Immersive Cinematics

Add cinematic cutscenes to your modpack — no command blocks or redstone required. JSON scripting, 14 trigger types, and an in-game timeline editor.

File Details

immersive_cinematics-0.3.0.jar

  • R
  • May 23, 2026
  • 310.44 KB
  • 32
  • 1.20.1
  • Forge

File Name

immersive_cinematics-0.3.0.jar

Supported Versions

  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:immersive-cinematics-1447233:8132282")
Curse Maven does not yet support mods that have disabled 3rd party sharing

Learn more about Curse Maven

**English:** ### Changelog 0.2.0 → 0.3.0 This is a full rewrite. Nearly every system has been replaced or fundamentally redesigned. **Camera System** - Complete rewrite: replaced `CinematicCameraEntity` (hacky `LocalPlayer` subclass with reflection) with pure Mixin-based camera control - Introduced dual-buffer architecture (active + staged) for smooth transitions - Added DOF and zoom support **Script System** - New JSON v3 format with standardized schema - Keyframe-based animation replacing 8 hardcoded path types - Bézier curves with arc-length parametrization (de Casteljau algorithm) - Full Timeline → Track → Clip → Keyframe data model - 5 track types: Camera, Letterbox, Audio, Event, Mod Event - Universal keyframe interpolator with looping and morph support **Trigger System** - Brand new trigger engine with event-driven + polling dual dispatch - Expanded from 1 dimension-change trigger to 14 trigger types - Per-player state persistence (SNBT) - Delayed execution queue - Skip voting system for multiplayer **Editor** - Brand new in-game timeline editor (previously was a broken half-implemented GUI) - 4-area layout: menu bar, property panel, 16:9 preview, multi-track timeline - Full CRUD on clips and keyframes with drag, resize, snap - Trigger editor with auto-complete from game registries - FBO-based viewport preview **Runtime Control** - From 0 behavior flags to 18 configurable flags - Independent HUD element control (chat, scoreboard, action bar, title, subtitles, hotbar, crosshair) - Proper multiplayer tracking and completion sync - Script queuing system **Compatibility** - Shader pack compatible (no OpenGL pipeline intrusion) - Nausea and portal distortion suppression - Proper pause handling - Removed all reflective API calls **Under the Hood** - Mixins reduced from 8 to 5, each with single responsibility - All Chinese hardcoded strings externalized to proper i18n (en_us + zh_cn) - Removed all 9 items and creative tab (no longer item-based) - Architecture: clean layered design (camera → script → control → trigger → editor) - Commands unified under `/icinematics` (old `/ic-shot` and `/ic-run` removed) --- **中文:** ### 更新日志 0.2.0 → 0.3.0 这是一个全量重写版本,几乎所有系统都被替换或重新设计。 **相机系统** - 完全重写:废弃 `CinematicCameraEntity`(继承 `LocalPlayer` 的 hack 方案),改用纯 Mixin 控制 Camera - 引入双缓冲架构(active + staged),过渡更平滑 - 新增 DOF 和缩放支持 **脚本系统** - 全新的 JSON v3 格式,标准化 schema - 关键帧动画取代 8 种硬编码路径类型 - 贝塞尔曲线弧长参数化(de Casteljau 算法) - 完整 Timeline → Track → Clip → Keyframe 数据模型 - 5 种轨道类型:相机、黑边、音频、事件、模组事件 - 通用关键帧插值器,支持循环和 morph 过渡 **触发器系统** - 全新触发引擎,事件驱动 + 轮询双分派 - 从 1 种维度变化触发器扩展到 14 种触发类型 - 玩家粒度的状态持久化(SNBT) - 延迟执行队列 - 多人跳过投票系统 **编辑器** - 全新的游戏内时间轴编辑器(之前是半成品 GUI) - 4 区域布局:菜单栏、属性面板、16:9 预览、多轨时间轴 - 完整的剪辑和关键帧增删改查,支持拖拽、缩放、吸附 - 触发器编辑器,支持从游戏注册表自动补全 - 基于 FBO 的视口预览 **运行时控制** - 