#Backport of the Better End Mod for Forge 1.12.2

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molten mirage
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Is what i meant

stark crow
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Hmmmmmm

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Maybe

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I'll check and rebuild it

wet plank
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Sadly, my dreams of Cataclysm in RLCraft were shattered, haha (mostly joking), so I am stoked at the possibility of seeing Better End in 2.10 again. shivaxiDragonPOG

stark crow
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And what's wrong with cataclysm? Licence?

hard sonnet
stark crow
wet plank
# stark crow And what's wrong with cataclysm? Licence?

The owner had bad experiences with other devs backporting the mod without his permission and changed his stance. The license, as a result, was changed to prevent backporting.

I previously had permission to backport, so another dev got started on it. They successfully backported a few of the bosses and some of the structures. I asked again - and the dev said he's changed his stance on backporting but will give it more thought.

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But that it will probably be a 'no'.

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So, it's a 'no' for now, and likely will remain a 'no'.

hard sonnet
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i just hope in the future that L_ender reconsiders but it sucks what happened to him

stark crow
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I see, very sad

wet plank
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Which is unfortunate, but understandable.

wet plank
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He was previously very open to it.

hard sonnet
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Yeah, I'd say give it some time and maybe in the future another request could be made and hopefully it could be done

wet plank
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For the full context, since the conversation was within the patreon-only chat, here are L_Ender's responses:

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I'd hate to see the incredible work of @toxic narwhal go to waste, but we'll have to wait a while for now, and hope his stance will change. shivaxiHeartDerg

hard sonnet
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Has the repo been archived or deleted fully? Just curious

wet plank
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I would prefer not to share the source-code without Jason's permission still, however.

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If we get permission to move forward with the backport though, I think we could get a repo going somehow. shivaxiDragonPOG

stark crow
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Alright

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Publishing

stark crow
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super-heavy

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90MB

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and like 80 out of them are sounds

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ambients, records, music

stark crow
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Meanwhile

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Waiting for @spice lynx to test :3

hard sonnet
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You should probably put a tutorial/example script of the added CT support in the description maybe

fading sky
fading sky
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I spent a few minutes trying out the latest update of this backport. So far, I'm not noticing any serious game-breaking bugs, although there are still some unfinished recipes for tools with the new metals added by the mod.

urban hull
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Is the curseforge upload(1.3.9) the same as the GitHub?

fading sky
urban hull
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i think it was last pushed 6 months ago

stark crow
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curseforge has now the latest update

tiny surge
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Any chance of getting custom biomes that arent part of the original mod?

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Because I have ideas

quiet ocean
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I’d also like to add to the pot for a commissioned Dynamic Trees addon. If anyone is interested in tackling it, would love to hear back, there’s a growing demand for it. 🥺

stark crow
twilit tinsel
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It could def enhance a lot of the biomes from Better End I think

stark crow
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Interesting

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Although actually, most BetterEnd trees are either large fungi

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which grow by their own laws

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or pretty huge and chunky trees

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which are great on their own

urban hull
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Even some of the large trees in other generation mods do have dynamic addons. I had looked at making a dynamic addon briefly for betterend but decided I didn’t wanna deal with it lol. There are a few that could be dynamic if I remember from play testing

twilit tinsel
urban hull
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I will look at it again maybe this weekend since I’m feeling like messing with code but I am not in a spot skill wise or life wise to take a commission in good faith. Would help if a project was made.

north timber
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This man was on fire 🔥🔥🔥

olive crane
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I believe that this project will be resumed in due time.

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It seems Goodbird is busy with some other projects atm.

stark crow
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If you read the latest messages

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I was kind of waiting for some guy to test the mod?

olive crane
stark crow
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Or no?

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Like

olive crane
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So if you specify what I could test further for you, please let me know

stark crow
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Welll

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the mod is kind of solid right now

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I fixed quite a lot of stuffs already

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there might be some teensy bugs like weird warnings in the logs or something like that

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but I think that all the severe and moderate bugs are fixed

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even most of the small ones

olive crane
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Were the recipes addressed?

stark crow
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Hmm, if I remember correctly, I worked on recipes

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I added the infusion recipes

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and a crafttweaker integration for them

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and groovyscript integration

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@wet plank, @spice lynx, hi! Are you still wanting to use the mod and test it?

olive crane
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@fading sky Could you specify what you meant?

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On another note - I also have yet to test the TConstruct compatibility yet (if it was added)... maybe I ought to...

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@stark crow Was TConstruct Compat added at some point, and shall I check if it's working?

hard sonnet
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.

