Awwww. I can't use the pack anymore because it lags too much. I downloaded the 32x version and installed it into my texture packs folder. I selected it and entered a world.
My game started lagging a little bit, then a lot, and then it froze for a few seconds. Did you change something in it because the 32x version worked really well in 1.3.2 for me.
Except having just downloaded the pre-release snapshot I can't find the extra disc. Have I got the wrong end of the stick, mate. Without looking back, did you say there was an extra 'music' disc, or is this something that's coming in the finished 1.4.3 update?
This is fantastic. Love how you did the torches! for you!
Thanks for those diamonds!
The torch is probably the oldest thing in the pack, but I need to come up with something evolutionary for the 64x version of the pack. Something that's versatile...meaning that it can be used in other ways than just a straight forward gaslamp kind of torch.
Ok, so I've quickly put together a simple addon for Enhanced Portals mod. Actually I was making it for myself at first, so it doesn't show me those ugly "missing textures", but I kinda like how it looks, so why not share it with others Here's how it looks like:
Not like it took much effort, I only changed the color of the portal animation. Are you ok with this, Glimmar? If yes, I'll post a download link.
Also, I'm thinking of making another version, with only the grates changing color. Gotta see what will it look like.
'Disco wall'!!
No problems at all, PsiQss. Saved me a job!
Effects based animations like that always immediately suggest doing straight colour alts, but it takes the will to do it, when you just kind of want to move on to another area that needs attention.
I keep meaning to go back and do some variations on the portal background. When I made it I purposefully kept the different levels so that I could experiment later, but Minecraft being Minecraft, just no time to go back...ever forwards! Aaaargh!
If you release on the 'Enhanced Portals' thread, be sure to follow my conditions in my mods section regarding credit and links back here in my OP (just the obvious courtesies really) and also release here first for ksheep to pick up for the mod support pack.
Now I just need to find my glittery suit and dusty copy of 'Saturday Night Fever'. Woohoo!
Awwww. I can't use the pack anymore because it lags too much. I downloaded the 32x version and installed it into my texture packs folder. I selected it and entered a world.
My game started lagging a little bit, then a lot, and then it froze for a few seconds. Did you change something in it because the 32x version worked really well in 1.3.2 for me.
Aww! That's not good.
Yes, a lot has changed in this version of the 32x pack, if you read my version 8 changelog, it explains the reasons why.
All the items have now been increased to 64x, as trying to maintain two packs, I didn't have the time to work on two distinct item resolutions and usually items shouldn't cause too much of a problem.
There are a lot more animations in version 8 up, and some users have already found out that deleting some or all of these from the pack can speed things up considerably. Here are some instructions for switching specific animations off, rather than blanket switching the lot off in MC Patcher or Optifine:
The quickest and easiest way of stopping animations, is to switch the option off in MC Patcher (I assume there's a similar option in Optifine). However, to pick and choose what you want to delete, here's how to approach things.
If you take a look in the 'anim' folder in the pack, you'll find lots of '.png' animation strips and '.properties' files.
Any animation strip that begins with 'custom...' you can delete without any problems (perhaps keep a backup of the anim folder, just in case).
Any other animation strip will be connected with a '.properties' file which controls where the animation plays and it's timing, etc. It's ok to delete any .properties file without knowing which animation strip it's controlling as the animation strip will just lie dormant and not get called, but it's not alright to delete any non 'custom' animation strip, without also deleting it's accompanying .properties file. Also some anims (like the little pulsing valve animation on various guis) are used in other parts of the pack.
I don't have a checklist of what anim strip and .properties connections there are, but a little detective work clicking on the .properties files will soon reveal what animation each file is calling. The first line of each .properties list of instructions beginning with the word 'from...' indicates which .png animation strip it's calling/controlling in the anim folder. It might sound confusing to begin with, but it's not.
The second line of each .properties instructions indicates where the animation strip is to be played.
