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    posted a message on [1.7.10 - 1.20.1]Sildur's shaders [PC/MAC/INTEL] Vibrant v1.51, Enhanced v1.16, Basic v2.2 are out now! (August 8th, 2022)

    Initially thought this was a bug with Macros (and I reported it there initially) until discovering that disabling just the shader (not OptiFine itself) resolved the issue. The shader seems to cause part of the UI added by Macro mod to hover upside down next to the players head, visible at some angles in first-person mode as a thin line, or in third-person. This is only visible when the macro override button is pressed. Screenshot:


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

    I suspect it could be the shader, given all the spooky magic that shaders will do to rendering. I'm using Sildur's Vibrant Shaders if you'd like to give it a try. Disabling the shader instead of OF seems to resolve the problem on my end though. Ultimately, don't suppose that's something to fix on your end.


    I haven't tried other shaders yet to see if it happens with those, however. Only sildur's currently.

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

    Using the new 1.11 release, I've found a slight bug, albeit interesting. A large override symbol can be found floating near the player, visible at times in first person when moving, and in third person at certain angles, of course only when holding the override key. I'm not currently sure if this is a problem with just macros or a conflict with another mod. For reference, I'm using these other mods:

    - OptiFine (Sildur's Vibrant Shader - High)

    - VoxelMap (Not shown due to overlay being toggled off)

    - WECUI

    - Gammbright and x-ray (don't judge me, I'm the server owner, just helps watch what hackers are watching XP)


    Also, here's a screenshot from a third-person POV:


    Hope this helps. Thanks for the new build, been a while since I've used macros ;-;

    Posted in: Minecraft Mods
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    posted a message on [v1.0.6] JSON Book Generator - Easily create colored Books! hoverEvents - clickEvents etc.
    I've been trying to use this to create a tutorial walk-through on my server, and for the most part it works, but tends to get quite confusing and annoying at some point. Previously, I managed to write quite a few pages successfully, then the program randomly decided to stop loading the file (v1.0.6, the version that said it fixed save/load problems, so not sure what's going on). No error message, it just doesn't do anything when attempting to load it. So I have some suggestions:



    1) Show a helpful error message when the file fails to load at some point. If it's already designed to do so, whatever I've done to the file doesn't trigger this function, so I've no clue why it isn't loading.



    2) Allow the window to be resized. When resizing horizontally, only expanding the components on the right: the tree view, book options, the two buttons under the Book Options (which should probably be moved above the tree, my mouse is generally near that area anyways), and the tree view. When resizing vertically, only expanding the JSON text box (if all that's possible). This would make the tree view much easier to view and search.



    3) Simplify the tree view somehow? I don't quite care for it to reflect the exact JSON data tree; For usability, it'd be nice if the tree could be simplified. I'm not sure how detrimental this would be, but I often find the tree very cluttered and hard to navigate, especially since it's quite a narrow panel and how the 'extra' tags tend to nest things quite far in. If the 'extra' could be removed and just show the elements nested in the extra, it may help. I've also noticed you can't add multiple text objects directly to a page parent. It must be nested under the page's first object's extra tag. Would it be worth merging that first object with the Page object (still allowing it to be edited by highlighting the page, which I'm assuming allows some properties to extend to child objects) and then having objects in the extra of that directly under the page? Another thing is that the title and author labels can be hidden since they have text boxes of their own. May even be worth allowing them to be edited by highlighting the Book object and use the space the 'Book Options' occupies to make more room for the tree view.



    Example of what I mean:
    - Book
    -- Page 1 (pages can be hidden I suppose)
    ---- Text (extra of 'Page 1's initial object)
    ------ Text (extra of the above 'Text' object)
    ---- Selector (another extra of 'Page 1's initial object)


    Thanks for reading all this. I'd quite appreciate this tool if I could manage to finish this guide book. Good work on everything so far! About the only thing I can find for creating books like this so far.



