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    posted a message on R3D CRAFT - Play Minecraft in High Definition
    Quote from JerzeyLegend»
    I've had this happen before. I think if you don't have enough vram, it will go back to default when it doesn't load. I've had this happen when I tried to use 512 x 512.

    I doubt that's the problem- have a GTX 770 installed with 2 GB of VRAM; that should presumably be plenty considering I've gotten it to load on my laptop with has an Intel HD 4000 with only 1 GB.
    Posted in: Resource Packs
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    posted a message on R3D CRAFT - Play Minecraft in High Definition
    Will this not work at all on 1.7.10? I've installed it (just like I've always done in the past) but whenever I select "Done" it waits for a minute (like normal) and then doesn't load at all.

    Any ideas?
    Posted in: Resource Packs
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    posted a message on R3D CRAFT - Play Minecraft in High Definition
    None of your download links work for me. I get an adfly link (and sometimes another adfly link) and then a mediafire link, and then clicking to download the mediafire link gets me a "too many redirects" warning from Safari. Applies to all 3 of the sizes I tried. Not sure what's up, but I'm going to download it from somewhere else if you don't fix it; I don't have a whole lot of sympathy for you when you're double-adfly linking stuff. I get that you want to make money off of this, but that's a bit overboard and borderline scummy. I've been using this texture pack since you originally posted it when it was wayyyyy more basic, but between the downloads not working and the overwhelming money-making attempts it's just frustrating.
    Posted in: Resource Packs
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    posted a message on Lost Time - Seeking Programmer
    I'm also looking for someone to do some concept art, check here for details: http://forum.deviantart.com/community/projects/1908732/
    Posted in: General Off Topic
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    posted a message on Lost Time - Seeking Programmer
    Heya guys,

    I've got a project that's been at the back of my mind for a while now and I finally decided to poke around and see how hard it would be to make it happen. I'll start with the short version and move on to the long version.

    I'm looking for a coder for a top-down 3D stealth game. Must be:
    *At least 21
    *Experienced with a portable game engine or code (Unity is preferable)
    *Willing to start as a hobby that won't pay until the first builds go up
    *English speaking

    Preferably:
    *Some verifiable experience (not necessarily professional)
    *Something they can show that they've created or helped create in the past
    *Interested in being part of the creative process, from coming up with game mechanics to helping with the story. I'm looking for someone who wants to go in this not as a subordinate but as an equal.

    So that's the short of what I'm looking for. Want to hear more before you sign on, or just interested in my concept? Want to help in another way? Read on:

    The Concept

    I'm not going to go into the full details of the game concept to keep the overall idea safe from early imitation/stealing, but I'll go into the basics.

    As far as the mechanics go, it will be a top-down 3D game. It will need to dynamically track light, movement, sound, and smell. There will be a variety of classes the player can chose, but all will be stealth based in some way or another. There will be combat, but directly confronting enemies in a fair fight will never be a viable option.

    Each player will approach things differently: you could go through killing anyone in your way, move through like a whisper in the night, hack everything in sight, use alchemy or magic, or be a damn ninja (literally).

    The story is about two things: time travel, and stealing. I want to share more information but I really shouldn't. If you're interested in becoming part of the team, contact me and I can share more details.

    The Gameplan

    I'm a very organized person, which is something important I bring to a team. I see so many indie gaming developers that struggle because while they're excellent developers and have a great vision for their game, they aren't necessarily good at organizing and planning on the way to get there. I am.

    Demo- The first thing we work on is a functional demo. It gets the basics of the engine working (lighting, sound, etc.). One playable class. One or two maps. Placeholder graphics and sound in all likelihood. It's something to show people and give people; it's proof of our dedication and it's a starting block. I won't move into the next phase of the plan unless we have a solid foundation.

    Kickstarter- Everyone's doing Kickstarter these days, huh? That's because it works. We won't be going in with a concept, though- we'll be going in with a playable game, something that people can see and have faith in. With this phase comes a heavy publicity push. Kickstarter gets us funded to move into our next phase.

    Alpha- Kickstarter backers will have access to these builds from the start, and after the Kickstarter ends the game goes on sale for a reduced price. Depending on how well the Kickstarter goes, we pick up an artist and someone to do audio. People start getting paid for their time. If by some fluke we hit it off big, we start working full time on it. During this phase we focus on getting all system mechanics fully functional.

    Beta- Once the mechanics are all in place, we expand. The price of the game goes up and we push for Steam Greenlight (if we haven't already). We fill out the other classes, put the full story in the game, and get ready for a content lock. When we have everything in the game we want to, we have a content lock and bug fix until release.

