• 1

    posted a message on Who is running this place; So what do I need to do to get a refund?
    I am a little paranoid and in panic, if you were in my shoes maybe you'd understand why (totally different subject). Irregardless, I didn't mean to quite make this big of a mess especially on a confusingly wrong place, I apologize. Well I hope we all learned something from this, I did; never be the first person to jump the gun, oh and make sure you know where you are jumping, Ha! You may now ignore this thread, unless you want to ridicule me, I probably deserve it.
    Posted in: Discussion
  • 0

    posted a message on Who is running this place; So what do I need to do to get a refund?
    EPITAPH, the EULA, was in its infancy when I started here. 1.7 I believe was the beta version before the number confusingly recounted. I'm a bit befuddled in the digital era, where legally binding terms of service, or the end user license agreement can simply change without notice, and then the changes get lost. The problem created in this is that you have to prove you were before the contact changed, and then prove it did in fact change. That means contract revisions have to be findable, or request a court to suponea them if they even exist.

    In any case, this has less to do with the game and more to do with my protecting myself & content (albeit limited) from exploitation. In a nightmare scenario I would hate to be given a cease and desist for using my own screen name for example. Whether it is likely or not, you can't assume that companies are going to be benign nor should you. Its a quiet consent into giving up your rights. This is why we have a legal system involved in intellectual matters, otherwise people could steal from others and then attack them for remaking what was stolen.
    Posted in: Discussion
  • 0

    posted a message on Who is running this place; So what do I need to do to get a refund?
    Honestly i just want to wash my hands of this. It is de facto standard that companies during acquisitions set aside money for dealing with expected arising arbitrations. I'm no stranger to this process, for example bumptop when google acquired it. I thought this was the official forum? Is this forum owned/operated by a different entity? I wasn't under that impression. I think the "promise" predated the current form of the TOS so i don't know if I have a strong case, unless someone wants to create a class action. This is actually quite depressing, I don't want to sue anyone particularly if its now a litigious giant like Microsoft, i just don't want my name, likeness, content being gobbled up and turned into income/trademark for any corporation without my direct permission. If I can have legal binding assurances that that won't happen I don't even need the less then token amount of money refunded. In a world of social networking giants like facebook, where you turn over you're entire person to profit and government. I think people are too willing to bend over and take everything without even attempting a fight. This is also a more complicated matter as laws in Sweden and the USA are quite different, and is a bigger mess that I probably will want to endure. Just do the right thing, assure me or give me money back thereby terminating my relationship with "Minecraft." I'm quite emotionally upset right now, i just want to separate myself from this.
    Posted in: Discussion
  • 0

    posted a message on Who is running this place; So what do I need to do to get a refund?
    Yes this is about the Microsoft Acquisition.

    Since I was lied to by the old TOS when i bought this saying it was going to be made open source, how do i go about getting a refund, or am I really going to have to sue in small claims? If that is the case who do I sue, I need a name and address please, current law firm representing this place, might want to make this a sticky, i doubt i'll be the last person asking this. I will do this out of principle, so best just refund my money please.
    Posted in: Discussion
  • 0

    posted a message on A warning for mediafire users!
    Mediafire ignored me (automated system) but the IFPI was man enough to admit they made a mistake:

    Dear Sir
    Despite our earlier good faith belief, this file does not infringe copyright, we would therefore like to retract our claim and apologise for any inconvenience caused. This file matched in our system as Golem – Golem
    Many Thanks
    IFPI


    Too bad though I already requested my mediafire account be deleted.in addition to it already being deactivated. Weridness. I don't need files that match obscure song titles to scrutanized with guns blazing first ergh!
    Posted in: Mods Discussion
  • 0

    posted a message on A warning for mediafire users!
    Today over a year after I had a working minecraft mod I recieved a DMCA complaint from the IFPI (looked up something to do with the international recording industry). That two of my files for the golem mod were illegal and they deactivated my mediafire account. Whatever ludacris idea they have that these files are illegal, is beyond me; that a bunch of java class files had anything to do with their business. The best and this is streching it, idea I could come up with is their legal department can't spell and thought golem mod had something to do with the Lord of The Rings/Hobbit Gollum, whereinfact it had to do with the greek word "golem" meaning rock monster.

    I'm quite agitated about this as I had already lost a lot of mod files for 30 different games i was working on when megaupload was siezed.