    Another minor things that might make it more interesting to use is to use small colored squares to replace the color drop down? Empty JLabel or JButton with a colored icon and a tooltip for the color's name would likely work well. Maybe change the border of the label or add a border to the icon when it's selected. Thinking about all this makes me want to remake this, but I know I'd likely not finish it. Anywho, thanks again and good luck!
    Posted in: Minecraft Tools
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    posted a message on LiteLoader
    Quote from kiarules»
    For Forge 1225 you need the LiteLoader -04 beta, it's back a few pages. That's you're problem, you've got incompatible ASMs.

    tyvm, I've found it. I'll give it a shot and reply with the result XP For other's conveience, I'll repost his links below (Would quote it if it'd let me)

    Edit: This indeed seems to work! Thanks a lot XP
    Posted in: Minecraft Mods
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    posted a message on LiteLoader
    Quote from Jon»

    Okay, I get it. the crash occur when I try to do the commend /help.
    You have any idea what doing this?
    thanks!

    It looks like it crashes while handing some Regex. My guess is that it could be Macro mod and some sort of macro you have to listen to chat. It would be more helpful, however, to just remove all mods and install them one by one to find the problematic one. Maybe start with Macro mod first and do /help again. If not, do mods that handle the chat (tabby chat? if it's installed), etc.
    Posted in: Minecraft Mods
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    posted a message on LiteLoader
    Similar to Xx_Rishi_xX, I'm having an error after installing LiteLoader on top of Forge. I'll post more details though:

    Installation Process:

    I started by installing a clean vanilla 1.7.10 (empty .minecraft folder as well), launched it, closed everything, installed Forge, tried the latest (10.13.1.1225), and the recommended (10.13.0.1180) for 1.7.10, launched it, closed everything again, then installed Liteloader, told it to install on top of the Forge installation, then attempted to launch it again. The window doesn't initialize at all visibly, and crashes to say this error. I have not installed any mods at all yet. For each profile I installed, I modified the profile to tell it to launch with Java 1.7 since I have 1.8 installed as well.

    Profile Settings:

    My profile is set to re-show launcher when game closes, specified the Java 1.7 executable and a '-Xmx4G' flag (no other start flags for the final LiteLoader install).

    System:

    I'm running a 16GB RAM machine with a 8-core 4GHz CPU running the Windows 10 tech preview (despite Java reporting windows 8.1 in the startup message).
    Posted in: Minecraft Mods
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    posted a message on Macro / Keybind Mod
    Will the friends list function be updated to support the new UUIDs eventually (or has already)? If so, are there any additional features this entails?

    I know the friend list isn't necessarily a major feature, and not even sure if it'd be worth the hassle, just a bit curious. Might be a handy tool when they finally allow name changes since I think you can target entities with UUIDs in 1.8 commands, and just being able to tell who your friends are in general would be nice.

    Keep up the good work! Judging by the recent change-logs, updating doesn't look to be a picnic.
    Posted in: Minecraft Mods
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    posted a message on Minecraft Capes! [Multiplayer Capes/Cloaks][www.MCCapes.com][Cape Gallery] + Transparent/Animated!
    My Minecraft username is OffLuffy if you could kindly allow me access to animated capes!
    Posted in: Minecraft Mods
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    posted a message on The search for a decent server continues, more specific criterias.
    Good argument Karbuncle, although the entire basis of PTW (at least as far as I've thought), is more inclined to other types of games, not sandbox survival games, or at least not our server (since it's not a PVP server, persay), so there really isn't any 'winning' to pay for. Our server is inclined to surviving and building, and in that respect, flying is merely a convenience. There aren't many things that a flying user can accomplish that another user, with some ingenuity and persistence, can't accomplish. Also, we do demand that users on our servers respect each other, so users who are flying typically won't use it to an unfair advantage when competing for whatever. If we hold official competitions for whatever reason, if flying gives them an unfair advantage, we disallow it during said competitions.
    Posted in: Server Recruitment
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    posted a message on Enhanced Wool Color Selection (With GUI?)
    Quote from The_Z_of_Death

    I hadn't thought of that, it could just work in the same way as the biome colour selector things. Whether or not it will kill peoples computers keeping track of this for every individual block instead of just a large region of is another story.


    That is a good point. Although the game only seems to load those sorts of details in chunks anyways. You'd probably need to go through quite a bit of trouble to cause too much damage XD That is by far the largest hole in this idea thus far though. Although it seems like it may be even less weight than the biome coloration since the biome colors has to coincide with biome algorithms and smooth color transitions whereas the wool shouldn't need that. Although now that I think about it, it would be cool to have something that allows you to "blur" colors of adjoining wool. That would be a pain in the ass, but would be interesting.

