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gedeongrays

cptsmoddinglight's Issues

Option to Disable Nether Glowstone

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.

Incompatible with iChunUtil

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.
2020-03-22_22 24 41

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.
2020-03-22_22 24 49

2020-03-22_22 25 01

Placing Blue Glowstone makes the area around it invisible:
2020-03-22_22 26 09

Other colors don't have the same issue, but the light they emit isn't colored:
2020-03-22_22 25 48
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:
2020-03-22_22 30 20

Interestingly, certain colors are brighter, even when lacking their intended coloration:
2020-03-22_22 31 41

Something else you might have noticed is that the shading is re-enabled on your hand, which I don't recall being the case.

Blue Filtered Sunlight turns white at the edges

After a while of normal blue light, it will suddenly turn white again, as demonstrated here:
2019-12-09_05 07 37
Additionally, it looks as though smooth lighting isn't... oriented correctly for all angles? While it's a smooth line on the right in that image, directly in front of me it's jagged.

ELN compatability, question/request

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 Doesn't Light Properly in Worldgen

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:
2019-12-09_05 24 10
Small bodies are usually fine, with the occasional artifact:
2019-12-09_05 23 27
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...

Fix reobf task

Currently the manifest looks broken, and the folders "net" and "cpw" are added into the jar.

Enchantment Animation Broken

Enchanted items will have some purpleness to them, but it won't move, and appears as two lines straight up and down from its original texture orientation (I,E, the lines don't change their rotation at all relative to the item's texture).
2019-12-10_03 29 42

optifine compatibility

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"

Re-Enable Entity Shading

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.

Custom lights

Lamp that can be configured to any color with a GUI.

Hardcore Darkness Compatibility Lost

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.

Old Mod Compatibility Broken

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:
2019-12-09_06 18 31
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.

Low-Light Static

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

"Black" Light

Is black like darkness, but would prevent mods from spawning.

Heat block and heat mechanics

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.

Horizon Darkening at a Certain Distance from the Ground

If you went in to creative and flew up a short distance, you'll see that the skyline darkens.
Interestingly, the light value reported in F3 also changes at the transition point, so the screenshots will have that open.
Normal Skyline:
2019-12-09_06 27 21
Darkened Skyline:
2019-12-09_06 27 18

Texture Atlas on Things Rendered a Certain Way (A transparent layer?)

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.
2019-12-09_06 20 49

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:
2019-12-09_06 23 28

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.

Opaque Glass

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.

Little sun

Light source with light level > 15.
Maybe doable by using 8bit sunlight values, but keeping the lightlevel at 15.

Maybe split off glowstone variants into a separate mod

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.

Colored glass support

Make colored glass color the light that passes through them.
Must both work with sunlight and artificial sources like torches.

Fix startup from eclipse

When starting from eclipse, one needs to delete bin/net and bin/cpw or it won't work. It gets annoying.

Torch Particles Not Actually Fixed, Colored Lamp Light Not Loading from Save

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.

Slight Color Mixing Issues (?)

I'm unsure if this is just how light would work in this situation, but it seems odd that I would get this spectrum from a simple purple glass roof:
2019-12-09_04 58 11
In case it helps for testing, the roof is 7x7 Purple Stained Glass, 3 blocks off the ground.

Missing Fog

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:
2019-12-09_15 56 37
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.

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