    I won't be continuing modding and i thought I'd share most of the form letter in regards to this ( the rest is just specific appeal information):

    Dear MediaFire User:
    MediaFire has received notification under the provisions of the Digital Millennium Copyright Act ("DMCA") that your usage of a file is allegedly infringing on the file creator's copyright protection.
    The file named golems_v0.5alpha.zip is identified by the key (8r042rem2udf7ib).
    As a result of this notice, pursuant to Section 512(c)(1)(C) of the DMCA, we have suspended access to the file.
    The reason for suspension was:
    Under penalty of perjury, we submit that we are authorized to act on behalf of the IFPI Represented Companies in matters involving the infringement of their sound recordings, including enforcing their copyrights and common law rights on the Internet.
    Information about the party that filed the report:
    Company Name: IFPI
    Contact Address: 10 Piccadilly London W1J 0DD United Kingdom
    Contact Name:
    Contact Phone:
    Contact Email: [email protected]
    Copyright infringement violates MediaFire's Terms of Service. MediaFire accounts that experience multiple incidents of alleged copyright infringement without viable counterclaims may be terminated.
    If you feel this suspension was in error, please submit a counterclaim by following the process below.
    Step 1. Click on the following link to open the counterclaim webpage.
    Posted in: Mods Discussion
  • 0

    posted a message on [Index] Drathian's Compatability Patches
    I figured I would try to bump this thread to see if there is any interest. I recently made a new moon sun to go with that giant moon/sun mod I love that a lot, I particularly like how my sun turned out here are my textures in case anyone wants em:




    Uploaded with ImageShack.us



    Uploaded with ImageShack.us



    Uploaded with ImageShack.us


    Simply rename one of the moons as moon.png and the sun to sun.png and place it in your texturepacks terrain folder or in the terrain folder in minecraft.jar if you aren't using a texture pack.
    Posted in: Minecraft Mods
  • 0

    posted a message on [MOD POC] Are you tired of constantly editing the minecraft.jar file?
    Quote from nightrder1195

    Although with almost all ModLoader compatible mods, you can just put them in the /mods folder. Then you don't have to make and edit new jars or launch Minecraft with extra commands. It's especially easier if you have the Minecraft.exe and don't launch your MC with the command line..


    Actually in addition to this:

    I've tested this and technically you can put any class file in /mods and it will load it after modloader, as long as modloader is loaded via the jar classpath (ie the minecraft.jar, or in my version $mods.jar folder)

    Same can go for any class files left in .minecraft/bin, it seems java isn't picky where it loads from so make sure to always have only what you want to load in the classpath :smile.gif:. ie: having two minecraft.jars like after you run mcpatcher is bad: (minecraft.jar, minecraft.173.jar WILL CAUSE out of bounds errors)

    The Minecraft.exe is simply minecraft.jar launcher with exe compatabily extension via the java specifications BTW.
    Posted in: Minecraft Tools
  • 0

    posted a message on [MOD POC] Are you tired of constantly editing the minecraft.jar file?
    Update,

    As with version 1.7.3 of minecraft running on 1.7 java jre it seems java can load "any" folder as a jar as long as it is set in the class path. The whole point of the $mods.jar exercise was that it loads folders after it loads jars so it can overwrite existing classes with new ones.

    With the new minecraft setup you could simply extract the jar minecraft.jar to a folder minecraft, you should then rename the extension/move/delete the jar and then rename the folder to minecraft.jar and it will read the folder as it would a jar. So we can skip the whole rejaring process altogether then.

    For example in a normal installation where the minecraft.jar launcher that you download from the website is in %APPDATA%/.minecraft/Launcher directory:

    java.exe -cp %APPDATA%.minecraft\Launcher\Minecraft.jar;%APPDATA%.minecraft\bin\* net.minecraft.LauncherFrame


    Would load any jar in .minecraft\bin\

    A simple portable version would look like this:

    SetLocal
    REM set APPDATA="Your actual minecraft path the directory below .minecraft"
    REM EXAMPLE:
    set APPDATA=C:\Users\Drathian\Desktop\test\minecraft\
    
    java.exe -cp %APPDATA%.minecraft\Launcher\Minecraft.jar;%APPDATA%.minecraft\bin\* net.minecraft.LauncherFrame 
    
    EndLocal


    it seems in the classpath option "-cp" or "-classpath" it will load folders or jars paths that are seperated by ";" semi-colons, as far as I can tell the first listed item in classpath is loaded last. On my configuration for example its like this:

    SetLocal
    set APPDATA=C:\Users\Drathian\Desktop\test\mcp_data\
    cd\
    cd %APPDATA%
    java -cp $mods.jar;test;minecraft.jar;jinput.jar;lwjgl.jar;lwjgl_util.jar -Djava.library.path=natives net.minecraft.client.Minecraft 
    EndLocal 


    $mods.jar is loaded after test and after minecraft. Everything after minecraft.jar is there to support it.