从 0 个行为标志增加到 18 个可配置标志 - 独立的 HUD 元素控制(聊天、计分板、动作栏、标题、字幕、快捷栏、准星) - 完善的多玩家追踪和完成同步 - 脚本排队系统 **兼容性** - 光影包兼容(不侵入 OpenGL 管线) - 反胃和传送门扭曲抑制 - 正确处理游戏暂停 - 移除所有反射 API 调用 **内部重构** - Mixin 从 8 个减少到 5 个,每个职责单一 - 所有中文硬编码字符串外部化为 i18n(en_us + zh_cn) - 移除全部 9 个物品和创造标签页(不再基于物品操作) - 架构:清晰分层设计(camera → script → control → trigger → editor) - 命令统一为 `/icinematics`(旧的 `/ic-shot` 和 `/ic-run` 已移除)**English:** ### Changelog 0.2.0 → 0.3.0 This is a full rewrite. Nearly every system has been replaced or fundamentally redesigned. **Camera System** - Complete rewrite: replaced `CinematicCameraEntity` (hacky `LocalPlayer` subclass with reflection) with pure Mixin-based camera control - Introduced dual-buffer architecture (active staged) for smooth transitions - Added DOF and zoom support **Script System** - New JSON v3 format with standardized schema - Keyframe-based animation replacing 8 hardcoded path types - Bézier curves with arc-length parametrization (de Casteljau algorithm) - Full Timeline → Track → Clip → Keyframe data model - 5 track types: Camera, Letterbox, Audio, Event, Mod Event - Universal keyframe interpolator with looping and morph support **Trigger System** - Brand new trigger engine with event-driven polling dual dispatch - Expanded from 1 dimension-change trigger to 14 trigger types - Per-player state persistence (SNBT) - Delayed execution queue - Skip voting system for multiplayer **Editor** - Brand new in-game timeline editor (previously was a broken half-implemented GUI) - 4-area layout: menu bar, property panel, 16:9 preview, multi-track timeline - Full CRUD on clips and keyframes with drag, resize, snap - Trigger editor with auto-complete from game registries - FBO-based viewport preview **Runtime Control** - From 0 behavior flags to 18 configurable flags - Independent HUD element control (chat, scoreboard, action bar, title, subtitles, hotbar, crosshair) - Proper multiplayer tracking and completion sync - Script queuing system **Compatibility** - Shader pack compatible (no OpenGL pipeline intrusion) - Nausea and portal distortion suppression - Proper pause handling - Removed all reflective API calls **Under the Hood** - Mixins reduced from 8 to 5, each with single responsibility - All Chinese hardcoded strings externalized to proper i18n (en_us zh_cn) - Removed all 9 items and creative tab (no longer item-based) - Architecture: clean layered design (camera → script → control → trigger → editor) - Commands unified under `/icinematics` (old `/ic-shot` and `/ic-run` removed) --- **中文:** ### 更新日志 0.2.0 → 0.3.0 这是一个全量重写版本,几乎所有系统都被替换或重新设计。 **相机系统** - 完全重写:废弃 `CinematicCameraEntity`(继承 `LocalPlayer` 的 hack 方案),改用纯 Mixin 控制 Camera - 引入双缓冲架构(active staged),过渡更平滑 - 新增 DOF 和缩放支持 **脚本系统** - 全新的 JSON v3 格式,标准化 schema - 关键帧动画取代 8 种硬编码路径类型 - 贝塞尔曲线弧长参数化(de Casteljau 算法) - 完整 Timeline → Track → Clip → Keyframe 数据模型 - 5 种轨道类型:相机、黑边、音频、事件、模组事件 - 通用关键帧插值器,支持循环和 morph 过渡 **触发器系统** - 全新触发引擎,事件驱动 轮询双分派 - 从 1 种维度变化触发器扩展到 14 种触发类型 - 玩家粒度的状态持久化(SNBT) - 延迟执行队列 - 多人跳过投票系统 **编辑器** - 全新的游戏内时间轴编辑器(之前是半成品 GUI) - 4 区域布局:菜单栏、属性面板、16:9 预览、多轨时间轴 - 完整的剪辑和关键帧增删改查,支持拖拽、缩放、吸附 - 触发器编辑器,支持从游戏注册表自动补全 - 基于 FBO 的视口预览 **运行时控制** - 从 0 个行为标志增加到 18 个可配置标志 - 独立的 HUD 元素控制(聊天、计分板、动作栏、标题、字幕、快捷栏、准星) - 完善的多玩家追踪和完成同步 - 脚本排队系统 **兼容性** - 光影包兼容(不侵入 OpenGL 管线) - 反胃和传送门扭曲抑制 - 正确处理游戏暂停 - 移除所有反射 API 调用 **内部重构** - Mixin 从 8 个减少到 