So first they try to make the site ridiculously family-friendly with strict swearing filters, now they force users to link accounts with an unrelated site that makes gratuitous use of streamers who swear for the entertainment of their viewers. Delicious irony.
Glad I avoided my invitation to the Curse summit all those years ago. Hate to think about potentially being part of the mess this has become.
- Misa
- Registered Member
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Member for 13 years, 8 months, and 12 days
Last active Fri, Mar, 24 2023 00:25:26
- 28 Followers
- 828 Total Posts
- 1350 Thanks
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Oct 10, 2017Misa posted a message on Merge Your Minecraft Forum Account With TwitchPosted in: News
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Sep 15, 2014Misa posted a message on [Official] Microsoft has Bought Mojang and a message from Notch.*Grabs a bucket of popcorn to better enjoy all the unjustified, knee-jerk overreactions with.*Posted in: News
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Jun 7, 2012Misa posted a message on Snapshot 12w23b Ready For TestingAnd boats are still broken... : / They're still pretty jittery with fairly noticeable control latency issues and you still can't stand on them without them now dashing off and exploding if they hit land.Posted in: News
When you try to disembark to hop from the top of your boat to a dock you built specifically for this, the game instead says, "Screw you, you're going for a swim a couple meters away. Enjoy all the entity glitches, single-player users! You're now stuck with all the annoying little problems that kept you away from multiplayer!" -
Aug 16, 2011Misa posted a message on 1.8 Updates: Meet More Meat*pushes glasses up on nose* Well actually...Posted in: News
http://twitter.com/#!/jeb_/status/103422025346981888 - To post a comment, please login.
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Yet Mediafire seems to work perfectly fine for everyone else and has been for years. I myself was able to download it without any 'popup bullshit' on three devices with completely different Operating systems, and had friends test it without any of the issues you're having. It sounds more like a dirty browser cache, or adware on your end is what actually sucks.
The filehost is fine and one of the few reliable ones I've used over the years and was the only one that wasn't crippled by the amount of traffic my pack generated at peak. Last time I tried switching the main host to dropbox it was down for an hour every 5 minutes it was up, due to exceeded bandwidth.
If you still want the pack after all of this and don't feel like figuring out what's wrong with your computer to get it, just PM me for a temporary dropbox link.
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So ironic to see someone getting so horribly worked up over this, considering I just posted a direct link to the pack yesterday and specifically mentioned posting it in case someone had trouble with the ad.fly, when in reality it probably didn't even help them and was just me throwing in a little extra to help. Moreso that the first post on this page is a direct response to that post.
Go back literally one page.
While you're at it, it might help to go back a few more pages and read some of my other posts a few to see what's happened with the pack too and how it's only been stealth updated to support some features of the latest versions which fans have taken to filling in with patches.
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The ad.fly link is the only link that's currently kept up to date with any stealth updates, since I no longer update the thread anymore. The mirrors are the last officially-posted update that's reflected on the main thread. But yeah, I don't know if MCPatcher's been fully updated for all the newest versions or not.
Here's the direct link for the last stealth update if adfly is causing problems.
Other suggestion would be to check the latest minecraft.jar of the version you're running, look for all instances of the tall grass texture files, copy their names, and rename any of my files in conflict.
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It's been years, but I'm fairly certain I did because for the Nether Star item icon I did an animated screen capture of the End Crystal in-game with different custom animated textures -- with the Ender Crystal being shadowy purple and the Nether Star being glowy yellow. My best blind guess is Mojang just recently changed the model and broke the file association or the custom animation from MCPatcher that it relied on is either broken in this patch, or MCPatcher isn't being used. The files should still definitely be in the pack though.
Edit: Yep. Definitely in there, confirmed for 1.8.4 with working version of MCPatcher applied.
In all their CMYK synergy.
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Official updates were announced as now being dead on May 1st. Scroll back a couple pages to read any postings I made around there to know what's up. At this point I've not touched Minecraft since I posted that stealth update, MCPatcher's not been updated since before then, and I've not seriously sat down and played Minecraft in at least a year or so. 5 years of playing/modding Minecraft was a good long run, and now it's probably time for me to move onto newer and better games--That is, it might be if I had any real free time to get all that into them anymore.