Here's an example .properties file opened up to reveal it's instructions:
You're only interested in the first two lines to determine what animation it controls. In the above example the 'from' instruction is calling the animation strip called 'counter_3.png' and in the second line the 'to' instruction plays the animation on the enchant.png gui, which is found in the gui folder.
So have a look through the .properties files and see what animation they call and where they are being placed and decide what you can live without. Then just delete the appropriate .properties file and it won't be played ingame. In the case of custom animated terrain or item animations the stationary texture might not be as pretty to look at as the animated version, simply because it might be an old texture that I've just not updated because I replaced it with animated work.
Hope that's helped.
There are more ctm textures, but the 32x pack has it's own 32x ctm textures and all terrain blocks are still 32x.
I don't yet have a list of which things to delete in my 'ctm' folder in the pack to switch off certain connected textures, but you could see what effect it has when turning ctm off completely in MC Patcher.
Particles have also been upped to 64x scale and lowering the number of particle effects in your game might have a beneficial effect.
If all else fails, you could try scaling down the 64x items.png file in Gimp or Photoshop (or ask someone here to do it for you), but you'd have to switch off the corresponding 64x item animations in the anim folder. This wouldn't be ideal, as just straight forward scaling down doesn't give you the best detail. It requires a lot of work to squeeze things into those 32x limitations (hence why I only have time to work at one scale for both packs), but most of my items are still 32x detail even in the 64x pack, but you might get a favourable frame rate by doing so.
I don't have the most powerful PC setup anymore, but everything runs pretty smoothly for me. That doesn't help you in your present situation, for which I'm sorry, but I have to progress the pack in the best way I can within the limited time I have. Sorry, mate.
See if the suggestions above help in anyway and get back to us.
Well, I wasn't actually thinking of releasing this on the mod thread, but hey, it's a free advertisement of your amazing texture pack!
But seriously, maybe after I'll work a little bit more on it, adjust the colours and experiment with it I'll post it there as well. For now, here's the download link of the thing:
Yes its a light blue disc, Song was "Where are we now" But this disc is called "Wait"
Is there another separate texture for it though, as I can't find it on the items.png sheet? The bottom row of discs (rolls in my case) seems the same number to me. Is it just a colour change on one of the discs?
Hey Glimmar, nice to see you got the update out pretty quickly and did a great job on it as always . I really like the new wooden planks, especially the new spruce and birch, the industrial-ish building blocks were cool, but they weren't just so good looking as those new wooden planks. I am glad you changed the wooden planks to the current ones, since minecraft lack mipmaping, the old wooden planks didn't look that good. Keep on the great work!
Might be a swap for a disc, but it is a new song and colour
I think some of my music roll colors are already not quite matching Mojangs. I've not been able to determine if there is any significance to the colours since they extended the range way back. I'll leave off editing the new rolls for now as I've got a few other more urgent things that need working on before I update again soon. Thanks, Hunter.
I hope one or a combination of those suggestions work, Epicness1324. The Hi-res Better Skies Starfield texture I added in version 7 might also slow things down for some users. I have a lower res version, I can upload again...I'm not sure if I added it to the alternative textures folder in the pack.
Hey Glimmar, nice to see you got the update out pretty quickly and did a great job on it as always . I really like the new wooden planks, especially the new spruce and birch, the industrial-ish building blocks were cool, but they weren't just so good looking as those new wooden planks. I am glad you changed the wooden planks to the current ones, since minecraft lack mipmaping, the old wooden planks didn't look that good. Keep on the great work!
Lol! I was worried I was slow to update, but there was a lot of stuff to test and scale down for the 32x pack, though with great relief I got there in the end. It was also a great relief to hit on something that worked for the spruce after having to change the birch planks. A combination of the changes in MC 1.4, and starting to take the 64x WIP pack a little more seriously, gave birth to that spruce plank after many hours of frustration trying to come up with something new, that was the right shade and able to work with the oak. I'm sure some will probably hate it, but so far people are being very kind and hiding there revulsion.