5 个,每个职责单一 - 所有中文硬编码字符串外部化为 i18n(en_us zh_cn) - 移除全部 9 个物品和创造标签页(不再基于物品操作) - 架构:清晰分层设计(camera → script → control → trigger → editor) - 命令统一为 `/icinematics`(旧的 `/ic-shot` 和 `/ic-run` 已移除)**English:** ### Changelog 0.2.0 → 0.3.0 This is a full rewrite. Nearly every system has been replaced or fundamentally redesigned. **Camera System** - Complete rewrite: replaced `CinematicCameraEntity` (hacky `LocalPlayer` subclass with reflection) with pure Mixin-based camera control - Introduced dual-buffer architecture (active staged) for smooth transitions - Added DOF and zoom support **Script System** - New JSON v3 format with standardized schema - Keyframe-based animation replacing 8 hardcoded path types - Bézier curves with arc-length parametrization (de Casteljau algorithm) - Full Timeline → Track → Clip → Keyframe data model - 5 track types: Camera, Letterbox, Audio, Event, Mod Event - Universal keyframe interpolator with looping and morph support **Trigger System** - Brand new trigger engine with event-driven polling dual dispatch - Expanded from 1 dimension-change trigger to 14 trigger types - Per-player state persistence (SNBT) - Delayed execution queue - Skip voting system for multiplayer **Editor** - Brand new in-game timeline editor (previously was a broken half-implemented GUI) - 4-area layout: menu bar, property panel, 16:9 preview, multi-track timeline - Full CRUD on clips and keyframes with drag, resize, snap - Trigger editor with auto-complete from game registries - FBO-based viewport preview **Runtime Control** - From 0 behavior flags to 18 configurable flags - Independent HUD element control (chat, scoreboard, action bar, title, subtitles, hotbar, crosshair) - Proper multiplayer tracking and completion sync - Script queuing system **Compatibility** - Shader pack compatible (no OpenGL pipeline intrusion) - Nausea and portal distortion suppression - Proper pause handling - Removed all reflective API calls **Under the Hood** - Mixins reduced from 8 to 5, each with single responsibility - All Chinese hardcoded strings externalized to proper i18n (en_us zh_cn) - Removed all 9 items and creative tab (no longer item-based) - Architecture: clean layered design (camera → script → control → trigger → editor) - Commands unified under `/icinematics` (old `/ic-shot` and `/ic-run` removed) --- **中文:** ### 更新日志 0.2.0 → 0.3.0 这是一个全量重写版本,几乎所有系统都被替换或重新设计。 **相机系统** - 完全重写:废弃 `CinematicCameraEntity`(继承 `LocalPlayer` 的 hack 方案),改用纯 Mixin 控制 Camera - 引入双缓冲架构(active staged),过渡更平滑 - 新增 DOF 和缩放支持 **脚本系统** - 全新的 JSON v3 格式,标准化 schema - 关键帧动画取代 8 种硬编码路径类型 - 贝塞尔曲线弧长参数化(de Casteljau 算法) - 完整 Timeline → Track → Clip → Keyframe 数据模型 - 5 种轨道类型:相机、黑边、音频、事件、模组事件 - 通用关键帧插值器,支持循环和 morph 过渡 **触发器系统** - 全新触发引擎,事件驱动 轮询双分派 - 从 1 种维度变化触发器扩展到 14 种触发类型 - 玩家粒度的状态持久化(SNBT) - 延迟执行队列 - 多人跳过投票系统 **编辑器** - 全新的游戏内时间轴编辑器(之前是半成品 GUI) - 4 区域布局:菜单栏、属性面板、16:9 预览、多轨时间轴 - 完整的剪辑和关键帧增删改查,支持拖拽、缩放、吸附 - 触发器编辑器,支持从游戏注册表自动补全 - 基于 FBO 的视口预览 **运行时控制** - 从 0 个行为标志增加到 18 个可配置标志 - 独立的 HUD 元素控制(聊天、计分板、动作栏、标题、字幕、快捷栏、准星) - 完善的多玩家追踪和完成同步 - 脚本排队系统 **兼容性** - 光影包兼容(不侵入 OpenGL 管线) - 反胃和传送门扭曲抑制 - 正确处理游戏暂停 - 移除所有反射 API 调用 **内部重构** - Mixin 从 8 个减少到 5 个,每个职责单一 - 所有中文硬编码字符串外部化为 i18n(en_us zh_cn) - 移除全部 9 个物品和创造标签页(不再基于物品操作) - 架构:清晰分层设计(camera → script → control → trigger → editor) - 命令统一为 `/icinematics`(旧的 `/ic-shot` 和 `/ic-run` 已移除)