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Heh, that's an unexpected request.
This is the earliest version of the pack when it was released for Alpha 1.2.0. It should (no guarantees) be backwards compatible with Alpha 1.1.2_01. It's provided as is (without support) and mostly for historical purposes (as I feel most of this work is obsolete and inferior to later improvements). Note that you'll absolutely need xau's old version of MCPatcher and will need to follow his old instructions to manually inject your minecraft.jar with the contents of this rar file and patch the client. There is no way to get this texture pack to work without MCPatcher as Alpha Minecraft did not support high resolution textures natively--let alone have a texture pack feature.
http://www.mediafire.com/download/wakm3m2zt9b7iyt/Misas_4x-res_Realistic.rar
This file may not be redistributed and falls under the terms of use that the current texture pack does (see main post).
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I always used the wiki's patch notes, myself: http://minecraft.gamepedia.com/Version_history/Development_versions#1.9 The official patch notes have never been reliable for mod development purposes.
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The algae is clearly an important, and intentional visual queue that represents the current
STILL broken despite the misleading patch notesnature of boats--where they're these horribly slippery things that you can no longer stand on top ofas you originally could before the Bukkit guys demolished the single player client's vastly superior entity physicswithout slipping through them like a wet bar of soap.2
The stealth update I posted included both of those.
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Glad to see I've wasted my time trying to be nice and releasing hours of work that would've otherwise never seen the light of day.
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Up my butt and around the corner.
Seriously though: #4718. For all official intents and purposes the pack's been dead for a couple years now. I did recently post a minor stealth update with unfinished features, and various users have been keeping the pack alive with fan patches though. Just snoop around the last few pages of thread a bit, they're easy enough to find.
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I'm not sure exactly what you mean by host and what updates you're referring to. I'm not too keen on handing off anything relating to my work on an official capacity to any one person though. As this has always been original work, I would think the only stuff that could truly be considered official is the stuff I've created myself.
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That glass is probably much closer of a vanilla mechanics version of my glass.
The part where I deviated from Mojang's look was that I took light physics vs pigment into account using the rules that governed the overlay blend mode in Better Glass. Here's the details (with some pictures) for anyone interested in trying to replicate the effect or just understanding what I did:
So what exactly did I do? I made sure that different colors had different opacities that matched the nature of their color as they would in reality. Here's an extreme example:
The simple answer is that the white is a milkier pigment and most of the overall light shone through it gets absorbed, while light shining through orange pigment would just transform the light into orange light by blocking some and letting in other parts of the spectrum. You'd also expect a black tint to block out more overall light. So how do you figure out which color needs which opacity, since white and black couldn't be any more opposite, why are they less translucent than orange? What about red or yellow, are they more or less transparent than orange? The deceptively complex answer is that lighter colors reflect more light from your side by blocking light from the other and darker colors absorb more light from your side by blocking light from the other--the difference is in the specularity of the pigment and the intensity is in the concentration of the pigment.
For translating this to something I could actually use I turned to the logic used behind the design in BetterGlass. The overlay blend mode on Better glass essentially works by setting up a threshold in the color so that all colors darker than middle grey (rgb: 128,128,128) are multiplied with the colors behind them and any color lighter is screen blended with the colors behind them. Obviously you can't do anything like this in vanilla Minecraft, but this was the ultimate logic I used for determining opacity of each color. (Other tests were done, but this yielded the best result.) So how do you make use of this?
Well, first you need to come up with the colors you're using to tint your glass with. For this I took my averaged cloth block colors and applied some filters that increased their saturation and brightness depending on a variety of factors, as well as mixing them in with pure value hues. How I got my final colors is not that important since you can come up with whatever colors you want from scratch that you think will look good. Once I had my colors though, I lined them all up as an image of the complete palette. Then I did some calculations and determinations of how the above opacity logic would apply to each color mathematically. The procedure is as follows:
1. Desaturate the image completely (make it greyscale).
2. Duplicate the image as a second layer and invert it's colors.
3. Set the blend mode to Difference (this will make colors darker than middle grey invert their shade so that the darkest colors are now also the lightest and the lightest colors remain the lightest)
4. Eyedrop sample the RGB grey color value (0-255), This value is your opacity factor. The higher the color, the more opaque the glass.