Glimmar's Steampunk v10 Update for Minecraft 1.4.4
Not sure when the next MC update will be now. The news seems to be pretty vague and what's with it now being MC 1.4.4? MC 1.4.3 whizzed by me so fast I didn't even see it!
Anyways, just thought I'd upload some pics showing a couple of things in my next update version 10, coming soon (if Mojang can do it...why can't I?)
Here's proof that The_Fool76's ingenious solution to having both Light Grey Wool and my new Carved Stone Heads to build with, really is possible!
I've re-worked the current small selection of heads to better fit together to make freezes seem less blocky and more continuous. I've also refined the ctm chiseled stone columns and removed the separating lines of shading to make them more solid and continuous both horizontally and vertically. You should be able to see it in the pics above, but probably better in this pic:
And here's a poor little automaton who's had a 'bad head day'. He's wandering around with his bits and pieces in a brass box trying to find his way to the repair station, or just down on his luck, begging for spare parts by the waterfront! He also has a little animated cog where his head should have been.
Also half-block CTM spruce planks will be displaying as I originally intended them to, with a little more ingenious help from The_Fool76. Here's what the problem was incase you hadn't noticed:
These and a few more little things will be in GS version 10...coming soon!
wait, is 1.4.3 out yet? i didn't seen that coming...litterally...
anyway i noticed how the battlemobs mod have a nice effect with your texturepack, also, is it compatible with he yogbox? i know is discontinued but it will be awesome to see the yogbox with the steampunk style of this pack.
I'm not quite sure how these things work, but apparently 1.4.3, which was supposed to fix all the bugs in 1.4.2, was so buggy they just went straight on to 1.4.4 to fix 1.4.3!
I can't criticize 'em though, as I did somewhat the same myself with my update.
Not being so hot on the news front, I'm not sure now when the next MC update is out...anyone?
Was ment for yesterday, but as you said another version pushing to 1.4.4 is out as a pre-release. Over 110 bugs fixed so far, but no it isnt out yet.
As 1.4.3 hadn't officially been released, I don't understand why they didn't just carry on with it until they'd squashed most of the bugs and then release it. I suppose it was to avoid using the dreaded word 'delay'! Doesn't really bother me too much how long it takes to get it right, within reason...1.4 was an awesome update.
Had my boiler room finished for a while, just wasn't sure if I wanted to go through the hassle of tearing it all out to move it out of the top of the tower and into a more, uh, reasonable part of the complex. Converted the lapis lazuli ore to that water gauge above the vertical redstone.
Another idea I had (not shown here) was to convert the iron ore into that black metal mesh in one of the alt packs to serve as piping. I was using netherrack before, but I'm finding the metal mesh looks better.
Yes, ive been through both 1.4's . Last time we got wolves and that was a really good feature but the wither tops them
You've just reminded me I've still to tackle the new approach to wolves. That being they will look like normal wolves when wild, but when tamed get the benefit of steampunk technology. I'll still keep the current automaton wolves in there somewhere.
Yep! I like the wither too...a lot of potential for alts.
Had my boiler room finished for a while, just wasn't sure if I wanted to go through the hassle of tearing it all out to move it out of the top of the tower and into a more, uh, reasonable part of the complex. Converted the lapis lazuli ore to that water gauge above the vertical redstone.
Another idea I had (not shown here) was to convert the iron ore into that black metal mesh in one of the alt packs to serve as piping. I was using netherrack before, but I'm finding the metal mesh looks better.
I like what you're doing there, Duffman! That really does look like a boiler room, but I also like the detailing of the stonework in the corners. All looks as technical as a good boiler room should. Have you got anything randomly activated by redstone circuits, even if only to create a bit of noise?
I just wish it was easy to customise sounds within the game (without having to resort to mods), so that it was possible to have chosen samples play at set locations, or even to be able to attach sounds to certain game elements, like paintings or blocks. It would certainly make that boiler room of yours come alive.
