bodies are usually fine, with the occasional artifact:
Interestingly, looking at that first image, it looks as thought sunlight is hitting the shore and only spreading out from there, leaving the majority of the water unlit? I wonder if sunlight ignores or incorrectly interacts with water in some way?
Speaking of water, I don't suppose there are plans to make the new light color filtering work with water? It would be pretty neat to have light turn blue as it goes through water, though a minor concern would be how this would interact with biome water colors that differ extremely from the original...
Currently the manifest looks broken, and the folders "net" and "cpw" are added into the jar.
White and blue must not result in pure white, for example.
When you start the game, lightoverhaul-1.7.10-2.1.0 together with mod OptiFine_1.7.10_HD_U_E7, the game crashes. at the stage of entering the server - a render error
"java.lang.ClassCastException: net.minecraft.client.renderer.Tessellator cannot be cast to com.darkshadow44.lightoverhaul.interfaces.ITessellatorMixin"
Add support for project red lamps, making them emit their color.
Not sure if this duplicates #15
I don't know how complex the issue is or why it was disabled (Or even if it was intentional, or something that was broken and unfinished), but it's very noticeable and affects the look of the game quite a bit.
You can see it on anything, any creature, even your own hand.
Not sure if this duplicates #15 or not
Since the weird textures are fixed on handheld items, they are not affected by light anymore.
Need to rework the lightmap, maybe remove it, to fix that issue properly.
Lamp that can be configured to any color with a GUI.
Before the big Light Overhaul release, you claimed to add Hardcore Darkness compatibility (In reality, you seemed to just remove the omnipresent ambient light by default; moon phases and things from Hardcore Darkness didn't work, either), but the mod now does nothing in the current version of Light Overhaul.
In the past, there were a few mods which added automatic detection for Colored Lights, and would apply RGB values to their light-emitting blocks.
Prominently, there's Project Red and similar offshoots, and Chromaticraft (Though I believe the feature was removed after Colored Lights was discontinued).
This lamp actually emitted green light in the old Colored Lights mod:
I don't know if you can really do anything about this, or entirely if you should, since you're making a lot of changes to the mod, and while I would think mods should work with it, there's no guarantee they'll remain able to handle it without themselves being updated.
Chromaticraft is probably the only one which has a chance of being updated to support this mod again, though.
You may or may not be aware of this issue, but near the edges of the extent of colored lights, you'll get differently-colored 'static' on certain blocks.
You can see an example of it here:
https://imgur.com/a/5QjmMJn
Interestingly, I just discovered that some of the static will disappear entirely if you look in the right directions, and that it varies depending on the color of light.
It looks like a strange overlay on top of the block, the properties of which are easier demonstrated by video:
https://www.youtube.com/watch?v=xha7timVIVw
Is black like darkness, but would prevent mods from spawning.
Like that one Education Edition block, and a similar idea to #1 - the block wouldn't emit any visible light (but would still be measurable through F3?), and wouldn't have any effect on mob spawning, but would contribute to snow and ice accumulation and melting.
Also, since this mod allows for stained glass to filter light, how about a similar thing for heat? Real life glass is opaque to infrared, so covering up a usual light source with glass would still allow all light to pass but stop any undesired melting of blocks.
Trying to launch Minecraft with MultiMC results in this error:
https://pastebin.com/r1dm77Zz
This is with literally just Forge and the mod.
I have not tried it with the vanilla Minecraft launcher.
Currently blocked by SpongePowered/Mixin#370
This is planned to work also.
These objects are few and far between, but something about the interaction between them and Light Overhaul makes the texture atlas show up on them.
This skeleton was punched; the atlas is shown red because that's the damage overlay.
I can only really theorize it has something to do with an object rendering a transparent layer on itself, if it's not a block?
I say 'not a block', since this scene renders fine:
I wouldn't rule out the possibility of the mods being at fault for doing something wacky with rendering, though, since the similar BluePower mod's lamps render fine in-hand.
Like normal glass, but doesn't let any light through. But it can be looked through normally. Because logic.
Later allow opacity be configured for individual blocks, maybe.
Light source with light level > 15.
Maybe doable by using 8bit sunlight values, but keeping the lightlevel at 15.
The base mod would have all of the colored lighting code, modified emission by vanilla blocks and the stained glass filtering.
Not sure if this splitting would be neccessary though, especially since the blocks are probably handy for debugging.
Make colored glass color the light that passes through them.
Must both work with sunlight and artificial sources like torches.
When starting from eclipse, one needs to delete bin/net and bin/cpw or it won't work. It gets annoying.
They seem to be taking the color of skylight, since during the day, the flames will be bright and roughly as you'd expect (Though I feel they should be more orange as per the light). During night, they'll be blue again.
This happens in enclosed spaces, as well, so outside light isn't touching the particles.
Also, I'm not seeing any light from the colored lamps when loading a save with them already placed. Replacing them will fix it until you reload the world again.
In vanilla Minecraft, there usually exists a layer of fog along the horizon, which helps to hide chunks loading.
This seems to have been broken or deliberately disabled back in the original Colored Lights mod:
I imagine it was planned to have fog render again at some point, but also that it wasn't a priority.
You can still see the fog in the skyline, just not on actual terrain.
Like in curse.
Do mob spawns work like they should or is our light not preventing mob spawns?
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