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for example, the double end city bug was fixed, so i guess the mixin that was implemented could be removed for future updates as its handled by nether api

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Additionally there are some API changes that could be implemented as well

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this would be pretty beneficial for betterend as when you leave biomes the music stops which the current version keeps on playing

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also jbredward's response about the biome particle issue

stark crow
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I see

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Interesting

fading sky
olive crane
wet plank
stark crow
molten mirage
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Obby pillars in end on dragon resummon and various log complaints about missing files during startup is what i noticed

stark crow
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Various log complaints - that's alright....

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And what's with the pillars?

molten mirage
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^^ also original pillars not extending down to y 0 but that might be from normal betterend

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Idk if thats clear but im severely missing the crystals of the crystal mountains

molten mirage
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oh yea and another thing that shiv was complaining about and then extremely sadly just disabled: the custom sky boxes have a way too quick change from one to the other. it seems like it is only block distance dependent (switches from one color to the other in around 4 blocks), not time dependent. its kinda jarring. idk if its easy to find a solution for this to make the sky boxes change a bit slower. maybe @lilac spoke can help there too

molten mirage
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might even interact with better biome blend idk

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(or betterer biomer blender 🌚 )

lilac spoke
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unless im missing something or like the github isnt updated, isn't there only one custom skybox type

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I just see a few textures that are rendered at the same time to make the custom skybox, not separate types for biomes

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I thought the whole custom biome skybox/fog/effects stuff was the shaders

molten mirage
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this is without shaders. the skybox might always be the same, the colors are different though @lilac spoke

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the behavior is driven by the only config in client.json (set to false by shiv)

lilac spoke
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im only seeing static colors being used when rendering the skybox though, I have to assume the github isnt the latest version then

molten mirage
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nah thats been in for a while already

lilac spoke
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that or its the fog color which is passed to netherapi and then back to vanilla handling coloring all of it, or im just missing something

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yeah like nebula1 which is the horizontal strip is rendered with a static rgb value

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does optifine allow for disabling fog color to test? im not really seeing where else it would be getting recolored

lilac spoke
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its just a static coloring

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unless the github isnt accurate, something else is recoloring it

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oh yeah I just tested its not even really recoloring the skybox, the purple coloring is still there

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its just more of a flat color change over everything

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if you turn off "sun/moon" which disables the custom skybox, the coloring is still there

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yeah this is vanilla or optifine jank, not betterend

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kinda

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optifine installed, betterend sky off:

  1. sky on, fog off
  2. sky on, fog on (fast/fancy either)
  3. sky off, fog off
  4. sky off, fog on (fast/fancy either)
molten mirage
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well it still works without optifine

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this is just betterend+netherapi

lilac spoke
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ok I see the difference

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with betterend skybox, the "sky off vanilla" buggy full color render is the same regardless of if sky is on or off

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without betterend skybox render handling, it only renders if sky is off

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seems like a layer/cutout render issue with fog

molten mirage
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well the problem is not how its rendered, the problem is just the abrupt changes of color from one end biome to the next

lilac spoke
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I mean its two issues, the fog is rendering over everything rather than how its normally supposed to render like in pic 2, and then the issue of the transition speed

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for the first problem, my guess would be the difference in end rendering vs overworld rendering not accounting for that netherapi is allowing colored fog which makes it more noticable

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for the second, thats all vanilla handling, not betterend

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betterend just sets each biome to a color, vanilla handles the transitions

molten mirage
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sounds like its mixin time

lilac spoke
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to me itd be more of an external mod/mixin rather than betterend doing it, since its technically not betterend doing anything related to the transition in the first place

either rework fog coloring to also use a better biome blender type system (if it doesnt already?) or instead modify it to a time based transition rather than blocks

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for something like the end, you're more likely to be flying and therefor pretty fast, so even with a betterbiomeblend type transition it may still be too fast

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as for the first issue, that may be something for betterend to attempt fixing as it has different behavior with the custom skybox rendering

molten mirage
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yea it would at best have a max speed

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not in blocks but in time

lilac spoke
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you technically dont even need a mixin actually I think

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EntityViewRenderEvent.FogColors gets posted at the end of updating fog colors

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just subscribe to that and replace the end result colors with a blend between what it was and what its supposed to be on a time transition

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I think doing that can also make some other effects like night vision have a smooth transition rather than instant flash

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if you don't want to affect anything outside of the base color though then youd need to mixin EntityRenderer::updateFogColor earlier where it directly gets the biome fog color