I do have two machines with pistons, both of which work at gathering the liquids.
For my water pump, I have a squeezer set up on a red mushroom. A simple redstone clock cycles through pistons that let water out of the mushroom and into the reservoir, which is then carried through the iron-ore-turned-mesh-tube pips to the water storage unit.
The lava pumping station is a single piston serving as a suction pump, extracting it from an underground reserve. Again, it is hooked up to a simple redstone clock, except this one as a piston pulse reducer to cut down on the amount of time the suction piston is active.
I'll post the gallery, since the images are rather large when I try to post them here directly.
I do have two machines with pistons, both of which work at gathering the liquids.
For my water pump, I have a squeezer set up on a red mushroom. A simple redstone clock cycles through pistons that let water out of the mushroom and into the reservoir, which is then carried through the iron-ore-turned-mesh-tube pips to the water storage unit.
The lava pumping station is a single piston serving as a suction pump, extracting it from an underground reserve. Again, it is hooked up to a simple redstone clock, except this one as a piston pulse reducer to cut down on the amount of time the suction piston is active.
I'll post the gallery, since the images are rather large when I try to post them here directly.
Oh, I almost forgot! Thanks for the feedback. It's much appreciated.
And the rest of the pics didn't disappoint either. It's good to see all those alts being used so effectively, especially that black mesh...I never got round to actually trying that out in my world, so it's nice to see it works quite well. I must say, if I was only making the pack purely for myself, I'd probably use more black cast-iron looking textures throughout, like you have...they just seem so much more...well...'structural' and better suited for gargantuan projects. Nice one!
You obviously know a lot more about redstone and it's uses than I. Some of the terms you use seem to suggest you're using one of those wonderful 'techy' mods. All looks very good indeed.
Just simple redstone dust and repeaters. And thanks for the compliments. I'll have more screenshots as I finish areas, though I am thinking about just starting my own thread in the creative boards so I don't clutter up this one.
My game started lagging a little bit, then a lot, and then it froze for a few seconds. Did you change something in it because the 32x version worked really well in 1.3.2 for me.
I am ninja'd far too often.
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Curse PremiumOr pollution from all those arcane experiments those mad scientists have been conducting.
Glad you like.
Except having just downloaded the pre-release snapshot I can't find the extra disc. Have I got the wrong end of the stick, mate. Without looking back, did you say there was an extra 'music' disc, or is this something that's coming in the finished 1.4.3 update?
Thanks for those diamonds!
The torch is probably the oldest thing in the pack, but I need to come up with something evolutionary for the 64x version of the pack. Something that's versatile...meaning that it can be used in other ways than just a straight forward gaslamp kind of torch.
'Disco wall'!!
No problems at all, PsiQss. Saved me a job!
Effects based animations like that always immediately suggest doing straight colour alts, but it takes the will to do it, when you just kind of want to move on to another area that needs attention.
I keep meaning to go back and do some variations on the portal background. When I made it I purposefully kept the different levels so that I could experiment later, but Minecraft being Minecraft, just no time to go back...ever forwards! Aaaargh!
If you release on the 'Enhanced Portals' thread, be sure to follow my conditions in my mods section regarding credit and links back here in my OP (just the obvious courtesies really) and also release here first for ksheep to pick up for the mod support pack.
Now I just need to find my glittery suit and dusty copy of 'Saturday Night Fever'. Woohoo!
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Curse PremiumAww! That's not good.
Yes, a lot has changed in this version of the 32x pack, if you read my version 8 changelog, it explains the reasons why.
All the items have now been increased to 64x, as trying to maintain two packs, I didn't have the time to work on two distinct item resolutions and usually items shouldn't cause too much of a problem.