    Release- The game goes to full price. If we decide to, we keep releasing extra content. We consider moving to a new project, or working on an expansion (or sequel).

    Who I'm Looking For

    In addition to the things I listed at the beginning, there's a few other things I wanted to mention.

    I'm not looking for someone to be my code slave who just does what I command while I sit back and have a beer. I'm looking for someone who's as tired of not having creative control as I am. This project is something that everyone involved will share as equals.

    I need someone who is motivated. If you want in on this, you're in for the long haul. I can't have someone who doesn't take it seriously and flakes out halfway through the project.

    I will also need an artist and someone to do music and audio. I won't be confirming anyone to the team for this until after a coder is on board, but if you're interested please let me know and I might have you do some example work for me.

    I've left a few specifics out on purpose like plot and payment. If you want further details on that, get with me in private and we'll discuss it. I'm Drake Barron on Skype, @Rathlord on Twitter, Rathshock on Steam, or you can PM me on this forum.
    Posted in: General Off Topic
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    posted a message on Mod Copyright System?
    Fantastic, thanks!
    Posted in: Mods Discussion
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    posted a message on Mod Copyright System?
    Last time I was by these forums (it's been a while) some people were using a copyright/protection system for their mods that had different ranks for different levels of protection (like gold, silver, bronze or something along those lines). I can't find those protections listed anywhere now. Do you guys know what I'm talking about, and can anyone link me to them? Any help would be greatly appreciated.
    Posted in: Mods Discussion
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    posted a message on Signal Fade- Need Information
    I appreciate the video, but it appears this bug has actually been solved =D
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Lava + Hopper + Furnace = Smelting!
    Quote from Koorg

    This is obsolete, as stated and tested with the minecraft wiki :

    Furnaces
    Items fed to the top of a furnace will fill the ore slot, items fed from any side will fill the fuel slot, and hoppers under the furnace will only take finished products (and emptied buckets from using lava as fuel). Removing items from a furnace in this way will not yield experience points.


    This has been kinda said already, but you apparently didn't even read this topic. Drawing from lava blocks is an entirely different unrelated thing to taking fuel in through the hopper in the form of dropped items (lava bucket, coal, wood, etc.). Like... not even remotely related.

    Still think this would be a great addition. It's a shame more stuff from suggestions forum doesn't get looked at.
    Posted in: Suggestions
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    posted a message on Signal Fade- Need Information
    Now that I'm actually working on that part of the map, it looks like perhaps redstone signals don't get stuck or bug when you're too far away anymore. But I'd love to hear what you're talking about- perhaps describe it to me? I'm pretty quick, I'm sure I can pick up on it.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Rat in a Cage [1000+ Downloads]
    I'll try to have a demo video of it up by the end of the weekend, the introduction is almost finished!
    Posted in: Maps
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    posted a message on Signal Fade- Need Information
    Heya guys,

    I'm working on a new custom map (sequel to the one in my sig). Using command blocks' testfor function is imperative for it to all work correctly, so I'm using one pulser triggered at the start of the game to pulse all of the command blocks (to make them testfor every half second or so).

    My problem is, I seem to remember that if you go a certain distance from redstone or log out/log in signals tend to freeze. I'm wondering first if anyone knows what distance, if any, you can go without freezing the redstone. Second I'm wondering if there's a clever way to get around the logging out/logging in freezing problem.

    I need to make sure that as people play the map, no matter what they do, it's always pulsing. And I really don't want to have tripwires/pressure plates every time I need to do a testfor functional, as it's impractical, clutters the map, and players may try to avoid them.

    Thanks in advance,

    RathlordI should have mentioned, it's been a while since I did much serious redstone work. Upon some testing it appears both of these bugs may have been fixed. I tried logging out and logging in (even with the redstone in an unloaded chunk, I believe) and it was still running. Can anyone confirm this?
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Rat in a Cage [1000+ Downloads]
    Whelp it's official, Rat in a Cage 2: No Escape is now in development.
    Posted in: Maps
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    posted a message on Control + Click No Longer Works
    This would lead me to believe it's not LWJGL, or at the least that LWJGL doesn't make this impossible as has been said on Mojira.
    Posted in: Java Edition Support
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    posted a message on Control + Click No Longer Works
    Of interest to this topic: Control clicking still works in windowed mode, but not in fullscreen mode. Confusing.
    Posted in: Java Edition Support
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