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    posted a message on Pixel Reality Luminance - Realistic(ish) light effects without shaders! - All resolutions - Needs MCpatcher or Optifine

    Not a shader, just a resource pack, but thanks anyway.

    Posted in: Resource Packs
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    posted a message on Randomly Generated Lore - Flavor Text Without a Forced Backstory

    I enjoy randomly generated semantic content but this one has two quite serious issues:

    • Sooner or later the player will memorize the basic mechanics and no longer be surprised by its result; also, you can't really put together meaningful and interesting text with this method. Things like Cards Against Humanity work better because instead of <object>, <adjective> and so on it picks whole phrases.
    • It's basically impossible to localize because of different grammar conventions. With English it's easier because it's more of a modular and straightforward language compared to others, such as Italian or Japanese and their complicated rules; for example, in Italian you can't just say <verb>+<object> because the verb form changes depending on the subject and the object often needs an article that changes form depending on the number and gender of the subject.
    Posted in: Suggestions
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    posted a message on Mojang is adding too much to minecraft

    Iron nuggets could be used to make some iron-based recipes less needlessly costly, for example the compass (and therefore maps), needing 4 iron ingots for an item that is almost useless (and would weight way less than 4 friggin' ingots IRL), or flint and steel, which is so cheap compared to its utility it doesn't harm to make it cheaper, or iron bars, which can only be crafted 16 at a time when you maybe just need 1, while mere fences are better at almost everything.

    Posted in: Recent Updates and Snapshots
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    posted a message on I have played the same version of Minecraft for four years

    That makes it sound like you just want caves to be some isolated tunnels, not real cave systems with large random caverns created by the intersection of many individual tunnels


    I like some isolated tunnes because if every cave was the start of a giant underground complex it would make spelunking predictable, so to speak, there won't be that sense of accomplishment in finding a "real" cave instead of a mere tunnel.


    I'm not saying 1.7+ is better at that, just debating that single point.

    Posted in: Discussion
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    posted a message on I have played the same version of Minecraft for four years

    I started playing in beta 1.2 (before beds) and I always liked spelunking because it's like a neverending adventure with proper challenges, goals and prizes, while the rest of the game doesn't offer much in that regard.

    To make it work I had to tweak a few things, especially using a testure pack to make the dark actually dark (and spooky), activating Optifine's dynamic lights to make the atmosphere more realistic and for being able to throw torches in a pit to see how deep it is, disabling ravine generation (which are just a mix of annyoing + free loot) and making all ores diamond-rare and spawning almost at any height (with moderately larger veins), so that strip-mining is no longer a (super boring) option.


    My game is hunting for dungeons (which I made as common as they used to be back in beta) and then using them as the basis for my own mega-dungeon, which is the only thing I build because houses literally serve no purpose a hole in the ground can't. Basically I search for a cave entrance on the surface then start exploring it until I'm sure everything as been visited, marking any dungeon I find.


    Well, I started exploring this cave (1.11.2) and after maybe 10 hours I finally finished exploring it all when I saw this crack in a cave with a mineshaft on the other side. Now I know this will take much longer.


    I'm not saying 1.7+ has as many caves as 1.6, there are multiple proofs against this. I'm just saying more caves than this would take away the sense of completion that I get when I finally finish exploring a large cave complex, eventually leading to frustration.


    To each his own, I guess. BTW this thread proves TheMasterCaver deserves his nickname!

    Posted in: Discussion
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    posted a message on Pixel Reality Luminance - Realistic(ish) light effects without shaders! - All resolutions - Needs MCpatcher or Optifine

    User AlphaA47 ported Pixel Reality to PE but AFAIK there are no light effects because PE doesn't support those. You can find the download like here: http://picocurl.com/1Hfr

    Posted in: Resource Packs
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    posted a message on Pixel Reality Luminance - Realistic(ish) light effects without shaders! - All resolutions - Needs MCpatcher or Optifine

    Your brigthness is set to 40% which is too high: my custom shading depends on vanilla shadows so they must be as visible as possible. I suggest setting brightness to no more than 20%. Also, color changes only if the "custom color" option is on, check the "quality" menu.

    Posted in: Resource Packs
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    posted a message on Pixel Reality Luminance - Realistic(ish) light effects without shaders! - All resolutions - Needs MCpatcher or Optifine

    Just tested with MC 1.12, Forge 1.12-14.21.1.2420 and Optifine HD C4 Ultra. It works as intended.


    Please make sure you have Brightness set to "Moody", or at least no more than 20, and take a screenshot at day standing under a tree with a torch attached to it so I can see if light levels work.

    Posted in: Resource Packs
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    posted a message on Pixel Reality: realistic visuals at default resolution - Still Lacking But Better Than Nothing!
    MORE NEWS!

    Pixel Reality Atmosphere has been udapted with the new sunset/sunrise effects and grey sky when it rains.

    Also, AlphaA47 is porting my pack to Win10/console editions! Curse doesn't seem like they're allowing for PE packs to be uploaded, so I'm sorry I have to post an adf.ly link for Pixel Reality 1.1.3: http://picocurl.com/1Hfr

    Notice how while the PC version title has a "JE" attached, the PE version is just "Pixel Reality". Things change, my friends...
    Posted in: Resource Packs
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    posted a message on Pixel Reality: realistic visuals at default resolution - Still Lacking But Better Than Nothing!
    1.12 FINALLY!