There are a lot more animations in version 8 up, and some users have already found out that deleting some or all of these from the pack can speed things up considerably. Here are some instructions for switching specific animations off, rather than blanket switching the lot off in MC Patcher or Optifine:
The quickest and easiest way of stopping animations, is to switch the option off in MC Patcher (I assume there's a similar option in Optifine). However, to pick and choose what you want to delete, here's how to approach things.
If you take a look in the 'anim' folder in the pack, you'll find lots of '.png' animation strips and '.properties' files.
Any animation strip that begins with 'custom...' you can delete without any problems (perhaps keep a backup of the anim folder, just in case).
Any other animation strip will be connected with a '.properties' file which controls where the animation plays and it's timing, etc. It's ok to delete any .properties file without knowing which animation strip it's controlling as the animation strip will just lie dormant and not get called, but it's not alright to delete any non 'custom' animation strip, without also deleting it's accompanying .properties file. Also some anims (like the little pulsing valve animation on various guis) are used in other parts of the pack.
I don't have a checklist of what anim strip and .properties connections there are, but a little detective work clicking on the .properties files will soon reveal what animation each file is calling. The first line of each .properties list of instructions beginning with the word 'from...' indicates which .png animation strip it's calling/controlling in the anim folder. It might sound confusing to begin with, but it's not.
The second line of each .properties instructions indicates where the animation strip is to be played.
Here's an example .properties file opened up to reveal it's instructions:
from=/anim/counter_3.png
to=/gui/enchant.png
x=209
y=34
w=30
h=20
duration=5
You're only interested in the first two lines to determine what animation it controls. In the above example the 'from' instruction is calling the animation strip called 'counter_3.png' and in the second line the 'to' instruction plays the animation on the enchant.png gui, which is found in the gui folder.
So have a look through the .properties files and see what animation they call and where they are being placed and decide what you can live without. Then just delete the appropriate .properties file and it won't be played ingame. In the case of custom animated terrain or item animations the stationary texture might not be as pretty to look at as the animated version, simply because it might be an old texture that I've just not updated because I replaced it with animated work.
Hope that's helped.
There are more ctm textures, but the 32x pack has it's own 32x ctm textures and all terrain blocks are still 32x.
I don't yet have a list of which things to delete in my 'ctm' folder in the pack to switch off certain connected textures, but you could see what effect it has when turning ctm off completely in MC Patcher.
Particles have also been upped to 64x scale and lowering the number of particle effects in your game might have a beneficial effect.
If all else fails, you could try scaling down the 64x items.png file in Gimp or Photoshop (or ask someone here to do it for you), but you'd have to switch off the corresponding 64x item animations in the anim folder. This wouldn't be ideal, as just straight forward scaling down doesn't give you the best detail. It requires a lot of work to squeeze things into those 32x limitations (hence why I only have time to work at one scale for both packs), but most of my items are still 32x detail even in the 64x pack, but you might get a favourable frame rate by doing so.
I don't have the most powerful PC setup anymore, but everything runs pretty smoothly for me. That doesn't help you in your present situation, for which I'm sorry, but I have to progress the pack in the best way I can within the limited time I have. Sorry, mate.
See if the suggestions above help in anyway and get back to us.
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Curse PremiumThanks, mate.
I know ksheep is busy with college at the mo', but I'm sure he'll pick this up when he can for the mod support pack...hopefully, (thanks sheep!
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Curse PremiumIs there another separate texture for it though, as I can't find it on the items.png sheet? The bottom row of discs (rolls in my case) seems the same number to me. Is it just a colour change on one of the discs?
Thanks! I will try your suggestions ASAP
I am ninja'd far too often.
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Curse PremiumI think some of my music roll colors are already not quite matching Mojangs. I've not been able to determine if there is any significance to the colours since they extended the range way back. I'll leave off editing the new rolls for now as I've got a few other more urgent things that need working on before I update again soon. Thanks, Hunter.