5. Do any final post-process calculations on the values for each color for your glass-coloring rig. (I used (X-128)*.0.788, your calculation should vary based on your glass creation rig.)
At first glance it doesn't look like there's anything weird or different about them, but that's actually the sign that you did it correctly. Even though all colors have a different opacity than their neighbor, your brain sees them as it would in reality and you detect nothing unusual. Pigments in actual stained glass would also do this with lighter colors tending to be more opaque due to their milkiness, and darker colors tending to block more light. In reality the mechanics would actually be a bit more complex than this, but as far as vanilla Minecraft goes, this is the best you can get.
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@cmdLP
I'm not working on the pack. I just released some of the old stuff I did a long time ago so people could get the chance to make use of it. I can't even comfortably run Minecraft with my own texture pack at the moment, and I'm being kicked out of where I'm currently living, whee.
You'll be waiting a very long time--if not forever.
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I'll just repost. It's my thread, I can do that right?
Anyway I would've liked to play with models to improve the look of non-block objects like plants, but never got much of a chance to.
The adf.ly link has been has been stealth updated to include some unreleased in-development features of the texture pack.
This is by no means a complete list of textures that were being worked on, just ones that made it into the development version of the pack for testing. These additions are being provided 'as is' with extremely limited 1.8 block support. The same redistribution rights as outlined in the first post still apply.
The changelog shows features that were tested and working (as specified) on Minecraft v1.8.4 with MCPatcher v5.0.3. In the tests Mipmaps and clouds were disabled and brightness set to 33% in the game options. Each item is color-coded to give you an idea on its development progress and to assist people who are providing patches for the pack with decisions on alterations to their work. Enjoy.
Green = Acceptably finished
Yellow = Works well enough, room for improvement
Red = Unfinished, Much work or testing to be done.
Changelog:
-Fixed the issue where Mojang's poorly-thought out random oriented texture feature broke CTM for Grass, Dirt, Stone, Sand, Bedrock & Netherrack.
-Added textures for stained glass (No CTM support. Considered placeholders until Better Glass support was re-added. Still fairly satisfied with the result of the complex mathematics required to get the opacities to work just right in vanilla for each individual color.)
-Added texture for Iron Trapdoors. (Considered finished, though possibly a placeholder if I came up with something more useful.)
-Added texture for wet sponge. (Considered finished.)
-Added CTM textures for Granite, Andesite, & Diorite -- raw & Polished. (Made compatible with existing stone CTM. Considered finished.)
-Edited Slime Block model to support multiple textures. (Considered a temporary workaround until they could support CTM in MCPatcher.)
-Added textures for Slime Block. (Considered final given limitations. Would like to do more with proper CTM support.)
-Added full set of textures for banners. (Considered finished until I heard about Shields. :P)
-Added complex, animated, CTM texture support for Prismarine Blocks. (Performance intensive. Needed more testing. Considered a cool effect, but not sure if I was satisfied with it ingame or not.)
-Added texture for Prismarine Bricks (Considered final, pending possible changes to other Prismarine blocks that might require alterations to fit in.)
-Added animated texture for Sea Lanterns. (Same status as Prismarine Bricks.)
-Added CTM textures for Red Sand. (Considered finished.)
-Added CTM textures for Coarse Dirt. (Considered finished. For now.)
-Added limited Custom Color support in attempt to fix unnatural-looking Stained Clay. (Still probably needs some some other work of a larger scale to fix.)
-Added CTM textures for Podzol. (Incomplete. Not satisfied with results. Sides needed to look better and have more random variation. Top was too noisy and had some coloring issues that still needed resolving.)
-Added CTM textures for Double Tallgrass. (Considered finished. Might have thrown in a few more variations before release.)
-Fixed CTM issues with Dead Bushes, existing Flowers, Mushrooms and Webs.
-Added four CIT enchantment effects assigned to various effects. (Still a work in progress.)
-Altered world lighting to increase delineation of shadows in outdoor areas. (Basically I was getting annoyed with the lack of shadows being cast by trees. Some minor tweaking may be necessary later.)