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    posted a message on [1.6.X and 1.7.2 ] The Christmas Pack
    Quote from kingjohn11

    It's a really good texture pack I must say!
    I hope to see it become even better!
    Question: If I download it now, will it update automatically or will I have to re-install the updated version?


    PNG files don't auto-update :/

    (no)
    Posted in: Resource Packs
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    posted a message on [1.6.X and 1.7.2 ] The Christmas Pack
    Quote from withersmith

    sarcastic or really? cause i am working hard on it , i habve my own editable version and when i think im good i turn it into zip and set up a new link so u download

    ikr even when i use paint.net its pain in butt


    It was a little in-between. Anyways, rather than use Paint.net, use GIMP. It has almost all the features of photoshop, but it's free. It'll make everything much easier in the end.
    Posted in: Resource Packs
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    posted a message on [1.6.X and 1.7.2 ] The Christmas Pack

    Minecraft loves transparency.
    Posted in: Resource Packs
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    posted a message on [1.6.2] [WIP] Faithful 128x128 Pack
    All I'm seeing is scaled up textures with a GIMP (Oilify?) effect. Try shading and texturing the scaled up textures. It'll make the pack something worth checking out.
    Posted in: Resource Pack Discussion
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    posted a message on Texture Artist Ages


    Only a few textures are currently done. Started earlier this week.
    Messed up on the leaf shading, and the dirt has a too much contrast.


    Classified as the 'cringe-worthy' days.

    Posted in: Resource Pack Discussion
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    posted a message on There is no color on my minecraft
    What packs are you using? If they both have files relating to biome-colorization and lighting, delete one of the pack's files relating to that, and leave the other one's files remaining.
    Posted in: Resource Pack Help
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    posted a message on Default Minecraft
    It's only a tiny bit outdated, but there's already somebody who posted one that you can download.

    [ Thread Link ]
    Posted in: Resource Pack Help
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    posted a message on Destructive Mode
    Quote from The_Username477

    Modders do care, and they care just as much as Mojang. But they don't have as much incentive to fix bugs as Mojang does. Also, a possible solution to such problems would be to have servers (especially survival servers) have an option not to have destructive mode at all. The most common way (that I'd imagine) for social engineering to get someone into Destructive mode would be someone saying, "hey theres a thing in your base that i think you should remove can i go into destructive mode?" Someone with enough common sense to evade that could simply reply, "why don't you tell me what it is so i can do it myself?" If you can think of clever way to get one into Destructive Mode, you can tell me, but I doubt there's an effective way, especially since it would be easier to dictate instructions to someone in Destructive Mode than to someone in Creative Mode.

    Reverting to PM.

    Quote from The_Username477

    Elaborate.

    If somebody REALLY wanted to do this, they'd use a mod or plugin. It just makes sense. It doesn't have to be a vanilla feature because an external option is so much easier.
    Posted in: Suggestions
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    posted a message on Destructive Mode
    Quote from The_Username477

    Mojang employees aren't clairvoyant. They can't tell well in advance whether or not there is going to be a change to Minecraft that breaks something old. The fact that 1.6.4 came so quickly after the first snapshots shows how much Mojang cares about people's worlds. A modder would definitely take longer to fix such a problem.

    That's entirely based on opinion.
    1. The exploit had been known for almost a solid month before they pushed out the update.
    2. Implying modders do not care about their userbase

    Quote from The_Username477

    As I told LordPankake, since griefers can't use hacks to get into (and therefore abuse) Creative Mode, how can you expect them to do the same for destructive mode?


    Social engineering is a thing you know. Some people are quite good at it if I might add.
    Posted in: Suggestions
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    posted a message on Destructive Mode
    Quote from The_Username477

    -snip-


    You would be surprised how easily things are broken. Why do you think there's was a rushed 1.6.4?
    Posted in: Suggestions
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    posted a message on Destructive Mode
    Quote from flaminghawk83

    It says somewhere that you aren't allowed to just say that mods are the answer.


    I know. In the next post I made, I explain one of the reasons why Mojang wouldn't implement it if presented with the choice (Server security).
    Posted in: Suggestions
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    posted a message on Destructive Mode
    Quote from The_Username477

    But I want these in vanilla. Mojang tends to do a better job than modders of making features less likely to crash the game (As Singleplayer Commands does on mine).

    To be honest, Mojang would most likely not add this. Plus, as a company, of course Mojang has less bugs than a modder. One is paid to get things done right. The other is doing it because they find it fun (or some other reason).

    Also, think of the servers. Lets say Mojang did implement this. How long would it be before the griefing community made mods that would abuse this feature? Knowing some of the people in that community, I'd give it a few hours before total chaos would ensue.

    Quote from The_Username477
    Just because something is in a mod is not a justification for not adding them to vanilla.

    I never said it would be added. But, look at Mo' Creatures. It's developer essentially gave permission to Mojang to use the horses from his mod. Hoppers? That was a mod for awhile. Mojang takes a lot of inspiration from the modding community.
    Posted in: Suggestions
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    posted a message on Destructive Mode
    You could use client-side mods to do all most of these, given you had all the correct permissions on the server (SSP world wouldn't be a problem at all though).

    Edit: If you wanted to do this all in SSP, modding would definitely be the way to go. It would resolve the tile entity dropping, and everything else, given the correct modifications to the base files (or overrides).
    Posted in: Suggestions
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    posted a message on Texture pack Help
    You've literally posted the same thread 3 times... The community has answered you twice now, if you're still having trouble, post in the same thread, do not replicate the thread.
    Posted in: Resource Pack Help
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    posted a message on Can't edit the base of the tripwire hook!
    Quote from Eli_8

    IN THEORY:
    You could use MCpatcher to change the texture the base of the tripwire hook reads but, I'm not sure how to do that or what it'd require. (I'm not much of an expert at MCpatcher)


    Your theory would require editing base files of minecraft to work.

    public boolean renderBlockTripWireSource(Block par1Block, int par2, int par3, int par4)
    {
            Tessellator var5 = Tessellator.instance;
            int var6 = this.blockAccess.getBlockMetadata(par2, par3, par4);
            int var7 = var6 & 3;
            boolean var8 = (var6 & 4) == 4;
            boolean var9 = (var6 & 8) == 8;
            boolean var10 = !this.blockAccess.doesBlockHaveSolidTopSurface(par2, par3 - 1, par4);
            boolean var11 = this.hasOverrideBlockTexture();
    
            if (!var11)
            {
                this.setOverrideBlockTexture(this.getBlockIcon(Block.planks));
            }
            //Bla bla bla, rest of the render code


    Would be nice if mojang would stop re-using textures at every possible moment.
    Posted in: Resource Pack Help
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