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    posted a message on [1.14] [16x] Quandary Reborn Continuation (Last updated June 17, 2019)

    I'll try to update to 1.16 over the holidays

    Posted in: Resource Packs
  • 0

    posted a message on [1.14] [16x] Quandary Reborn Continuation (Last updated June 17, 2019)

    The pack has been updated to 1.14! Apologies for the slow update, I am busy with work this summer. I hope everyone enjoys the new textures, including a few revisions to old textures such as quartz. Thanks all, and as always, feedback is appreciated!

    Posted in: Resource Packs
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    posted a message on [1.14] [16x] Quandary Reborn Continuation (Last updated June 17, 2019)

    I've done all the new GUIs, most of the blocks and items now. After that it's just the entities, including all the new villager and zombie villager textures. Thanks for showing interest in the pack!

    Posted in: Resource Packs
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    posted a message on [1.14] [16x] Quandary Reborn Continuation (Last updated June 17, 2019)

    Main post has been updated! Thank you all for your patience and I hope you enjoy the 1.13 update! I don't have a changelog but this has probably been the largest Quandary update in years.


    Edit: Uploaded a quick fix for the 1.13 optifine folder rename and fixed CTM for 1.13. Enjoy!


    Edit 2: Uploaded a quick hotfix and re-uploaded all the versions since the texture for redstone lamp was the wrong name. Let me know if you find any other bugs!

    Posted in: Resource Packs
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    posted a message on [1.14] [16x] Quandary Reborn Continuation (Last updated June 17, 2019)

    The Birak version which is what I work on first is effectively 100% done as of today. I plan on finishing the seasonal variants tomorrow or Monday and then uploading.

    Posted in: Resource Packs
  • 0

    posted a message on [1.14] [16x] Quandary Reborn Continuation (Last updated June 17, 2019)

    Hey all, just wanted to give an update and wish everyone a happy holidays. I'm cleaning up a few textures that were broken in 1.13 like horse armor and after that I'm working on re-formatting all 6 packs into the new 1.13 renamed format and putting them in a state where I can more rapidly update the packs in future. I'm also making all of the 1.7 flowers, leaves, and saplings fit with the respective season color changes.

    Posted in: Resource Packs
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    posted a message on [1.14] [16x] Quandary Reborn Continuation (Last updated June 17, 2019)

    Oh whoops. I finished most of the 1.13 textures over the summer and forgot to upload it when I got busy with school. I'll try and upload everything/finish what's missing over Thanksgiving break. Thanks for being patient all :)

    Posted in: Resource Packs
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    posted a message on [1.14] [16x] Quandary Reborn Continuation (Last updated June 17, 2019)

    In the process of updating the pack to 1.13

    Posted in: Resource Packs
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    posted a message on [1.14] [16x] Quandary Reborn Continuation (Last updated June 17, 2019)

    The way stained clay was made in both vanilla and quandary was picking the wool colors example blue, and applying it with a certain opacity over the default hardened clay color, which gives it a combination of the orange-brown and the source color. As for the concrete, I tried to make it a different color set, and opted for a more pastel color vibe. While this generally tends to go against the more de-saturated feel of Quandary, I also disagree with Mojang's decision to make virtually every color in the game the same. Red wool, concrete, etc. are all the same shade of red now in vanilla. I'll look into the textures again before I release a 1.13 version. If anything I think I'd tone down the "vibrance" on the concrete a bit, but I think the stained clay is a good fit for the pack as is.

    Posted in: Resource Packs
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    posted a message on Macro / Keybind Mod

    That fixed it in this version, not sure why every version up until now has worked with that error in place, as well as why the following text doesn't show as green with the missing quotes.

    Thanks.

    Posted in: Minecraft Mods
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    posted a message on Macro / Keybind Mod

    I wrote a script in the macro keybinds mod beta for 1.12 and had it
    working flawlessly with a series of do/while loops. Upon updating to the
    0.15.3 version for 1.12, the script no longer executes properly and
    issues a warning for having an uncollapsed stack of DOs, expecting a
    while,etc. Both my friend and I have checked the script for issues and
    found none. I would attempt to run the script again in the beta version
    and the link(http://eq2.co.uk/minecraft/mods/prerelease/mod_macros_0.15.0_beta1_mc1.12.litemod) says "you cannot hotlink to this file".