    Hope this information continues to be useful.

    **** ON a side note to batch portable launcher developers always use the SetLocal, and Endlocal if you are setting the %APPDATA% variable. Windows is usually smart enough to reset it but if it doesn't something wicked your way comes!!!***
    Posted in: Minecraft Tools
  • 0

    posted a message on [1.3.1] GLSL Shaders (DoF, Bump Mapping, Waving Wheat, Dynamic Shadows, and More!)
    Quote from Sharaugn

    That's not a very helpful description, you are basically saying that "there is a bug" =) We can't do much of it I'm afraid.


    Sorry I know it didn't make much sense to me, for some reason in true offline mode when you are disconnected from the internet minecraft refuses to load maps. It may be a notch bug left in the net/client/minecraft.class on the 1.7.3 version, where it attempts to connect to master server regardless of what its doing. I have no clue other then that. Hope thats a little more helpful.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.3.1] GLSL Shaders (DoF, Bump Mapping, Waving Wheat, Dynamic Shadows, and More!)
    First major bug i've run into, shaders mod interferes with offline mode, dunno how that is but it seems to.
    Posted in: Minecraft Mods
  • 0

    posted a message on [TOOL] Minecraft jar Launcher
    I updated the offline launcher for 1.73 beta, (doesn't skip the nag screen or make achievements or onlineplay work as expected). I added a new folder called test, that way you can add files one by one and test for crashes without having to move them to the $mods.jar folder and find them afterwords. Added a jar selection to include in the classpath found in the [Misc] of settings.ini (generate a new one).

    And finally last but certainly not least, updated it to work with more versions of java including the latest 1.7x versions.

    http://www.mediafire.com/?dulpdv4um5o6t24

    mirror:

    http://www.megaupload.com/?d=QWZ01LTK

    if anyone has any issues let me know and I'll most likely be able to fix em fast. :smile.gif:

    -Drath
    Posted in: Minecraft Tools
  • 0

    posted a message on [1.7.3] Seatooth's Mods
    New Update for version 1.73, no other changes:

    http://www.mediafire.com/?rut54pbrsq8s76k

    mirror

    http://www.megaupload.com/?d=CYCK0XEA
    Posted in: Minecraft Mods
  • 0

    posted a message on [Index] Drathian's Compatability Patches
    I decided it was time for me to release my custom patches for compatability between mods. These are all edits I made to make my game more fun. If you are curious Here is the list of the Current Mods I have running together:


    MODLOADER
    AUDIO MOD
    MODLOADERMP
    GUIAPI
    *MODOPTIONS API
    BABYANIMALS
    BELLTHORN
    CHARLOTTE
    CJBMOD
    FAIRYMOD
    FLEXIBLEPORTALS
    *FRIEND MOD
    GOLEMS
    GROVE SPRITES
    HOT AIR BALLOON
    *MINEGUNNER
    MOCREATURES
    MOODS MOD
    PREADER
    *SKY DIMENSION TOGGLE (SERVER SIDE)
    SPIDER FAMILY
    *SHADERS
    SUCCUBUS
    TOO MANY ITEMS
    *TRAIN MOD
    TWO INSECTS
    *BALKONS WEAPONS MOD
    WILDGRASS
    WILDVINES
    WILDLILIES
    WHIRLWINDS
    *WTFISANEKO
    XRAY 13.3
    AETHER + PATCHES
    DRAGON MOD
    CLAYMAN MOD
    PIGMOUNTS
    PINKSLIME
    PEACHDUDES
    MINERTRIVA
    PIRATES
    STEAMBOAT
    AIRSHIP
    SEALIFE
    CASTLE DEFENDERS
    TURBOMODELTHINGY
    SHOCKAPI
    SMARTMOVING ML EDITION
    PARACHUTE
    RANA
    BIOMECAVES

    * recommend but not currently installed in the latest version
    All that is included is the changed files and the source of the changed file. You will have to install the respective mods first then overwrite the class files (that you installed) with these patches.

