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    posted a message on Conquest_ [WIP there is always more to come]
    That would be the biome specific texture. Some of the textures change from one biome to another. It's a way to sidestep having to use meta data to add new materials. A side effect is that if you build across multiple biomes, things might change from area to area. :/
    Posted in: Resource Packs
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    posted a message on Conquest_ [WIP there is always more to come]
    Hey, Groinal here again. Just stopped by to reiterate how amazing your work has been on this pack. From the amazingly redone skybox to probably one of the best sunrise/sets out there, it just boggles my mind what you've managed to do, especially considering it's 32x. I mean, there are 64x packs that don't even begin to touch the level of detail that comes out of this pack. It really is some talented work. My favorite new thing though is definitely the custom shader you had implemented. Really helps the game maintain its darker atmosphere while allowing torches and light sources to really pop and not get washed down by the darker overall lighting. While I'm not much of a dabbler in the meta data blocks (Used to on a server I was admin on, but haven't since that fell to pieces), the amount of them leaves me in awe, as well as the biome specific ones. I'm not even going to begin to talk about your CTM. Good lord, it's night and day with it on versus off.

    The best part though? The amount of actual passion in each texture. Instead of making each wood type a different color of the same texture, you've opted for a unique style for each wood type. No texture seems out of place and not a single one seems "Phoned in" so to speak; each one looks like it got the same attention as the last and was only considered okay after you were finally happy with how it turned out.

    This is fantastic work here, mate. Some can have their default and their OCD packs and even their realism packs. My go to pack will always be Conquest for as long as you keep it up and beyond. A bit melodramatic, yeah, but I'm serious. I'm beyond picky in the packs I use and the only pack I ever even bothered using was John Smith and for a while Dokucraft, but when I found this, that's all she wrote. lol

    This is literally the only pack I use. No pressure, though. I'm a huge backer of what's called "Artists Vision". Simply put, I'm gonna be happy no matter what direction you go in. I'm here for the long haul. I decided to put this down because I've noticed your updates start spreading out and can tell that perhaps that spark is getting dim and what better way to stoke the fire than a big drawn out tl;dr post, amirite?

    Regardless, keep up the good work! Or don't. It's your choice! :D
    Posted in: Resource Packs
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    posted a message on Pocketinveditor question
    Perhaps Pocket Inveditor isn't quite up to date? I mean, 0.9.0 just came out and it featured a lot of changes "under the hood" so to speak and some functions that Inveditor allows may not work as intended anymore. In cases like this, you'll probably have to wait until the dev updates their app to support the latest version of MCPE.
    Posted in: MCPE: Discussion
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    posted a message on Question..
    Don't worry though, all the generation features that came with the update will be available, ie caves, possible villages, possible strongholds, new biomes, new trees and the like! So it's all of the update, in a much smaller package!
    Posted in: MCPE: Discussion
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    posted a message on I have some questions
    And for added confusion, there is now a version 0.9.2! It even blazed through the Apple testing and is available now for both OS's
    Posted in: MCPE: Discussion
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    posted a message on Pocket Edition for kindle fire?
    It's like a vicious circle of necro posting. lol

    Try and look at the date that the OP posted, as well as the most recent reply. If it's older than a year, it's probably no longer relevant!
    Posted in: MCPE: Discussion
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    posted a message on Has anyone even found a stronghold?
    Jeb did explain in a tweet that strongholds in PE have been coded to always generate under a Village, as there are no "Eye's of Ender". Mind you, not every village and sometimes a little off center of one, but that's the best way to look for them! So, when you find a village, start digging. You never know!

    Tweet in question: https://twitter.com/jeb_/status/488695317940805632
    Posted in: MCPE: Seeds
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    posted a message on Never, never, NEVER! downgrade your MCPE
    Why are we bringing a post back from the dead for the second time now?

    C'mon guys. Check the post dates.
    Posted in: MCPE: Discussion
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    posted a message on Why do they call the Minecraft PE"Infinte world" Infinte When that infinte world limit is tiny
    PC worlds aren't "infinite" either and have a set limit to them. Truly, a world will never reach infinite because the size of the world will get too outrageous.

    Simply, they use the phrase infinite lightly. It's not a directly "infinite" world, but it's pretty close that one player could explore for hours and still not have hit the world limit. Besides, if it were truly infinite, save game bloat would murder most worlds and turn them into unplayable messes because of all the explored, but not utilized, sections of the world.
    Posted in: MCPE: Discussion
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    posted a message on Conquest_ [WIP there is always more to come]
    Quote from snostorm8

    not sure if this is a bug on my end or not but haven't seen it before i updated to latest version
    might be shaders too

    the light from the fire seems to hit the inside of a clear box on top of the block

    any ideas?

    also great new axe texture :)


    I think that may just be the way the shaders apply that type of effect to the 2 dimensional animation. I'm guessing some tertiary pixels that may be invisible to a shader-less player in the original engine is being detected by the shader as part of the fire and being amplified as a result.

    At least, this is the observation I'm making. I'm not expert on things such as this, but I'd imagine it's because conquest wasn't hammered out with shaders in mind, so an oversight like this is bound to happen. (Actually, less so an oversight and more-so monster just can't be prepared for everything.)