    NEW STUFF

    • Concrete. It looks like and old, dusty, painted concrete wall. It's not randomly rotated because it messes with shading.
    • Concrete Powder. It has very soft, earthy colors and a coarse, wavy texture, so it can be used as some sort of sand or dry dirt. Not ramdoly rotated, as above.
    • Shulker Boxes. Since regular Shulkers behave kinda like "mimics", all of them look like regular blocks with minimal changes. All boxes include a custom Shulker head hoping one day Java Edition will allow players to color Shulkers.
    • Observer block. As usual for my redstone-based blocks useful for traps, it's camouflaged as a cobble block.
    • Shulker Shell, End Crystal and Totem of Undying (it looks like a golden jewel shaped like a celtic symbol of rebirth).

    TWEAKS

    • Now Pixel Reality is called Pixel Reality JE (Java Edition). Why? Ask Microsoft.
    • Changed the Shulker because now its texture is used for Shulker Boxes too. It looks like a Purpur block.
    • Purpur Blocks and Pillars are now actually purple because they're used as base for Shulkers spawning in End Cities, and in vanilla those are considered purple shulkers even if their color is actually a dull magenta!
    • Coal Block now has a smooth carbon look, better for building. Also because I needed the old texture for another thing.
    • Wool now has a more rough and woolly look (kinda like an old rug), and a new palette with bright and vibrant colors. Hues were rebalanced for better "fading" between different colors.
    • Tinted Glass had their colors rebelanced, as above.
    • Rebalanced the colors in my "Adobe" Addendum pack in order to make it look different enough from Concrete.
    • Fixed a few inconsistencies in the GUI.
    • New title background, just because.

    OPTIFINE/MCPATCHER ONLY

      Fixed rainy and stormy skies being blueish instead of grey; I wish I could make them look like actual cloudy skies but correcting prospective proved to be beyond my skills. Later, maybe.


      More colorful dawns and sunsets.


      Fixed day/night brightness transition being too harsh.


    MOD SUPPORT

      Updated Underground Biomes Construct textures, including new slabs.


    BUT...

    Where's Terracotta, colored beds and so on? Of course they're still stuck in the magical land of Unfinished Textures, don't hold your breath for those.


    Posted in: Resource Packs
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    posted a message on Pixel Reality: realistic visuals at default resolution - Still Lacking But Better Than Nothing!
    1.12 GUI incoming!

    New Stuff

    • New range icon for the crosshair attack indicator.
    • Iron Nugget and Knowledge Book.
    • New Realms icons.
    • New GUI for 1.12 recipe book and andvancements.
    • A new addon pack: "Unbound". It removes numbers and the letter "F" from the hotbar GUI, useful in case you changed your keybinds or just don't need to see them.

    Tweaks

    • Lot of little GUI changes to fix centering (where possible) and graphical inconsistencies.
    • Sand is now a little darker and granier.
    • Many subtle tweaks to biome colors.

    MCPatcher/Optifine only

    • Nights are now darker, more or less like under a realistic moonlight.
    • Dawns and sunsets are now more colorful.

    Likely FAQ

    What about new blocks and mobs? LAAAAG! I just can't keep up with Mojang new pace. All I can offer right now is a GUI that doesn't crumble to pieces when played with 1.12 snapshots, hoping they won't change them too often.

    Posted in: Resource Packs
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    posted a message on Pixel Reality: realistic visuals at default resolution - Still Lacking But Better Than Nothing!

    Very, very unlikely. Years ago I started doing some BoP blocks, but when I realized the amount of work needed and how much I was lagging behind vanilla updates, I just gave up.

    Posted in: Resource Packs
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    posted a message on Pixel Reality: realistic visuals at default resolution - Still Lacking But Better Than Nothing!

    Hello, waiting for llamas and shulker boxes? Maybe something from incoming 1.12 too? Nope.


    All I got is an update to Pixel Reality Luminance, with darker nights, colorful dawns and sunsets, and many tweaks. I'm announcing it here because PRL's own thread is kinda desert and I'm too lazy to keep it updated anyway.

    Regarding the new things that the main PR pack is still missing: did I mention I'm lazy? Too many things to do, not enough time to do it. I'm going to update PR soon, but it will only feature compatibility with 1.12 new GUI, which required an awful lot of work because Mojang just hates well centered buttons. It'll happen in a few days, then I'll start working on the rest of it.

    Posted in: Resource Packs
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    posted a message on Pixel Reality Luminance - Realistic(ish) light effects without shaders! - All resolutions - Needs MCpatcher or Optifine

    Sorry, you can't. The flickering is part of the "torch" lightmap, which is also part of the general lightmap for that dimension, so changing any little detail requires to edit the whole thing.


    This pack is meant to be realistic and lights from fire do flicker a lot. Modern lights don't, though, so I could "fork" the Light version and create a new one with white lights that don't flicker at all.

    Posted in: Resource Packs
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