    ***These come with no warrenty and if they don't work for you please don't bother the original author give me feedback and if I can fix it I will.***

    [1.5_01]

    Xray 13.3:

    Changes: fixed the the guimenu and saving keys.

    Download
    Download

    Download Source
    Download Source

    [1.6_6]

    ModloaderMP + Skydimension Toggle Mod:

    Changes: Merge

    Download
    Download

    IDResolver + Xray 13.3

    Changes: Merge

    Download
    Download

    SinglePlayerCommands +Smp Cape, Skin, Ear Mod

    Changes: Merge

    Download
    Download

    Balkon's Weaponsmod + Smp Cape, Skin, Ear Mod

    Changes: Merge

    Download
    Download

    Balkon's Weaponsmod + Smp cape, Skin, Ear Mod+ Mood Mod

    Changes: Merge, Guifix (M) wet, dry illumination fix

    Download
    Download

    Mood Mod Fixes

    Changes: GuiFix (M) wet, dry illumination fix

    Download
    Download

    Custom Edits

    1.6_6 Moods Mod

    Changes: Guifix and Single/Multiplayer Server, moods no longer hurt player but are still shown.

    Download
    Download

    1.6_6 Xray 13.3

    Changes: Button config: X=xray C=cave N=illumated night vision

    Download
    Download

    Charlotte

    Changes: Modified texture (not original author, however it took me more then an hour to figure out the template to update it)





    1.6.6 Texture Terrain.png John Smith





    1.73



    Since i'm not sure anyone even reads this thread these will be uploaded if/as requested.

    xray button edit x=xray c=caves n=nightvision
    xray idresolver compatability patch
    hd capes ear mod + single player commands compatability patch
    hd capes ear mod + mood compatability patch
    moods gui fix
    moods custom nostarve or kill edit



    I am Currently Involved in the Following Projects:

    Seatooth's Golems

    Nether Update *I would continue to help them but communication is lost atm*

    My Tools:

    Minecraft JAR Launcher

    My Shaders Edit:


    Requires base.fsh from here

    base.vsh
    #define CURVATURE
    #define WAVING_WHEAT
    #define WAVING_PLANTS
    #define WAVING_LEAVES
    #define WAVING_GRASS
    
    #ifdef CURVATURE
    const float FLAT_RADIUS          = 84.0;
    const float WORLD_RADIUS         = 212.0;
    const float WORLD_RADIUS_SQUARED = WORLD_RADIUS*WORLD_RADIUS;
    #endif
     
    const float PI = 3.1415926535897932384626433832795;
    const float PI2 = 6.283185307179586476925286766559;
     
    uniform float sunVector;
    uniform float moonVector;
    uniform int worldTime;
    uniform int renderType;
     
    varying float texID;
     
    int getTextureID(vec2 coord);
     
    void main() {
        vec4 position = gl_Vertex;
    #ifdef WAVING_WHEAT
        int tex = getTextureID(gl_MultiTexCoord0.st);
        if (87 < tex && tex < 96 && renderType != 0) {
            float t = float(mod(worldTime, 200))/200.0;
            vec2 pos = position.xz/16.0;
            if (round(16.0*gl_MultiTexCoord0.t) <= floor(16.0*gl_MultiTexCoord0.t)) {
                position.x += (sin(PI2*(2.0*pos.x + pos.y - 3.0*t)) + 0.6)/20.0;
            }
        }
        position = gl_ModelViewMatrix * position;
    #endif
    #ifdef CURVATURE
        if (gl_Color.a != 0.8) {
            // Not a cloud.
     
            float dist = (length(position) - FLAT_RADIUS)/WORLD_RADIUS;
     
            if (dist > 0) {
                dist *= dist;
                position.y -= WORLD_RADIUS - sqrt(max(1.0 - dist, 0.0)) * WORLD_RADIUS;
            }
     
