Stairs are also messed up in the 3D models pack. When placed upside down they don't do corners correctly. The brewing stand is also missing a model, and became the checkered box. To fix these issues, open up the pack, go to assets\minecraft\blockstates, and delete or rename the following:
Realized I still had these sitting around, and I never uploaded them. I don't particularly like the old ones I made, the smooth version is too tiled (whereas this creates a ncie grid of rebar), and the regular version had too much red in the metal.
The only thing I have to say about the stained clay is that there should be a new white one.
Definitely need a new white stained clay, yes. Magenta could be a bit more...magenta, as well. Orange, while it has an orange backplate...it doesn't really stand out as orange at first glance. Red is the same as orange, has red there, but doesn't stand out. Pink and purple are the ones I was really talking about it needing to match the dye colors.
The current sponge texture is actually a water valve, but I understand your confusion. The language pack hasn't been displaying all the item names in the pack.
Ah, I see. I was actually looking into maybe updating the language file as well.
Yes, 3-D textures would be nice. I'll try my hand at learning how to make them, and see what I come up with...Also, if you go back a few pages you can see my doors.
I was specfiically thinking of 3D modeling your doors, haha. I really hate how the texture "tiles" improperly on the sides of minecraft's door models, and it'd be nice to look through the windows in the doors as if they weren't paper.
-That sea lantern looks amazing. Nice and dark, with an excellent glowing shade of blue. Combine with a dark metal frame, and you have a top notch block!
Like I said in the album description, I put a bit more work into the valve. These two are actually my favorites.
-Your dark oak planks aren't quite fitting. I'll have to do some brainstorming and texturing to get what I'm looking for, because I think an altered oak plank doesn't cut it.
I don't find them fitting either, myself. But I find them better fitting than wood.
-Rough Andesite looks a bit rough. I'm thinking about a wrecked air vent (with a '><' pattern) with some small pipes visible through a hole, and the fixed version is a slightly dented air vent. A dirty light grey color is desirable.
-Diorite looks pretty clean for this resource pack. I suggest a texture of off-white piping in a '+' shaped box. Rough is destroyed and rusty, while smooth variant is a sort of cobbled-together wall of pipes
-That smooth Granite texture is genius! A rebar wall would be amazing to have. Just refine the bars and your good to go. As for the raw granite, I think a texture combo of metal plating and concrete (sandstone) would be interesting when made rusty.
Yeah I'm not liking how the rough andesite looks, myself. I tried to darken them, as well, but not too much, but it just doesn't feel right. As for the fixed version, I'd prefer something that tiles well and looks good taking up an entire wall. That's part of the reason I made the stone variants the way I did.
As for diorite, I'm liking the wall of pipes idea for the smooth variant, but I'm afraid that may be a bit out of my league.
For the granite, well, I actually fixed up the rebar. Personally, I feel the fixed rebar looks too noisy, but tell me what you guys think.
Need better double flowers, ajalexd's don't quite tile right.
Flowers should better reflect the color of their respective dyes
As should stained clay. I like the idea of them being decorative blocks, but perhaps make the primary colors of their textures match the dyed color.
Need better acacia and dark oak planks, ajalexd's are, as someone else put it, not plank-y enough.
Maaaaybe change the sponge from a safe to something else. Though the safe fits the flooded submarine/base theme the prismarine textures have going on.
3D block models for doors and trapdoors, at the very least. Vanilla doors...texture badly. I may do these myself.
Also, I made some textures for the missing blocks, and for some of the blocks I found not to my liking. I am not a texture artist, I made these relatively quickly, and just put in enough effort to make them look decent in game. Some of them could be texture pack material, but I feel most of them aren't, or need a lot of a tweaking by someone with more skill than me. http://imgur.com/a/8AyoF
Yeah the Multiverse plugin keeps the correct dimension ID for each type of world (0 = overworld, -1 = nether, as usual).
When you change from an overworld dimension to another overworld dimension the Multiverse plugin switches you behind the scenes to the Nether as an intermediate step.
Then when you are changed back to the new overworld the server sends a different set of chunks to the client.
This works great for the plugin because it means the client doesn't need to be modded.