    Also, another idea to save computing power to consider would be to implement somewhat of a PNG image compression algorithm where if there's a large block of same-colored wool blocks, the data tied to those blocks can specify the color of one block and say how many blocks around it share the same color. In a three-dimensional manner, however, this may not be very efficient.
    Posted in: Suggestions
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    posted a message on Enhanced Wool Color Selection (With GUI?)
    Quote from The_Z_of_Death

    Great idea, but I'm pretty sure that the way Minecraft works with blocks, it wouldn't be possible to do this without adding hundreds of subtype blocks like it is already.


    Although, it could be set up to work somewhat like the potions where it has a rather long sub-value and each part resembles something. In this case, I could imaging it could break it into somewhat of a set of values like RGB(255,255,255) = 35:255255255
    Then again, that does look a bit ridiculous. It's a start though. lmao. That is also the full RGB spectrum, which isn't necessary for this game I'd imagine. Even condensing that down to a much smaller array of colors would be awesome IMO.

    Hopefully that won't even be necessary though. From what I've seen, colors of blocks controlled by the game like biome coloration don't need sub-values.
    Posted in: Suggestions
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    posted a message on Enhanced Wool Color Selection (With GUI?)
    -- Integrated this post into the main post up there! /\ /\ /\ --
    Posted in: Suggestions
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    posted a message on Enhanced Wool Color Selection (With GUI?)
    First of all, I do NOT mean just add more wool colors. That would just spam the inventory. What I mean is an enhanced method of choosing wool colors (primarily in creative mode, it would just complicate single player, which 16 colors is usually more than enough, but will hit on that later.)

    I'm aware that the game can handle some extent of block colorization, and this is more or less the direction I'm going. I suggest a sort of color palette that can change the color of wool to any number of colors. And having said that, I'd also suggest a new GUI to accompany this enhancement (obviously, couldn't think of any other way to accommodate this sort of thing anyways; sample shown below).

    Also, this has the potential to allow for more room in the terrain.png texture file. With this enhanced system, it could allow you to replace the 16 different wool textures with far fewer textures to allow wool to be reproduced. Also, I'm aware some texture packs use the different colors of wool and apply different textures to each one, rather than just color, so I'd rather suggest as well that instead of replacing each 16 different textures with a single colorized texture, replace the 16 with maybe 3-5 different textures (like the sandstone!), and allow each one to be colorized. This will allow texture pack artists to maintain a bit of creativity with their work as far as the wool goes.

    Now this is fine and dandy for creative mode users, save for some unthought-of way of accessing the color-choosing GUI in creative mode. Now for survival mode, I'd suggest leaving it primarily the same, but I have thought of a way to implement this into survival mode as well, albeit it would imply creating a new workbench of sorts.

    If it became necessary or relevant for survival mode players to utilize this expanded color selection, I'd suggest adding a tool that could have 3 slots.

    SAMPLE UI:


    1 slot for dyes (which stores them in the inkwells) , 1 for the input wool, and a last for the output wool. The color selection GUI could be integrated into this tool's GUI as well, and disabled until there is enough ink, or disable parts of the selectors based on how much ink is available. Also, it would help if this tool's GUI could also include an array of inkwells that can monitor how much of each color has been used, or even be used as a storage compartment for dyes.

    Anyways, that's about the extent of how much I've thought out this suggestion. I should leave the other minor details to the game creators or simply more creative people, but I for one would greatly anticipate this in an update, despite how complicated it sounds. This suggestion at any rate does not seem to have any affect on the "balance" of the game as it doesn't affect the availability of any give resource, or even the advantages of any give side. I hope the length of this post is not a problem as I felt it necessary to describe a lot of this in detail.
    Posted in: Suggestions
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    posted a message on Certain RedPower blocks crashing client on Mac
    Quote from Sko

    Please provide a log. Check the Java version on her Mac as some mods require Java 6 while there are Macs only capable of running Java 5, namely PPC and Core Macs.


    I'll look into it XD Kinda not my PC, so may be tricky to get the log without wasting all our time. In the mean time, Java 6 and OptiFine are options to explore. Thanks!
    Posted in: Legacy Support
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