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
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Member for 14 years, 9 months, and 3 days
Last active Wed, Apr, 10 2024 10:29:48
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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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Go to the appropriate thread for MCPatcher. I didn't write the patcher so I can't help you. I'm an artist that supplies art for the patcher, which makes my art actually work in the game.
That'd likely be an issue you're having with MrMMods since that's the only mod that alters the way lighting and shading works, go to the appropriate thread. I don't do coding, I draw pictures.
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I've answered this several times before and my position remains the same. I don't provide resources for mods I'm not using, and currently that extends to all mods that affect gameplay and saves. I'd prefer to keep my maps intact when the client updates and a mod ceases to.
Maybe when a stable API is officially released, I'll dabble in some of the more balanced player mods. Until then, it's just a huge hassle and more effort than it's worth. I can't really easily test something I refuse to install for the safety of my maps. Basically I have no idea how skins are turning out without seeing them in-game. And then there's the total lack of motivation in making something I'm not using to begin with.
As I've stated in other responses to this question, I DO like the concept behind this particular mod, so I wouldn't hold out all hope of me supporting it at some point in the future. Just likely not anytime soon.
I do plan to support all safe, graphical-based mods though to the best of my ability. (Provided I like them.) So suggestions for candidates in that department to support are always welcome.
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Avoiding entities is probably best. One of the biggest appeals to me about this mod is the fact that I don't have to back up my absolutely massive map out of fear of losing it, should this mod not be updated with the game client in the distant future.
I figure until Notch releases a stable API and a way to safeguard against map corruption from lost mods, the more you can do without adding entities to maps, the better.
Also thanks. And I can't wait to mess around with the latest resources I've been working on...
...Only y'know, actually underwater!
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But if you can make it compatible and I can still install the class files manually without having to install an extra program, I'll be happy. I've even already begun artwork for sea flora and vines for my texture pack for whenever they're supported by this.
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The default bright colors and sharp pixelated edges just give me a headache during extended periods of play. Going for something that looks a bit more natural, smoother and desaturated is just physically more comfortable for me to sit through hours on end.
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Current version of the game client doesn't support better glass, so it's currently unsupported until it gets updated. I've added an installation order for all the mods I use directing you to the appropriate instructions on the main post. I may eventually go around and ask the authors of the mods I use if I can include their mods in a large bundle for future releases. And if I can figure out how, I'll create a batch file or series of batch files accompanied with a step-by-step readme to get all mods up and running from a single package. This is all a big maybe though, it's a lot of work on me, and there's no guarantee the authors of the mods I use will all cooperate.
The thing is, I've little drive to do the extra bit of work to create decals I wouldn't be using myself. If I were going to use them myself, I'd at least have some kind of focus or idea of what exactly I'd want to incorporate. I'd basically just be building in the game and say something like, "Hey, this structure could really use some red curtains." And then I'd know exactly what to add.
As it is I don't know what all the community wants here, and tailoring these components to the needs of multiple individuals just gets to be way too tiresome for something I won't even be using, myself. However I MAY reconsider and make an alternate kz.png provided I can get enough clear, concise details of what the community would like to see added. I make no promises on this since the rest of the pack takes priority, but if you'd like to suggest a decal replacement for a painting, please submit it in this format:
Dimensions: This will be the block ratio of the decal. (ie: 2x2)
Item: What is it? Give a brief description. (ie: Two vertically hanging curtains tied open at either end.)
Pattern: Give a recommendation for the color or material. (ie: Blue cloth with a yellow star pattern.)
Usage: Describe the intention for the piece. (ie: Place this over 2x2 glass blocks to give windows curtains.)
Optionally, you can also include a photo or sketch if you think it'd describe your item better.
Try to keep in mind that you're suggesting things that everyone can use universally, so try to stick to the setting of the game. (I'm not going to make modern electrical appliances or anything!) Try to stick with Medieval and Renaissance-level technology with perhaps a tinge of Steampunk. Doesn't need to be purely Western European-style though.