Unfortunately for my mod it means there is apparently no way to tell two different overworlds apart.
Hmmm.....not sure how feasible it would be, but perhaps hook into and detect when the loading screen shows up? As far as I'm aware, it only shows up when the client is sent to another world, it doesn't even show up if you're teleported really far away.
Edit: I found a bug. If you die on a hardcore world, and click the delete world button, the game crashes.
Error log
---- Minecraft Crash Report ----
// Oops.
Time: 2/21/13 3:12 PM
Description: Ticking memory connection
java.lang.NullPointerException
at org.lwjgl.opengl.GL11.glBindTexture(GL11.java:652)
at mapwriter.client.MapWriterRender.getTexture(MapWriterRender.java:144)
at mapwriter.client.MapWriterRender.createImageFromTexture(MapWriterRender.java:282)
at mapwriter.client.MapWriterRegion$TaskSaveRegion.<init>(MapWriterRegion.java:139)
at mapwriter.client.MapWriterRegion.close(MapWriterRegion.java:75)
at mapwriter.client.MapWriterRegionManager.close(MapWriterRegionManager.java:61)
at mapwriter.client.MapWriter.onConnectionClosed(MapWriter.java:393)
at mapwriter.MapWriterConnectionHandler.connectionClosed(MapWriterConnectionHandler.java:35)
at cpw.mods.fml.common.network.NetworkRegistry.connectionClosed(NetworkRegistry.java:207)
at cpw.mods.fml.common.network.FMLNetworkHandler.onConnectionClosed(FMLNetworkHandler.java:313)
at cf.b(MemoryConnection.java:91)
at iv.d(NetServerHandler.java:136)
at iw.b(NetworkListenThread.java:57)
at bec.b(IntegratedServerListenThread.java:108)
at net.minecraft.server.MinecraftServer.r(MinecraftServer.java:703)
at net.minecraft.server.MinecraftServer.q(MinecraftServer.java:599)
at bdz.q(IntegratedServer.java:170)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:497)
at fy.run(SourceFile:849)
I would love to use ForgeIRC, but the server I want it to connect to is SSL only, and it seems ForgeIRC doesn't support SSL, or if it does, I can't find the option(s) anywhere
Oops, that's a bug.
It shouldn't be too hard to fix so long as there is some value or string passed to the client that uniquely identifies each world.
I'll look into it.
Well, it seems to be able to still detect which worlds are nether, and treats them as such, so it seems there's a way for the client to tell it's a different world, if that helps.
I have a feature suggestion as well, but it may be hard to implement. Support for multiworld multiplayer servers. Currently, if a server is multiworld, when you go between worlds, it uses the map from the old world until it updates with the chunks from the new world.
I just combined the this wonderful texturepack, the language pack, and finally, the soundpack (yay for Auditori!) and nice fix for the soundpack you got there btw... the water is still loud though... I really want to make quiet sewer levels for my adventuremap... but, the experience was great! I just love how pigmen talk to each other! and the music... track 13 is... surprisingly creepy I even downloaded a "codec patch" thingy for windows media player to play the soundfiles
If you think it's still loud, try disabling the sound fix then listening to it.
I originally applied a gain of -20dB, but I felt it was too quiet, you could barely hear it all, and if the music was playing, forget about it. So I redid it with a gain of -10dB, and felt that was fine. However, if you want, here's the -20dB version.
It fixes the creeper sounds. The original pack doesn't replace the creeper sounds except for say4.ogg, which is, as I stated before, corrupted. This one replaces say1-4.ogg with electronic fizzling.
It also fixes the issue with vanilla minecraft sounds sometimes being played when digging and walking on stone, wood, sand, and grass.
I also made the running water sound effect a little quieter so that you can hear the music and/or other stuff over it.
Just extract this to into your .minecraft/audiotori folder, and load it ABOVE the original LAST DAYS soundpack, and all should be good.
Could somebody fix the villager trading textures? When villagers won't let you do a deal, there is no indication of it with this texture pack on. In vanilla, it puts a red X over the trade arrow. Also, villagers don't give off 'angry' particles when you hit them.
Thanks, that's definetly a problem. How did you figure out that the say4.ogg is responsible for this?