    Luckily, he's really good at taking a glance at things and seeing if it's a problem on his RP's side. I'd imagine you'll get at least a response from him on the next update, but to me it looks like the shader is just applying itself to the tertiary pixels that are normally invisible in the standard minecraft renderer.
    Posted in: Resource Packs
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    posted a message on Updating Problems. Samsung Galaxy S
    What version of the Android Operating System are you using? I think MCPE updates past 5.0 require at least 2.3.2 Or something to that extent. I know I have an old phone running 2.2 and it only installs version 5.0.

    I'd say that that is probably you're problem.

    To check which version you have, go to settings, scroll down to "About Phone" and look for the section labeled "Firmware Version". If that number is 2.2.1 or lower, 5.0 is the highest MCPE version you can get.

    Edited to add in directions. Just in case. :P
    Posted in: MCPE: Recent & Upcoming PE Updates
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    posted a message on Conquest_ [WIP there is always more to come]
    It works now. I updated to the fixed 1.7.4 C7 optifine and it's working all good now.
    Posted in: Resource Packs
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    posted a message on Closed
    = Minecraft Username: GroinalExplosion (If that's a problem, just tell me right off the bat.)
    = Age: 23
    = Timezone: Central (US)
    = Skype (May be PM'ed for privacy): thebidl76
    = Personal maturity rating (1 - 10): probably a 9, but it fluctuates. I'll admit, I joke a lot and make the occasional comment.
    = Any previous punishments? If yes, for what?: The only punishment I've ever suffered was a ban for my "Kind of Suggestive" name.
    = Position you're applying for (Developer or Mod (Other, please specify)): Mod, admin. Honestly, I'm pretty flexible when it comes to staff roles. I've been a builder, Admin, Mod, a simple "Staff" designation, all at one point or another.
    = Why do you want to join the team?: Interested in the position, mostly. I'm extremely social, so getting on the level of my fellow players is easy for me, but I also have the nerve to kick and/or ban when needed.
    = What can you bring to us: I build well enough, but I'll admit it does sometimes take a bit for me to fully hammer out an idea and/or plan. I'm friendly as ever and never spend time making personal grudges against other players (It's a game, honestly.) Biggest thing is I'm no nonsense when it comes to rule enforcement. Sure, there's sometimes grey area's, but when it comes to blatant enforcement, I don't beat around the bush. Got a rule about badmouthing staff? Enforced. Unless you ask there be a warning or two first, I don't butt heads. People breaking rules ruins the fun for other players and if other players aren't having fun, then it's time to find a solution, be it kick, ban, jail, or whatever it is you end up incorporating at some point or another.
    = A bit about yourself (Aside from Minecraft info): I'm working at a second shift job, so chances are, I'm going to be on either during the morning hours (Up until 2pm) and late nights (after 11PM). As I said, I'm very personable ( at least, I get that a lot. lol). I play minecraft quite often, even if I'm making mostly conversation and/or watching the chat while I do something else.
    = Anything else: Big thing is that if you feel my work is an issue, I'd understand. I'm a big boy and can take the rejection. lol
    Posted in: Server Recruitment
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    posted a message on Conquest_ [WIP there is always more to come]
    Chiming in to say the sky is beyond amazing. Well done indeed. This pack has come a long way since I first laid eyes upon in all those... uh... months ago. Since then, you've blown through and and did more work than a lot of "Legacy" packs have in their entire lifetime. Mind you, you're not doing mod support in house, but still. The Meta Data blocks more than make up for that.

    Speaking of which, do you just... have ideas for textures, have them not pan out, and then find a place for them amongst the meta data blocks on occasion? Or are they all planned editions?

    Regardless, I'm beyond impressed with this pack and use it for everything except heavily modded servers (Mostly tekkit and the like. Just a too jarring, unfortunately.). It just fits.

    Keep up the good work.

    Also also, I'm also having a hard time finding the shaders myself. I click on the button, getting it to "inverted.json", but when I click it again, it freezes for a small moment and it's like the shaders just... crash. It still says "inverted.json" but no shaders are active. "fxaa.json" seems to work fine, but "notch.json" (Which I'm assuming is after "inverted") just doesn't seem to exist/is crashing. Just some feedback from me. So far, no issues, otherwise.
    Posted in: Resource Packs
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    posted a message on SKY EDEN [Steampunk] [floating islands] [MCMMO]

    1. What is your minecraft username? GroinalExplosion


    2. What are some of the rules you must follow in Sky Eden? Don't be an jerk, don't grief, help those who seek it (Unless you're busy, you probably wont be banned if you can't type where you're at), get informed on the website before asking questions, be nice to others and follow the rules and you wont be banned.


    3. What are some of the ranks in Sky Eden? Tourist, forester, explorer, engineer, alchemist


    4. What inspired you to join our server? The fact that I was on it before and am simply doing the application process again because I was asked to. :D


    5. What happens when you break the rules? You get da ban/kick you deserve. Tough love.
    Posted in: PC Servers
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