    I've just tested on a build of 1.11.2 with macros and the identical script works still, just not in mod version 0.15.3


    I sent this all to mumfrey over a week ago but he hasn't replied yet, figured someone on here could take a look at it but i'm almost 100% sure it's an issue with the mod. I changed versions loading the same script and it worked fine, no warnings of uncollapsed loops.




    The variables/manipulation of the script should be irrelevant


    The script (an inefficient scanner) is as follows:




    PROMPT(&scan,"$$[Scan[area,shaft,caves]]")

    #yv=0

    #cons=0

    #ya=YPOS

    #xa=XPOS

    #za=ZPOS

    IF(&scan = "area")

    PROMPT(#rv,"$$[radius]")

    #yv=#ya-#rv

    #xv=#xa-#rv

    #zv=#za-#rv

    //LOG(%#xv% %#yv% %#zv%)

    LOG(&7&lScanning... )

    DO

    INC(#zv,1)

    DO

    INC(#yv,1)

    DO

    GETID(%#xv%,%#yv%,%#zv%,&id,&data)

    IF(&id = "air")

    ELSEIF(&id = "stone")

    ELSEIF(&id = "dirt")

    ELSEIF(&id = "grass")

    ELSEIF(&id = "tallgrass")

    ELSEIF(&id = "gravel")

    ELSEIF(&id = "granite")

    ELSEIF(&id = "diorite")

    ELSEIF(&id = "andesite)

    ELSEIF(&id = "bedrock")

    ELSEIF(&id = "netherrack")

    ELSE

    LOG(&6&l%&id% &7&lfound at &a&l%#xv% %#yv% %#zv%)

    ENDIF

    INC(#xv,1)

    WHILE(#xv < #xa+#rv)

    #xv=HITX-#rv

    WHILE(#yv < #ya+#rv)

    #yv=HITY-#rv

    WHILE(#zv < #za+#rv)

    #xv=#xa+#rv

    #yv=#ya+#rv

    //LOG(%#xv% %#yv% %#zv%)

    LOG(&7&lFinished Scan!)

    ELSE

    IF(&scan != "")

    DEC(#yv,1)

    LOG(&7&lScanning... )

    DO

    #nyv=#yv+#ya

    GETIDREL(0,%#yv%,0,&id,&data)

    IF(&id = "air")

    IF(&scan = "caves")

    INC(#cons,1)

    LOG(&6&l%&id% &7&lfound at y=&a&l%#nyv%&7&l: &a&l%#cons%&7&l in a row!)

    ENDIF

    ELSEIF(&id = "stone")

    #cons=0

    ELSEIF(&id = "dirt")

    #cons=0

    ELSEIF(&id = "grass")

    #cons=0

    ELSEIF(&id = "tallgrass")

    #cons=0

    ELSEIF(&id = "gravel")

    #cons=0

    ELSEIF(&id = "granite")

    #cons=0

    ELSEIF(&id = "diorite")

    #cons=0

    ELSEIF(&id = "andesite)

    #cons=0

    ELSEIF(&id = "bedrock")

    #cons=0

    ELSEIF(&id = "netherrack")

    #cons=0

    ELSE

    #cons=0

    IF(&scan = "shaft")

    LOG(&6&l%&id% &7&lfound at y=&a&l%#nyv%)

    ENDIF

    ENDIF

    DEC(#yv,1)

    WHILE(#yv > #ya*-1)

    LOG(&7&lFinished Scan!)

    ENDIF

    ENDIF


    Posted in: Minecraft Mods
  • 0

    posted a message on Macro / Keybind Mod

    So there's no way to calculate a decimal?

    Posted in: Minecraft Mods
  • 0

    posted a message on Macro / Keybind Mod

    Is there no way to store / call a decimal or float? I'm trying to use direction in a summon macro and I cannot create a decimal vector direction. # Is float, & is string. How does one use decimals?

    Posted in: Minecraft Mods
  • 0

    posted a message on Macro / Keybind Mod

    I noticed that pressing the increase/decrease volume button on my in-line headset control causes macro-keybinds mod to open a console which allows you to use stuff like RM. What is the official bind to open that via the keyboard and is there a way to change that bind?

    Posted in: Minecraft Mods
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