I hope one or a combination of those suggestions work, Epicness1324. The Hi-res Better Skies Starfield texture I added in version 7 might also slow things down for some users. I have a lower res version, I can upload again...I'm not sure if I added it to the alternative textures folder in the pack.
Lol! I was worried I was slow to update, but there was a lot of stuff to test and scale down for the 32x pack, though with great relief I got there in the end.
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Curse PremiumNot sure when the next MC update will be now. The news seems to be pretty vague and what's with it now being MC 1.4.4? MC 1.4.3 whizzed by me so fast I didn't even see it!
Anyways, just thought I'd upload some pics showing a couple of things in my next update version 10, coming soon (if Mojang can do it...why can't I?)
Here's proof that The_Fool76's ingenious solution to having both Light Grey Wool and my new Carved Stone Heads to build with, really is possible!
I've re-worked the current small selection of heads to better fit together to make freezes seem less blocky and more continuous. I've also refined the ctm chiseled stone columns and removed the separating lines of shading to make them more solid and continuous both horizontally and vertically. You should be able to see it in the pics above, but probably better in this pic:
And here's a poor little automaton who's had a 'bad head day'. He's wandering around with his bits and pieces in a brass box trying to find his way to the repair station, or just down on his luck, begging for spare parts by the waterfront! He also has a little animated cog where his head should have been.
Also half-block CTM spruce planks will be displaying as I originally intended them to, with a little more ingenious help from The_Fool76. Here's what the problem was incase you hadn't noticed:
These and a few more little things will be in GS version 10...coming soon!
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Curse PremiumI'm not quite sure how these things work, but apparently 1.4.3, which was supposed to fix all the bugs in 1.4.2, was so buggy they just went straight on to 1.4.4 to fix 1.4.3!
I can't criticize 'em though, as I did somewhat the same myself with my update.
Not being so hot on the news front, I'm not sure now when the next MC update is out...anyone?
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Curse PremiumAs 1.4.3 hadn't officially been released, I don't understand why they didn't just carry on with it until they'd squashed most of the bugs and then release it. I suppose it was to avoid using the dreaded word 'delay'! Doesn't really bother me too much how long it takes to get it right, within reason...1.4 was an awesome update.
Another idea I had (not shown here) was to convert the iron ore into that black metal mesh in one of the alt packs to serve as piping. I was using netherrack before, but I'm finding the metal mesh looks better.
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Curse PremiumYou've just reminded me I've still to tackle the new approach to wolves. That being they will look like normal wolves when wild, but when tamed get the benefit of steampunk technology. I'll still keep the current automaton wolves in there somewhere.
Yep! I like the wither too...a lot of potential for alts.
I like what you're doing there, Duffman! That really does look like a boiler room, but I also like the detailing of the stonework in the corners. All looks as technical as a good boiler room should. Have you got anything randomly activated by redstone circuits, even if only to create a bit of noise?
I just wish it was easy to customise sounds within the game (without having to resort to mods), so that it was possible to have chosen samples play at set locations, or even to be able to attach sounds to certain game elements, like paintings or blocks. It would certainly make that boiler room of yours come alive.
I look forward to seeing more pics.
For my water pump, I have a squeezer set up on a red mushroom. A simple redstone clock cycles through pistons that let water out of the mushroom and into the reservoir, which is then carried through the iron-ore-turned-mesh-tube pips to the water storage unit.
The lava pumping station is a single piston serving as a suction pump, extracting it from an underground reserve. Again, it is hooked up to a simple redstone clock, except this one as a piston pulse reducer to cut down on the amount of time the suction piston is active.
I'll post the gallery, since the images are rather large when I try to post them here directly.
http://imgur.com/a/p5KYY#0
Oh, I almost forgot! Thanks for the feedback. It's much appreciated.
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Curse PremiumAnd the rest of the pics didn't disappoint either.
You obviously know a lot more about redstone and it's uses than I. Some of the terms you use seem to suggest you're using one of those wonderful 'techy' mods. All looks very good indeed.