        }
    #endif
    #ifdef WAVING_PLANTS
    if ((tex == 12 || tex == 13  || tex == 15)&& renderType == 1)  {
            float t = float(mod(worldTime, 500))/500.0;
            vec2 pos = position.xz/16.0;
            if (round(16.0*gl_MultiTexCoord0.t) <= floor(16.0*gl_MultiTexCoord0.t)) {
                position.x -= (sin(PI2*(2.0*pos.x + pos.y - 3.0*t)) + 0.6)/8.0;
            }
        }
    #endif
    #ifdef WAVING_LEAVES
    if ((tex == 52 || tex == 53 || tex == 132 || tex == 133)&& renderType == 1)  {
            float t = float(mod(worldTime, 800))/800.0;
            vec2 pos = position.xz/16.0;
            if (round(8.0*gl_MultiTexCoord0.t) <= floor(16.32*gl_MultiTexCoord0.t)) {
                position.x -= (sin(PI2*(2.0*pos.x + pos.y - 3.0*t)) + 0.6)/24.0;
                position.y -= (sin(PI2*(3.0*pos.x + pos.y - 4.0*t)) + 1.2)/32.0;
                position.z -= (sin(PI2*(1.0*pos.x + pos.y - 1.5*t)) + 0.3)/8.0;
            }
        }
    #endif
    #ifdef WAVING_GRASS
    if (((tex == 14)||(27 < tex && tex < 32)||(37 < tex && tex < 41)||(tex == 47)||(54 < tex && tex < 57)||(tex == 63)||(75 < tex && tex < 80)||(83 < tex && tex < 96)||(99 < tex && tex < 101)||(105 < tex && tex < 112)||(120 < tex && tex < 128)||(140 < tex && tex < 144)||(tex == 148)||(152 < tex && tex < 160)||(165 < tex && tex < 176)||(181 < tex && tex < 192)||(195 < tex && tex < 205)||(tex == 225)||(226 < tex && tex < 237)||(248 < tex && tex < 253)) && renderType != 0){
            float t = float(mod(worldTime, 500))/500.0;
            vec2 pos = position.xz/16.0;
            if (round(16.0*gl_MultiTexCoord0.t) <= floor(16.0*gl_MultiTexCoord0.t)) {
                position.x -= (sin(PI2*(2.0*pos.x + pos.y - 3.0*t)) + 0.6)/8.0;
            }
        }
    #endif
    
     
    #if defined(CURVATURE) || defined(WAVING_WHEAT) || defined(WAVING_LEAVES) || defined(WAVING_PLANTS) || defined(WAVING_GRASS)
        gl_Position = gl_ProjectionMatrix * position;
    #else
        gl_Position = ftransform();
    #endif
     
        if (renderType != 0) {
            texID = float(getTextureID(gl_MultiTexCoord0.st));
        }
        else {
            texID = -1.0;
        }
     
        gl_FrontColor = gl_BackColor = gl_Color;
        gl_TexCoord[0] = gl_MultiTexCoord0;
        gl_FogFragCoord = gl_Position.z;
    }
     
    int getTextureID(vec2 coord) {
        int i = int(floor(16*coord.s));
        int j = int(floor(16*coord.t));
        return i + 16*j;
    }

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.7.3] Seatooth's Mods
    Quote from jokagetto9

    I am somewhat unsure about the golem mod. Initially I found it really awesome seeing as many of the materials I'm too lazy to gather just follow me around. But it seems that they spawn everywhere en masse. I'm lucky I managed to get a diamond halberd rather quickly or I'd be doomed. But even so I really don't have the option to build anything without turning it to peaceful.

    Seriously there tends to be 5 following me all the time. What conditions are necessary for them to spawn? Is there anyway to limit the number of them without installing/uninstalling as necessary? If anything, I'd be nice to be able to turn certain ones off. It's fun to go hunting iron, gold, diamond and obsidian, but the bricks are too tough for their worth, and the lapis lazuli, clay, gravel, snow, and ice are just pointless and annoying. Finding wood golems underground is really pleasing though.

    This really is an excellent mod. It makes stockpiling weapons all the more interesting. There just need to be some tweakable options so there aren't so very very many of them.

    If this sounds abnormal it may be because I'm using Risugami's biosphere mod and even with the mo' creatures mod, they outpopulate everything else. Cept bunnies.


    If you use version 0.7 (the guiapi) or the old guiapi version for 1_5_01 there are sliders for spawnrates and frequency limiters in the menu.
    Posted in: Minecraft Mods
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