By testing, I found it was the creepers, and definitely reproducable. So I went through all my mods trying to find out which one was causing it, found out it was Audiotori, so I then tested if it was the soundpack or not, and it was. So I went and checked all the creeper's sound files, and what do you know, say4.ogg is corrupted.
0
Stairs are also messed up in the 3D models pack. When placed upside down they don't do corners correctly. The brewing stand is also missing a model, and became the checkered box. To fix these issues, open up the pack, go to assets\minecraft\blockstates, and delete or rename the following:
0
Here's the language pack for remastered. Gave matching names to all wool and hardened clay.
I also updated the default language pack, changed a couple strings for enchanting from "plutonium rods" to "plutonium canisters".
0
Sure, all that's different is the wool and stained clay, right?
0
Realized I still had these sitting around, and I never uploaded them. I don't particularly like the old ones I made, the smooth version is too tiled (whereas this creates a ncie grid of rebar), and the regular version had too much red in the metal.
Also, I made an updated language file: http://www.mediafire.com/download/9tep4ekp11pv1ad/en_LD.lang
1
Scattered throughout the past ten pages or so.
1
Definitely need a new white stained clay, yes. Magenta could be a bit more...magenta, as well. Orange, while it has an orange backplate...it doesn't really stand out as orange at first glance. Red is the same as orange, has red there, but doesn't stand out. Pink and purple are the ones I was really talking about it needing to match the dye colors.
Ah, I see. I was actually looking into maybe updating the language file as well.
I was specfiically thinking of 3D modeling your doors, haha. I really hate how the texture "tiles" improperly on the sides of minecraft's door models, and it'd be nice to look through the windows in the doors as if they weren't paper.
Like I said in the album description, I put a bit more work into the valve. These two are actually my favorites.
I don't find them fitting either, myself. But I find them better fitting than wood.
I'll see what I can do.
That slime texture is so much better than mine.
Yeah I'm not liking how the rough andesite looks, myself. I tried to darken them, as well, but not too much, but it just doesn't feel right. As for the fixed version, I'd prefer something that tiles well and looks good taking up an entire wall. That's part of the reason I made the stone variants the way I did.
As for diorite, I'm liking the wall of pipes idea for the smooth variant, but I'm afraid that may be a bit out of my league.
For the granite, well, I actually fixed up the rebar. Personally, I feel the fixed rebar looks too noisy, but tell me what you guys think.
1
Also, some personal opinions on stuff:
0
Hmmm.....not sure how feasible it would be, but perhaps hook into and detect when the loading screen shows up? As far as I'm aware, it only shows up when the client is sent to another world, it doesn't even show up if you're teleported really far away.
Edit: I found a bug. If you die on a hardcore world, and click the delete world button, the game crashes.
Error log
0
0
Well, it seems to be able to still detect which worlds are nether, and treats them as such, so it seems there's a way for the client to tell it's a different world, if that helps.
0
0
If you think it's still loud, try disabling the sound fix then listening to it.
I originally applied a gain of -20dB, but I felt it was too quiet, you could barely hear it all, and if the music was playing, forget about it. So I redid it with a gain of -10dB, and felt that was fine. However, if you want, here's the -20dB version.
0
http://www.mediafire.com/?s51tfezkj67n3c7
It fixes the creeper sounds. The original pack doesn't replace the creeper sounds except for say4.ogg, which is, as I stated before, corrupted. This one replaces say1-4.ogg with electronic fizzling.
It also fixes the issue with vanilla minecraft sounds sometimes being played when digging and walking on stone, wood, sand, and grass.
I also made the running water sound effect a little quieter so that you can hear the music and/or other stuff over it.
Just extract this to into your .minecraft/audiotori folder, and load it ABOVE the original LAST DAYS soundpack, and all should be good.
0
The language pack still exists, and is (mostly) up to date. It wasn't updated for 1.4.6 (fireworks), but otherwise is fine. Here's a link.
0
By testing, I found it was the creepers, and definitely reproducable. So I went through all my mods trying to find out which one was causing it, found out it was Audiotori, so I then tested if it was the soundpack or not, and it was. So I went and checked all the creeper's sound files, and what do you know, say4.ogg is corrupted.