If I get enough good suggestions and have nothing more important to work on, I MAY begin work on this. Good suggestions are your way of convincing me I should do this! What I do not want is people sending me other people's alternate kz.png files. If I do make this, I don't want it to just be a direct knock-off of someone else's.
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http://www.minecraftforum.net/viewtopic.php?f=25&t=100771
If you're not using this mod, you don't need to download or install v1.6.5 if you already installed v.1.6.
This only affects those using the latest version of Wild Grass.
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I'm not sure if this is a bug or a feature, but the grass no longer grows beneath fenceposts or flowers.
It's sorta painted my fenced green landscape with big clashing brown lines of dirt. Personally I thought the grass growing up through the fence made it look even cooler, but at the very least, it'd be nice to have flat grass growing under the fenceposts again.
As far as the flowers go, this is purely aesthetic to me. I think it looked nicer when the tall grass was growing on the same tile as the flower, instead of having bald patches in a meadow for a few flowers here and there.
Compared to what this update has added to the game these are mostly minor nitpicks, but I thought I'd report/give feedback on 'em anyway in case they were bugs. Overall I'd have to say this is becoming my favorite mod though, keep up the great work!
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I'm kinda trying to stay compatible with the vanilla game for online play. It'd be kinda silly to go onto a server that has, say, a building with an art gallery that's covered with a drawn curtain here, an air vent there, etc. Or inversely to make a server that has a house with all these decorations that just appear to be paintings covering your windows in a horribly tacky way. If custom decals for this kinda thing are made standard for the game, then yeah, I'll do 'em. I like the concept, but at this point it just seems like wasted effort.
Okay, how? I need something more to go off of than 'make it better.'
Yeah, though I doubt it'd rip your legs off. Until there is a way to set a gradation between slightly angled water and vertical water fall, flowing water is set up best for vertical waterfalls. (since slow-flowing waterfalls look like viscous blue sludge) I may work on it a bit more later though. Animations that tile both ways aren't easy to just apply a simple fix to.
If you want slower flowing water you can just delete custom_water_flowing.png, and it'll revert to the older whitewater that's not animated but flows slowly. Also someone in this thread made an alternate flowing water based off of my flowing lava if you want to try that out.
Oh yeah, and the texture pack has been updated!
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Can I have your babies?
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I didn't say it was. Hit the tallest grass in this mod with a hoe and see what happens.
Each height of grass has a chance to drop seeds, and hitting the grass with a hoe only decreases it by one height. So you can get a lot more seeds without having to actually till a field that you later need to stomp out for grass to return. It's a very minor alteration, but with the mod it's much easier to get seeds now that each grass block has a chance to drop up to 6 seeds or so. (though you're more likely to get about 1-3 per block, which is still more than vanilla)
Seeing as how I don't really have much of a need for seeds on my main map though, the visual effects are well worth this very minor gameplay change for a gameplay purist like myself.
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I guess I'd better get altering my texture pack to support this!
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No. I assure you it is not a problem with this pack in particular.
At default Minecraft will support up to 32x32 with or without the patcher, it'll just looked bugged on a couple tiles if not patched. If you're having trouble with my pack, you'll also be having trouble with any pack that's 64x64 and up with custom water and lava. 99% of the time it's the patcher having issues with the latest version and HD support. Often solved by not checking custom water or lava. Aside from that and the other workarounds listed on the first post and in the instructions, there's not a single bit of further technical support (or alteration to the pack) I can provide for getting this pack to run.
I simply provide the HD art resources, the patcher provides the means to make them actually work with the game.
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First post, first paragraph, bold text. "Search this topic" feature works as well.
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That wouldn't be an issue with my pack, that'd be an issue due to a corrupt save file, a bug in the client (Possibly due to conflicting mods), or editing of that cluster in a third-party level editor.